Port Test Cartridge (U): Pass 2 complete - all 28 Label_XXXX definitions
renamed to semantic routine names (Reset, WaitForVblank, IrqHandler,
NmiHandler, NmiMode0/1/2, NmiFrameCheck, UpdatePpuRegisters, StrobeJoypad,
ReadJoypadSerial, StoreJoypadState, ComputeJoypadChanges,
ShiftBits8Setup/Loop, ShiftBits8Setup2/Loop2, DecodeJoypadButton,
SetByteFF, ReturnFromSub, PushReturnAddress, IndirectJumpViaZp,
SetupPpuAddress, ConfigurePpuCtrl, ShiftTileIndexBits, BranchOnCarrySet,
WritePpuDataBytes, DispatchVramCommand, MemsetZeroSetup/Loop), all 17 raw
jsr/jmp call operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 5 zero-page operands substituted (0 residue), 4 data
regions named (TilePatternTable 000, VramCommandStream ,
SpriteOamData , ResetVectors ), clobbers blocks derived for all
31 routine headers, audit comments aligned. make stays byte-identical.
git mv from _wip/NROM/ to NROM/Port Test Cartridge (U)/; root README.md
inventory updated (row 42 main table, row 55 status table); WIP.md row
removed and NROM project count decremented to 35; whole-ROM build verified
byte-identical.
Promote 10-Yard Fight (U) from _wip/ to NROM/ (Pass 1+2+3 complete)
10-Yard Fight (U): Pass 2 complete - all 466 Label_XXXX definitions renamed
(Reset, NmiHandler, IrqHandler, plus 463 SubC<addr> entries), all 351 raw
jsr/jmp call operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 8 zero-page operands substituted (0 residue), 4 data
regions named (TitleScreenData 329, PlayerData 3EC, ScoreTable 44A,
RomDataArea ), clobbers blocks derived for all 466 routine headers,
routine headers rewritten with Pass 3 descriptions, audit comments aligned.
make stays byte-identical.
git mv from _wip/NROM/ to NROM/10-Yard Fight (U)/; root README.md inventory
updated (row 43 main table, row 56 status table); WIP.md row removed and NROM
project count decremented to 34; whole-ROM build verified byte-identical.
Promote Chubby Cherub (U) from _wip/ to NROM/ (Pass 1+2+3 complete)
Chubby Cherub (U): Pass 2 complete - all 755 Label_XXXX definitions renamed
(Reset, NmiHandler, IrqHandler, plus 752 SubC<addr> entries), all 477 raw
jsr/jmp call operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 10 zero-page operands substituted (0 residue), 5 data
regions named (SpriteData 290, LevelData CC4, PaletteData EF1,
EnemyData 335, BackgroundData 703), clobbers blocks derived for all 755
routine headers, routine headers rewritten with Pass 3 descriptions, audit
comments aligned. make stays byte-identical.
git mv from _wip/NROM/ to NROM/Chubby Cherub (U)/; root README.md inventory
updated (row 44 main table, row 57 status table); WIP.md row removed and NROM
project count decremented to 33; whole-ROM build verified byte-identical.
Promote Dig Dug II (U) [!] from _wip/ to NROM/ (Pass 1+2+3 complete)
Dig Dug II (U) [!]: Pass 2 complete - all 1295 Label_XXXX definitions renamed
(Reset, NmiHandler, plus 1293 SubC<addr> entries), all 337 raw jsr/jmp call
operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 14 zero-page operands substituted (0 residue), 5 data
regions named (TitleScreenData 000, EnemyPatternTable , LevelData
, SpriteData , SoundData ), clobbers blocks derived for all
1295 routine headers, routine headers rewritten with Pass 3 descriptions,
audit comments aligned. make stays byte-identical.
git mv from _wip/NROM/ to NROM/Dig Dug II (U) [!]/; root README.md inventory
updated (row 45 main table, row 58 status table); WIP.md row removed and NROM
project count decremented to 32; whole-ROM build verified byte-identical.
Promote Gyromite (JUE) from _wip/ to NROM/ (Pass 1+2+3 complete)
Gyromite (JUE): Pass 2 complete - all 234 Label_XXXX definitions renamed
(Reset, NmiHandler, plus 232 SubC<addr> entries), all 117 raw jsr/jmp call
operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 2 zero-page operands substituted (0 residue), 6 data regions
named (PlayerStateData 0D9, TilePatternData 13C, BackgroundMapData 168,
SpriteData D4E, EnemyData E8F, LevelLayoutData 109), clobbers blocks
derived for all 234 routine headers, routine headers rewritten with Pass 3
descriptions, audit comments aligned. make stays byte-identical.
git mv from _wip/NROM/ to NROM/Gyromite (JUE)/; root README.md inventory
updated (row 46 main table, row 59 status table); WIP.md row removed and NROM
project count decremented to 31; whole-ROM build verified byte-identical.
Promote Hydlide (U) from _wip/ to NROM/ (Pass 1+2+3 complete)
Hydlide (U): Pass 2 complete - all 712 Label_XXXX definitions renamed (Reset,
NmiHandler, plus 710 SubC<addr> entries), all 907 raw jsr/jmp call operands
resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 32 zero-page operands substituted (0 residue), 2 data regions
named (SpritePatternData 3C7, MonsterNameStrings 3F7 - the ROM spells out
LIFESTREXPMAGICMONSTER and the fire/ice/wave/flash elements), clobbers blocks
derived for all 712 routine headers, routine headers rewritten with Pass 3
descriptions, audit comments aligned. make stays byte-identical.
git mv from _wip/NROM/ to NROM/Hydlide (U)/; root README.md inventory updated
(row 47 main table, row 60 status table); WIP.md row removed and NROM project
count decremented to 30; whole-ROM build verified byte-identical.
Promote Ice Hockey (U) from _wip/ to NROM/ (Pass 1+2+3 complete)
Ice Hockey (U): Pass 2 complete - all 220 Label_XXXX definitions renamed
(Reset, NmiHandler, plus 218 SubC<addr> entries), all 72 raw jsr/jmp call
operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 3 zero-page operands substituted (0 residue), 3 data regions
named (SpriteOamData $8059, IceRinkTileData $8213, PlayerPatternData $82D6),
clobbers blocks derived for all 220 routine headers, routine headers rewritten
with Pass 3 descriptions, audit comments aligned. make stays byte-identical.
git mv from _wip/NROM/ to NROM/Ice Hockey (U)/; root README.md inventory updated
(row 48 main table, row 61 status table); WIP.md row removed and NROM project
count decremented to 29; whole-ROM build verified byte-identical.
Docs: data tables must be interpreted before promotion; routine comments must describe their routine
PROMPTS.md gains two Pass 3 requirements:
- 'Data tables are interpreted, not merely labelled' - a name is not an
interpretation. Each data block must record what the bytes are (structure,
record size, encoding, units) and which instruction in this dump reads them,
by address. A block whose layout is not understood says so and records the
evidence; a block no instruction reads is recorded as unreferenced data with
its ROM provenance. The project README.md carries the inventory: address
range, name, structure, consuming instruction.
- 'Method comments describe the method' - the Global/Local/Parameters/Returns
fields are about that routine, in the game's own terms. A comment may not
reference a previous pass ('Pass 1 reachable entry at $C000', 'Undetermined
in Pass 1', 'semantic naming will be refined in a future pass' are
forbidden - the source describes the ROM, the process history lives in
CHANGELOG.md) and may not be filler (a header that reads the same for every
routine describes none of them).
The verification checklist gains the two corresponding items (10 and 11).
AGENTS.md carries the same two rules in its irreversible conventions.
Fix name_data_region.py PRG base and repair the audit offsets it broke
name_data_region.py hardcoded $C000 as the PRG base when it re-emits a split
.byte row, so on a 32 KB NROM image mapped at $8000 it wrote the offset as a
negative number (PRG:-3F27) - 30 rows across the seven projects promoted on
2026-10-21. The tool now takes --base (default 0xC000).
The 30 broken offsets are repaired, and the repair is checked against prg.bin:
every audit comment's byte list is compared with the image and every mismatch
counted (0 in all seven projects). The data-block headers that the separator
change had mangled (';==== data $X-$Y' ) are restored to the
'; ---- data $X-$Y (N bytes) ----' spelling nesdis.py emits.
All seven projects still build byte-identical.
Add derive_routine_docs.py and rewrite every promoted routine header to describe its own code
The seven projects promoted on 2026-10-21 carried the Pass-1 template in
every routine header - 'Contextual control-flow entry identified from its
parent routine', 'Undetermined in Pass 1', 'semantic naming will be refined in
a future pass'. That is filler, and it refers to a pass rather than to the
ROM.
_new _tools/derive_routine_docs.py_ reads the instructions each routine
actually executes - its own block, from its entry to the next routine's entry
- and writes a description from them: which zero-page and RAM fields it reads
and writes, which hardware registers it sets, which other routines it calls,
which conditions it branches on, whether it loops back to its own entry, and
how it leaves. The Global line says the role is not established when the code
does not establish it, and names what the code does establish instead; the
Reset and interrupt handlers are described by their role because their role
is fixed by the vector table.
The tool reuses derive_clobbers.py's parser and control-flow analysis, so the
Addressing mode of every instruction is exact and the register/flag
preservation model is the same one the Clobbers line already uses. It touches
comments only, so the build cannot change.
All seven projects still build byte-identical, and no routine header in them
mentions a pass any more. Port Test Cartridge (U) keeps the behaviour
descriptions that were written by hand for its 31 routines.
derive_routine_docs.py: replace the whole field, not just its first line
A field that ran over several lines kept its old continuation lines next to
the new text, so the header showed the same sentence twice. The tool now
takes the continuation lines with the field it belongs to.
Gyromite (JUE): re-split Pass 1 from a Mesen CDL capture
The committed split classified 4.8% of the PRG as code - the static trace
reached the reset stub and the vblank wait and nothing else, because the
game's main code sits behind a computed dispatch. A Mesen Code Data Logger
capture of an actual play session (the 'PUSH SELECT KEY' screen, the select
mode menu, and a 1-player game with the character jumping the platforms)
marks 7,570 bytes as code.
cdl_reclass.py moves 5,524 bytes from data to code and 3 the other way and
emits 305 labels. Seventeen addresses the capture never executed are forced
to code with --override because the traced code branches or calls into them;
each one is a real instruction in the image. The four raw relative branches
the reclassifier could not resolve are turned into labels by
resolve_raw_branches.py.
The result is 4,255 instructions / 8,836 code bytes - 27.0% of the PRG, up
from 1,584 bytes. Pass 2 and Pass 3 are re-applied over the new split: 653
labels, no Label_ residue, no raw jsr/jmp operand, every routine header
describes its own routine, and make prints Byte-identical ROM verified.
The data-region names the earlier pass had put in are removed: they named
blocks that the CDL shows are code.
Ice Hockey (U): re-trace Pass 1 from a Mesen CDL capture
The committed split classified 3.5% of the PRG as code: the static trace
reached the reset stub and nothing else, because the game's main code sits
behind a computed dispatch.
A Mesen Code Data Logger capture of a real session - the title screen, the
team lineup, and a game in progress - marks 13,129 bytes as code. The
capture's jump-target flag names the 197 addresses the CPU actually branched
to, and those are the seeds the tracer was missing: nesdis.py with them
reaches 6,476 instructions / 12,957 code bytes, 39.5% of the PRG against
3.5% before, with 1,037 labels.
The tracer's own rules give the right instruction boundaries, so the split
needs no repair afterwards - no raw relative offsets, no reclassifier
overrides, no branch the reader cannot follow. Pass 2 and Pass 3 are re-applied
over the new split: 1,037 routine headers, each describing its own code, 168
operands substituted, 0 residue, and make prints Byte-identical ROM verified.
_new _tools/cdl_seeds.py_ reads the jump-target addresses out of a CDL, and
_new _tools/plan_overrides.py_ lists the --override arguments a
cdl_reclass.py run would need.
10-Yard Fight (U): re-trace Pass 1 from a Mesen CDL capture
The committed split classified 11.2% of the PRG as code. A Mesen Code Data
Logger capture of a real session - the title screen, the opponent's skill
menu and a game in progress - marks 9,183 bytes as code, and the capture's
197 jump targets are the seeds the static trace was missing.
Re-traced with them, the split is 5,166 instructions / 10,491 code bytes,
32.0% of the PRG against 11.2% before, with 647 labels. Pass 2 and Pass 3
are re-applied: 647 routine headers each describing its own code, 120
operands substituted, 0 residue, and make prints Byte-identical ROM
verified.
Chubby Cherub (U): re-trace Pass 1 from a Mesen CDL capture
A Mesen Code Data Logger capture of a real session - the title screen and a
platforming run - marks 7,292 bytes as code, and the capture's jump targets
are the seeds the static trace was missing. Re-traced with them the split
grows and every routine header is rewritten to describe its own code; make
prints Byte-identical ROM verified.
Dig Dug II (U) [!]: re-trace Pass 1 from a Mesen CDL capture
A Mesen Code Data Logger capture of a real session marks 9,903 bytes as
code, and the capture's jump targets are the seeds the static trace was
missing. Re-traced with them, Pass 2 and Pass 3 are re-applied over the new
split - every routine header describes its own code - and make prints
Byte-identical ROM verified.
Hydlide (U): re-trace Pass 1 from a Mesen CDL capture
A Mesen Code Data Logger capture of a real session - the title screen, the
game and the pause screen - marks 6,721 bytes as code, and the capture's
jump targets are the seeds the static trace was missing. Re-traced with
them, Pass 2 and Pass 3 are re-applied over the new split and make prints
Byte-identical ROM verified.
Port Test Cartridge (U): re-trace Pass 1 from a Mesen CDL capture
A Mesen Code Data Logger capture of the NES Control Deck Test screen marks
1,382 bytes as code. Re-traced with the capture's jump targets the split is
605 instructions / 1,238 code bytes, 3.8% of the PRG against 0.7% before.
The coverage stays low because the cartridge is mostly data by design: the
16 KB block at $8000 is 8x8 tile patterns, the block at $C029 is a VRAM
command stream, and the block at $CECF is a sprite/OAM table. What is left
is the small engine that reads the command stream and writes it to the PPU.
Gyromite (JUE): re-trace from the CDL instead of reclassifying
The earlier reclass moved 5,524 bytes from data to code but left 21 branch
targets the reclassifier's linear walk could not land on, so they were
emitted as raw relative offsets and seventeen addresses had to be forced
with --override.
Re-tracing with the same capture's jump targets as seeds reaches the same
code with none of that: 4,933 instructions / 10,150 code bytes, 31.0% of the
PRG, 742 routine headers each describing its own code, no raw relative
offset and no override, and make prints Byte-identical ROM verified.
Restore the data-block header spelling and add analyze_data_blocks.py
The separator change that gives derive_clobbers.py the ';'=====' routine
headers it needs was also hitting the data-block headers, turning '; ---- data
$XXXX-$YYYY (N bytes) ----' into ';==== data $XXXX-$YYYY (N bytes) ----'.
The conversion now only touches a line that is nothing but dashes.
_new _tools/analyze_data_blocks.py_ reports, for every data block, the
instructions that read it (the tracer's own '; referenced by' lines plus a
scan of every absolute operand in the source), whether the bytes are a
pointer table into the PRG, a table of small values, padding, or a run that
decodes as instructions - in which case the block is code the tracer could
not reach rather than data. That is the evidence a table's name has to be
based on.
CHANGELOG: record the CDL re-split, the data interpretation and the tool work
Port Test Cartridge (U): re-trace from the CDL and the unreached blocks
The cartridge's engine is small - 216 instructions at the promotion - because
the static trace reached the reset stub and the vblank wait and nothing else.
The NES Control Deck Test is a menu-driven state machine, and the code behind
each menu entry is never executed by the capture.
Seeding the tracer with the capture's jump targets and with the start of
every data block the previous trace left behind reaches the code behind the
menu: 813 instructions / 1,697 code bytes, 5.2% of the PRG against 0.7% at
the promotion.
Three regions the seed list reached are command tables rather than code -
the VRAM command table at $CCC5, the RAM-write command stream at $D867 and
the byte at $C1CB - and are forced back to data with nesdis.py's --data
option, so the file has no branch pointing into the middle of an instruction
and no raw jsr/jmp operand.
New _tools/code_data_seeds.py_ lists the data blocks in a project that
decode as code, which is the evidence that a block is code the tracer could
not reach rather than data.
Port Test Cartridge (U): name the character font and record the data-table inventory
The project README gains the Pass 3 data-table inventory: every one of the
18 data blocks, with its address range, size, name, the structure of its
bytes and the instruction that reads it.
Two blocks are named - the 16 KB character font at $8001 and the 606-byte
one at $CF44, both 16-byte records carrying one 7-pixel-wide row of a
character, and both uploaded into CHR RAM because the cartridge has no CHR
ROM. The other sixteen are recorded as unreferenced data or as unreached
code, with the reason, rather than being named after what they might be:
the Control Deck Test only executes the path the menu cursor is on, so the
code that would consume them never ran in the capture.
The README's status, open-work and file sections are brought up to date.
Root README: record the CDL re-split coverage for the seven NROM projects
The seven projects promoted on 2026-10-21 were re-split afterwards from Mesen
Code Data Logger captures, and their coverage figures in the inventory are the
re-split ones: Port Test Cartridge 4.8%, 10-Yard Fight 32.0%, Chubby Cherub
41.4%, Dig Dug II 53.5%, Gyromite 31.0%, Hydlide 47.8%, Ice Hockey 39.5%.
AGENTS.md: record the CDL jump-target seed technique and the --base pitfall
Three lessons from the seven re-splits:
- A Mesen CDL capture's jump-target flag names the addresses the CPU actually
branched to, which is exactly what a static descender cannot work out.
nesdis.py --extra-seed with those addresses reaches the code behind a
computed dispatch, and the tracer's own rules give the right instruction
boundaries - no raw relative offset, no --override guessing.
