Files
tmerritt ad894f47f3 Promote Port Test Cartridge (U) from _wip/ to NROM/ (Pass 1+2+3 complete)
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
2026-10-22 00:33:54 -04:00

105 KiB

_wip/ — the pre-promotion tier

831 projects across 29 mapper folders, every one of them building byte-identical to its original ROM.**

This file is the handoff for everything under _wip/<MAPPER>/<Project>/. The promoted tier (41 projects — 38 under NROM/, plus CNROM/World Class Track Meet (U), UNROM/Zanac (U) and MAPPER8/Mermaids of Atlantis (U)) is documented in README.md; this file covers the tier that is not promoted yet.


1. What the tier is

_wip/ mirrors the promoted tier's structure exactly — one flat folder per project, under a folder named for the project's mapper:

_wip/
  NROM/       15 projects   (mapper 0)
  MMC1/      221 projects   (mapper 1)
  UNROM/      97 projects   (mapper 2)
  CNROM/      57 projects   (mapper 3)
  MMC3/      239 projects   (mapper 4)
  MMC5/      10 projects   (mapper 5)
  MAPPER7/    39 projects   (mapper 7)
  ... 22 more folders, one per remaining mapper

_wip/MAPPER8/ was not part of this tier. It held a copy of Mermaids of Atlantis (U), which had already been promoted to MAPPER8/Mermaids of Atlantis (U) at the top level. It was a leftover of a promotion, not a project waiting for one, and it has been removed - Xevious (U), Zanac (U) and Mermaids of Atlantis (U) were all promoted the same way and their _wip/ folders are gone.

Each project folder is flat — no copilot/ subfolder:

File Purpose
prg.s the disassembly (Pass 0: a single .incbin "prg.bin")
header.s / chr.s / trailer.s the other ROM segments, as ca65 includes
prg.bin / header.bin / chr.bin / trailer.bin the binary splits
rom.nes a space-free copy of the original ROM, for cmp
linker.cfg the MEMORY areas
symbols.inc NES hardware register names
locals.inc zero-page aliases
Makefile build and byte-identity check
README.md per-project ROM facts and open work

2. The mapper folders

The mapper is read from the iNES header: byte 6's upper nybble holds mapper bits 0-3 and byte 7's upper nybble holds mapper bits 4-7. The folder name follows the repository's board vocabulary where it exists, and the mapper number otherwise.

Folder Mapper Board Projects
NROM/ 0 NROM 15
MMC1/ 1 MMC1 (SxROM) 221
UNROM/ 2 UxROM — UNROM, non-battery 97
CNROM/ 3 CNROM 58
MMC3/ 4 MMC3 (TxROM) 239
MMC5/ 5 MMC5 (MxROM) 10
MAPPER7/ 7 AxROM 39
MAPPER9/ 9 MMC2 (PxROM) 2
MAPPER11/ 11 Color Dreams 40
MAPPER13/ 13 — 1
MAPPER34/ 34 BNROM (NINA-001) 1
MAPPER41/ 41 — 1
MAPPER47/ 47 — 1
MAPPER64/ 64 Camerica 6
MAPPER65/ 65 Codemasters 27
MAPPER66/ 66 GxROM 18
MAPPER67/ 67 — 7
MAPPER68/ 68 — 4
MAPPER69/ 69 — 1
MAPPER71/ 71 FuROM 12
MAPPER73/ 73 — 1
MAPPER79/ 79 NINA-006/007 15
MAPPER99/ 99 — 1
MAPPER105/ 105 — 1
MAPPER113/ 113 — 3
MAPPER118/ 118 TxSROM 2
MAPPER119/ 119 — 2
MAPPER228/ 228 Action 52 2
MAPPER232/ 232 — 5

29 folders, 831 projects. There is no MAPPER8/ row: the only mapper-8 project, Mermaids of Atlantis (U), has already been promoted to MAPPER8/Mermaids of Atlantis (U) at the top level and its _wip/ folder has been removed (see the note in §1).

A board name in the "—" rows would be a guess, so the folder carries the number instead. The assignments were spot-checked against known titles: MAPPER7/ holds Battletoads and Beetlejuice (AxROM), MAPPER9/ holds Punch-Out!! (MMC2), MAPPER228/ holds Action 52 and Cheetahmen 2, MAPPER64/ holds Gyruss and Klax (Camerica), MAPPER79/ holds Double Strike (NINA-006/007), and so on.

AOROM/ is empty on purpose. Mapper 2 is the UxROM family, and the board split is by battery: AOROM is the battery-backed 32 KB board, UNROM the non-battery one. Not one of the 97 mapper-2 ROMs in the store sets the battery flag, so all of them are UNROM. AOROM/ would exist as an empty placeholder if a battery-backed mapper-2 ROM turns up.

One project is filed against its header's mapper rather than its real board. 1942 (JU) sits in _wip/NROM/ even though its header reads mapper 64, because iNES byte 7 is the ASCII text DiskDude! — bytes 7 through 15 of that ROM are the string, and 'D' ($44) in byte 7 is what an emulator picks up as mapper bits 4-7. The byte 6 upper nybble says 0, so the intended mapper is 0. Filing it under MAPPER64/ would record the corruption as a fact; the six genuine mapper-64 ROMs live in _wip/MAPPER64/.

3. Build and verification

Every project in this tier verifies at whole-ROM level: make links the header, the PRG, the CHR and (where present) the footer, then compares the result against rom.nes byte for byte.

$ cd "_wip/MMC3/Battletoads (U)" && make
ca65 -g -o header.o header.s
ca65 -g -o prg.o prg.s
ca65 -g -o chr.o chr.s
ld65 -C linker.cfg -m reconstructed.map -Ln reconstructed.lbl -o reconstructed.nes header.o prg.o chr.o
cmp reconstructed.nes rom.nes
Byte-identical ROM verified.

This is a change from the older tier convention, where _wip projects ran cmp reconstructed_prg.bin prg.bin and the header and CHR were not proven. The whole-ROM form is what the promoted tier uses, so promoting a project is now just git mv plus the disassembly work — no build surgery.

The tier is not built by the root Makefile's all/clean/<MAPPER> targets. MAPPERS := NROM AOROM CNROM MMC1 MMC3 MMC5 UNROM MAPPER8 names only the promoted mapper folders. The tier has its own explicit targets, which are the only way the root Makefile reaches _wip/:

make wip          # build + verify every _wip/<MAPPER>/<Project>/
make wipclean     # clean the build artifacts in the tier

Both targets are driven by WIP := _wip at the top of the root Makefile. That variable has to be defined: an empty $(WIP) expands the loop to for m in /*/, which walks the filesystem root instead of the tier.

The old manual loop still works as an equivalent:

for d in _wip/*/*/; do make -C "$d"; done

make wip is slow (831 sub-make invocations) but it is the tier's end-to-end check, and it passed clean on 2026-10-21: 851 of 851 projects built, 0 failures.

4. Two linker layouts

This is the one thing to know before touching a _wip/ project.

CPU layout — the PRG memory area sits at the CPU address the image is mapped at:

MEMORY {
  HEADER: start = $0000, size = $0010, fill = yes;
  PRG:    start = $C000, size = $4000, fill = yes;   # 16 KB NROM-128
  CHR:    start = $0000, size = $2000, fill = yes;
}

Used by the projects whose whole PRG really is mapped at one address: the 16 KB NROM-128 games and the 32 KB NROM-256 games (which are contiguous at $8000-$FFFF and so link at start = $8000, size = $8000). 15 of the 831 projects use it — 33 NROM games at $8000, 1 at $C000 (Circus Charlie), plus MMC1/Wrecking Crew (JUE) and MAPPER13/Videomation (U). The other 815 use the flat layout below.

Flat layout — the memory areas sit at file offsets in the .nes file, not at CPU addresses:

MEMORY {
  HEADER: start = $0000, size = $0010, fill = yes;
  PRG:    start = $0010, size = $180000, fill = yes;   # 1536 KB PRG
  CHR:    start = $180010, size = $80000, fill = yes;
}

Used by everything else, and it is not a workaround — it is the correct model:

  • A PRG image larger than 32 KB does not fit the 6502's 64 KB address space. Most of this tier is 128 KB or 256 KB of PRG, so a contiguous CPU window is impossible. The largest image here is Action 52 (U) [!] at 1.5 MB of PRG and 512 KB of CHR.
  • A banked mapper never presents the whole image at once. MMC1, MMC3 and the rest map the PRG into the CPU in banks, so "the PRG is at $8000" is not a true statement about the file. The file offsets are true.

NROM/Bomberman (U) is the repository's precedent for the flat layout, and _tools/verify_pass1.py already has a note about its linker start being a file offset rather than a CPU address.

The flat layout is also the only one that scales: the same linker.cfg shape works for a 16 KB PRG and for a 1.5 MB one.

Two further rules the layout depends on:

  • ld65 writes the output file in MEMORY declaration order, not address order. The areas must be declared in the order the bytes appear in the .nes file: HEADER, PRG, CHR, TRAILER.
  • Memory area sizes are hexadecimal. size = $127 is 295 bytes, not 127.

5. The states a project can be in

State Count Meaning
Pass 0 skeleton 8 prg.s is a single .incbin "prg.bin". The folder shape and the build are proven; there is no disassembly yet.
Pass 1 823 prg.s is a traced disassembly: the code/data split is done, every instruction carries its audit comment, and the unreached bytes stay as explicit .byte blocks. Pass 2 (the labels) and Pass 3 (the semantics) are still to do.

A Pass 0 project is not promotable: AGENTS.md requires a real disassembly (Pass 1 or beyond) before promotion. The skeleton exists so that the folder shape and the byte-identity contract are settled before the disassembly work starts.

The Pass 1 splits are not all of equal quality. A vector trace reaches the reset stub and the vblank wait and stops, because the game's main code usually sits behind a computed dispatch. Where a project has been re-split from a Mesen Code Data Logger capture, its coverage is far higher: the Volleyball (U), Golf (JU), World Class Track Meet (U), Port Test Cartridge (U), 10-Yard Fight (U), Chubby Cherub (U), Dig Dug II (U) [!], Gyromite (JUE), Hydlide (U) and Ice Hockey (U) that reached Pass 3 here were promoted to the top level on 2026-10-21, and the root README.md carries their entries.

How to tell how good a project's split is. Count the instruction lines in its prg.s:

grep -c "CPU:" "_wip/<MAPPER>/<Project>/prg.s"

A count in the hundreds means the trace reached the reset stub and little else. A count in the thousands means it reached the game. A project whose count is under a hundred has essentially no code and needs the split redone before any naming work is worth starting.

Three projects have left this tier since the last inventory: Xevious (U) (Pass 1 + Pass 2 + Pass 3, promoted to NROM/) and Zanac (U) (Pass 1 + Pass 2 + Pass 3, promoted to UNROM/), both on 2026-10-20, and Volleyball (U) (Pass 1 + Pass 2 + Pass 3, promoted to NROM/) on 2026-10-21.

6. Inventory

All 831 projects, all byte-identical for the whole ROM.

_wip/CNROM/ — mapper 3 (57 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Adventures of Dino Riki (U) 32 KB 32 KB Vertical $8093 / $8000 / $808F Pass 1
Alpha Mission (U) 32 KB 32 KB Horizontal $815D / $8042 / $8293 Pass 1
Arkanoid (U) 32 KB 16 KB Horizontal $80A0 / $8000 / $809B Pass 1
Arkista's Ring (U) [!] 32 KB 32 KB Horizontal $8057 / $8004 / $80F2 Pass 1
Athletic World (U) 32 KB 32 KB Horizontal $FB74 / $F9F9 / $FFF0 Pass 1
Back to the Future (U) 32 KB 32 KB Horizontal $8461 / $8033 / $8464 Pass 1
Bandai Golf - Challenge Pebble Beach (U) 32 KB 32 KB Vertical $8436 / $83D3 / $8A77 Pass 1
Battle Tank (U) 32 KB 32 KB Horizontal $E00B / $8000 / $F567 Pass 1
Battleship (U) 32 KB 32 KB Horizontal $8000 / $8003 / $8006 Pass 1
Bubble Bath Babes (UE) [!] 32 KB 64 KB Vertical $804D / $8000 / $8000 Pass 1
Bump'n'Jump (U) 32 KB 32 KB Horizontal $81F9 / $8000 / $8000 Pass 1
Castlequest (U) 32 KB 32 KB Vertical $C569 / $8225 / $C6B8 Pass 1
Championship Bowling (U) [!] 32 KB 16 KB Horizontal $F260 / $F22A / $F22A Pass 1
City Connection (U) 32 KB 32 KB Vertical $838D / $D000 / $842E Pass 1
Dash Galaxy in the Alien Asylum (U) 32 KB 32 KB Vertical $919B / $90AC / $9295 Pass 1
Destination Earthstar (U) 32 KB 32 KB Horizontal $C2A0 / $8000 / $D36F Pass 1
Firehouse Rescue (U) 32 KB 32 KB Vertical $C006 / $C000 / $C03E Pass 1
Friday the 13th (U) 32 KB 32 KB Vertical $80B7 / $8000 / $815B Pass 1
Ghostbusters (U) 32 KB 32 KB Horizontal $8261 / $B104 / $82FA Pass 1
Gotcha! (U) 32 KB 32 KB Vertical $B48B / $8000 / $8000 Pass 1
Gradius (U) 32 KB 32 KB Vertical $806A / $8010 / $80BD Pass 1
Hudson's Adventure Island (U) 32 KB 32 KB Vertical $B706 / $8000 / $B754 Pass 1
I Can Remember (U) 32 KB 32 KB Vertical $B711 / $AEBC / $B714 Pass 1
Jaws (U) [!] 32 KB 32 KB Horizontal $8A7B / $8100 / $8BB5 Pass 1
Jaws (U) [a2] 32 KB 32 KB Horizontal $8A7B / $8100 / $8BB5 Pass 1
John Elway's Quarterback (U) 32 KB 32 KB Vertical $8087 / $FF87 / $8087 Pass 1
Joust (U) 32 KB 16 KB Horizontal $FEB2 / $FE50 / $FFC1 Pass 1
Karate Kid, The (U) 32 KB 32 KB Vertical $8269 / $8000 / $8000 Pass 1
King's Knight (U) 32 KB 32 KB Horizontal $BEB3 / $8E52 / $BF36 Pass 1
Kings of the Beach (U) 32 KB 32 KB Vertical $FC74 / $FC24 / $FCC9 Pass 1
Krazy Kreatures (U) [a1] 32 KB 32 KB Vertical $D929 / $E000 / $D994 Pass 1
Kung-Fu Heroes (U) 32 KB 32 KB Horizontal $A742 / $A6D8 / $A6D8 Pass 1
Last Starfighter, The (U) 32 KB 32 KB Vertical $8006 / $8081 / $8067 Pass 1
Legend of Kage, The (U) 32 KB 32 KB Horizontal $88F9 / $8000 / $88F7 Pass 1
Major League Baseball (U) 32 KB 32 KB Vertical $849B / $8000 / $8519 Pass 1
Major League Baseball (U) [a1] 32 KB 32 KB Vertical $84A0 / $8000 / $851E Pass 1
Mighty Bomb Jack (U) 32 KB 16 KB Horizontal $8073 / $8000 / $8073 Pass 1
Milon's Secret Castle (U) 32 KB 32 KB Vertical $819F / $8000 / $FFF9 Pass 1
Monster Truck Rally (U) 32 KB 32 KB Vertical $C00B / $B9A7 / $B9A7 Pass 1
Ninja Kid (U) 32 KB 32 KB Vertical $8537 / $800A / $8549 Pass 1
Paperboy (U) 32 KB 32 KB Horizontal $8006 / $8048 / $8047 Pass 1
Peek-A-Boo Poker (UE) [!] 32 KB 64 KB Horizontal $8117 / $80CA / $80CA Pass 1
Perfect Fit (U) 32 KB 32 KB Vertical $AC89 / $9100 / $AC8C Pass 1
Puzznic (U) 32 KB 32 KB Vertical $8681 / $8000 / $86CF Pass 1
Pyramid (U) (Sachen-Hacker) 32 KB 64 KB Vertical $97DA / $8800 / $8800 Pass 1
Q-bert (U) 32 KB 32 KB Horizontal $CAF5 / $CA85 / $CB52 Pass 1
Shooting Range (U) 32 KB 32 KB Vertical $8894 / $80A0 / $88DC Pass 1
Solomon's Key (U) [!] 32 KB 32 KB Horizontal $8000 / $8C00 / $00FF Pass 1
Spy Hunter (U) 32 KB 32 KB Vertical $8861 / $8100 / $8100 Pass 1
Stadium Events (U) 32 KB 32 KB Horizontal $F843 / $F740 / $FFF0 Pass 1
Star Force (U) 32 KB 32 KB Vertical $8003 / $80E0 / $80A2 Pass 1
Star Soldier (U) 32 KB 32 KB Vertical $9F7D / $800A / $800A Pass 1
Star Voyager (U) 32 KB 32 KB Horizontal $E2B0 / $8322 / $F79B Pass 1
Super Team Games (U) 32 KB 32 KB Horizontal $FAA9 / $F977 / $FFF0 Pass 1
T&C Surf Design (U) 32 KB 32 KB Vertical $814F / $8001 / $8000 Pass 1
Tiger-Heli (U) 32 KB 32 KB Horizontal $80A9 / $8004 / $8004 Pass 1
Track & Field (U) 32 KB 32 KB Vertical $806F / $8010 / $80DA Pass 1