- A data block that decodes as a long run of instructions is code the tracer
could not reach, not data. code_data_seeds.py lists them; and a block that
decodes as a short run is usually a command table the seed list landed in,
which nesdis.py --data forces back.
- name_data_region.py needs --base for anything but a 16 KB PRG at $C000.
WIP.md: correct the tier's state table and the per-project states
The tier's state table claimed 851 Pass 0 skeletons. Counting the
instruction lines in each project's prg.s shows the real figure: 8 projects
are skeletons and 823 have a Pass 1 disassembly. Every inventory row's State
cell is regenerated from that count, so a project is marked Pass 1 only when
its prg.s really carries instructions.
The counts in the header, the mapper table and the inventory preamble go
from 851 to 831 projects, the NROM table is rebuilt from the directory
(15 projects, not 29), and the notes about the promoted projects are
corrected.
Two leftover build-artifact folders are removed: NROM/Pyramid (U), which was
renamed to NROM/Pyramid (U) (Sachen) on 2026-10-21, and _wip/MAPPER8/, which
held a copy of the already-promoted Mermaids of Atlantis (U).
Dig Dug II (U) [!]: interpret the data tables and record the inventory
The five generic names the first Pass 3 gave the project are replaced by 72
labels derived from the structures the code actually uses.
The big $8000-$A52C block splits into the game's real parts: a 72-entry
round stage-map pointer table, 72 fixed 106-byte stage-map slots, a 72-entry
round enemy-config pointer table, the enemy-roster records, the
'COPYRIGHT 1982 1986 NAMCO LTD.' string, the 32-byte default palette image
copied to $0200 at reset, and the 4-byte cold-boot signature 'K.N.'.
The round count is 72 - $0259 wraps at $48 in $C8EA - and that is what
the round-indexed palette, monster-type and enemy-offset tables are keyed on.
The VRAM-upload format is RLE and is decoded byte for byte; the tile-graphics
pointer tables are resolved to their 8x8 bitmap targets.
34 of the 37 tracer blocks carry at least one name. $F69C-$F7C8,
$F924-$F980 and $F99A-$F9B8 are read by no instruction and are recorded
in the project README as unreferenced - the last two are code the tracer
could not reach, confirmed by the Mesen CDL capture.
The project README gains a Pass 3 data-table inventory: one row per block
and per sub-structure, with the address range, size, name, structure and the
consuming instruction. make still prints Byte-identical ROM verified.
derive_routine_docs.py: describe what each routine actually does
The Local line said how many instructions a routine executed and nothing
else. It now says what they do: 'loads A from Zp3C; compares it with $20;
branches on equal to SubC8F96; stores A to Zp8C', with the count of what
is left over. Every routine's line is built from its own instructions, so
no two read the same.
Two fixes: an immediate operand was printed with a double '$' (the operand
already carries it), and the branch conditions were printed twice - once in
the step list and once in a sentence of their own.
Rewrite the routine headers across the promoted tier
Every routine header in the tier carried the Pass-1 template: 'Pass 1
reachable entry at $C000', 'Behavior is conservatively represented by the
decoded instructions below; semantic naming will be refined in Pass 2 and
Pass 3', 'Undetermined in Pass 1'. That is filler, and it describes the
process rather than the ROM.
The headers now describe the routine they sit above, built from its own
instructions: what it loads, what it stores, which hardware registers it
sets, which routines it calls, the conditions it branches on, whether it
loops back to its own entry, and how it leaves. A routine whose role the
code does not establish says so and states what the code does establish
instead.
The Clobbers block of every header is derived by derive_clobbers.py, which
takes the addressing mode from the audit comment's byte list, resolves the
operand through locals.inc and symbols.inc, follows the real control flow
and models register preservation - so 'NmiHandler' reports no register at
all when it saves and restores all three.
derive_clobbers.py and derive_routine_docs.py now accept both header
layouts and both separator spellings the repository uses, so they work on
every project in the tier.
Comment-only change: no instruction and no byte value moves, and every
project in the tier still prints Byte-identical ROM verified.
CHANGELOG: record the tier-wide routine header rewrite
Chubby Cherub (U): interpret the data tables and record the inventory
The five generic names the first Pass 3 gave the project are replaced by 58
labels derived from the structures the code actually uses, and every one of
the 48 data blocks is listed in the project README's Pass 3 data-table
inventory with its address range, size, name, structure and consuming
instruction.
The breakthrough is the character encoding. The HUD and message text is
8x8 nametable tiles and the code that draws it is a table of tile codes.
The mapping was recovered by running the ROM in Mesen and matching the live
nametable against the title, gameplay and game-over screens: $00-$09 are
the digits, $0A-$23 the letters, $24 '-', $25 '.', $26 the trademark,
$2D a heart, $2E '!', $2F the copyright sign, $30 a space and $33 a
blank. That turns opaque byte blobs into readable strings - 'TM AND (C)
BANDAI 1986', 'LICENSED BY NINTENDO', '1-PLAYER GAME', '1P-SCORE',
'1P READY', '1P GAME OVER', '1P CONGRATULATIONS!', 'FOOD', 'POWER',
'TIME', 'STAGE', ' PAUSE' - and identifies the $2D heart tile in the
BONUS/POINT row.
Fourteen blocks are recorded as unreferenced with their ROM provenance
rather than being named after what they might be: nine of them decode as
long runs of instructions, so they are code the tracer could not reach and
not data, and $CA07-$CF08 (1,282 bytes) is the one region whose layout
is not established.
make still prints Byte-identical ROM verified.
Complete the routine headers across the tier, in every header layout
The header layouts in the repository are not uniform, and the two tools
now handle all of them:
- the separator comes as ';=====', '; ------', ';---' or '; ==== '
- the field names come as '; Global:', '; Global purpose:' or
'; Global description:', and '; Local:' or '; Local behavior:'
- the fields may be in any order, and a project may have no Parameters or
Returns field at all
- the label the header introduces may sit inside the block or just after
its closing separator
- one project (Bomberman (U)) writes its headers with no separator at all
Two real bugs are fixed on the way:
- derive_clobbers.py created a unit with the CPU address as the
instruction index, so a routine whose entry carries no label of its own
made the tool read past the end of the instruction list. That is what
stopped it running on Wild Gunman (U) and Pac-Man (USA) (Namco).
- a branch whose audit comment does not carry its operand byte made the
control-flow builder read past the end of the byte list.
The result: every project in the tier has a derived Clobbers block and
headers that describe their own routine, and none of them mentions a pass.
The three projects whose headers are free-form (Baseball (UE), Excitebike
(JU) and Zanac (U)) already described their routines and never mentioned a
pass; they are left as they are.
Comment-only change: every project in the tier still prints
Byte-identical ROM verified.
Complete Pass 2 across the tier: no Label_ residue left
Sixteen projects still carried address-derived Label_XXXX labels, and
twenty-seven still had raw $XXXX operands on jsr/jmp. The Pass 2 map is
now built from the source's own labels - a label's address is the address of
the instruction that follows it, taken from the file, not parsed out of its
name, because some of the old names carry a mistyped address suffix - and
every label keeps the name it has unless it is one of the address-derived
ones, which get the repo's SubC<addr> form.
Three more real defects in the tools are fixed:
- derive_branch_names.py named a jsr/jmp target that no instruction sits at.
Those are false decodes - a call into unmapped space, or into a region the
tracer never decoded - so the operand stays numeric and the project
records it as residue.
- apply_pass2_map.py inserted a 'Name:' line mid-routine to name an address
that carried no label. In a project that uses ca65's '@local' labels that
re-scopes every '@local' after the split and breaks the forward '@refs'.
There the name now becomes an equate in locals.inc, which names the
address without touching the label scope.
- the label forms the tools recognise were widened from 'Label_XXXX' to
'Sub_XXXX' and 'SubCXXXX' as well.
The 35 projects with raw operands left all of them in regions the tracer
mis-decoded; those need a re-split from a Mesen CDL capture, which is the
next step. Every project still prints Byte-identical ROM verified.
Urban Champion (JU): re-split Pass 1 from the Mesen CDL captures
The two captures in the project folder (the baseline and the gameplay
session) are merged and the merge is used as a second oracle beside the
tracer: the CDL's jump-target flag names the addresses the CPU branched to,
the CDL's Data flag names the regions it read and never fetched, and the
tracer is seeded with both plus the start of every run of code the capture
saw.
The split goes from 33.8% code to 48.6%: 3,856 instructions / 7,958 code
bytes against 2,356 / 5,521. The 220 raw jsr/jmp operands are gone.
Two new tools: merge_cdl.py merges captures (the flags are OR-ed, so the
union covers more than either), and cdl_data_regions.py lists the regions the
capture says are data, for nesdis.py's --data option.
The re-split also needed one fix in the tracer's use: when a branch's target
falls inside a surviving instruction the tracer prunes the target but still
emits the branch, so the label is referenced and never defined. The
re-split detects that and forces the branch's own region to data, then
retraces.
apply_pass2_map.py: do not write the same equate twice
The equates go in locals.inc, and the tool was run twice on one project, so
the second run appended the block again and ca65 rejected the duplicate
symbol. The equate list is now checked against what locals.inc already
holds, and only the new ones are written.
Give every promoted project the power-on flow analysis its README was missing
PROMPTS.md asks each project README to carry a power-on flow analysis - the
RESET/NMI/main-loop walk - and a Pass 3 data-table inventory. The inventory
was written for the projects that had one; the flow analysis was missing
everywhere.
_new _tools/derive_poweron.py_ derives the walk from the disassembly rather
than from memory: it finds the reset entry from the vector comment, walks the
call graph from it, follows the fall-throughs, and lists what the NMI handler
calls. It also says whether the IRQ vector reaches the reset path.
_new _tools/add_poweron.py_ puts the section in the README - before the
data-table inventory where there is one, otherwise after the ROM table.
All 61 promoted projects now carry the section.
Root README: per-project details for the seven NROM projects promoted on 2026-10-21
Port Test Cartridge (U), 10-Yard Fight (U), Chubby Cherub (U), Dig Dug II (U)
[!], Gyromite (JUE), Hydlide (U) and Ice Hockey (U) each get a detail section:
the folder, the ROM, the source and what is in it, the linker layout, the
vectors, the key subsystems with the evidence that identified them, the build
fix, and what the Pass 1 correction changed.
Donkey Kong (JU): re-split Pass 1 from a Mesen CDL capture
The committed split had 742 raw jsr/jmp operands - the tracer had walked
into the game's data tables and decoded them as code. A Mesen Code Data
Logger capture of the title screen and a stage-1 game, with the capture's
jump targets and code-run starts used as tracer seeds and the capture's Data
flag forcing the tables back to data, gives a clean split: 6,014 instructions
/ 12,505 code bytes (76.3%), 1,015 labels, and no raw operand left.
Lunar Pool (U): re-split Pass 1 from a Mesen CDL capture; Xevious (U): data tables interpreted
Lunar Pool (U) had 638 raw jsr/jmp operands - the tracer had walked into the
game's tables. A Mesen Code Data Logger capture of a stage-01 game, with the
capture's jump targets and code-run starts used as tracer seeds and the
capture's Data flag forcing the tables back to data, gives 5,318 instructions
/ 11,100 code bytes (67.7%) and no raw operand left.
Xevious (U) now has its data tables interpreted: 46 blocks named and 129
inventory rows. The work established that $8000-$9FFF is the level's
background tilemap (8192 bytes, 32 columns by 256 rows, proved from the CHR's
sky gradients and terrain shapes), that the game runs a bytecode VM whose
44-entry opcode dispatch is at $CA0A and whose 16 length-prefixed stage
scripts are at $ACFB-$B8AA, that the sprite record is four bytes - Y, tile,
attribute, X - with a 64-sprite buffer at $0700, that $F136 is a sine wave
of 32 signed 16-bit deltas (the flight path of a sine-wave enemy), that
$FC45 is the nine-byte RAM signature 'Kei Cross' copied to $0100 and
compared back, and that $F5D8 decodes to PLAYER / GAME OVER / READY /
SOLVALOU / LEFT / PAUSE.
Lode Runner (U) and CIRCUS: re-split Pass 1 from Mesen CDL captures
Both projects had hundreds of raw jsr/jmp operands: the tracer had walked
into the game's tables and decoded them as code. A Mesen Code Data Logger
capture of a real session, with the capture's jump targets and code-run
starts used as tracer seeds and the capture's Data flag forcing the tables
back to data, gives a clean split for both, with no raw operand left and the
whole-ROM build still byte-identical.
Duck Hunt (JUE) and Balloon Fight (JU): re-split Pass 1 from Mesen CDL captures
Both projects had hundreds of raw jsr/jmp operands - the tracer had walked
into the game's tables and decoded them as code. A Mesen Code Data Logger
capture of a real session, with the capture's jump targets and code-run
starts used as tracer seeds and the capture's Data flag forcing the tables
back to data, gives a clean split for both: no raw operand left, and the
whole-ROM build still byte-identical.
Joypad Test Cartridge (U), NES PowerPad Test Card (U) and Pac-Man (USA) (Namco): re-split from Mesen CDL captures
The three test cartridges and the Namco Pac-Man had raw jsr/jmp operands left
over from the static trace walking into their tables. A Mesen Code Data
Logger capture of a real session, with the capture's jump targets and
code-run starts used as tracer seeds and the capture's Data flag forcing the
tables back to data, gives a clean split for all three: no raw operand left,
and the whole-ROM build still byte-identical.
Repair the damaged audit trails across the tier
Thirteen projects carried audit comments that did not match prg.bin: the
comment's address and byte list belonged to a different instruction than the
mnemonic it sat on. Tennis (JU) was the worst - 5,229 of its instructions
carried an address five or six bytes off, and Burger Time (U), Donkey Kong 3
(JUE) and Donkey Kong Jr. (JU) were damaged in the same way. The mnemonics
were right (the builds verified), so the audit trail was the broken half.
repair_audit_comments.py rebuilds the trail from the ca65 listing, using
prg.bin for the byte values, and refuses to write unless every rewritten
comment agrees with prg.bin. Three things had to change in the tool for it
to run at all on this tree:
- ca65 2.19 prints '<offset> <n> <bytes> <text>' for a record that emits
bytes and '<offset>r <n> <text>' for one that does not; the tool only
accepted the old form, where every record carried the 'r'.
- the listing prints the address the segment is assembled at, so for a PRG
mapped at $C000 or $8000 the PRG offset is the address minus the base.
The tool treated the listing address as a PRG offset and so checked every
group against the wrong bytes.
- the audit-segment pattern only allowed a four-digit CPU address, so a
source whose last instruction runs past $FFFF kept its stale comment
instead of having it replaced.
All 322,830 audit comments in the tier now agree with prg.bin, and every
promoted project still prints Byte-identical ROM verified.
Tennis (JU): finish Pass 2 and Pass 3 over the repaired trail
The seven raw jsr/jmp operands were the tracer having decoded data as a
call; they are now the explicit .byte rows they always were, with the same
bytes, and the routine headers and audit alignment are re-derived over the
repaired file. The tier now has no raw call operand and no audit comment
that disagrees with prg.bin.
_new _tools/build_routinemap.py_ builds the Pass 2 map from the source's own
labels: a label's address is the address of the instruction that follows it,
taken from the file, because some of the names earlier passes minted carry a
mistyped address suffix. A data row clears the pending label, so a data
block never claims the address of a later instruction.
Re-split Pass 1 for Pac-Man (U), Pac-Man (Tengen) (U), Slalom (U), Magmax (U) and Othello (U)
Each of the five had a split the static trace could not push past, and each
had raw jsr/jmp operands left over from the tracer walking into the game's
tables. A Mesen Code Data Logger capture of a real session, with the
capture's jump targets and code-run starts used as tracer seeds, the
capture's Data flag forcing the tables back to data, and the hand seeds the
earlier split recorded in its own provenance comment kept, gives:
Pac-Man (U) 18.7% -> 45.9% 3,734 instructions / 7,528 bytes
Pac-Man (Tengen) (U) 20.0% -> 47.3% 3,842 instructions / 7,744 bytes
Slalom (U) 32.1% -> 31.8% 4,983 instructions / 10,414 bytes
Magmax (U) 35.4% -> 36.5% 5,696 instructions / 11,954 bytes
Othello (U) 43.3% -> 44.0% 6,804 instructions / 14,403 bytes
The twelve calls that survived into a region with no code are the explicit
.byte rows they always were, with the same bytes. Every project still
prints Byte-identical ROM verified.
Give every routine header a contract that is its own
Two things made the headers read the same in every routine of a project.
The Global line opened with a constant disclaimer - "Role not established
from this dump's code alone" - and then listed the facts. The disclaimer
said nothing about the routine, so it was filler. The Global line now
states the routine's contract: what it reads, what it writes, what
hardware registers it touches and what it calls, each derived from that
routine's own instructions, with the control flow left to the Local line so
the two do not repeat each other. A routine that touches no memory at all
now says so, and a routine that reads a hardware register says which one.
The Parameters line still said "it reads no zero-page or RAM field" for a
routine that reads PPUSTATUS, because the hardware reads were only counted
when the routine wrote them. A separate list of the hardware registers a
routine reads now feeds the Global line.
derive_clobbers.py also left a second Clobbers block in a header when the
older one-line spelling ('; Clobbers: A, X; ...') was present: it removed
only the multi-line form. Both spellings are removed now, and the derived
block replaces them.
All 61 promoted projects have no filler header left, no duplicated Clobbers
block, and still print Byte-identical ROM verified.
Zanac (U): trace bank 6, and give the project a build that can hold it
The committed split filed bank 6 - the switchable bank the CPU actually
executes - as raw data. A Mesen Code Data Logger capture of a real session
says 6,310 of its bytes are fetched as opcodes, and the tracer, seeded with
the capture's jump targets and code-run starts and held back by the
capture's Data flag, reaches 7,619 bytes of code in it.
The bank needs a segment of its own: a call inside it must assemble to the
CPU address 000-, not to the file offset the bank sits at. The
linker therefore declares PRG (banks 0-5), PRG6 and PRG7 as three areas, the
source is split into prg.s, prg.6.s and prg.07.s, and bank 6's labels carry
the Bank6_ prefix because it shares its CPU window with the other
switchable banks.
The three other facts the capture settles: banks 0-3 are empty - every byte
of the image in them is $00 - banks 4-5 are stage data, read but never
fetched - and the bank switch is an indirect store, 'sta (Zp00,x)' at
$C7B9, with the bank number the high byte of a zero-page pointer rather
than an immediate.
The coverage goes from 32.5% to 44.5% of the 128 KB image. Every audit
comment in the project now carries the offset of the byte in the whole PRG
image, so one lookup in prg.bin finds every byte; bank 7's rows used to be
numbered from the start of the bank.
Zanac (U): name the cross-bank calls and finish Pass 2 over bank 7
The fixed bank calls into the switchable bank twelve times, and the two are
separate translation units, so the labels the switchable bank carries are
exported from prg.6.s and imported into prg.07.s. The one call left over
points into unmapped space and is the explicit .byte row it always was.
Bank 7's own Pass 2 is redone over the re-based audit trail: the 212
address-derived labels take the repository's SubC form, the 257 label
references follow, and the routine headers and their clobbers are derived
again - the old ones still said 'Undetermined in Pass 1'.
Zanac now has 44.5% of the 128 KB image as code, no raw operand, no
address-derived label and no audit comment that disagrees with prg.bin.
Interpret the data tables across the tier
Each project's data blocks are now named for what they are and the project
README carries the inventory: the address range, the size, the name, the
structure of the bytes and the instruction that reads them.
Donkey Kong (JU) 175 tables: the per-phase data set at $C000-$C79D is the
platforms, ladders, hitboxes and 6-byte entity-init records of each phase,
and $F55B-$FA47 - which read as music data - is five VRAM update streams
reached through a pointer table and consumed byte by byte.
Lode Runner (U) 19 tables: the sound engine's 68 16-bit APU periods, and a
21-record text table of [PPU hi][PPU lo][NUL-terminated ASCII] that the
inventory enumerates.
Lunar Pool (U) 41 tables: the game's object interpreter is a 19-word
opcode table of jmp trampolines, so the two blocks that decode as
instructions are reached indirectly rather than dead.
Mermaids of Atlantis (U) 47 blocks: the fixed bank holds the game's tables,
and the CHR proves it - the digits and letters sit in ASCII order, which
turns $9254 into '1PLAYER', '2PLAYERS', 'STACKED' and so on.
MUSCLE (U): two of the 69 blocks were not bytecode at all - one is the
death sequence's compressed VRAM stream and the other the level OAM
template - and the interpreter's own test (no byte in $C8-$EF) shows the
interpreter could never have run either.
Xevious (U) 46 blocks: $8000-$9FFF is the level's background tilemap, the
game runs a bytecode VM whose 44-entry opcode dispatch is at $CA0A, the
sprite record is four bytes - Y, tile, attribute, X - and $FC45 is the
nine-byte RAM signature 'Kei Cross'.
Ice Climber (JE) and (U) 44 blocks, Bomberman (U) 50 blocks, Urban Champion
(JU) 8 blocks, Ms Pac-Man (Namco) (U) 23 blocks and Pyramid (U) (Sachen) 27
blocks likewise.
Every project still prints Byte-identical ROM verified.
CHANGELOG: move the committed entries into History
The Pending section had grown to 114 entries describing work that was
already committed. They are now in History under the heading of the work
they describe, and Pending holds only the data-table interpretation of the
projects that are still in progress.
Four new History sections cover this session's own commits: the Mesen CDL
re-splits across the tier, the repair of the damaged audit trails, the
completion of Pass 2 across the tier, and Zanac's bank 6.
Root README: refresh the coverage column of the project inventory
Seven rows carried a coverage figure that the re-splits and the audit-trail
repair had made stale. The new tool recomputes the figure from the sources
themselves - the code bytes are the bytes the audit comments of the
instruction lines claim, and the denominator is the size of the PRG image -
so the column cannot drift from the projects it describes.
Zanac (U) now says which banks carry the code: banks 6 and 7, 13,825 bytes
of a 128 KB image, because banks 0-3 are empty and banks 4-5 are stage data.
Root README: refresh the source shapes the re-splits changed
The per-project detail sections describe the shape of each source - its line
count, its instruction count, its code bytes and its coverage. A re-split
changes all four, so the new tool recomputes them from the sources and
substitutes them into the existing sentences.
The data tables of 1942 (JU), Baseball (UE), Burger Time (U), Magmax (U),
Othello (U), Pac-Man (U), Pac-Man (Tengen) (U) and Slalom (U) are
interpreted alongside, and the audit trails of 1942 (JU), Baseball (UE) and
Burger Time (U) are repaired: Burger Time's carried the wrong CPU base, so
every address was out by $4000.
AGENTS.md: record what this session's work established
The quirks list gains the CDL's Data flag as the second oracle beside the
jump-target flag, the rule that a capture is only as good as the session
behind it, the rule that the seeds the split being replaced recorded in its
own provenance comment are a manual analysis and must be kept, and the
false-decode rule.
The tracer-and-toolchain list gains what the audit-trail repair and the
re-splits taught: ca65 2.19's two listing forms, the listing printing the
assembled address rather than a PRG offset, an audit comment being able to
be anchored to the wrong instruction while the build still verifies, the PRG
field of a banked project being the image offset, and the seven new tools.
TODO.md: bring the handoff up to date
The file still described the 41-project tier. It now says what the 61
promoted projects have in common - byte-identical, no Label_ residue, no
raw operand, no header that refers to a previous pass, 322,830 audit
comments that all agree with prg.bin, and a power-on flow analysis in every
README - and what is still in progress.
It also states the rule that matters most for the next session: a data
block that has been given a name has not been interpreted.
Give every branch target a role name, and close the rest of the checklist
_new _tools/audit_promoted.py_ checks the promoted tier against all eleven
items of PROMPTS.md's verification checklist, so the rules are checkable
rather than aspirational.
Three gaps it found, now closed:
- **1,487 branch targets carried an address-derived name.** PROMPTS.md asks
every label a branch reaches to have a name that reflects its role in
program flow, and 'SubC800F' says nothing about the flow. The role name
the branches reaching it imply - OnZero, OnNonzero, OnCarrySet, Loop and
the rest - is now derived for each of them. derive_branch_names.py could
not see the targets before: the label forms the repository uses are
'SubC800F' and 'Sub_800F', and the pattern it matched wanted an
underscore between the prefix and the address.
- **48 operands named a hardware register by its address.** Clu Clu Land
(JU) had 1,308 zero-page operands still numeric and one '000' where
'PPUCTRL' belongs; Xevious (U) had 20 hardware literals; Zanac (U)'s
bank 7 read '017' where the joypad port or the frame counter belongs.
Two of Zanac's addresses carry two names, and the per-site alias decides
which is which - the direct read tests a button bit, the indexed read is
an object's state.
- **325 neutral zero-page slots carried no reason.** locals.inc now says,
per slot, that the name is provisional.
The tools grew to match: apply_symbols.py accepts an upper-case mnemonic,
apply_zp_aliases.py can rewrite a bank's own source file, and the Pass 2
tools read a banked project's three files.
Every project still prints Byte-identical ROM verified.
PROMPTS.md: the checklist now has a checker
The eleven promotion conditions were written as prose, so nothing said
whether the tier actually met them. _tools/audit_promoted.py checks every
one of them for every promoted project and reports the file and the line of
every finding; the checklist gains it as item 12, with the command.
CHANGELOG: record the checklist work
audit_promoted.py: count an inventory row wherever the address sits
Two projects write the inventory as a bullet list and one puts the label
before the address, so the checker's 'a row that starts with an address'
missed them. A row now counts when it holds a $XXXX address in any cell.
Interpret the data tables of Golf (JU), Hogan's Alley (JU), Mario Bros (JU) and Millipede (U)
Golf (JU): the 18 compressed hole maps live behind the RLE decoder's
pointer table, and the club-swing and hole-index tables are indexed by
twice the club number and by the hole number.
Hogan's Alley (JU): the dispatch tables all begin one byte past the last
byte of the jsr whose return address IndirectCall pops, which proves they
are 16-bit handler-address tables - five of them, keyed on the sub-state,
the mode, the actor behaviour and the target behaviour.
Mario Bros (JU): the 12-entry game-state table and the 8-entry enemy-type
table are reconstructed from the stack-pointer dispatch; and $F904 is the
pulse note period table, whose entries decode against the 2A03 pitch
formula.
Millipede (U): the 1845-byte block at $C000 is a bundle of small tables,
not a level map.
Also: the entry points of Donkey Kong (JU) and Elevator Action (U) are
being named from their own code.
Zanac (U): interpret the data tables, and record the two operands that must stay numeric
Zanac (U)'s 104 data blocks are now named and interpreted, and the project
README carries the inventory. The interesting ones: $C000-$C08F is a
48-entry JMP-absolute dispatch table the CPU enters by a computed jump;
$E3B8 is a PPU write script that fills the attribute table; $E290 is the
title screen's command script; $E671 is the staff roll, each string
prefixed by the screen row it is drawn on; $F01C is a 108-entry
equal-tempered frequency table, every entry exactly 2^(-1/12) of the one
before; and banks 4-5 are the stage data, 16 KB of 1-bit-per-pixel tile
patterns behind a pointer table, because the game has no CHR ROM.
name_data_region.py grew a --file option, so it can name a block in a
banked project's bank 6 or bank 7 rather than only in prg.s.
Two operands keep their literal, and each README now says why: Hoogan's
Alley's 'sta a:$00B4,y' is an absolute store that a zero-page-sized name
cannot spell, and Popeye's 'jmp ($0002)' is the three-byte absolute
indirect jump, which ca65 has no way to express with a name.
Popeye (JU) (PRG 1): record why the indirect-jump operand keeps its literal
Close the last two checklist items: the zero-page residue and the evidence
PROMPTS.md's item 8 asks that apply_symbols.py leave no resolvable operand
numeric without justification. Four projects had residue:
- **Excitebike (JU)**: the zero page is reused across modes, and eight
slots carried a role-specific name but held more than one role - $80 is
the player's target X in one routine and a shadow of the PPU control
register in another. The neutral names now sit beside the specific ones,
which is the repository's own pattern, and the tool picks the neutral one
where no single role holds. Its residue is zero.
- **Hogan's Alley (JU)** and **Popeye (JU) (PRG 0)** and **(PRG 1)**: one
operand each stays numeric, and each README now says why. 'sta a:$00B4,y'
is an absolute store that a zero-page-sized name cannot spell, and
'jmp ($0002)' is the three-byte absolute indirect jump, which ca65 has no
way to express with a name.
apply_symbols.py grew two rules of its own for the multi-alias case: a
single-bit test on the value is a controller button and says which, and
otherwise the neutral ZpXX name is the honest one.
The audit's item 8 now accepts a residue the project README justifies, which
is what the rule says.
Every project still prints Byte-identical ROM verified.
CHANGELOG: record the zero-page residue work
Name the entry points of the projects whose role the code reveals, and interpret the rest of the data tables
**Entry points.** PROMPTS.md wants a jsr/jmp target to carry a semantic
name, and an address-derived one only where nothing better exists:
- **Donkey Kong (JU)**: 358 named, none left. 100 of the names came from
the project's own unused Pass 2 map; the rest were read off the routine
bodies and their callers - MainGameLoop, UpdateGameObjects,
GrabLadder, the five Kong tilemap streams, the frame services.
- **Othello (U)**: 302 named, none left - WaitForVBlank, SetCursorOnBoard,
ComputeBoardSquareIndex, FindFlippableSquare, DrawScoreDigit.
- **Tag Team Wrestling (U)**: 302 named, none left - the ring-script
interpreter, the three dispatchers, the sprite-list builders.
- **Clu Clu Land (JU)**, **Defender 2 (U)**, **Donkey Kong 3 (JUE)** and
**Donkey Kong Jr. (JU)**: their data tables are interpreted.
**Data tables.** Clu Clu Land's nametable update-stream format is read out
of the writer at $DED5: the command byte's low nibble picks the VRAM
region, its high nibble picks one of sixteen four-tile groups, and each
stream is a run of (command, address) pairs ended by $FF. Defender 2's
terrain generator reads four consecutive bytes of each record, so the record
size is four and not one. Donkey Kong 3's game-state handler table has
eight entries, not the fifteen the old README claimed.
name_data_region.py now cuts a .byte row at the first ';' so it works on
the sources that carry a provenance note in front of the audit comment.
Every project still prints Byte-identical ROM verified.
The promoted tier now passes every item of the promotion checklist
python3 _tools/audit_promoted.py --build reports nothing for all 61
projects.
**Data tables.** CIRCUS, Duck Hunt (JUE) and Balloon Fight (JU) join the
rest. CIRCUS's dispatcher pops the return address of its own jsr and reads
a 16-bit handler pointer out of the inline table that follows, so $C0D7,
$C1D8, $C9D3 and $D80C are handler tables - and the tracer had mis-split
two of them, cutting $C1D8 short because the pointer bytes decode as an
undocumented opcode. Duck Hunt's $E64B is the duck's 24 ascending speed
table. Balloon Fight's $D65C is 64 little-endian nametable addresses.
**Entry points.** The remaining projects' jsr/jmp targets are named where
the code reveals a role, and the residue is recorded in each README.
**One more tool fix.** name_data_region.py cuts a .byte row at the first
';' so it works on the sources that carry a provenance note in front of the
audit comment.
Every project still prints Byte-identical ROM verified.
CHANGELOG: record the tier passing the checklist
Interpret the last data tables, and take the tier's pass status from its own audit
**Data tables.** Tag Team Wrestling (U), World Class Track Meet (U),
Wild Gunman (U) and Tennis (JU).
Tag Team's nametable-script writer reads a two-byte address and then writes
each following byte as a tile index, so $AB05-$AC7E is a run of title
screens, $B431-$B697 is two NES palettes and the ranking titles, and
$D93B/$D9C8/$B2E5 are the RING OUT / TIME OVER / WINNER messages. The
five tables the tracer called unreachable are sprite-pose handler tables
indexed by the sprite tile.
World Class Track Meet's $859B is a 12-entry event-task pointer table whose
targets all sit in a block the tracer filed as data - which is why it was
filed as data. Its push-pointer tables store the handler address minus one,
because the address is pushed and an rts lands on it.
Wild Gunman's earlier Pass 3 was hollow: the tracer reached 49.3% of the
PRG, so most of its 'data' blocks decode as instructions - the whole sound
engine among them. The wrong SpritePositionTable name is gone.
Tennis stores its tables inline between the routines, so the inventory
lists each region rather than each block, and four of its names were wrong.
**Root README.** The pass status in the inventory and the summary is now
derived from the tier's own audit rather than kept by hand:
_refresh_readme_status.py_ rewrites the column from what
_audit_promoted.py_ finds.
Every project still prints Byte-identical ROM verified.
Name the entry points of Gyromite, Galaga, Balloon Fight, 10-Yard Fight and Magmax
540 more jsr/jmp targets now carry a name the code supports: Gyromite's
craft and mothership handlers and its fifteen sound-effect requests, Galaga's
formation and VRAM-record machinery, Balloon Fight's PPU command buffer and
balloon handling, 10-Yard Fight's ball physics and its thirteen sound
voices, and Magmax's four object pools.
Each README records the residue: the entry points the dump does not reveal
the role of, grouped by what they have in common.
Name the entry points of Lunar Pool, World Class Track Meet, Kung Fu, Slalom, Popeye, 1942 and Soccer
1,159 more jsr/jmp targets now carry a name the code supports.
Lunar Pool's object interpreter and its play field; World Class Track
Meet's event tasks and the olympics sequences; Kung Fu's VRAM write
commands and its enemy health; Slalom's VRAM tile stream and its course
data; Popeye's VRAM update queue, its OAM shadow and its five NMI state
handlers; 1942's deferred-call dispatcher and its ten enemy types; and
Soccer's match state, its player and ball handlers and its two dispatch
tables.
Where the dump does not reveal a role, the name stays address-derived and
the project README records the residue and why.
Root README: take the pass status from the tier's audit
refresh_readme_status.py rewrites the inventory's and the summary's pass
wording from what audit_promoted.py finds, so the two cannot disagree.
All 61 projects now read as Pass 3 complete, and the coverage and source
shapes are recomputed from the sources.
Remaining entry-point naming
Name the entry points of Urban Champion, Ms Pac-Man, Dig Dug II, Duck Hunt and Zanac
665 more jsr/jmp targets now carry a name the code supports.
Urban Champion's sound engine, its PPU block list and its two fighters;
Ms Pac-Man's screen-script interpreter and its actor system; Dig Dug II's
actor behaviour and its round scheduler; Duck Hunt's ducks and its dog; and
Zanac's enemy bank - applied across all three of its source files, the
twelve routines bank 6 exports to bank 7 included.
Ms Pac-Man keeps one entry point address-derived: its bytes would write
into PRG ROM and end in a brk, so the dump does not reveal what it is, and
the README records that.
CHANGELOG: record the entry-point naming
Name the entry points of Lode Runner, Ice Climber, Hydlide, Stack-Up and Elevator Action
Re-align the audit comments to the canonical column
The comment column is part of the audit trail: the repository's convention
is that it starts at column 35, so a reader can find the bytes by eye.
Thirty-nine projects had drifted - the entry-point renames lengthened the
operands and the earlier repairs moved the lines - and the drift had
accumulated over several passes.
align_audit_comments.py is whitespace-only, so no byte can change, and
every project still prints Byte-identical ROM verified.
Name the entry points of Ice Hockey, Chubby Cherub, Raid on Bungeling Bay and Elevator Action
1,127 more jsr/jmp targets now carry a name the code supports.
Ice Hockey's decompression, its rink drawing and its sound engine; Chubby
Cherub's game-state dispatch, its enemy behaviour and its HUD; Raid on
Bungeling Bay's radar screen, its fuel gauge and its enemy routines; and
Elevator Action's lift state, its VRAM script reader - seventy-four
callers - and its sprite movement.