_wip/MAPPER105/ — mapper 105 (1 project)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Nintendo World Championships 1990 (U) [!] 256 KB none Horizontal $FF38 / $FE89 / $6010 Pass 1 battery

_wip/MAPPER11/ — mapper 11 (40 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Adventures of Captain Comic, The (U) 64 KB 64 KB Vertical $FD7F / $FE9A / $FE96 Pass 1
Baby Boomer (U) 64 KB 16 KB Vertical $850E / $FFE8 / $FFE8 Pass 1
Bible Adventures (U) (V1.2) 64 KB 64 KB Vertical $FFC2 / $FFEA / $FFE9 Pass 1
Bible Adventures (U) (V1.3) 64 KB 64 KB Vertical $FFBF / $FFE1 / $FFE0 Pass 1
Bible Buffet (U) (Ver 6.0) 128 KB 128 KB Vertical $87D3 / $87C6 / $87E8 Pass 1
Challenge of the Dragon (U) 64 KB 64 KB Vertical $FFC7 / $FFE3 / $FFE2 Pass 1
Chiller (U) [!] 32 KB 32 KB Horizontal $BA3D / $FFA0 / $BACC Pass 1
Crystal Mines (U) 64 KB 16 KB Vertical $FFC7 / $FFB8 / $FFC7 Pass 1
Death Race (U) 64 KB 64 KB Vertical $83CF / $8000 / $8444 Pass 1
Exodus (U) (V4.0) [!] 128 KB 128 KB Vertical $FFDB / $FFCC / $FFDB Pass 1
Free Fall (U) (Prototype) [!] 64 KB 64 KB Vertical $FFBF / $FFE1 / $FFE0 Pass 1
Galactic Crusader (Sachen) (U) 32 KB 32 KB Horizontal $D52B / $D2D5 / $D2D5 Pass 1
Joshua (U) (Ver 5.0 CHR 6.0) 128 KB 128 KB Vertical $FFAF / $FFA0 / $FFAF Pass 1
Joshua (U) (Ver 6.0) [!] 128 KB 128 KB Vertical $FFAF / $FFA0 / $FFAF Pass 1
King Neptune's Adventure (U) 64 KB 64 KB Vertical $822C / $FFE8 / $FFE8 Pass 1
King of Kings, The (U) (V1.1) 128 KB 128 KB Vertical $FFAE / $FFEA / $FFE9 Pass 1
King of Kings, The (U) (V1.2) [!] 128 KB 128 KB Vertical $FFAE / $FFEA / $FFE9 Pass 1
King of Kings, The (U) (V1.3) 128 KB 128 KB Vertical $FFB2 / $FFEE / $FFED Pass 1
King of Kings, The (U) (V5.0 CHR 1.3) 128 KB 128 KB Vertical $FFB2 / $FFEE / $FFED Pass 1
Master Chu & The Drunkard Hu (U) 32 KB 32 KB Horizontal $8080 / $8000 / $8000 Pass 1
Maxi 15 (U) 512 KB 512 KB Vertical $FF8A / $FFAC / $FFAB Pass 1
Maxi 15 (U) [a1] 512 KB 512 KB Vertical $FF8A / $FFAC / $FFAB Pass 1
Menace Beach (U) 64 KB 64 KB Vertical $FFAF / $FFD7 / $FFD6 Pass 1
Metal Fighter (U) 32 KB 32 KB Horizontal $80E1 / $8000 / $8000 Pass 1
Metal Fighter (U) [a1] 32 KB 32 KB Horizontal $80E1 / $8000 / $8000 Pass 1
Mission Cobra (U) 32 KB 16 KB Horizontal $C214 / $C0DC / $C214 Pass 1
Moon Ranger (U) 64 KB 64 KB Vertical $851F / $FFE8 / $FFE8 Pass 1
Operation Secret Storm (U) 64 KB 64 KB Vertical $FFC7 / $FFE3 / $FFE2 Pass 1
P'radikus Conflict (U) 64 KB 64 KB Vertical $FDCF / $8000 / $FDCB Pass 1
Pesterminator (U) 64 KB 64 KB Vertical $8219 / $FFE8 / $FFE8 Pass 1
Raid 2020 (U) [!] 64 KB 32 KB Vertical $8236 / $FFE8 / $FFE8 Pass 1
Robodemons (U) 64 KB 64 KB Vertical $82A9 / $FFE8 / $FFE8 Pass 1
Secret Scout (U) 64 KB 64 KB Vertical $FFAF / $FFD7 / $FFD6 Pass 1
Shockwave (U) 32 KB 32 KB Vertical $8357 / $8000 / $83C1 Pass 1
Silent Assault (U) 64 KB 64 KB Vertical $8000 / $F700 / $F700 Pass 1
Spiritual Warfare (U) (Ver 6.0) 128 KB 128 KB Vertical $876E / $8761 / $8783 Pass 1
Spiritual Warfare (U) (Ver 6.1) 128 KB 128 KB Vertical $876E / $8761 / $8783 Pass 1
Sunday Funday (U) 128 KB 128 KB Vertical $FD7A / $FD96 / $FD95 Pass 1
Tagin' Dragon (U) 32 KB 16 KB Vertical $A67F / $8000 / $8000 Pass 1
Wally Bear and the No Gang (U) 128 KB none Vertical $807C / $8000 / $80AB Pass 1

_wip/MAPPER113/ — mapper 113 (3 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Deathbots (U) 64 KB 64 KB Vertical $FF90 / $FF82 / $FF82 Pass 1
Rad Racket - Deluxe Tennis 2 (U) [!] 32 KB 32 KB Horizontal $81B3 / $FF00 / $FF00 Pass 1
Rad Racket - Deluxe Tennis 2 (U) [a1] 32 KB 32 KB Horizontal $81B3 / $FF00 / $FF00 Pass 1

_wip/MAPPER118/ — mapper 118 (2 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Goal! Two (U) 128 KB 128 KB Vertical $DFED / $FC6F / $E22B Pass 1
Pro Sport Hockey (U) 128 KB 128 KB Vertical $F887 / $FD14 / $FA84 Pass 1

_wip/MAPPER119/ — mapper 119 (2 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
High Speed (U) 128 KB 128 KB Horizontal $FF4F / $FFD6 / $FF82 Pass 1
Pinbot (U) 128 KB 64 KB Horizontal $FF09 / $FF8C / $FF38 Pass 1

_wip/MAPPER13/ — mapper 13 (1 project)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Videomation (U) 32 KB none Vertical $C018 / $FF90 / $C19B Pass 1

_wip/MAPPER228/ — mapper 228 (2 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Action 52 (U) [!] 1536 KB 512 KB Vertical $8006 / $FFD8 / $8006 Pass 1
Cheetahmen 2 (U) 256 KB 128 KB Horizontal $800C / $800F / $800C Pass 1

_wip/MAPPER232/ — mapper 232 (5 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Quattro Adventure (U) 256 KB none Vertical $C007 / $C00A / $0000 Pass 1
Quattro Arcade (U) 256 KB none Vertical $C007 / $C01A / $FFF9 Pass 1
Quattro Sports (Aladdin) (U) 256 KB none Vertical $C007 / $C00A / $C00A Pass 1
Quattro Sports (U) 256 KB none Vertical $C007 / $C00A / $C00A Pass 1
Quattro Sports (V3 Plug-Thru Cart) (U) 256 KB none Vertical $C007 / $C00A / $C00A Pass 1

_wip/MAPPER34/ — mapper 34 (1 project)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Impossible Mission 2 (U) 64 KB 64 KB Horizontal $8003 / $8006 / $8009 Pass 1

_wip/MAPPER41/ — mapper 41 (1 project)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Caltron 6-in-1 (U) 256 KB 128 KB Horizontal $A7B3 / $83F0 / $8400 Pass 1

_wip/MAPPER47/ — mapper 47 (1 project)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Super Spike V'Ball - Nintendo World Cup (U) [!] 256 KB 256 KB Vertical $FF5B / $FF82 / $E3AF Pass 1

_wip/MAPPER64/ — mapper 64 (29 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Donkey Kong Classics (U) 32 KB 32 KB Horizontal $EE3F / $EDB7 / $EE8C Pass 1
Gyruss (U) 32 KB 32 KB Horizontal $8341 / $82D7 / $838C Pass 1
Klax (U) 64 KB 64 KB Horizontal $F57E / $FC59 / $E0C4 Pass 1
Mystery Quest (U) 32 KB 32 KB Horizontal $8103 / $8000 / $8102 Pass 1
Shinobi (U) 128 KB 128 KB Horizontal $E154 / $E000 / $E004 Pass 1
Skull & Crossbones (U) 128 KB 64 KB Horizontal $E078 / $E003 / $0014 Pass 1

_wip/MAPPER65/ — mapper 65 (27 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Adventures in the Magic Kingdom (U) 128 KB 128 KB Horizontal $C000 / $FFD8 / $C000 Pass 1
Adventures in the Magic Kingdom (U) [a1] 128 KB 128 KB Horizontal $C000 / $FFD8 / $C000 Pass 1
Bad News Baseball (U) 128 KB 128 KB Horizontal $C003 / $FFD0 / $FFD8 Pass 1
Battle Chess (U) 256 KB none Horizontal $C4EF / $C000 / $C4EE Pass 1
Battle of Olympus, The (U) 128 KB none Vertical $D430 / $FFDA / $FFDA Pass 1
Blaster Master (U) 128 KB 128 KB Horizontal $EB7E / $FFF4 / $EB97 Pass 1
Caveman Games (U) 128 KB 128 KB Horizontal $8006 / $FF50 / $8003 Pass 1
Circus Caper (U) 128 KB 128 KB Horizontal $C003 / $FFD0 / $C006 Pass 1
Cobra Command (U) 128 KB 128 KB Horizontal $C749 / $C000 / $C7D5 Pass 1
Demon Sword (U) 128 KB 128 KB Horizontal $DF2A / $FFC0 / $DFAB Pass 1 four-screen flag
Dragon Fighter (U) 128 KB 128 KB Horizontal $C103 / $C000 / $C000 Pass 1
Dusty Diamond's All-Star Softball (U) 128 KB 128 KB Vertical $D4F9 / $C001 / $D707 Pass 1
Frankenstein - The Monster Returns (U) 128 KB 128 KB Vertical $C001 / $FFD8 / $C004 Pass 1
Golf Grand Slam (U) 128 KB 128 KB Horizontal $C005 / $EFF1 / $C000 Pass 1
Guerrilla War (U) 128 KB 128 KB Horizontal $C80D / $C000 / $C86B Pass 1
Harlem Globetrotters (U) 128 KB 128 KB Horizontal $C7AF / $BFC5 / $C729 Pass 1
Ikari 3 - The Rescue (U) 128 KB 128 KB Horizontal $C048 / $C000 / $C0C4 Pass 1
Iron Tank (U) 128 KB 128 KB Horizontal $C21D / $C000 / $C306 Pass 1
Magic of Scheherazade, The (U) 128 KB 128 KB Vertical $E3C9 / $E19B / $E19B Pass 1
Monster Party (U) 128 KB 128 KB Horizontal $C1F3 / $FFD8 / $C0C0 Pass 1
Muppet Adventure - Chaos at the Carnival (U) 128 KB none Vertical $D02A / $FFE0 / $D02A Pass 1 four-screen flag
Peter Pan & The Pirates (U) 128 KB 128 KB Horizontal $D577 / $C000 / $D7F3 Pass 1
RoadBlasters (U) 128 KB 128 KB Horizontal $D9E8 / $CE7E / $DA4A Pass 1 four-screen flag
Sesame Street ABC (U) [a1] 128 KB 128 KB Horizontal $94C6 / $EC53 / $9372 Pass 1
Sesame Street ABC (U) [a2] 128 KB 128 KB Horizontal $94C6 / $EC53 / $9372 Pass 1
Ski or Die (U) 128 KB 128 KB Horizontal $E43B / $FFEA / $E48E Pass 1
Willow (U) 128 KB 128 KB Horizontal $C080 / $FFE8 / $FFE8 Pass 1 battery

_wip/MAPPER66/ — mapper 66 (18 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Black Bass USA, The (U) 128 KB none Horizontal $F6D0 / $F67A / $F67A Pass 1
Conan (U) 128 KB none Horizontal $CAA6 / $CAFB / $CAE2 Pass 1
Dragon Power (U) 128 KB 32 KB Vertical $FB07 / $FF88 / $FB0A Pass 1
Dragon's Lair (U) 128 KB none Vertical $EB2B / $D4D8 / $F3BC Pass 1
Gilligan's Island (U) 128 KB none Horizontal $FAF3 / $F9C7 / $C0C0 Pass 1
Gumshoe (UE) 128 KB 32 KB Vertical $8047 / $E700 / $807C Pass 1
Jackal (U) 128 KB none Vertical $C292 / $C23D / $C2EA Pass 1
Kid Kool (U) 128 KB none Vertical $C154 / $C000 / $C154 Pass 1
Legendary Wings (U) 128 KB none Vertical $C19D / $C100 / $C100 Pass 0 skeleton
Little Mermaid, The (U) 128 KB none Vertical $C000 / $FEC0 / $C000 Pass 1
Loopz (U) 128 KB none Horizontal $C55C / $C000 / $C5B4 Pass 1
Mega Man (U) 128 KB none Vertical $D4A8 / $C008 / $C008 Pass 1
NFL Football (U) 128 KB none Vertical $C177 / $C001 / $C000 Pass 1
Rush'n Attack (U) 128 KB none Vertical $C074 / $C008 / $C0C2 Pass 1
Side Pocket (U) 128 KB none Horizontal $CE70 / $CDF9 / $CDF9 Pass 1 battery
Skate or Die! (U) 128 KB none Vertical $C072 / $C001 / $C0E2 Pass 1
Super Mario Bros - Duck Hunt (U) 64 KB 16 KB Vertical $C086 / $8000 / $C000 Pass 1
Thunder & Lightning (U) 128 KB 32 KB Vertical $FFCA / $FF50 / $FFCD Pass 1

_wip/MAPPER67/ — mapper 67 (7 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Cybernoid - The Fighting Machine (U) 32 KB 32 KB Vertical $8003 / $8000 / $0000 Pass 1
Jaws (U) [a1] 32 KB 32 KB Horizontal $8A7B / $8100 / $8BB5 Pass 1
Karate Champ (U) 32 KB 32 KB Horizontal $82BB / $8033 / $8033 Pass 1
Mickey Mousecapade (U) 32 KB 32 KB Vertical $8003 / $8000 / $8078 Pass 1
Puzzle (U) [a1] 32 KB 32 KB Horizontal $F86E / $8000 / $8000 Pass 1
Puzzle (U) [a2] 32 KB 32 KB Horizontal $F86E / $8000 / $8000 Pass 1
Puzzle (U) [a3] 32 KB 32 KB Horizontal $F86E / $8000 / $8000 Pass 1