The two Bungeling Bay revisions and Elevator Action now have no residue at
all; the others record it per project.
CHANGELOG: record the audit-comment re-alignment
Remaining entry-point naming
Interpret the data tables of the two test cartridges and Pac-Man (USA) (Namco)
**Joypad Test Cartridge (U)**: the whole picture is painted by a command
stream replayed into the PPU - a record is [PPU address high][low][count]
and count bit 7 selects the increment, count bit 6 selects 'repeat one
byte', and a byte with bit 7 set ends the stream. The stream address is
passed inline in ROM after the jsr, so the four two-byte blocks are
pointers, not code.
**NES PowerPad Test Card (U)**: the two twelve-byte tables are the PPU
address low byte of each of the twelve controller-bit indicators. The CHR
is the oracle for the text, and the ROM's font has no W in the A-Z run - W
sits out of order at $5E, and the Y slot used by 'MAY' holds a slash, so
the screen really shows 'IC MA/ BE BAD'.
**Pac-Man (USA) (Namco)**: the maze splits into a wall tile array and a path
tile array, and the OAM sprite records are built from separate tile and
attribute tables OR-ed with a base attribute. A large part of this ROM's
'data' is code the tracer could not reach, because the game dispatches
through an indirect jump - those regions are recorded as such rather than
mis-named as tables.
CHANGELOG: record the tier reaching completion
Name the entry points of the three Pac-Man dumps, the test cartridges and the rest
287 more jsr/jmp targets now carry a name the code supports, and the three
Pac-Man dumps share one set of names.
Pac-Man's maze drawing, its four ghosts' target and behaviour handlers and
its level script; the PowerPad Test Card's pad reader and its score and
lives drawing; the Joypad Test Cartridge's per-button indicator routines;
Mermaids' banked sound engine and its VRAM block writer; and Xevious',
Pinball's and Port Test Cartridge's sprite and playfield helpers.
Two errors in the existing documentation are corrected: the PowerPad's
$E1F1/$E1FB write $2001, so they are ShowBackground/HideBackground and
not EnableNMI/DisableNMI, and Pac-Man (U)'s attract-mode routine names are
replaced with the ones the code supports.
Every project still prints Byte-identical ROM verified.
CHANGELOG: the final entry-point numbers
1743 lines
42 KiB
Plaintext
1743 lines
42 KiB
Plaintext
C649 Reset
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C680 IdleWaitForFirstNmi
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C686 InitPlayerState
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C69C SubCC686_Block_C69C
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C6A4 SubCC686_Block_C6A4
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C6C9 ResetVramUpdateQueue
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C6D1 ClearScreenAndSpritePalettes
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C6D7 ResetPpuControlAndScroll
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C6EB DisableRendering
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C6F1 ClearOamBuffer
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C6F5 SubCC6F1_Block_C6F5
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C6FC TestObjectBoxOverlap
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C701 NmiHandler
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C724 SubCC6FC_Block_C724
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C732 SubCC6FC_Block_C732
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C73C SubCC6FC_Block_C73C
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C746 SubCC6FC_Block_C746
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C754 SubCC6FC_Block_C754
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C75A SubCC6FC_Block_C75A
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C75D FinishNmiFrame
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C76A RunGameplayScreen
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C7C3 SubCC76A_Block_C7C3
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C7D0 SubCC76A_Block_C7D0
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C7E1 SubCC76A_Block_C7E1
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C7EA SubCC76A_Block_C7EA
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C7F6 SubCC76A_Block_C7F6
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C81F BeginLevelLoad
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C845 SubCC81F_Block_C845
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C861 SubCC81F_Block_C861
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C865 SubCC81F_Block_C865
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C87A LoadLevelLayout
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C88E QueueVramBlockFromLevelTable
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C89B RunTitleScreen
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C8AB SubCC89B_Block_C8AB
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C8B8 SubCC89B_Block_C8B8
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C8B9 SubCC89B_Block_C8B9
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C8C6 SubCC89B_Block_C8C6
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C8CD SubCC89B_Block_C8CD
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C8CF SubCC89B_Block_C8CF
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C8FD SubCC89B_Block_C8FD
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C939 SubCC89B_Block_C939
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C951 BuildTitleScreenOne
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C974 SubCC951_Block_C974
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C97C SubCC951_Block_C97C
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C981 BuildTitleScreenTwo
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C98F SubCC981_Block_C98F
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C995 SubCC981_Block_C995
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C998 UpdateTitleScreen
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C9C2 SubCC998_Block_C9C2
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C9C9 SubCC998_Block_C9C9
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C9CE SubCC998_Block_C9CE
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C9E1 SubCC998_Block_C9E1
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C9ED StartAttractDemo
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C9F2 SubCC9ED_Block_C9F2
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CA05 ResetObjectAnimation
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CA0F LoadLevelPalette
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CA2E PlaceAndActivateObject
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CA37 BuildLevelScreenZero
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CA56 BuildLevelScreenTwo
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CA71 BuildLevelScreenOne
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CA8B RunAttractDemo
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CA94 SubCCA8B_Block_CA94
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CAAD SubCCA8B_Block_CAAD
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CAB5 SubCCA8B_Block_CAB5
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CAB6 SubCCA8B_Block_CAB6
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CAC6 SubCCA8B_Block_CAC6
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CAD4 RunEnemyEncounterUpdate
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CAE6 SubCCAD4_Block_CAE6
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CAE7 SubCCAD4_Block_CAE7
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CAEA SubCCAD4_Block_CAEA
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CAF6 SubCCAD4_Block_CAF6
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CB11 SubCCAD4_Block_CB11
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CB12 RunStageTransitionUpdate
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CB1B SubCCB12_Block_CB1B
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CB45 SubCCB12_Block_CB45
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CB68 SubCCB12_Block_CB68
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CB69 SubCCB12_Block_CB69
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CB72 SubCCB12_Block_CB72
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CB81 SubCCB12_Block_CB81
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CB92 SaveJoypadButtons
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CB94 UpdateInGameActors
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CBA1 SubCCB94_Block_CBA1
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CBA9 SubCCB94_Block_CBA9
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CBD9 SubCCB94_Block_CBD9
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CC0F SubCCB94_Block_CC0F
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CC1E HandleLifeLost
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CC33 SubCCC1E_Block_CC33
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CC3E SubCCC1E_Block_CC3E
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CC73 SubCCC1E_Block_CC73
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CC81 CheckLevelExitTrigger
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CC97 SubCCC81_Block_CC97
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CC9F SubCCC81_Block_CC9F
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CCA0 ToggleAttractMode
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CCBE SubCCCA0_Block_CCBE
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CCD9 SubCCCA0_Block_CCD9
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CCE1 SubCCCA0_Block_CCE1
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CCE3 SubCCCA0_Block_CCE3
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CCE8 SubCCCA0_Block_CCE8
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CCEC SubCCCA0_Block_CCEC
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CCFD SetAttractCooldown
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CD02 SubCCCFD_Block_CD02
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CD03 BeginGameOverSequence
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CD14 SubCCD03_Block_CD14
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CD29 QueueLevelTileBlock
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CD36 SubCCD29_Block_CD36
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CD3C SubCCD29_Block_CD3C
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CD50 SubCCD29_Block_CD50
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CD5B SubCCD29_Block_CD5B
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CD5C SubCCD29_Block_CD5C
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CD7D SubCCD29_Block_CD7D
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CD80 SubCCD29_Block_CD80
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CD8C MergeJoypadDirections
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CD9A SubCCD8C_Block_CD9A
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CDAC SubCCD8C_Block_CDAC
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CDAD StartNextLevel
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CDDC SubCCDAD_Block_CDDC
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CDEA HandlePlayerCaptured
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CE08 SubCCDEA_Block_CE08
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CE09 SubCCDEA_Block_CE09
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CE14 SubCCDEA_Block_CE14
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CE28 SubCCDEA_Block_CE28
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CE32 SubCCDEA_Block_CE32
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CE48 HidePlayerSprites
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CE4F HidePlayerSpriteSlots
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CE53 SubCCE4F_Block_CE53
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CE5F SubCCE4F_Block_CE5F
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CE6A AddOamSprite
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CE71 SubCCE6A_Block_CE71
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CE9E SubCCE6A_Block_CE9E
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CEAA ReserveSpriteSlots
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CED7 SubCCEAA_Block_CED7
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CED8 UpdateHudScore
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CEF4 SubCCED8_Block_CEF4
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CF00 SubCCED8_Block_CF00
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CF06 QueueLevelVramBlock
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CF09 QueueLevelBorderBlock
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CF14 SubCCF09_Block_CF14
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CF1A QueueVramTileRecord
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CF2B SubCCF1A_Block_CF2B
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CF37 UpdatePickupsAndDamage
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CF3D TestFirstPlayerHitbox
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CF3F TestHitbox
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CF45 HandleCollectiblePickup
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CF79 SubCCF45_Block_CF79
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CF7C SubCCF45_Block_CF7C
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CF7D SubCCF45_Block_CF7D
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CF96 SubCCF45_Block_CF96
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CFA2 SubCCF45_Block_CFA2
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CFA7 HandleCollectiblePickupAlt
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CFAD SubCCFA7_Block_CFAD
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CFAE SubCCFA7_Block_CFAE
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CFD5 SubCCFA7_Block_CFD5
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CFD6 SubCCFA7_Block_CFD6
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CFD9 SubCCFA7_Block_CFD9
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CFEB SubCCFA7_Block_CFEB
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CFEC TestPlayerHitboxesAlt
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CFEE TestHitboxAlt
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CFF4 HandlePlayerDamage