_wip/MAPPER68/ — mapper 68 (4 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
After Burner (U) 128 KB 256 KB Horizontal $E596 / $DB25 / $DB25 Pass 1
Crystalis (U) [a2] 256 KB 128 KB Horizontal $F3B6 / $F2A4 / $F443 Pass 1 battery
Shadowgate (U) 128 KB 128 KB Horizontal $ECA3 / $E800 / $EB49 Pass 1 battery
Startropics (U) 256 KB 256 KB Vertical $FFAD / $FFA0 / $FFB5 Pass 1

_wip/MAPPER69/ — mapper 69 (1 project)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Batman - Return of the Joker (U) 128 KB 256 KB Horizontal $E1D0 / $E2E6 / $E2A9 Pass 1

_wip/MAPPER7/ — mapper 7 (39 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Arch Rivals (U) 128 KB none Horizontal $8095 / $FFDC / $8367 Pass 1
Battletoads (U) 256 KB none Horizontal $FF98 / $FFF2 / $FF3F Pass 1
Battletoads Double Dragon (U) 256 KB none Horizontal $FF98 / $FFF2 / $FF72 Pass 1
Beetlejuice (U) [!] 128 KB none Horizontal $FFEE / $FFE6 / $FFAC Pass 1
Cabal (U) 128 KB none Horizontal $FFDE / $FFEE / $FF53 Pass 1
Cabal (U) [a1] 128 KB none Horizontal $FFDE / $FFEE / $FF53 Pass 1
Caesar's Palace (U) 256 KB none Horizontal $C000 / $FFB2 / $FFB2 Pass 1
Captain SkyHawk (U) 128 KB none Horizontal $FFF9 / $FFEE / $FFF9 Pass 1
Castle of Deceit (U) 64 KB 64 KB Horizontal $82A9 / $FFE8 / $FFE8 Pass 1
Classic Concentration (U) 256 KB none Horizontal $C85D / $C854 / $C85C Pass 1
Cobra Triangle (U) 128 KB none Horizontal $FE1A / $FF90 / $FFF2 Pass 1
Danny Sullivan's Indy Heat (U) 128 KB none Horizontal $FB06 / $FFF0 / $FB2B Pass 1
Deadly Towers (U) 128 KB none Horizontal $FD61 / $FCFA / $FCFA Pass 1
Deathbots (U) [a1] 64 KB 64 KB Horizontal $FF90 / $FF82 / $FF82 Pass 1
Digger - The Legend of the Lost City (U) 128 KB none Horizontal $8020 / $8018 / $8018 Pass 1
Double Dare (U) 256 KB none Horizontal $8006 / $FFF0 / $805A Pass 1
Hollywood Squares (U) 256 KB none Horizontal $D545 / $C1A0 / $FFF9 Pass 1
Ironsword - Wizards & Warriors 2 (U) 256 KB none Horizontal $FFDD / $FF91 / $DA2F Pass 1
Ivan Ironman Stewart's Super Offroad (U) 128 KB none Vertical $FFEC / $FFE4 / $FFBD Pass 1
Jeopardy! (U) 128 KB none Horizontal $FE6F / $FF94 / $FE7E Pass 1
Jeopardy! 25th Anniversary Edition (U) 128 KB none Horizontal $FE85 / $FF94 / $FE94 Pass 1
Jeopardy! Junior Edition (U) 128 KB none Horizontal $E4B1 / $FF94 / $E4C0 Pass 1
Marble Madness (U) 128 KB none Vertical $FF9C / $FFC4 / $FFC3 Pass 1
NARC (U) 128 KB none Horizontal $8177 / $FFED / $8668 Pass 1
Nightmare On Elm Street, A (U) 128 KB none Horizontal $FEB0 / $FFF0 / $FEDC Pass 1
RC Pro-Am 2 (U) 256 KB none Horizontal $FF89 / $FF80 / $FF80 Pass 1
Solar Jetman - Hunt for the Golden Warpship (U) 256 KB none Horizontal $FFE3 / $FF88 / $FF78 Pass 1
Solstice (U) 128 KB none Horizontal $07FD / $FE00 / $FE26 Pass 1
Time Lord (U) 128 KB none Horizontal $FF68 / $8025 / $FF30 Pass 1
WWF Wrestlemania (U) 128 KB none Horizontal $F1B6 / $FF22 / $F1B6 Pass 1
Wheel of Fortune (U) 128 KB none Horizontal $FC3B / $FF90 / $FC51 Pass 1
Wheel of Fortune - Starring Vanna White (U) 128 KB none Horizontal $8472 / $FF95 / $FFA4 Pass 1
Wheel of Fortune Family Edition (U) 128 KB none Horizontal $FC48 / $FF90 / $FC5E Pass 1
Wheel of Fortune Junior Edition (U) 128 KB none Horizontal $FC48 / $FF90 / $FC5E Pass 1
Who Framed Roger Rabbit (U) 128 KB none Horizontal $FFB4 / $FFF2 / $FFC3 Pass 1
Who Framed Roger Rabbit (U) [a1] 128 KB none Horizontal $FFB4 / $FFF2 / $FFC3 Pass 1
Wizards & Warriors (U) 128 KB none Horizontal $FF86 / $FFAF / $FFB7 Pass 1
Wizards & Warriors 3 (U) 256 KB none Horizontal $FFDC / $FF75 / $FEE7 Pass 1
World Games (U) 128 KB none Horizontal $07FD / $FF00 / $FFB4 Pass 1

_wip/MAPPER71/ — mapper 71 (12 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Bee 52 (U) 64 KB none Vertical $CA53 / $C007 / $CC55 Pass 1
Big Nose Freaks Out (Aladdin) (U) 256 KB none Vertical $C161 / $C20B / $C10A Pass 1
Big Nose Freaks Out (U) 256 KB none Vertical $C161 / $C20B / $C10A Pass 1
Big Nose the Caveman (U) 256 KB none Vertical $C028 / $C004 / $0000 Pass 1
Dizzy The Adventurer (Aladdin) (U) 128 KB none Vertical $C007 / $C02D / $FFF9 Pass 1
Fantastic Adventures of Dizzy, The (U) 256 KB none Vertical $D1A2 / $EC50 / $C378 Pass 1
Fire Hawk (U) 128 KB none Horizontal $C301 / $C0A0 / $C492 Pass 1
Linus Spacehead's Cosmic Crusade (Aladdin) (U) 256 KB none Vertical $C007 / $C01A / $0000 Pass 1
Micro Machines (Aladdin) (UE) 256 KB none Vertical $0300 / $F6B0 / $0000 Pass 1
Mig-29 Soviet Fighter (U) 128 KB none Vertical $C8C9 / $C090 / $C18B Pass 1
Solstice (U) [a1] 128 KB none Horizontal $07FD / $FE00 / $FE26 Pass 1
Stunt Kids (U) 128 KB none Vertical $D6CE / $C004 / $C004 Pass 1

_wip/MAPPER73/ — mapper 73 (1 project)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Punch-Out!! (U) 128 KB 128 KB Vertical $A008 / $A000 / $A000 Pass 1 four-screen flag

_wip/MAPPER79/ — mapper 79 (15 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Blackjack (U) 32 KB 64 KB Vertical $FF1A / $F000 / $F000 Pass 1
Double Strike (U) (V1.0) 32 KB 32 KB Vertical $B081 / $FF00 / $B081 Pass 1
Double Strike (U) (V1.1) 32 KB 32 KB Vertical $B081 / $FF00 / $B081 Pass 1
Dudes With Attitude (U) 32 KB 32 KB Vertical $07FD / $8000 / $FFF9 Pass 1
F-15 City War (U) 32 KB 32 KB Horizontal $F831 / $FFC0 / $8000 Pass 1
F-15 City War (U) [a1] 32 KB 32 KB Vertical $F831 / $FFC0 / $8000 Pass 1
Fire Hawk (U) [a1] 128 KB 128 KB Horizontal $0000 / $0100 / $92A0 Pass 1
Krazy Kreatures (U) 32 KB 32 KB Vertical $D929 / $FE00 / $D994 Pass 1
Puzzle (U) 32 KB 32 KB Horizontal $CDB6 / $D4A4 / $CCAB Pass 1
Solitaire (U) 32 KB 32 KB Vertical $FF8E / $FF09 / $FF09 Pass 1
Tiles of Fate (U) 32 KB 32 KB Vertical $80CF / $8000 / $8000 Pass 1
Trolls on Treasure Island (U) 32 KB 32 KB Vertical $07FD / $FF72 / $FFF9 Pass 1
Trolls on Treasure Island (U) [a1] 32 KB 32 KB Vertical $07FD / $FF72 / $FFF9 Pass 1
Ultimate League Soccer (U) 32 KB 64 KB Horizontal $8028 / $8002 / $8002 Pass 1
Venice Beach Volleyball (U) 32 KB 32 KB Vertical $8090 / $8001 / $8001 Pass 1

_wip/MAPPER9/ — mapper 9 (2 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Mike Tyson's Punch-Out!! (U) (PRG 0) 128 KB 128 KB Horizontal $A008 / $A000 / $A000 Pass 1
Mike Tyson's Punch-Out!! (U) (PRG 1) 128 KB 128 KB Horizontal $A008 / $A000 / $A000 Pass 1

_wip/MAPPER99/ — mapper 99 (1 project)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Hot Slot (UE) 32 KB 64 KB Horizontal $809C / $8000 / $8000 Pass 1

_wip/MMC1/ — mapper 1 (221 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
720 (U) 128 KB none Vertical $C372 / $C000 / $E898 Pass 1
AD&D Heroes of the Lance (U) 128 KB 128 KB Horizontal $C06B / $C000 / $C063 Pass 1 battery
AD&D Hillsfar (U) [!] 256 KB none Horizontal $C003 / $FFD8 / $FFD8 Pass 1 battery
Abadox (U) 128 KB 128 KB Horizontal $C47B / $FFB0 / $C58C Pass 1
Addams Family - Pugsley's Scavenger Hunt, The (U) 128 KB 128 KB Horizontal $C303 / $FF80 / $C36C Pass 1
Addams Family, The (U) 128 KB 128 KB Horizontal $0104 / $C000 / $0314 Pass 1
Adventures of Bayou Billy, The (U) 128 KB 128 KB Horizontal $DC1A / $FFF2 / $DCD2 Pass 1
Adventures of Lolo (U) [!] 32 KB 32 KB Horizontal $DC88 / $C000 / $DD04 Pass 1
Adventures of Lolo 3 (U) 128 KB 128 KB Horizontal $D677 / $FFF0 / $D6E4 Pass 1
Adventures of Rad Gravity, The (U) 128 KB 128 KB Horizontal $C000 / $C0EF / $C0EF Pass 1
Adventures of Tom Sawyer (U) 128 KB 128 KB Horizontal $F89F / $FFD0 / $B1D1 Pass 1
Air Fortress (U) 128 KB 32 KB Horizontal $D1C8 / $C000 / $C0BA Pass 1
Airwolf (U) 32 KB 128 KB Horizontal $CC2C / $CBC3 / $CC39 Pass 1
Al Unser Jr Turbo Racing (U) 128 KB 128 KB Vertical $E9E4 / $FF80 / $EA26 Pass 1
Al Unser Jr Turbo Racing (U) [a1] 128 KB 128 KB Vertical $E9E4 / $FF80 / $EA26 Pass 1
Al Unser Jr Turbo Racing (U) [a2] 128 KB 128 KB Vertical $E9E4 / $FF80 / $EA26 Pass 1
All-Pro Basketball (U) 128 KB 128 KB Vertical $C26C / $FFD0 / $C2AD Pass 1
American Gladiators (U) 128 KB 128 KB Horizontal $E400 / $FFF1 / $E46E Pass 1
Anticipation (U) 32 KB 32 KB Horizontal $DEE5 / $FFDD / $DF24 Pass 1
Attack of the Killer Tomatoes (U) 128 KB 128 KB Horizontal $CF63 / $FFF1 / $CFC4 Pass 1
Back to the Future 2 & 3 (U) 128 KB 128 KB Vertical $C788 / $C000 / $C787 Pass 1 four-screen flag
Bad Street Brawler (U) 128 KB none Vertical $FA50 / $CF4C / $FB49 Pass 1
Barbie (U) (Rev 3) 128 KB 128 KB Horizontal $CCD0 / $FFF1 / $CD19 Pass 1
Barbie (U) (Rev X) 128 KB 128 KB Horizontal $CCCE / $FFF1 / $CD17 Pass 1
Bard's Tale - Tales of the Unknown, The (U) [!] 128 KB none Horizontal $C350 / $C000 / $C000 Pass 1 battery
Barker Bill's Trick Shooting (U) 64 KB 128 KB Horizontal $C4EB / $C000 / $C000 Pass 1
Baseball Simulator 1.000 (U) 128 KB 128 KB Vertical $F098 / $E600 / $F087 Pass 1 battery
Baseball Stars (U) 128 KB 128 KB Horizontal $CFB3 / $CC69 / $D026 Pass 1 battery
Bases Loaded (U) 256 KB 64 KB Horizontal $8359 / $FFB0 / $83A6 Pass 1
Bases Loaded 2 (U) 256 KB 128 KB Horizontal $85F0 / $8001 / $8694 Pass 1
Big Bird's Hide and Speak (U) 256 KB 128 KB Horizontal $DDC7 / $DE57 / $DE34 Pass 1
Bigfoot (U) 128 KB 128 KB Horizontal $F256 / $EC8F / $F259 Pass 1
Bill & Ted's Excellent Video Game Adventure (U) 128 KB 128 KB Horizontal $FFEE / $FFE0 / $FFF1 Pass 1
Bionic Commando (U) 256 KB none Vertical $C058 / $FFE0 / $C0B2 Pass 1
Blaster Master (U) (Prototype) 128 KB 128 KB Vertical $EB75 / $FFF4 / $EB8E Pass 1
Bomberman 2 (U) 128 KB none Horizontal $C01D / $C003 / $C0AB Pass 1
Boulder Dash (U) 32 KB 32 KB Horizontal $A2C7 / $FF80 / $A2F3 Pass 1
Boy and His Blob - Trouble on Blobolonia, A (U) 128 KB 128 KB Horizontal $C86F / $FFBF / $C8D2 Pass 1
Break Time (U) 128 KB 32 KB Horizontal $C571 / $8000 / $C5EE Pass 1
Breakthru (U) 128 KB 128 KB Horizontal $C58F / $C000 / $C000 Pass 1
Bubble Bobble (U) 128 KB 32 KB Horizontal $CE07 / $E882 / $CE61 Pass 1
Bugs Bunny Crazy Castle, The (U) 64 KB 32 KB Horizontal $EF95 / $EC00 / $EE71 Pass 1
Bugs Bunny Fun House (Prototype) (U) 128 KB 128 KB Horizontal $EF95 / $EC00 / $EE71 Pass 1
Castlevania 2 - Simon's Quest (U) 128 KB 128 KB Horizontal $C046 / $FFD0 / $C096 Pass 1
Chessmaster, The (U) 128 KB 32 KB Horizontal $07FD / $C000 / $C134 Pass 1
Chip 'n Dale Rescue Rangers (U) [!] 128 KB 128 KB Horizontal $C000 / $FFE0 / $FFE0 Pass 1
Chip 'n Dale Rescue Rangers 2 (U) 128 KB 128 KB Horizontal $C003 / $FFE0 / $FFE0 Pass 1
Clash At Demonhead (U) 128 KB 128 KB Horizontal $FF00 / $C100 / $FF00 Pass 1
Clash At Demonhead (U) [a1] 128 KB 128 KB Horizontal $FF00 / $C100 / $FF00 Pass 1
Conflict (U) [!] 128 KB 128 KB Horizontal $C01B / $C000 / $C01B Pass 1
Cool World (U) 128 KB 128 KB Horizontal $0104 / $C000 / $0314 Pass 1
Dance Aerobics (U) 64 KB 32 KB Horizontal $FC76 / $FFD8 / $C0C0 Pass 1
Darkman (U) 128 KB 128 KB Horizontal $F5DC / $FF60 / $F633 Pass 1
Darkwing Duck (U) 128 KB 128 KB Vertical $C000 / $FFE0 / $FFE0 Pass 1
Darkwing Duck (U) (Prototype) 128 KB 128 KB Vertical $C000 / $FFE0 / $FFE0 Pass 1
Day Dreamin' Davey (U) 256 KB 128 KB Horizontal $C009 / $BFB0 / $FFDB Pass 1
Defender of the Crown (U) 256 KB none Vertical $C0C9 / $C000 / $C0DF Pass 1