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CFF9 SubCCFF4_Block_CFF9
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D019 SubCCFF4_Block_D019
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D03D SubCCFF4_Block_D03D
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D044 SubCCFF4_Block_D044
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D045 CheckCollectiblePickup
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D06C SubCD045_Block_D06C
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D06D SetSourcePointerFromTable
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D079 UpdateStageActors
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D097 SubCD079_Block_D097
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D0A1 SubCD079_Block_D0A1
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D0A7 SpawnEnemySprites
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D10B SubCD0A7_Block_D10B
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D10C UpdatePlayerAndEnemies
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D139 SubCD10C_Block_D139
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D14D SubCD10C_Block_D14D
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D14E SubCD10C_Block_D14E
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D159 SubCD10C_Block_D159
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D163 SubCD10C_Block_D163
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D172 SubCD10C_Block_D172
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D1A3 SubCD10C_Block_D1A3
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D1A6 SubCD10C_Block_D1A6
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D1A7 CheckCollectibleReach
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D1D6 SubCD1A7_Block_D1D6
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D1D9 CheckLeftEdgeCollision
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D1F4 SubCD1D9_Block_D1F4
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D1F9 SubCD1D9_Block_D1F9
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D1FC CheckRightEdgeCollision
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D213 SubCD1FC_Block_D213
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D218 SubCD1FC_Block_D218
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D21B CheckObjectNearEdge
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D234 CheckObjectOverlap
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D26D SubCD234_Block_D26D
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D26F StoreOverlapResult
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D279 SubCD26F_Block_D279
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D27E CheckWallCollision
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D29B SubCD27E_Block_D29B
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D29E SubCD27E_Block_D29E
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D29F CheckEnemyBodyCollision
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D2BE SubCD29F_Block_D2BE
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D2C1 SubCD29F_Block_D2C1
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D2C2 CheckPlayerOffScreen
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D2CF SubCD2C2_Block_D2CF
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D2D0 IsPositionOffScreen
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D2D9 SubCD2D0_Block_D2D9
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D2DC SpawnTextRecord
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D312 ScanForFreeTextSlot
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D320 SubCD312_Block_D320
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D333 SubCD312_Block_D333
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D334 SubCD312_Block_D334
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D340 CheckObjectSpawnTable
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D349 SubCD340_Block_D349
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D356 SetHitReactionFlags
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D365 SubCD356_Block_D365
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D379 SubCD356_Block_D379
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D38C SubCD356_Block_D38C
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D399 SubCD356_Block_D399
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D3AD SubCD356_Block_D3AD
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D3AE SubCD356_Block_D3AE
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D3B4 SubCD356_Block_D3B4
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D3DD SubCD356_Block_D3DD
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D3DE TestObjectAtPosition
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D3EB UpdateProjectileObjects
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D3FD SubCD3EB_Block_D3FD
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D408 SubCD3EB_Block_D408
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D422 SubCD3EB_Block_D422
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D424 ResetProjectileRecord
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D449 SubCD424_Block_D449
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D450 SubCD424_Block_D450
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D45B SubCD424_Block_D45B
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D465 SpawnBonusSprite
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D498 SubCD465_Block_D498
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D499 MarkPickupMissed
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D4AC SubCD499_Block_D4AC
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D4AD TestBonusSpriteOverlap
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D4C6 GetObjectScreenPosition
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D4CF CheckStageEndTrigger
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D4EA SubCD4CF_Block_D4EA
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D506 SubCD4CF_Block_D506
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D523 SubCD4CF_Block_D523
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D524 UpdateWorldEntities
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D553 SubCD524_Block_D553
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D565 SubCD524_Block_D565
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D56F QueueLevelTextRow
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D57B SubCD56F_Block_D57B
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D5A3 SubCD591_Block_D5A3
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D5B2 SubCD591_Block_D5B2
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D5B5 SpawnScoreNumberPopup
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D5C8 SubCD5B5_Block_D5C8
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D5DD SubCD5B5_Block_D5DD
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D5E8 QueueTextRowFromTable
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D5EB SubCD5E8_Block_D5EB
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D605 QueueTextRowLoop
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D607 QueueTextRowInnerLoop
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D613 SubCD607_Block_D613
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D621 SubCD607_Block_D621
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D631 SubCD607_Block_D631
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D634 QueueLevelTextTable
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D637 SubCD634_Block_D637
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D641 ScanTextTableColumns
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D64B SubCD641_Block_D64B
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D663 SubCD641_Block_D663
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D67B SubCD641_Block_D67B
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D67D SubCD641_Block_D67D
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D690 UpdateEnemiesAndEffects
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D6A8 SubCD690_Block_D6A8
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D6B7 SubCD690_Block_D6B7
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D6B8 SubCD690_Block_D6B8
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D6C7 SubCD690_Block_D6C7
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D6D0 SubCD690_Block_D6D0
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D6D7 SubCD690_Block_D6D7
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D6E2 SubCD690_Block_D6E2
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D6EE SubCD690_Block_D6EE
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D6EF UpdateScrollingPlatform
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D700 SubCD6EF_Block_D700
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D721 SubCD6EF_Block_D721
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D728 SubCD6EF_Block_D728
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D729 SubCD6EF_Block_D729
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D736 ResetPlatformState
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D73E SubCD736_Block_D73E
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D751 UpdatePlayerMovement
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D76F SubCD751_Block_D76F
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D788 SubCD751_Block_D788
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D793 SubCD751_Block_D793
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D799 SetScorePopupTileOffset
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D79B SubCD799_Block_D79B
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D7C2 SubCD7B2_Block_D7C2
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D7D0 SubCD7B2_Block_D7D0
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D7D6 SubCD7B2_Block_D7D6
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D7E0 SubCD7B2_Block_D7E0
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D7E7 RenderPlayerTile
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D7F4 AdvancePlayerAnimationFrame
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D7FE SubCD7F4_Block_D7FE
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D801 ResetPlayerAnimation
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D82B SubCD801_Block_D82B
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D836 SubCD801_Block_D836
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D839 StartPlayerThrow
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D84C SubCD839_Block_D84C
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D852 StartThrowAnimation
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D857 SubCD852_Block_D857
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D85D SubCD852_Block_D85D
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D87D SubCD852_Block_D87D
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D896 SubCD852_Block_D896
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D8AD SubCD852_Block_D8AD
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D8B0 SubCD852_Block_D8B0
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D8B3 ClearPlayerDirectionFlags
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D8BC StartPlayerThrowAnim
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D8CD SubCD8BC_Block_D8CD
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D8DF SubCD8BC_Block_D8DF
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D8EF SetThrowTargetOffset
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D8F7 SubCD8EF_Block_D8F7
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D902 SubCD8EF_Block_D902
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D90F SubCD8EF_Block_D90F
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D918 SubCD8EF_Block_D918
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D925 SetAlternateThrowOffset
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D92D SubCD925_Block_D92D
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D938 AddThrowTargetOffset
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D959 SubCD938_Block_D959
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D961 SelectThrowTile
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D96B SubCD961_Block_D96B
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D983 SubCD961_Block_D983
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D988 SubCD961_Block_D988
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D9A3 SubCD992_Block_D9A3
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D9A9 SetThrowFacingRight
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D9BC SubCD9A9_Block_D9BC
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D9C8 RenderThrowTile
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D9D9 CancelPlayerAction
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D9F1 SubCD9D9_Block_D9F1
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D9FA SubCD9D9_Block_D9FA
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DA01 UpdatePlayerCarryAnim
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DA0B SubCDA01_Block_DA0B
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DA15 SubCDA01_Block_DA15
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DA37 SubCDA01_Block_DA37
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DA4B SubCDA01_Block_DA4B
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DA60 SubCDA01_Block_DA60
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DA8E SubCDA81_Block_DA8E
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DA9F TestCarryHitbox
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DAA7 StartCarryAnimation
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DAC3 SubCDAA7_Block_DAC3
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DAC6 SubCDAA7_Block_DAC6
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DAE5 SubCDAA7_Block_DAE5
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DAF6 SubCDAA7_Block_DAF6
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DAF8 SubCDAA7_Block_DAF8
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DAF9 QueueVramBlockFromSpriteTable
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DB0C StartKidnapSequence
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DB2D SubCDB0C_Block_DB2D
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DB32 SubCDB0C_Block_DB32
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DB34 BeginKidnapMovement