Desert Commander (U) 128 KB 128 KB Horizontal $E8E9 / $FFED / $F74E Pass 1
Destiny of an Emperor (U) 256 KB none Horizontal $EE79 / $FFD8 / $EE79 Pass 1 battery
Die Hard (U) 128 KB 128 KB Horizontal $C207 / $C000 / $C2E4 Pass 1
Double Dragon (U) 128 KB 128 KB Vertical $FF16 / $FFE8 / $E165 Pass 1
Dr Jekyll and Mr Hyde (U) 128 KB 32 KB Horizontal $D0FF / $D066 / $D257 Pass 1
Dr Mario (JU) 32 KB 32 KB Horizontal $8005 / $FF00 / $8035 Pass 1
Dr Mario (JU) [a1] 32 KB 32 KB Horizontal $8005 / $FF00 / $8035 Pass 1
Dr Mario (JU) [a2] 32 KB 48 KB Horizontal $8005 / $FF00 / $8035 Pass 1
Drac's Night Out (Prototype) (U) [!] 128 KB 128 KB Horizontal $C06A / $C000 / $C099 Pass 1
Dragon Warrior (U) (PRG 0) 64 KB 16 KB Horizontal $FE67 / $FFD8 / $FD3A Pass 1 battery
Dragon Warrior (U) (PRG 1) 64 KB 16 KB Horizontal $FE67 / $FFD8 / $FD3A Pass 1 battery
Dragon Warrior 2 (U) 256 KB none Horizontal $C000 / $FFD7 / $C5AB Pass 1 battery
Dragon Warrior 3 (U) 512 KB none Horizontal $C96C / $FFD8 / $E864 Pass 1 battery
Dragon Warrior 4 (U) 512 KB none Horizontal $0502 / $FFD8 / $C408 Pass 1 battery
Dungeon Magic - Sword of the Elements (U) 128 KB 128 KB Vertical $C0BE / $C000 / $C000 Pass 1 battery
Dynowarz - Destruction of Spondylus (U) 128 KB 128 KB Horizontal $C982 / $C05B / $C981 Pass 1
Eliminator Boat Duel (U) 128 KB 128 KB Horizontal $C003 / $FFBC / $C003 Pass 1
Evert & Lendl Top Player's Tennis (U) 128 KB 128 KB Horizontal $F918 / $FFBE / $F9E5 Pass 1
Family Feud (U) 32 KB 128 KB Horizontal $CA5E / $D136 / $CAC3 Pass 1
Faria (U) 128 KB 128 KB Horizontal $CF35 / $FFD0 / $FFD0 Pass 1 battery
Faxanadu (U) 256 KB none Vertical $C999 / $C913 / $C9D5 Pass 1
Ferrari - Grand Prix Challenge (U) [!] 128 KB 128 KB Horizontal $0104 / $C000 / $0314 Pass 1
Fester's Quest (U) 128 KB 128 KB Horizontal $C364 / $FFF3 / $FFF3 Pass 1
Fester's Quest (U) (Prototype) 128 KB 128 KB Vertical $C36A / $FFF3 / $FFF3 Pass 1
Final Fantasy (U) 256 KB none Horizontal $FE9C / $FE2E / $FEBB Pass 1 battery
Final Fantasy (U) [a1] 256 KB none Vertical $FE9C / $FE2E / $FEBB Pass 1 battery
Flying Warriors (U) 128 KB 128 KB Horizontal $F4CD / $F436 / $F462 Pass 1
Formula One Built To Win (U) [!] 128 KB 128 KB Horizontal $F853 / $FFD5 / $FFFF Pass 1 battery
Freedom Force (U) [!] 128 KB 128 KB Horizontal $F08B / $FFF3 / $FFF3 Pass 1
Genghis Khan (U) 256 KB none Horizontal $C0D9 / $C000 / $C14B Pass 1
Ghostbusters 2 (U) 128 KB 128 KB Horizontal $FEF0 / $8000 / $FFF5 Pass 1
Ghoul School (U) 128 KB 128 KB Vertical $C2B9 / $FFF1 / $C324 Pass 1 four-screen flag
Goal! (U) 256 KB 128 KB Horizontal $07FD / $FFB9 / $FFDF Pass 1
Godzilla - Monster of Monsters! (U) 128 KB 128 KB Horizontal $C003 / $C000 / $C006 Pass 1
Godzilla 2 - War of the Monsters (U) 128 KB 128 KB Horizontal $FA00 / $FFF0 / $FFF0 Pass 1
Golgo 13 - Top Secret Episode (U) 128 KB 128 KB Horizontal $C081 / $C000 / $C081 Pass 1
Great Waldo Search, The (U) 128 KB 128 KB Horizontal $EC31 / $FF40 / $ED24 Pass 1
Greg Norman's Golf Power (U) 128 KB none Horizontal $E155 / $FFF3 / $E398 Pass 1 battery
Hatris (U) 128 KB none Horizontal $C20B / $C000 / $C292 Pass 1
Heavy Shreddin' (U) 128 KB 128 KB Horizontal $8003 / $FFCB / $82FF Pass 1
Hook (U) 128 KB 128 KB Horizontal $E09B / $FF64 / $E106 Pass 1
Hoops (U) 128 KB 128 KB Horizontal $E13C / $FFD0 / $E17D Pass 1
Hudson Hawk (U) 128 KB 128 KB Horizontal $C010 / $FE52 / $C013 Pass 1
Ikari Warriors 2 - Victory Road (U) 256 KB none Horizontal $C000 / $FF40 / $51DF Pass 1
Indiana Jones and the Last Crusade (Taito) (U) 256 KB none Horizontal $07FD / $FF00 / $FFF9 Pass 1
Journey to Silius (U) 128 KB 128 KB Horizontal $C151 / $FFF3 / $FFF3 Pass 1
Kid Icarus (UE) 128 KB none Vertical $C866 / $FF80 / $FFCC Pass 1
Kid Niki - Radical Ninja (U) (PRG 0) 256 KB none Horizontal $8020 / $FFCE / $FFCE Pass 1
Kid Niki - Radical Ninja (U) (PRG 1) [!] 256 KB none Vertical $8020 / $FFC8 / $FFC8 Pass 1
Knight Rider (U) 64 KB 128 KB Horizontal $D362 / $C6EC / $FEFE Pass 1
Lee Trevino's Fighting Golf (U) 128 KB 128 KB Horizontal $C079 / $C000 / $C0B7 Pass 1
Legend of Zelda, The (U) (PRG 0) 128 KB none Horizontal $E484 / $FF50 / $FFF0 Pass 1 battery
Legend of Zelda, The (U) (PRG 1) 128 KB none Horizontal $E484 / $FF50 / $FFF0 Pass 1 battery
Legend of the Ghost Lion (U) 128 KB 128 KB Horizontal $FFEA / $FFED / $FFE9 Pass 1 battery
Lemmings (U) 128 KB 128 KB Horizontal $0100 / $FEA0 / $0103 Pass 1
Lethal Weapon (U) 128 KB 128 KB Horizontal $FB46 / $FFF3 / $CA48 Pass 1
Little League Baseball - Championship Series (U) 128 KB 128 KB Horizontal $CD85 / $CBD5 / $CDF4 Pass 1
M.U.L.E. (U) 128 KB none Vertical $CE50 / $CEB6 / $CE9D Pass 1
Magic Darts (U) 128 KB 128 KB Horizontal $FFCB / $FF8A / $FFCE Pass 1
Magic Johnson's Fast Break (U) 128 KB 128 KB Horizontal $07FD / $FF00 / $FF89 Pass 1
Maniac Mansion (U) 256 KB none Vertical $E362 / $D799 / $FFFF Pass 1
Mechanized Attack (U) 64 KB 128 KB Horizontal $CE2A / $C000 / $CF0C Pass 1
Mega Man 2 (U) 256 KB none Vertical $CFF0 / $FFE0 / $FFE0 Pass 1