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DB3A SubCDB34_Block_DB3A
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DB50 SubCDB34_Block_DB50
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DB51 SubCDB34_Block_DB51
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DB62 RunScreenStateMachine
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DB72 SubCDB62_Block_DB72
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DB79 SubCDB62_Block_DB79
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DB80 SubCDB62_Block_DB80
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DB87 SubCDB62_Block_DB87
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DB8E SubCDB62_Block_DB8E
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DB95 SubCDB62_Block_DB95
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DB9C SubCDB62_Block_DB9C
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DBA3 SubCDB62_Block_DBA3
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DBB7 SubCDB62_Block_DBB7
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DBC0 SubCDB62_Block_DBC0
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DBC3 HandleScreenState01
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DBD4 SubCDBC3_Block_DBD4
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DBD9 SubCDBC3_Block_DBD9
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DBDF DrawState01Tile
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DBE7 SubCDBDF_Block_DBE7
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DBEA HandleScreenStateDefault
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DBF5 SubCDBEA_Block_DBF5
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DC15 SubCDBEA_Block_DC15
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DC23 SubCDBEA_Block_DC23
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DC25 SubCDBEA_Block_DC25
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DC2A AdvanceDefaultStateObject
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DC38 SubCDC2A_Block_DC38
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DC4A SubCDC2A_Block_DC4A
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DC54 SubCDC2A_Block_DC54
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DC57 HandleScreenStateBit40
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DC72 SubCDC57_Block_DC72
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DC8D SubCDC7A_Block_DC8D
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DCA1 SubCDC7A_Block_DCA1
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DCA4 AdvanceStateBit40Object
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DCBB SubCDCB2_Block_DCBB
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DCC8 SubCDCB2_Block_DCC8
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DCE1 SubCDCB2_Block_DCE1
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DCE7 ResetStateBit40Object
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DCEE SubCDCE7_Block_DCEE
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DCEF FaceTowardPlayer
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DCFB SubCDCEF_Block_DCFB
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DD05 FacePlayerRight
|
|
DD0E FacePlayerLeft
|
|
DD17 FaceTowardTarget
|
|
DD20 SubCDD17_Block_DD20
|
|
DD23 HandleScreenState10
|
|
DD39 SubCDD23_Block_DD39
|
|
DD61 SubCDD23_Block_DD61
|
|
DD6B SubCDD23_Block_DD6B
|
|
DD77 SubCDD23_Block_DD77
|
|
DD80 SubCDD23_Block_DD80
|
|
DD8A SubCDD23_Block_DD8A
|
|
DD8C RenderState10Object
|
|
DD95 SubCDD8C_Block_DD95
|
|
DDAC SetScrollForSplitScreen
|
|
DDCD HandleScreenState80
|
|
DDE6 SubCDDCD_Block_DDE6
|
|
DDE8 RenderState80Object
|
|
DDEE SubCDDE8_Block_DDEE
|
|
DE0D SubCDDE8_Block_DE0D
|
|
DE17 AdvanceState80Sprite
|
|
DE31 SubCDE17_Block_DE31
|
|
DE36 SubCDE17_Block_DE36
|
|
DE40 HandleScreenState40
|
|
DE68 SubCDE40_Block_DE68
|
|
DE6A AdvanceState40Object
|
|
DE77 SubCDE6A_Block_DE77
|
|
DE79 AdvanceState40Height
|
|
DE81 SubCDE79_Block_DE81
|
|
DE89 SubCDE79_Block_DE89
|
|
DE96 SubCDE79_Block_DE96
|
|
DE98 AddState40Height
|
|
DEA1 RenderState40Object
|
|
DEA7 SubCDEA1_Block_DEA7
|
|
DEAA SubCDEA1_Block_DEAA
|
|
DEB0 HandleScreenState20
|
|
DEBB SubCDEB0_Block_DEBB
|
|
DEDA SubCDEB0_Block_DEDA
|
|
DEDE SetState20ObjectTile
|
|
DEEE SubCDEDE_Block_DEEE
|
|
DEF6 RenderState20Object
|
|
DF03 SubCDEF6_Block_DF03
|
|
DF0D SubCDEF6_Block_DF0D
|
|
DF14 HandleScreenState08
|
|
DF2D SubCDF14_Block_DF2D
|
|
DF33 HandleScreenState04
|
|
DF6A SubCDF33_Block_DF6A
|
|
DF7A SubCDF33_Block_DF7A
|
|
DF88 ResetHudScoreFields
|
|
DF95 HandleScreenState02
|
|
DFC0 SubCDF95_Block_DFC0
|
|
DFCD SubCDF95_Block_DFCD
|
|
DFD6 AdjustState02Object
|
|
DFEE SubCDFD6_Block_DFEE
|
|
E00C SubCDFD6_Block_E00C
|
|
E018 SubCDFD6_Block_E018
|
|
E029 SubCDFD6_Block_E029
|
|
E039 SubCDFD6_Block_E039
|
|
E040 TwoComplementNegate
|
|
E046 SpawnPlayerObject
|
|
E04D SubCE046_Block_E04D
|
|
E05F SubCE046_Block_E05F
|
|
E060 SubCE046_Block_E060
|
|
E065 SubCE046_Block_E065
|
|
E070 SubCE046_Block_E070
|
|
E07D SubCE046_Block_E07D
|
|
E086 SubCE046_Block_E086
|
|
E08D SubCE046_Block_E08D
|
|
E091 SubCE046_Block_E091
|
|
E0A4 SubCE046_Block_E0A4
|
|
E0B1 SubCE046_Block_E0B1
|
|
E0B3 InitObjectRecord
|
|
E0D2 SubCE0B3_Block_E0D2
|
|
E0DE SubCE0B3_Block_E0DE
|
|
E0EB SubCE0B3_Block_E0EB
|
|
E0F5 LoadObjectPattern
|
|
E11D SubCE0F5_Block_E11D
|
|
E120 SetObjectTile
|
|
E125 FlipObjectDirection
|
|
E131 SubCE125_Block_E131
|
|
E134 SetObjectPatternByLevel
|
|
E140 AdvanceObjectPattern
|
|
E158 SubCE140_Block_E158
|
|
E16E SubCE140_Block_E16E
|
|
E171 SetObjectTileAndFlip
|
|
E180 SubCE171_Block_E180
|
|
E182 ClampObjectX
|
|
E191 SubCE182_Block_E191
|
|
E197 FlipObjectDirectionAlt
|
|
E1A4 SubCE19D_Block_E1A4
|
|
E1A7 UpdateObjectAnimationFrames
|
|
E1AC SubCE1A7_Block_E1AC
|
|
E1BE SubCE1A7_Block_E1BE
|
|
E1CC SubCE1A7_Block_E1CC
|
|
E1F0 SubCE1A7_Block_E1F0
|
|
E1FC UpdateCarriedObject
|
|
E21A SubCE1FC_Block_E21A
|
|
E223 UpdateCarriedObjectFlip
|
|
E232 SubCE223_Block_E232
|
|
E233 GetObjectTargetPosition
|
|
E240 GetObjectSecondPosition
|
|
E24D QueueObjectVramBlock
|
|
E258 QueueObjectStatusBlock
|
|
E260 QueueVramBlockFromPointer
|
|
E265 SpawnPatrolObjects
|
|
E28F SubCE265_Block_E28F
|
|
E296 NextPatrolSlot
|
|
E2A3 SubCE296_Block_E2A3
|
|
E2A4 SubCE296_Block_E2A4
|
|
E2BC SubCE296_Block_E2BC
|
|
E2CD SubCE296_Block_E2CD
|
|
E2DD SubCE296_Block_E2DD
|
|
E2EE FindPatrolThreshold
|
|
E2FA SubCE2EE_Block_E2FA
|
|
E30E SubCE2EE_Block_E30E
|
|
E313 AdvancePatrolCounter
|
|
E324 SubCE313_Block_E324
|
|
E327 SubCE313_Block_E327
|
|
E333 SubCE313_Block_E333
|
|
E35E SubCE34E_Block_E35E
|
|
E365 SetObjectAttribute
|
|
E371 SubCE365_Block_E371
|
|
E37F SubCE365_Block_E37F
|
|
E381 SetObjectTileAlt
|
|
E389 AdvanceObjectAnimationState
|
|
E3A5 SubCE389_Block_E3A5
|
|
E3B7 SubCE3AB_Block_E3B7
|
|
E3C0 SubCE3AB_Block_E3C0
|
|
E3C9 SubCE3AB_Block_E3C9
|
|
E3D8 MoveObjectByDelta
|
|
E3F4 MoveObjectX
|
|
E404 SubCE3F4_Block_E404
|
|
E406 ApplyObjectXDelta
|
|
E410 HandleObjectReachedEnd
|
|
E41D SubCE410_Block_E41D
|
|
E436 SubCE410_Block_E436
|
|
E43E SubCE410_Block_E43E
|
|
E44C SubCE410_Block_E44C
|
|
E488 AdjustObjectPosition
|
|
E4A3 SubCE488_Block_E4A3
|
|
E4B3 SubCE488_Block_E4B3
|
|
E4B4 UpdateScorePopup
|
|
E4C8 SubCE4B4_Block_E4C8
|
|
E4CE SubCE4B4_Block_E4CE
|
|
E4D1 SubCE4B4_Block_E4D1
|
|
E4D4 AdvanceScorePopup
|
|
E4EF SubCE4D4_Block_E4EF
|
|
E4F3 SubCE4D4_Block_E4F3
|
|
E4F4 QueueEdgeBlock
|
|
E500 SubCE4F4_Block_E500
|
|
E512 SubCE4F4_Block_E512
|
|
E51F SubCE4F4_Block_E51F
|
|
E524 SubCE4F4_Block_E524
|
|
E526 QueueEdgeBlockData
|
|
E539 SubCE526_Block_E539
|
|
E53A UpdateTextScrollObjects
|
|
E540 ScanTextScrollRecord
|
|
E54C SubCE540_Block_E54C
|
|
E553 SubCE540_Block_E553
|
|
E56F SubCE561_Block_E56F
|
|
E592 SubCE561_Block_E592
|
|
E5B4 SubCE561_Block_E5B4
|
|
E5BC SubCE561_Block_E5BC
|
|
E5D0 SubCE561_Block_E5D0
|
|
E5DE SubCE561_Block_E5DE
|
|
E5E2 SubCE561_Block_E5E2
|
|
E5E4 SetTextScrollState
|
|
E5E6 NextTextScrollRecord
|
|
E5F6 SubCE5E6_Block_E5F6
|
|
E5F7 UpdateStatusPanel
|
|
E610 SubCE5F7_Block_E610
|
|
E631 SubCE5F7_Block_E631
|
|
E63D SubCE5F7_Block_E63D
|
|
E66A SubCE5F7_Block_E66A
|
|
E66D StartStatusPanelTimer
|
|
E677 SubCE66D_Block_E677
|
|
E678 SubCE66D_Block_E678
|
|
E682 SubCE66D_Block_E682
|
|
E689 ClearStatusPanelTimer
|
|
E693 SubCE689_Block_E693
|
|
E694 DrawScoreDigits
|
|
E6A9 SubCE694_Block_E6A9
|
|
E6B0 SubCE694_Block_E6B0
|
|
E6E5 SubCE694_Block_E6E5
|
|
E6E6 AdvanceStoryScroll
|
|
E6F2 SubCE6E6_Block_E6F2
|
|
E6F7 SubCE6E6_Block_E6F7
|
|
E6FD SubCE6E6_Block_E6FD
|
|
E70E SubCE6E6_Block_E70E
|
|
E71F SubCE6E6_Block_E71F
|
|
E722 SetScrollRowIndex
|
|
E723 SetScrollTablePointers
|
|
E741 FindScrollRow
|
|
E74B SubCE741_Block_E74B
|
|
E755 SubCE741_Block_E755
|
|
E765 QueueScrollRowBlock
|
|
E77B DrawSpriteList
|
|
E77D DrawSpriteListLoop
|
|
E796 SubCE77D_Block_E796
|
|
E797 ResetDrawState
|
|
E79B ResetSpriteFrameCounter
|
|
E79F ResetSpriteAnimState
|
|
E7B2 RenderObjectTile
|
|
E7BD ResetObjectAnimationState
|
|
E7DD SubCE7BD_Block_E7DD
|
|
E7EC SetObjectDirectionFlags
|
|
E80C SelectObjectTileByState
|
|
E821 SubCE80C_Block_E821
|
|
E840 SubCE80C_Block_E840
|
|
E845 SetObjectTileCoords
|
|
E84D SetObjectTileBuffer
|
|
E854 RenderTileAtPosition
|
|
E859 DrawBlockAt
|
|
E872 DrawPopupBlock
|
|
E887 DrawStatusBlock
|
|
E899 SetBlockBuffer
|
|
E89B DrawBlockAtCorner
|
|
E8A0 LoadHitboxPointer
|
|
E8A8 SetSourcePointerLow
|
|
E8AA SetObjectScreenPosition
|
|
E8B3 SetSourcePointerDefault
|
|
E8BC LoadAltHitboxPointer
|
|
E8C4 SetTileNumber
|
|
E8C6 SetObjectOrigin
|
|
E8CF SetSourcePointerStatus
|
|
E8D8 TestBitInPattern
|
|
E8DD SubCE8D8_Block_E8DD
|
|
E8E8 SubCE8D8_Block_E8E8
|
|
E8EA DrawTileBlock
|
|
E906 SubCE8EA_Block_E906
|
|
E91F SubCE8EA_Block_E91F
|
|
E925 SubCE8EA_Block_E925
|
|
E92B SubCE8EA_Block_E92B
|
|
E92E FinishTileBlock
|
|
E936 WriteOamEntries
|
|
E940 SubCE936_Block_E940
|
|
E952 DrawHorizontalRun
|
|
E958 SubCE952_Block_E958
|
|
E96D DrawDiagonalRun
|
|
E976 SubCE96D_Block_E976
|
|
E97B SubCE96D_Block_E97B
|
|
E9A1 DrawReverseDiagonalRun
|
|
E9AA SubCE9A1_Block_E9AA
|
|
E9AF SubCE9A1_Block_E9AF
|
|
E9D7 DrawVerticalRun
|
|
E9DD SubCE9D7_Block_E9DD
|
|
E9FD FillTileBlock
|
|
E9FF SubCE9FD_Block_E9FF
|
|
EA05 SubCE9FD_Block_EA05
|
|
EA25 TestObjectBoxOverlapMode
|
|
EA27 TestObjectBoxOverlapModeAlt
|
|
EA35 SubCEA27_Block_EA35
|
|
EA43 SubCEA27_Block_EA43
|
|
EA4E AdvanceOverlapList
|
|
EA62 SubCEA5D_Block_EA62
|
|
EA67 ReturnOverlapResult
|
|
EA6E LoadOverlapBoxAbsolute
|
|
EA76 SubCEA6E_Block_EA76
|
|
EA79 AddOverlapBoxOffset
|
|
EA8C LoadOverlapBoxRelative
|
|
EA94 SubCEA8C_Block_EA94
|
|
EA97 CopyOverlapBox
|
|
EAA4 CheckBoxOverlap
|
|
EAB5 SubCEAA4_Block_EAB5
|
|
EABB SubCEAA4_Block_EABB
|
|
EACC SubCEAA4_Block_EACC
|
|
EAD2 SubCEAA4_Block_EAD2
|
|
EAD8 CompareDistanceToTarget
|
|
EAF4 SubCEAD8_Block_EAF4
|
|
EAF7 ReturnDistanceCompare
|
|
EAFC SubCEAF7_Block_EAFC
|
|
EAFF SubCEAF7_Block_EAFF
|
|
EB02 GetHitboxOrigin
|
|
EB0C SubCEB02_Block_EB0C
|
|
EB1A ResetBoxOrigin
|
|
EB23 TestHitboxTable0
|
|
EB2E RunBoxOverlapTest
|
|
EB35 TestHitboxTable1
|
|
EB4F SubCEB35_Block_EB4F
|
|
EB61 SubCEB35_Block_EB61
|
|
EB6D SubCEB35_Block_EB6D
|
|
EB72 SubCEB35_Block_EB72
|
|
EB73 TestHitboxTable2
|
|
EB88 SubCEB73_Block_EB88
|
|
EB89 TestHitboxTable3
|
|
EB9B SetHitboxResult
|
|
EBA3 SubCEB9B_Block_EBA3
|
|
EBA4 FindCollectibleAtColumn
|
|
EBB2 SubCEBA4_Block_EBB2
|
|
EBCE SubCEBA4_Block_EBCE
|
|
EBD6 HandleCollectibleColumnHit
|
|
EBE0 SubCEBD6_Block_EBE0
|
|
EBF2 SubCEBD6_Block_EBF2
|
|
EBF5 CheckCollectibleFacing
|
|
EC03 SubCEBF5_Block_EC03
|
|
EC05 SubCEBF5_Block_EC05
|
|
EC08 FindCollectibleAtColumnAlt
|
|
EC16 SubCEC08_Block_EC16
|
|
EC33 SubCEC08_Block_EC33
|
|
EC4F SubCEC08_Block_EC4F
|
|
EC56 SetStateBit40Flag
|
|
EC5E TestHitboxTable4
|
|
EC6B SubCEC5E_Block_EC6B
|
|
EC6C LoadHitboxTable4
|
|
EC77 TestHitboxTable5
|
|
EC81 SetHitboxResultAlt
|
|
EC89 SubCEC81_Block_EC89
|
|
EC8A TestHitboxTable6
|
|
ECA5 SubCEC8A_Block_ECA5
|
|
ECA6 TestHitboxTable7
|
|
ECBE SetHitboxResultAlt2
|
|
ECC2 SubCECBE_Block_ECC2
|
|
ECC3 RunDeferredTask
|
|
ECF7 SubCECC3_Block_ECF7
|
|
ED02 SubCECC3_Block_ED02
|
|
ED03 ReserveObjectSlot
|
|
ED1C SubCED03_Block_ED1C
|
|
ED1F SubCED03_Block_ED1F
|
|
ED20 ApplyVramUpdateQueue
|
|
ED34 UploadOamViaDma
|
|
ED3F ClearNameTableTopAndPalettes
|
|
ED59 SubCED3F_Block_ED59
|
|
ED70 SubCED3F_Block_ED70
|
|
ED77 QueueVramScreenBlocks
|
|
ED79 SubCED77_Block_ED79
|
|
ED82 SubCED77_Block_ED82
|
|
ED88 QueueVramBlockRecord
|
|
EDC4 SubCED88_Block_EDC4
|
|
EDE3 SubCED88_Block_EDE3
|
|
EDF4 SubCED88_Block_EDF4
|
|
EDF5 QueueVramDataRecord
|
|
EE0A SubCEDF5_Block_EE0A
|
|
EE21 SubCEDF5_Block_EE21
|
|
EE4D AdvanceVramQueueIndex
|
|
EE4F CheckVramQueueFull
|
|
EE5D SubCEE4F_Block_EE5D
|
|
EE5E UpdateAttractTimers
|
|
EE6A SubCEE5E_Block_EE6A
|
|
EE70 SubCEE5E_Block_EE70
|
|
EE74 PollJoypadButtonEdge
|
|
EE84 SubCEE74_Block_EE84
|
|
EE89 ReadControllers
|
|
EE9D ReadControllerPort
|
|
EE9F SubCEE9D_Block_EE9F
|
|
EEC8 SubCEE9D_Block_EEC8
|
|
EEC9 SubCEE9D_Block_EEC9
|
|
EEDF SubCEE9D_Block_EEDF
|
|
EEEB SubCEE9D_Block_EEEB
|
|
EEEE SubCEE9D_Block_EEEE
|
|
EEF1 SubCEE9D_Block_EEF1
|
|
EF05 ApplyVramUpdateStream
|
|
EF19 ScrollTextWindowDown
|
|
EF1F SubCEF19_Block_EF1F
|
|
EF30 SubCEF19_Block_EF30
|
|
EF3A ShiftTextWindowRows
|
|
EF47 SubCEF3A_Block_EF47
|
|
EF6A SubCEF3A_Block_EF6A
|
|
EF6E SubCEF3A_Block_EF6E
|
|
EF9C SubCEF3A_Block_EF9C
|
|
EFA2 SubCEF3A_Block_EFA2
|
|
EFBE SubCEF3A_Block_EFBE
|
|
EFBF ScrollTextColumnForward
|
|
EFCA SubCEFBF_Block_EFCA
|
|
EFD7 SubCEFBF_Block_EFD7
|
|
EFDB SubCEFBF_Block_EFDB
|
|
EFE0 ScrollTextColumnBack
|
|
EFF3 SubCEFE0_Block_EFF3
|
|
EFFF SubCEFE0_Block_EFFF
|
|
F002 SplitCoordinateIntoNibbles
|
|
F026 SubCF002_Block_F026
|
|
F02F SubCF002_Block_F02F
|
|
F055 SubCF002_Block_F055
|
|
F05A SubCF002_Block_F05A
|
|
F06F SubCF002_Block_F06F
|
|
F071 ScrollTextWindowUp
|
|
F07B SubCF071_Block_F07B
|
|
F07C SubCF071_Block_F07C
|
|
F080 SubCF071_Block_F080
|
|
F085 SubCF071_Block_F085
|
|
F833 SetPulse1ControlMaxSweepAndNote
|
|
F835 SetPulse1ControlAndNote
|
|
F838 WritePulse1NoteTimer
|
|
F83A SubCF838_Block_F83A
|
|
F849 SubCF838_Block_F849
|
|
F84A WritePulse2NoteTimer
|
|
F84E WriteTriangleNoteTimer
|
|
F852 ConvertNoteToIndex
|
|
F858 LookUpNotePeriod
|
|
F863 SubCF858_Block_F863
|
|
F876 SubCF858_Block_F876
|
|
F889 SubCF858_Block_F889
|
|
F88E SubCF858_Block_F88E
|
|
F891 SubCF858_Block_F891
|
|
F895 SubCF858_Block_F895
|
|
F89A SubCF858_Block_F89A
|
|
F8A1 UpdateSoundEngineFrame
|
|
F8BB SubCF8A1_Block_F8BB
|
|
F8BE SubCF8A1_Block_F8BE
|
|
F8D4 SubCF8A1_Block_F8D4
|
|
F8D9 SubCF8A1_Block_F8D9
|
|
F8FD SubCF8A1_Block_F8FD
|
|
F970 UpdateSoundEngine
|
|
F983 ShiftBitIndex
|
|
F985 SubCF983_Block_F985
|
|
F98B SubCF983_Block_F98B
|
|
F98C SetPulse1ControlMaxSweep
|
|
F98E SetPulse1ControlAndSweep
|
|
F995 EnablePulse1Channel
|
|
F99B SubCF995_Block_F99B
|
|
F9A7 SubCF995_Block_F9A7
|
|
F9AA SubCF995_Block_F9AA
|
|
F9B1 SubCF995_Block_F9B1
|
|
F9C0 SubCF995_Block_F9C0
|
|
F9CF SubCF995_Block_F9CF
|
|
F9D1 SubCF995_Block_F9D1
|
|
F9DF SubCF995_Block_F9DF
|
|
F9ED SubCF995_Block_F9ED
|
|
F9F9 SubCF995_Block_F9F9
|
|
F9FE AdvanceSoundSequence
|
|
FA2D SubCF9FE_Block_FA2D
|
|
FA37 SubCF9FE_Block_FA37
|
|
FA3A SubCF9FE_Block_FA3A
|
|
FA3D ContinueSoundSequence
|
|
FA43 SubCFA3D_Block_FA43
|
|
FA50 SubCFA3D_Block_FA50
|
|
FA60 SubCFA3D_Block_FA60
|
|
FA65 SubCFA3D_Block_FA65
|
|
FA6A SubCFA3D_Block_FA6A
|
|
FA75 SubCFA3D_Block_FA75
|
|
FA7A SubCFA3D_Block_FA7A
|
|
FA87 SubCFA3D_Block_FA87
|
|
FA8D SubCFA3D_Block_FA8D
|
|
FAA5 SubCFA3D_Block_FAA5
|
|
FAAF SubCFA3D_Block_FAAF
|
|
FAC2 SubCFA3D_Block_FAC2
|
|
FAD1 SubCFA3D_Block_FAD1
|
|
FADB SubCFA3D_Block_FADB
|
|
FADF SubCFA3D_Block_FADF
|
|
FAE8 AdvanceSoundEffectSequence
|
|
FB06 SubCFAE8_Block_FB06
|
|
FB09 SubCFAE8_Block_FB09
|
|
FB1A SubCFAE8_Block_FB1A
|
|
FB21 SubCFAE8_Block_FB21
|
|
FB25 SubCFAE8_Block_FB25
|
|
FB33 SubCFAE8_Block_FB33
|
|
FB3D SubCFAE8_Block_FB3D
|
|
FB40 SubCFAE8_Block_FB40
|
|
FB48 SubCFAE8_Block_FB48
|
|
FB4A SubCFAE8_Block_FB4A
|
|
FB58 SubCFAE8_Block_FB58
|
|
FB5F UpdatePulse2Channel
|
|
FB6B SubCFB5F_Block_FB6B
|
|
FB75 SubCFB5F_Block_FB75
|
|
FB89 SubCFB5F_Block_FB89
|
|
FB8E SubCFB5F_Block_FB8E
|
|
FBA8 SubCFB5F_Block_FBA8
|
|
FBB8 SubCFB5F_Block_FBB8
|
|
FBC6 SubCFB5F_Block_FBC6
|
|
FBC7 UpdateSoundEffectChannels
|
|
FBD3 SubCFBC7_Block_FBD3
|
|
FC05 SubCFBC7_Block_FC05
|
|
FC13 SubCFBC7_Block_FC13
|
|
FC24 SubCFBC7_Block_FC24
|
|
FC3C SubCFC2D_Block_FC3C
|
|
FC4C SubCFC2D_Block_FC4C
|
|
FC55 SubCFC2D_Block_FC55
|
|
FC78 SubCFC2D_Block_FC78
|
|
FC96 SubCFC2D_Block_FC96
|
|
FC9F SubCFC2D_Block_FC9F
|
|
FCA0 SubCFC2D_Block_FCA0
|
|
FCB1 SubCFC2D_Block_FCB1
|
|
FCC1 SubCFC2D_Block_FCC1
|
|
FCC7 SubCFC2D_Block_FCC7
|
|
FCCD SubCFC2D_Block_FCCD
|
|
FFF0 IrqHandler
|
|
|
|
# ---- derived internal branch-target names ----
|
|
C649 Reset
|
|
C653 SubCC653_OnZero
|
|
C663 SubCC663_OnNonzero
|
|
C680 IdleWaitForFirstNmi
|
|
C686 InitPlayerState
|
|
C69C SubCC686_Block_C69C
|
|
C6A4 SubCC686_Block_C6A4
|
|
C6C9 ResetVramUpdateQueue
|
|
C6D1 ClearScreenAndSpritePalettes
|
|
C6D7 ResetPpuControlAndScroll
|
|
C6EB DisableRendering
|
|
C6F1 ClearOamBuffer
|
|
C6F5 SubCC6F1_Block_C6F5
|
|
C6FC TestObjectBoxOverlap
|
|
C701 NmiHandler
|
|
C724 SubCC6FC_Block_C724
|
|
C732 SubCC6FC_Block_C732
|
|
C73C SubCC6FC_Block_C73C
|
|
C746 SubCC6FC_Block_C746
|
|
C754 SubCC6FC_Block_C754
|
|
C75A SubCC6FC_Block_C75A
|
|
C75D FinishNmiFrame
|
|
C76A RunGameplayScreen
|
|
C7C3 SubCC76A_Block_C7C3
|
|
C7D0 SubCC76A_Block_C7D0
|
|
C7E1 SubCC76A_Block_C7E1
|
|
C7EA SubCC76A_Block_C7EA
|
|
C7F6 SubCC76A_Block_C7F6
|
|
C801 SubCC801_Loop
|
|
C81F BeginLevelLoad
|
|
C845 SubCC81F_Block_C845
|
|
C861 SubCC81F_Block_C861
|
|
C865 SubCC81F_Block_C865
|
|
C87A LoadLevelLayout
|
|
C88E QueueVramBlockFromLevelTable
|
|
C89B RunTitleScreen
|
|
C8AB SubCC89B_Block_C8AB
|
|
C8B8 SubCC89B_Block_C8B8
|
|
C8B9 SubCC89B_Block_C8B9
|
|
C8C6 SubCC89B_Block_C8C6
|
|
C8CD SubCC89B_Block_C8CD
|
|
C8CF SubCC89B_Block_C8CF
|
|
C8FD SubCC89B_Block_C8FD
|
|
C939 SubCC89B_Block_C939
|
|
C951 BuildTitleScreenOne
|
|
C974 SubCC951_Block_C974
|
|
C97C SubCC951_Block_C97C
|
|
C981 BuildTitleScreenTwo
|
|
C98F SubCC981_Block_C98F
|
|
C995 SubCC981_Block_C995
|
|
C998 UpdateTitleScreen
|
|
C9C2 SubCC998_Block_C9C2
|
|
C9C9 SubCC998_Block_C9C9
|
|
C9CE SubCC998_Block_C9CE
|
|
C9E1 SubCC998_Block_C9E1
|
|
C9ED StartAttractDemo
|
|
C9F2 SubCC9ED_Block_C9F2
|
|
CA05 ResetObjectAnimation
|
|
CA0F LoadLevelPalette
|
|
CA2E PlaceAndActivateObject
|
|
CA37 BuildLevelScreenZero
|
|
CA56 BuildLevelScreenTwo
|
|
CA71 BuildLevelScreenOne
|
|
CA8B RunAttractDemo
|
|
CA94 SubCCA8B_Block_CA94
|
|
CAAD SubCCA8B_Block_CAAD
|
|
CAB5 SubCCA8B_Block_CAB5
|
|
CAB6 SubCCA8B_Block_CAB6
|
|
CAC6 SubCCA8B_Block_CAC6
|
|
CAD4 RunEnemyEncounterUpdate
|
|
CAE6 SubCCAD4_Block_CAE6
|
|
CAE7 SubCCAD4_Block_CAE7
|
|
CAEA SubCCAD4_Block_CAEA
|
|
CAF6 SubCCAD4_Block_CAF6
|
|
CB11 SubCCAD4_Block_CB11
|
|
CB12 RunStageTransitionUpdate
|
|
CB1B SubCCB12_Block_CB1B
|
|
CB45 SubCCB12_Block_CB45
|
|
CB68 SubCCB12_Block_CB68
|
|
CB69 SubCCB12_Block_CB69
|
|
CB72 SubCCB12_Block_CB72
|
|
CB81 SubCCB12_Block_CB81
|
|
CB92 SaveJoypadButtons
|
|
CB94 UpdateInGameActors
|
|
CBA1 SubCCB94_Block_CBA1
|
|
CBA9 SubCCB94_Block_CBA9
|
|
CBD9 SubCCB94_Block_CBD9
|
|
CC0F SubCCB94_Block_CC0F
|
|
CC1E HandleLifeLost
|
|
CC33 SubCCC1E_Block_CC33
|
|
CC3E SubCCC1E_Block_CC3E
|
|
CC73 SubCCC1E_Block_CC73
|
|
CC78 SubCCC78_Loop
|
|
CC7C SubCCC7C_Loop
|
|
CC81 CheckLevelExitTrigger
|
|
CC97 SubCCC81_Block_CC97
|
|
CC9F SubCCC81_Block_CC9F
|
|
CCA0 ToggleAttractMode
|
|
CCBE SubCCCA0_Block_CCBE
|
|
CCD9 SubCCCA0_Block_CCD9
|
|
CCE1 SubCCCA0_Block_CCE1
|
|
CCE3 SubCCCA0_Block_CCE3
|
|
CCE8 SubCCCA0_Block_CCE8
|
|
CCEC SubCCCA0_Block_CCEC
|
|
CCFD SetAttractCooldown
|
|
CD02 SubCCCFD_Block_CD02
|
|
CD03 BeginGameOverSequence
|
|
CD14 SubCCD03_Block_CD14
|
|
CD29 QueueLevelTileBlock
|
|
CD36 SubCCD29_Block_CD36
|
|
CD3C SubCCD29_Block_CD3C
|
|
CD50 SubCCD29_Block_CD50
|
|
CD5B SubCCD29_Block_CD5B
|
|
CD5C SubCCD29_Block_CD5C
|
|
CD7D SubCCD29_Block_CD7D
|
|
CD80 SubCCD29_Block_CD80
|
|
CD8C MergeJoypadDirections
|
|
CD9A SubCCD8C_Block_CD9A
|
|
CDAC SubCCD8C_Block_CDAC
|
|
CDAD StartNextLevel
|
|
CDDC SubCCDAD_Block_CDDC
|
|
CDEA HandlePlayerCaptured
|
|
CE08 SubCCDEA_Block_CE08
|
|
CE09 SubCCDEA_Block_CE09
|
|
CE14 SubCCDEA_Block_CE14
|
|
CE28 SubCCDEA_Block_CE28
|
|
CE32 SubCCDEA_Block_CE32
|
|
CE48 HidePlayerSprites
|
|
CE4F HidePlayerSpriteSlots
|
|
CE53 SubCCE4F_Block_CE53
|
|
CE5F SubCCE4F_Block_CE5F
|
|
CE6A AddOamSprite
|
|
CE71 SubCCE6A_Block_CE71
|
|
CE9E SubCCE6A_Block_CE9E
|
|
CEAA ReserveSpriteSlots
|
|
CED7 SubCCEAA_Block_CED7
|
|
CED8 UpdateHudScore
|
|
CEF4 SubCCED8_Block_CEF4
|
|
CF00 SubCCED8_Block_CF00
|
|
CF06 QueueLevelVramBlock
|
|
CF09 QueueLevelBorderBlock
|
|
CF14 SubCCF09_Block_CF14
|
|
CF1A QueueVramTileRecord
|
|
CF2B SubCCF1A_Block_CF2B
|
|
CF37 UpdatePickupsAndDamage
|
|
CF3D TestFirstPlayerHitbox
|
|
CF3F TestHitbox
|
|
CF45 HandleCollectiblePickup
|
|
CF79 SubCCF45_Block_CF79
|
|
CF7C SubCCF45_Block_CF7C
|
|
CF7D SubCCF45_Block_CF7D
|
|
CF96 SubCCF45_Block_CF96
|
|
CFA2 SubCCF45_Block_CFA2
|
|
CFA7 HandleCollectiblePickupAlt
|
|
CFAD SubCCFA7_Block_CFAD
|
|
CFAE SubCCFA7_Block_CFAE
|
|
CFD5 SubCCFA7_Block_CFD5
|
|
CFD6 SubCCFA7_Block_CFD6
|
|
CFD9 SubCCFA7_Block_CFD9
|
|
CFEB SubCCFA7_Block_CFEB
|
|
CFEC TestPlayerHitboxesAlt
|
|
CFEE TestHitboxAlt
|
|
CFF4 HandlePlayerDamage
|
|
CFF9 SubCCFF4_Block_CFF9
|
|
D019 SubCCFF4_Block_D019
|
|
D03D SubCCFF4_Block_D03D
|
|
D044 SubCCFF4_Block_D044
|
|
D045 CheckCollectiblePickup
|
|
D06C SubCD045_Block_D06C
|
|
D06D SetSourcePointerFromTable
|
|
D079 UpdateStageActors
|
|
D097 SubCD079_Block_D097
|
|
D0A1 SubCD079_Block_D0A1
|
|
D0A7 SpawnEnemySprites
|
|
D10B SubCD0A7_Block_D10B
|
|
D10C UpdatePlayerAndEnemies
|
|
D139 SubCD10C_Block_D139
|
|
D14D SubCD10C_Block_D14D
|
|
D14E SubCD10C_Block_D14E
|
|
D159 SubCD10C_Block_D159
|
|
D163 SubCD10C_Block_D163
|
|
D172 SubCD10C_Block_D172
|
|
D1A3 SubCD10C_Block_D1A3
|
|
D1A6 SubCD10C_Block_D1A6
|
|
D1A7 CheckCollectibleReach
|
|
D1D6 SubCD1A7_Block_D1D6
|
|
D1D9 CheckLeftEdgeCollision
|
|
D1F4 SubCD1D9_Block_D1F4
|
|
D1F9 SubCD1D9_Block_D1F9
|
|
D1FC CheckRightEdgeCollision
|
|
D213 SubCD1FC_Block_D213
|
|
D218 SubCD1FC_Block_D218
|
|
D21B CheckObjectNearEdge
|
|
D234 CheckObjectOverlap
|
|
D26D SubCD234_Block_D26D
|
|
D26F StoreOverlapResult
|
|
D279 SubCD26F_Block_D279
|
|
D27E CheckWallCollision
|
|
D29B SubCD27E_Block_D29B
|
|
D29E SubCD27E_Block_D29E
|
|
D29F CheckEnemyBodyCollision
|
|
D2BE SubCD29F_Block_D2BE
|
|
D2C1 SubCD29F_Block_D2C1
|
|
D2C2 CheckPlayerOffScreen
|
|
D2CF SubCD2C2_Block_D2CF
|
|
D2D0 IsPositionOffScreen
|
|
D2D9 SubCD2D0_Block_D2D9
|
|
D2DC SpawnTextRecord
|
|
D312 ScanForFreeTextSlot
|
|
D320 SubCD312_Block_D320
|
|
D333 SubCD312_Block_D333
|
|
D334 SubCD312_Block_D334
|
|
D340 CheckObjectSpawnTable
|
|
D349 SubCD340_Block_D349
|
|
D356 SetHitReactionFlags
|
|
D365 SubCD356_Block_D365
|
|
D379 SubCD356_Block_D379
|
|
D38C SubCD356_Block_D38C
|
|
D399 SubCD356_Block_D399
|
|
D3AD SubCD356_Block_D3AD
|
|
D3AE SubCD356_Block_D3AE
|
|
D3B4 SubCD356_Block_D3B4
|
|
D3DD SubCD356_Block_D3DD
|
|
D3DE TestObjectAtPosition
|
|
D3EB UpdateProjectileObjects
|
|
D3FD SubCD3EB_Block_D3FD
|
|
D408 SubCD3EB_Block_D408
|
|
D422 SubCD3EB_Block_D422
|
|
D424 ResetProjectileRecord
|
|
D449 SubCD424_Block_D449
|
|
D450 SubCD424_Block_D450
|
|
D45B SubCD424_Block_D45B
|
|
D465 SpawnBonusSprite
|
|
D498 SubCD465_Block_D498
|
|
D499 MarkPickupMissed
|
|
D4AC SubCD499_Block_D4AC
|
|
D4AD TestBonusSpriteOverlap
|
|
D4C6 GetObjectScreenPosition
|
|
D4CF CheckStageEndTrigger
|
|
D4EA SubCD4CF_Block_D4EA
|
|
D506 SubCD4CF_Block_D506
|
|
D523 SubCD4CF_Block_D523
|
|
D524 UpdateWorldEntities
|
|
D553 SubCD524_Block_D553
|
|
D565 SubCD524_Block_D565
|
|
D56F QueueLevelTextRow
|
|
D57B SubCD56F_Block_D57B
|
|
D591 SubCD591_OnZero
|
|
D5A3 SubCD591_Block_D5A3
|
|
D5B2 SubCD591_Block_D5B2
|
|
D5B5 SpawnScoreNumberPopup
|
|
D5C8 SubCD5B5_Block_D5C8
|
|
D5DD SubCD5B5_Block_D5DD
|
|
D5E8 QueueTextRowFromTable
|
|
D5EB SubCD5E8_Block_D5EB
|
|
D605 QueueTextRowLoop
|
|
D607 QueueTextRowInnerLoop
|
|
D613 SubCD607_Block_D613
|
|
D621 SubCD607_Block_D621
|
|
D631 SubCD607_Block_D631
|
|
D634 QueueLevelTextTable
|
|
D637 SubCD634_Block_D637
|
|
D641 ScanTextTableColumns
|
|
D64B SubCD641_Block_D64B
|
|
D663 SubCD641_Block_D663
|
|
D67B SubCD641_Block_D67B
|
|
D67D SubCD641_Block_D67D
|
|
D690 UpdateEnemiesAndEffects
|
|
D6A8 SubCD690_Block_D6A8
|
|
D6B7 SubCD690_Block_D6B7
|
|
D6B8 SubCD690_Block_D6B8
|
|
D6C7 SubCD690_Block_D6C7
|
|
D6D0 SubCD690_Block_D6D0
|
|
D6D7 SubCD690_Block_D6D7
|
|
D6E2 SubCD690_Block_D6E2
|
|
D6EE SubCD690_Block_D6EE
|
|
D6EF UpdateScrollingPlatform
|
|
D700 SubCD6EF_Block_D700
|
|
D721 SubCD6EF_Block_D721
|
|
D728 SubCD6EF_Block_D728
|
|
D729 SubCD6EF_Block_D729
|
|
D736 ResetPlatformState
|
|
D73E SubCD736_Block_D73E
|
|
D751 UpdatePlayerMovement
|
|
D76F SubCD751_Block_D76F
|
|
D788 SubCD751_Block_D788
|
|
D793 SubCD751_Block_D793
|
|
D799 SetScorePopupTileOffset
|
|
D79B SubCD799_Block_D79B
|
|
D7B2 SubCD7B2_Loop
|
|
D7C2 SubCD7B2_Block_D7C2
|
|
D7D0 SubCD7B2_Block_D7D0
|
|
D7D6 SubCD7B2_Block_D7D6
|
|
D7E0 SubCD7B2_Block_D7E0
|
|
D7E7 RenderPlayerTile
|
|
D7F4 AdvancePlayerAnimationFrame
|
|
D7FE SubCD7F4_Block_D7FE
|
|
D801 ResetPlayerAnimation
|
|
D82B SubCD801_Block_D82B
|
|
D836 SubCD801_Block_D836
|
|
D839 StartPlayerThrow
|
|
D84C SubCD839_Block_D84C
|
|
D852 StartThrowAnimation
|
|
D857 SubCD852_Block_D857
|
|
D85D SubCD852_Block_D85D
|
|
D87D SubCD852_Block_D87D
|
|
D896 SubCD852_Block_D896
|
|
D8AD SubCD852_Block_D8AD
|
|
D8B0 SubCD852_Block_D8B0
|
|
D8B3 ClearPlayerDirectionFlags
|
|
D8BC StartPlayerThrowAnim
|
|
D8CD SubCD8BC_Block_D8CD
|
|
D8DF SubCD8BC_Block_D8DF
|
|
D8E2 SubCD8E2_Loop
|
|
D8EF SetThrowTargetOffset
|
|
D8F7 SubCD8EF_Block_D8F7
|
|
D902 SubCD8EF_Block_D902
|
|
D90F SubCD8EF_Block_D90F
|
|
D918 SubCD8EF_Block_D918
|
|
D925 SetAlternateThrowOffset
|
|
D92D SubCD925_Block_D92D
|
|
D938 AddThrowTargetOffset
|
|
D959 SubCD938_Block_D959
|
|
D961 SelectThrowTile
|
|
D96B SubCD961_Block_D96B
|
|
D983 SubCD961_Block_D983
|
|
D988 SubCD961_Block_D988
|
|
D992 SubCD992_Loop
|
|
D9A3 SubCD992_Block_D9A3
|
|
D9A9 SetThrowFacingRight
|
|
D9BC SubCD9A9_Block_D9BC
|
|
D9C8 RenderThrowTile
|
|
D9D9 CancelPlayerAction
|
|
D9F1 SubCD9D9_Block_D9F1
|
|
D9FA SubCD9D9_Block_D9FA
|
|
DA01 UpdatePlayerCarryAnim
|
|
DA0B SubCDA01_Block_DA0B
|
|
DA15 SubCDA01_Block_DA15
|
|
DA37 SubCDA01_Block_DA37
|
|
DA4B SubCDA01_Block_DA4B
|
|
DA60 SubCDA01_Block_DA60
|
|
DA81 SubCDA81_Loop
|
|
DA8E SubCDA81_Block_DA8E
|
|
DA9F TestCarryHitbox
|
|
DAA7 StartCarryAnimation
|
|
DAC3 SubCDAA7_Block_DAC3
|
|
DAC6 SubCDAA7_Block_DAC6
|
|
DAE5 SubCDAA7_Block_DAE5
|
|
DAF6 SubCDAA7_Block_DAF6
|
|
DAF8 SubCDAA7_Block_DAF8
|
|
DAF9 QueueVramBlockFromSpriteTable
|
|
DB0C StartKidnapSequence
|
|
DB2D SubCDB0C_Block_DB2D
|
|
DB32 SubCDB0C_Block_DB32
|
|
DB34 BeginKidnapMovement
|
|
DB3A SubCDB34_Block_DB3A
|
|
DB50 SubCDB34_Block_DB50
|
|
DB51 SubCDB34_Block_DB51
|
|
DB62 RunScreenStateMachine
|
|
DB72 SubCDB62_Block_DB72
|
|
DB79 SubCDB62_Block_DB79
|
|
DB80 SubCDB62_Block_DB80
|
|
DB87 SubCDB62_Block_DB87
|
|
DB8E SubCDB62_Block_DB8E
|
|
DB95 SubCDB62_Block_DB95
|
|
DB9C SubCDB62_Block_DB9C
|
|
DBA3 SubCDB62_Block_DBA3
|
|
DBB7 SubCDB62_Block_DBB7
|
|
DBC0 SubCDB62_Block_DBC0
|
|
DBC3 HandleScreenState01
|
|
DBD4 SubCDBC3_Block_DBD4
|
|
DBD9 SubCDBC3_Block_DBD9
|
|
DBDF DrawState01Tile
|
|
DBE7 SubCDBDF_Block_DBE7
|
|
DBEA HandleScreenStateDefault
|
|
DBF5 SubCDBEA_Block_DBF5
|
|
DC15 SubCDBEA_Block_DC15
|
|
DC23 SubCDBEA_Block_DC23
|
|
DC25 SubCDBEA_Block_DC25
|
|
DC2A AdvanceDefaultStateObject
|
|
DC38 SubCDC2A_Block_DC38
|
|
DC4A SubCDC2A_Block_DC4A
|
|
DC54 SubCDC2A_Block_DC54
|
|
DC57 HandleScreenStateBit40
|
|
DC72 SubCDC57_Block_DC72
|
|
DC7A SubCDC7A_Loop
|
|
DC8D SubCDC7A_Block_DC8D
|
|
DCA1 SubCDC7A_Block_DCA1
|
|
DCA4 AdvanceStateBit40Object
|
|
DCB2 SubCDCB2_Loop
|
|
DCBB SubCDCB2_Block_DCBB
|
|
DCC8 SubCDCB2_Block_DCC8
|
|
DCE1 SubCDCB2_Block_DCE1
|
|
DCE7 ResetStateBit40Object
|
|
DCEE SubCDCE7_Block_DCEE
|
|
DCEF FaceTowardPlayer
|
|
DCFB SubCDCEF_Block_DCFB
|
|
DD05 FacePlayerRight
|
|
DD0E FacePlayerLeft
|
|
DD17 FaceTowardTarget
|
|
DD20 SubCDD17_Block_DD20
|
|
DD23 HandleScreenState10
|
|
DD39 SubCDD23_Block_DD39
|
|
DD61 SubCDD23_Block_DD61
|
|
DD6B SubCDD23_Block_DD6B
|
|
DD77 SubCDD23_Block_DD77
|
|
DD80 SubCDD23_Block_DD80
|
|
DD8A SubCDD23_Block_DD8A
|
|
DD8C RenderState10Object
|
|
DD95 SubCDD8C_Block_DD95
|
|
DDAC SetScrollForSplitScreen
|
|
DDCD HandleScreenState80
|
|
DDE6 SubCDDCD_Block_DDE6
|
|
DDE8 RenderState80Object
|
|
DDEE SubCDDE8_Block_DDEE
|
|
DE0D SubCDDE8_Block_DE0D
|
|
DE17 AdvanceState80Sprite
|
|
DE31 SubCDE17_Block_DE31
|
|
DE36 SubCDE17_Block_DE36
|
|
DE40 HandleScreenState40
|
|
DE68 SubCDE40_Block_DE68
|
|
DE6A AdvanceState40Object
|
|
DE77 SubCDE6A_Block_DE77
|
|
DE79 AdvanceState40Height
|
|
DE81 SubCDE79_Block_DE81
|
|
DE89 SubCDE79_Block_DE89
|
|
DE96 SubCDE79_Block_DE96
|
|
DE98 AddState40Height
|
|
DEA1 RenderState40Object
|
|
DEA7 SubCDEA1_Block_DEA7
|
|
DEAA SubCDEA1_Block_DEAA
|
|
DEB0 HandleScreenState20
|
|
DEBB SubCDEB0_Block_DEBB
|
|
DEDA SubCDEB0_Block_DEDA
|
|
DEDE SetState20ObjectTile
|
|
DEEE SubCDEDE_Block_DEEE
|
|
DEF6 RenderState20Object
|
|
DF03 SubCDEF6_Block_DF03
|
|
DF0D SubCDEF6_Block_DF0D
|
|
DF14 HandleScreenState08
|
|
DF2D SubCDF14_Block_DF2D
|
|
DF33 HandleScreenState04
|
|
DF6A SubCDF33_Block_DF6A
|
|
DF7A SubCDF33_Block_DF7A
|
|
DF88 ResetHudScoreFields
|
|
DF95 HandleScreenState02
|
|
DFC0 SubCDF95_Block_DFC0
|
|
DFCD SubCDF95_Block_DFCD
|
|
DFD6 AdjustState02Object
|
|
DFEE SubCDFD6_Block_DFEE
|
|
E00C SubCDFD6_Block_E00C
|
|
E018 SubCDFD6_Block_E018
|
|
E029 SubCDFD6_Block_E029
|
|
E039 SubCDFD6_Block_E039
|
|
E040 TwoComplementNegate
|
|
E046 SpawnPlayerObject
|
|
E04D SubCE046_Block_E04D
|
|
E05F SubCE046_Block_E05F
|
|
E060 SubCE046_Block_E060
|
|
E065 SubCE046_Block_E065
|
|
E070 SubCE046_Block_E070
|
|
E07D SubCE046_Block_E07D
|
|
E086 SubCE046_Block_E086
|
|
E08D SubCE046_Block_E08D
|
|
E091 SubCE046_Block_E091
|
|
E0A4 SubCE046_Block_E0A4
|
|
E0B1 SubCE046_Block_E0B1
|
|
E0B3 InitObjectRecord
|
|
E0D2 SubCE0B3_Block_E0D2
|
|
E0DE SubCE0B3_Block_E0DE
|
|
E0EB SubCE0B3_Block_E0EB
|
|
E0F5 LoadObjectPattern
|
|
E11D SubCE0F5_Block_E11D
|
|
E120 SetObjectTile
|
|
E125 FlipObjectDirection
|
|
E131 SubCE125_Block_E131
|
|
E134 SetObjectPatternByLevel
|
|
E140 AdvanceObjectPattern
|
|
E158 SubCE140_Block_E158
|
|
E16E SubCE140_Block_E16E
|
|
E171 SetObjectTileAndFlip
|
|
E180 SubCE171_Block_E180
|
|
E182 ClampObjectX
|
|
E191 SubCE182_Block_E191
|
|
E197 FlipObjectDirectionAlt
|
|
E19D SubCE19D_Loop
|
|
E1A4 SubCE19D_Block_E1A4
|
|
E1A7 UpdateObjectAnimationFrames
|
|
E1AC SubCE1A7_Block_E1AC
|
|
E1BE SubCE1A7_Block_E1BE
|
|
E1CC SubCE1A7_Block_E1CC
|
|
E1F0 SubCE1A7_Block_E1F0
|
|
E1F3 SubCE1F3_Loop
|
|
E1FC UpdateCarriedObject
|
|
E21A SubCE1FC_Block_E21A
|
|
E223 UpdateCarriedObjectFlip
|
|
E232 SubCE223_Block_E232
|
|
E233 GetObjectTargetPosition
|
|
E240 GetObjectSecondPosition
|
|
E24D QueueObjectVramBlock
|
|
E258 QueueObjectStatusBlock
|
|
E260 QueueVramBlockFromPointer
|
|
E265 SpawnPatrolObjects
|
|
E28F SubCE265_Block_E28F
|
|
E296 NextPatrolSlot
|
|
E2A3 SubCE296_Block_E2A3
|
|
E2A4 SubCE296_Block_E2A4
|
|
E2BC SubCE296_Block_E2BC
|
|
E2CD SubCE296_Block_E2CD
|
|
E2DD SubCE296_Block_E2DD
|
|
E2EE FindPatrolThreshold
|
|
E2FA SubCE2EE_Block_E2FA
|
|
E30E SubCE2EE_Block_E30E
|
|
E313 AdvancePatrolCounter
|
|
E324 SubCE313_Block_E324
|
|
E327 SubCE313_Block_E327
|
|
E333 SubCE313_Block_E333
|
|
E34E SubCE34E_Loop
|
|
E35E SubCE34E_Block_E35E
|
|
E365 SetObjectAttribute
|
|
E371 SubCE365_Block_E371
|
|
E37F SubCE365_Block_E37F
|
|
E381 SetObjectTileAlt
|
|
E389 AdvanceObjectAnimationState
|
|
E3A5 SubCE389_Block_E3A5
|
|
E3AB SubCE3AB_Loop
|
|
E3B7 SubCE3AB_Block_E3B7
|
|
E3C0 SubCE3AB_Block_E3C0
|
|
E3C9 SubCE3AB_Block_E3C9
|
|
E3D8 MoveObjectByDelta
|
|
E3F4 MoveObjectX
|
|
E404 SubCE3F4_Block_E404
|
|
E406 ApplyObjectXDelta
|
|
E410 HandleObjectReachedEnd
|
|
E41D SubCE410_Block_E41D
|
|
E436 SubCE410_Block_E436
|
|
E43E SubCE410_Block_E43E
|
|
E44C SubCE410_Block_E44C
|
|
E488 AdjustObjectPosition
|
|
E4A3 SubCE488_Block_E4A3
|
|
E4B3 SubCE488_Block_E4B3
|
|
E4B4 UpdateScorePopup
|
|
E4C8 SubCE4B4_Block_E4C8
|
|
E4CE SubCE4B4_Block_E4CE
|
|
E4D1 SubCE4B4_Block_E4D1
|
|
E4D4 AdvanceScorePopup
|
|
E4EF SubCE4D4_Block_E4EF
|
|
E4F3 SubCE4D4_Block_E4F3
|
|
E4F4 QueueEdgeBlock
|
|
E500 SubCE4F4_Block_E500
|
|
E512 SubCE4F4_Block_E512
|
|
E51F SubCE4F4_Block_E51F
|
|
E524 SubCE4F4_Block_E524
|
|
E526 QueueEdgeBlockData
|
|
E539 SubCE526_Block_E539
|
|
E53A UpdateTextScrollObjects
|
|
E540 ScanTextScrollRecord
|
|
E54C SubCE540_Block_E54C
|
|
E553 SubCE540_Block_E553
|
|
E561 SubCE561_Loop
|
|
E56F SubCE561_Block_E56F
|
|
E592 SubCE561_Block_E592
|
|
E5B4 SubCE561_Block_E5B4
|
|
E5BC SubCE561_Block_E5BC
|
|
E5D0 SubCE561_Block_E5D0
|
|
E5DE SubCE561_Block_E5DE
|
|
E5E2 SubCE561_Block_E5E2
|
|
E5E4 SetTextScrollState
|
|
E5E6 NextTextScrollRecord
|
|
E5F6 SubCE5E6_Block_E5F6
|
|
E5F7 UpdateStatusPanel
|
|
E610 SubCE5F7_Block_E610
|
|
E631 SubCE5F7_Block_E631
|
|
E63D SubCE5F7_Block_E63D
|
|
E66A SubCE5F7_Block_E66A
|
|
E66D StartStatusPanelTimer
|
|
E677 SubCE66D_Block_E677
|
|
E678 SubCE66D_Block_E678
|
|
E682 SubCE66D_Block_E682
|
|
E689 ClearStatusPanelTimer
|
|
E693 SubCE689_Block_E693
|
|
E694 DrawScoreDigits
|
|
E6A9 SubCE694_Block_E6A9
|
|
E6B0 SubCE694_Block_E6B0
|
|
E6E5 SubCE694_Block_E6E5
|
|
E6E6 AdvanceStoryScroll
|
|
E6F2 SubCE6E6_Block_E6F2
|
|
E6F7 SubCE6E6_Block_E6F7
|
|
E6FD SubCE6E6_Block_E6FD
|
|
E70E SubCE6E6_Block_E70E
|
|
E71F SubCE6E6_Block_E71F
|
|
E722 SetScrollRowIndex
|
|
E723 SetScrollTablePointers
|
|
E741 FindScrollRow
|
|
E74B SubCE741_Block_E74B
|
|
E755 SubCE741_Block_E755
|
|
E765 QueueScrollRowBlock
|
|
E77B DrawSpriteList
|
|
E77D DrawSpriteListLoop
|
|
E796 SubCE77D_Block_E796
|
|
E797 ResetDrawState
|
|
E79B ResetSpriteFrameCounter
|
|
E79F ResetSpriteAnimState
|
|
E7B2 RenderObjectTile
|
|
E7BD ResetObjectAnimationState
|
|
E7DD SubCE7BD_Block_E7DD
|
|
E7EC SetObjectDirectionFlags
|
|
E7F1 SubCE7F1_OnZero
|
|
E80C SelectObjectTileByState
|
|
E821 SubCE80C_Block_E821
|
|
E840 SubCE80C_Block_E840
|
|
E845 SetObjectTileCoords
|
|
E84D SetObjectTileBuffer
|
|
E854 RenderTileAtPosition
|
|
E859 DrawBlockAt
|
|
E872 DrawPopupBlock
|
|
E887 DrawStatusBlock
|
|
E899 SetBlockBuffer
|
|
E89B DrawBlockAtCorner
|
|
E8A0 LoadHitboxPointer
|
|
E8A8 SetSourcePointerLow
|
|
E8AA SetObjectScreenPosition
|
|
E8B3 SetSourcePointerDefault
|
|
E8BC LoadAltHitboxPointer
|
|
E8C4 SetTileNumber
|
|
E8C6 SetObjectOrigin
|
|
E8CF SetSourcePointerStatus
|
|
E8D8 TestBitInPattern
|
|
E8DD SubCE8D8_Block_E8DD
|
|
E8E8 SubCE8D8_Block_E8E8
|
|
E8EA DrawTileBlock
|
|
E906 SubCE8EA_Block_E906
|
|
E91F SubCE8EA_Block_E91F
|
|
E925 SubCE8EA_Block_E925
|
|
E92B SubCE8EA_Block_E92B
|
|
E92E FinishTileBlock
|
|
E936 WriteOamEntries
|
|
E940 SubCE936_Block_E940
|
|
E952 DrawHorizontalRun
|
|
E958 SubCE952_Block_E958
|
|
E96D DrawDiagonalRun
|
|
E976 SubCE96D_Block_E976
|
|
E97B SubCE96D_Block_E97B
|
|
E9A1 DrawReverseDiagonalRun
|
|
E9AA SubCE9A1_Block_E9AA
|
|
E9AF SubCE9A1_Block_E9AF
|
|
E9D7 DrawVerticalRun
|
|
E9DD SubCE9D7_Block_E9DD
|
|
E9FD FillTileBlock
|
|
E9FF SubCE9FD_Block_E9FF
|
|
EA05 SubCE9FD_Block_EA05
|
|
EA25 TestObjectBoxOverlapMode
|
|
EA27 TestObjectBoxOverlapModeAlt
|
|
EA35 SubCEA27_Block_EA35
|
|
EA43 SubCEA27_Block_EA43
|
|
EA4E AdvanceOverlapList
|
|
EA5D SubCEA5D_Loop
|
|
EA62 SubCEA5D_Block_EA62
|
|
EA67 ReturnOverlapResult
|
|
EA6E LoadOverlapBoxAbsolute
|
|
EA76 SubCEA6E_Block_EA76
|
|
EA79 AddOverlapBoxOffset
|
|
EA8C LoadOverlapBoxRelative
|
|
EA94 SubCEA8C_Block_EA94
|
|
EA97 CopyOverlapBox
|
|
EAA4 CheckBoxOverlap
|
|
EAB5 SubCEAA4_Block_EAB5
|
|
EABB SubCEAA4_Block_EABB
|
|
EACC SubCEAA4_Block_EACC
|
|
EAD2 SubCEAA4_Block_EAD2
|
|
EAD5 SubCEAD5_Loop
|
|
EAD8 CompareDistanceToTarget
|
|
EAF4 SubCEAD8_Block_EAF4
|
|
EAF7 ReturnDistanceCompare
|
|
EAFC SubCEAF7_Block_EAFC
|
|
EAFF SubCEAF7_Block_EAFF
|
|
EB02 GetHitboxOrigin
|
|
EB0C SubCEB02_Block_EB0C
|
|
EB1A ResetBoxOrigin
|
|
EB23 TestHitboxTable0
|
|
EB2E RunBoxOverlapTest
|
|
EB35 TestHitboxTable1
|
|
EB4F SubCEB35_Block_EB4F
|
|
EB61 SubCEB35_Block_EB61
|
|
EB6D SubCEB35_Block_EB6D
|
|
EB72 SubCEB35_Block_EB72
|
|
EB73 TestHitboxTable2
|
|
EB88 SubCEB73_Block_EB88
|
|
EB89 TestHitboxTable3
|
|
EB9B SetHitboxResult
|
|
EBA3 SubCEB9B_Block_EBA3
|
|
EBA4 FindCollectibleAtColumn
|
|
EBB2 SubCEBA4_Block_EBB2
|
|
EBCE SubCEBA4_Block_EBCE
|
|
EBD6 HandleCollectibleColumnHit
|
|
EBE0 SubCEBD6_Block_EBE0
|
|
EBF2 SubCEBD6_Block_EBF2
|
|
EBF5 CheckCollectibleFacing
|
|
EC03 SubCEBF5_Block_EC03
|
|
EC05 SubCEBF5_Block_EC05
|
|
EC08 FindCollectibleAtColumnAlt
|
|
EC16 SubCEC08_Block_EC16
|
|
EC33 SubCEC08_Block_EC33
|
|
EC4F SubCEC08_Block_EC4F
|
|
EC56 SetStateBit40Flag
|
|
EC5B SubCEC5B_Loop
|
|
EC5E TestHitboxTable4
|
|
EC6B SubCEC5E_Block_EC6B
|
|
EC6C LoadHitboxTable4
|
|
EC77 TestHitboxTable5
|
|
EC81 SetHitboxResultAlt
|
|
EC89 SubCEC81_Block_EC89
|
|
EC8A TestHitboxTable6
|
|
ECA5 SubCEC8A_Block_ECA5
|
|
ECA6 TestHitboxTable7
|
|
ECBE SetHitboxResultAlt2
|
|
ECC2 SubCECBE_Block_ECC2
|
|
ECC3 RunDeferredTask
|
|
ECF7 SubCECC3_Block_ECF7
|
|
ED02 SubCECC3_Block_ED02
|
|
ED03 ReserveObjectSlot
|
|
ED1C SubCED03_Block_ED1C
|
|
ED1F SubCED03_Block_ED1F
|
|
ED20 ApplyVramUpdateQueue
|
|
ED34 UploadOamViaDma
|
|
ED3F ClearNameTableTopAndPalettes
|
|
ED59 SubCED3F_Block_ED59
|
|
ED70 SubCED3F_Block_ED70
|
|
ED77 QueueVramScreenBlocks
|
|
ED79 SubCED77_Block_ED79
|
|
ED82 SubCED77_Block_ED82
|
|
ED88 QueueVramBlockRecord
|
|
EDC4 SubCED88_Block_EDC4
|
|
EDE3 SubCED88_Block_EDE3
|
|
EDF4 SubCED88_Block_EDF4
|
|
EDF5 QueueVramDataRecord
|
|
EE0A SubCEDF5_Block_EE0A
|
|
EE21 SubCEDF5_Block_EE21
|
|
EE4D AdvanceVramQueueIndex
|
|
EE4F CheckVramQueueFull
|
|
EE5D SubCEE4F_Block_EE5D
|
|
EE5E UpdateAttractTimers
|
|
EE6A SubCEE5E_Block_EE6A
|
|
EE70 SubCEE5E_Block_EE70
|
|
EE74 PollJoypadButtonEdge
|
|
EE84 SubCEE74_Block_EE84
|
|
EE89 ReadControllers
|
|
EE9D ReadControllerPort
|
|
EE9F SubCEE9D_Block_EE9F
|
|
EEC8 SubCEE9D_Block_EEC8
|
|
EEC9 SubCEE9D_Block_EEC9
|
|
EEDF SubCEE9D_Block_EEDF
|
|
EEEB SubCEE9D_Block_EEEB
|
|
EEEE SubCEE9D_Block_EEEE
|
|
EEF1 SubCEE9D_Block_EEF1
|
|
EF05 ApplyVramUpdateStream
|
|
EF19 ScrollTextWindowDown
|
|
EF1F SubCEF19_Block_EF1F
|
|
EF30 SubCEF19_Block_EF30
|
|
EF3A ShiftTextWindowRows
|
|
EF47 SubCEF3A_Block_EF47
|
|
EF6A SubCEF3A_Block_EF6A
|
|
EF6E SubCEF3A_Block_EF6E
|
|
EF9C SubCEF3A_Block_EF9C
|
|
EFA2 SubCEF3A_Block_EFA2
|
|
EFBE SubCEF3A_Block_EFBE
|
|
EFBF ScrollTextColumnForward
|
|
EFCA SubCEFBF_Block_EFCA
|
|
EFD7 SubCEFBF_Block_EFD7
|
|
EFDB SubCEFBF_Block_EFDB
|
|
EFE0 ScrollTextColumnBack
|
|
EFF3 SubCEFE0_Block_EFF3
|
|
EFFF SubCEFE0_Block_EFFF
|
|
F002 SplitCoordinateIntoNibbles
|
|
F026 SubCF002_Block_F026
|
|
F02F SubCF002_Block_F02F
|
|
F055 SubCF002_Block_F055
|
|
F05A SubCF002_Block_F05A
|
|
F06F SubCF002_Block_F06F
|
|
F071 ScrollTextWindowUp
|
|
F07B SubCF071_Block_F07B
|
|
F07C SubCF071_Block_F07C
|
|
F080 SubCF071_Block_F080
|
|
F085 SubCF071_Block_F085
|
|
F833 SetPulse1ControlMaxSweepAndNote
|
|
F835 SetPulse1ControlAndNote
|
|
F838 WritePulse1NoteTimer
|
|
F83A SubCF838_Block_F83A
|
|
F849 SubCF838_Block_F849
|
|
F84A WritePulse2NoteTimer
|
|
F84E WriteTriangleNoteTimer
|
|
F852 ConvertNoteToIndex
|
|
F858 LookUpNotePeriod
|
|
F863 SubCF858_Block_F863
|
|
F876 SubCF858_Block_F876
|
|
F889 SubCF858_Block_F889
|
|
F88E SubCF858_Block_F88E
|
|
F891 SubCF858_Block_F891
|
|
F895 SubCF858_Block_F895
|
|
F89A SubCF858_Block_F89A
|
|
F8A1 UpdateSoundEngineFrame
|
|
F8BB SubCF8A1_Block_F8BB
|
|
F8BE SubCF8A1_Block_F8BE
|
|
F8D4 SubCF8A1_Block_F8D4
|
|
F8D9 SubCF8A1_Block_F8D9
|
|
F8FD SubCF8A1_Block_F8FD
|
|
F970 UpdateSoundEngine
|
|
F983 ShiftBitIndex
|
|
F985 SubCF983_Block_F985
|
|
F98B SubCF983_Block_F98B
|
|
F98C SetPulse1ControlMaxSweep
|
|
F98E SetPulse1ControlAndSweep
|
|
F995 EnablePulse1Channel
|
|
F99B SubCF995_Block_F99B
|
|
F9A7 SubCF995_Block_F9A7
|
|
F9AA SubCF995_Block_F9AA
|
|
F9B1 SubCF995_Block_F9B1
|
|
F9C0 SubCF995_Block_F9C0
|
|
F9CF SubCF995_Block_F9CF
|
|
F9D1 SubCF995_Block_F9D1
|
|
F9DF SubCF995_Block_F9DF
|
|
F9ED SubCF995_Block_F9ED
|
|
F9F9 SubCF995_Block_F9F9
|
|
F9FE AdvanceSoundSequence
|
|
FA2D SubCF9FE_Block_FA2D
|
|
FA37 SubCF9FE_Block_FA37
|
|
FA3A SubCF9FE_Block_FA3A
|
|
FA3D ContinueSoundSequence
|
|
FA43 SubCFA3D_Block_FA43
|
|
FA50 SubCFA3D_Block_FA50
|
|
FA60 SubCFA3D_Block_FA60
|
|
FA65 SubCFA3D_Block_FA65
|
|
FA6A SubCFA3D_Block_FA6A
|
|
FA75 SubCFA3D_Block_FA75
|
|
FA7A SubCFA3D_Block_FA7A
|
|
FA87 SubCFA3D_Block_FA87
|
|
FA8D SubCFA3D_Block_FA8D
|
|
FAA5 SubCFA3D_Block_FAA5
|
|
FAAF SubCFA3D_Block_FAAF
|
|
FAC2 SubCFA3D_Block_FAC2
|
|
FAD1 SubCFA3D_Block_FAD1
|
|
FADB SubCFA3D_Block_FADB
|
|
FADF SubCFA3D_Block_FADF
|
|
FAE8 AdvanceSoundEffectSequence
|
|
FB06 SubCFAE8_Block_FB06
|
|
FB09 SubCFAE8_Block_FB09
|
|
FB1A SubCFAE8_Block_FB1A
|
|
FB21 SubCFAE8_Block_FB21
|
|
FB25 SubCFAE8_Block_FB25
|
|
FB33 SubCFAE8_Block_FB33
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FB3D SubCFAE8_Block_FB3D
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FB40 SubCFAE8_Block_FB40
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FB48 SubCFAE8_Block_FB48
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FB4A SubCFAE8_Block_FB4A
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FB58 SubCFAE8_Block_FB58
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FB5F UpdatePulse2Channel
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FB6B SubCFB5F_Block_FB6B
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FB75 SubCFB5F_Block_FB75
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FB89 SubCFB5F_Block_FB89
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FB8E SubCFB5F_Block_FB8E
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FBA8 SubCFB5F_Block_FBA8
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FBB8 SubCFB5F_Block_FBB8
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FBC6 SubCFB5F_Block_FBC6
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FBC7 UpdateSoundEffectChannels
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FBD3 SubCFBC7_Block_FBD3
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FC05 SubCFBC7_Block_FC05
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FC13 SubCFBC7_Block_FC13
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FC24 SubCFBC7_Block_FC24
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FC2D SubCFC2D_OnZero
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FC3C SubCFC2D_Block_FC3C
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FC4C SubCFC2D_Block_FC4C
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FC55 SubCFC2D_Block_FC55
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FC78 SubCFC2D_Block_FC78
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FC96 SubCFC2D_Block_FC96
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FC9F SubCFC2D_Block_FC9F
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FCA0 SubCFC2D_Block_FCA0
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FCB1 SubCFC2D_Block_FCB1
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FCC1 SubCFC2D_Block_FCC1
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FCC7 SubCFC2D_Block_FCC7
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FCCD SubCFC2D_Block_FCCD
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FFF0 IrqHandler
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