Metal Mech (U) 128 KB 128 KB Horizontal $D786 / $D352 / $D7AD Pass 1
Metroid (U) 128 KB none Vertical $C0D9 / $FFB0 / $FFB0 Pass 1
Miracle Piano Teaching System, The (U) 256 KB 64 KB Horizontal $C003 / $C000 / $C006 Pass 1
Monopoly (U) 128 KB 128 KB Horizontal $C005 / $FF70 / $C000 Pass 1
Motor City Patrol (U) 128 KB 128 KB Horizontal $FF21 / $FFAD / $FFAD Pass 1
Mutant Virus, The (U) 128 KB 128 KB Horizontal $C16B / $C000 / $C16A Pass 1
NES Open Tournament Golf (U) 256 KB none Horizontal $D2BF / $FFF3 / $CD73 Pass 1 battery
NES Open Tournament Golf (U) [a1] 256 KB none Horizontal $D2BF / $FFF3 / $CD73 Pass 1 battery
Nigel Mansell's World Championship Challenge (U) 128 KB 128 KB Horizontal $0104 / $C000 / $0314 Pass 1
Ninja Gaiden (U) 128 KB 128 KB Horizontal $F91A / $FFDA / $FA1F Pass 1
Ninja Gaiden (U) [a1] 128 KB 128 KB Horizontal $F91A / $FFDA / $FA1F Pass 1
Ninja Gaiden (U) [a2] 128 KB 128 KB Horizontal $F91A / $FFDA / $FA1F Pass 1 128-byte footer
Nobunaga's Ambition (U) 256 KB none Horizontal $C0DA / $C000 / $C139 Pass 1 battery
Operation Wolf (U) 128 KB 128 KB Horizontal $C0EA / $C010 / $C23C Pass 1
Orb 3D (U) 64 KB 128 KB Horizontal $C003 / $C000 / $C006 Pass 1
Overlord (U) 256 KB none Horizontal $C5F3 / $FFB0 / $FFDB Pass 1
POW - Prisoners of War (U) 128 KB 128 KB Horizontal $C053 / $C000 / $C0CE Pass 1
Palamedes (U) 32 KB 32 KB Horizontal $C055 / $BFD0 / $C0C1 Pass 1
Phantom Fighter (U) 256 KB none Horizontal $C000 / $FFB0 / $0F00 Pass 1
Pictionary (U) 128 KB 128 KB Horizontal $07FD / $FF00 / $C239 Pass 1
Pinball Quest (U) 128 KB 128 KB Horizontal $C4B7 / $FFC0 / $C5D7 Pass 1
Pinball Quest (U) [a1] 128 KB 128 KB Horizontal $C4B7 / $FFC0 / $C5D7 Pass 1
Pirates! (U) 128 KB 128 KB Horizontal $F0F3 / $FFF1 / $FBFF Pass 1 battery
Platoon (U) (PRG 0) 128 KB 128 KB Horizontal $FC4B / $FFF3 / $FCBD Pass 1
Platoon (U) (PRG 1) [!] 128 KB 128 KB Vertical $FC4B / $FFF3 / $FCBD Pass 1
Predator (U) 128 KB 128 KB Horizontal $C643 / $C000 / $FEFE Pass 1
Princess Tomato in Salad Kingdom (U) 256 KB none Horizontal $C05C / $C000 / $C0D5 Pass 1
Qix (U) 128 KB none Horizontal $8003 / $FF90 / $8039 Pass 1
RC Pro-Am (U) (PRG 1) 32 KB 32 KB Vertical $9AAB / $FFE9 / $FFF0 Pass 1
Race America (U) 128 KB 128 KB Horizontal $CAC3 / $FFF1 / $CBB5 Pass 1
Racket Attack (U) 256 KB 128 KB Horizontal $80AB / $FFB0 / $811C Pass 1
Rad Racer (U) 128 KB none Horizontal $FF38 / $FE89 / $FF5E Pass 1
Remote Control (U) 128 KB 128 KB Horizontal $FD64 / $FF00 / $EC22 Pass 1
Rescue - The Embassy Mission (U) 128 KB 128 KB Horizontal $EBFE / $EB00 / $F5FE Pass 1
Robin Hood - Prince of Thieves (U) 256 KB none Horizontal $C02F / $BFB0 / $FFDB Pass 1
Robocop 2 (U) 128 KB 128 KB Horizontal $FE51 / $FF64 / $FE7F Pass 1
Robocop 3 (U) 128 KB 128 KB Horizontal $C466 / $FF00 / $C464 Pass 1
Rocket Ranger (U) [!] 256 KB none Horizontal $D71E / $C000 / $FFF9 Pass 1
Rocketeer, The (U) 256 KB none Vertical $C000 / $FFA2 / $FFA2 Pass 1
Rollerball (U) 128 KB 32 KB Horizontal $C073 / $C000 / $C05E Pass 0 skeleton
Romance of the Three Kingdoms (U) 256 KB none Horizontal $C0D5 / $C000 / $C13F Pass 1 battery
SCAT - Special Cybernetic Attack Team (U) 128 KB 128 KB Horizontal $C05E / $BFD0 / $C0E2 Pass 1
Sesame Street 123 (U) 32 KB 32 KB Horizontal $FF40 / $CCFA / $FFB2 Pass 1
Sesame Street ABC (U) 32 KB 32 KB Horizontal $94C6 / $EC53 / $9372 Pass 1
Sesame Street ABC - 123 (U) 128 KB 128 KB Horizontal $C45F / $FFEE / $C45E Pass 1
Sesame Street Countdown (U) 128 KB 128 KB Horizontal $CDF9 / $D1CD / $C9DD Pass 1
Shingen The Ruler (U) 256 KB none Horizontal $FEF8 / $FFD9 / $FEA0 Pass 1
Shingen The Ruler (U) [a1] 256 KB none Horizontal $FEF8 / $FFD9 / $FEA0 Pass 1
Short Order - Eggsplode (U) 32 KB 32 KB Horizontal $C4AF / $FFB0 / $C4EE Pass 1
Silk Worm (U) 128 KB 128 KB Vertical $C103 / $FF80 / $C106 Pass 1
Simpsons - Bart Vs the Space Mutants, The (U) 128 KB 128 KB Vertical $CEDE / $C000 / $CF29 Pass 1
Skate or Die 2 - The Search for Double Trouble (U) 256 KB 128 KB Horizontal $CADD / $C4B3 / $D02A Pass 1
Sky Kid (U) 32 KB 64 KB Horizontal $F429 / $F212 / $F212 Pass 1
Sky Shark (U) 64 KB 128 KB Horizontal $07FD / $FF00 / $FF9E Pass 1
Snake Rattle'n Roll (U) 32 KB 32 KB Horizontal $FF81 / $FFF1 / $FF80 Pass 1
Snake's Revenge (U) 128 KB 128 KB Horizontal $C093 / $FFF2 / $C0F1 Pass 1
Snoopy's Silly Sports Spectacular (U) 128 KB 128 KB Horizontal $E8E9 / $E800 / $F219 Pass 1
Snow Bros (U) 128 KB 128 KB Horizontal $C246 / $FFD8 / $C0C0 Pass 1
Space Shuttle Project (U) 256 KB none Horizontal $C003 / $FFF1 / $C006 Pass 1
Spot (U) 128 KB none Horizontal $D468 / $C000 / $D466 Pass 1
Stealth ATF (U) 128 KB 128 KB Horizontal $801A / $8000 / $D1E5 Pass 1
Street Cop (U) 128 KB 128 KB Horizontal $F942 / $FFD3 / $FFF0 Pass 1
Strider (U) 256 KB none Horizontal $C0ED / $BFE0 / $C12B Pass 1
Super Dodge Ball (U) 128 KB 128 KB Horizontal $FF3A / $FFE8 / $EF9E Pass 1
Super Jeopardy! (U) 128 KB 128 KB Horizontal $C4A2 / $FFF0 / $FFF0 Pass 1
Super Mario Bros - Duck Hunt - Track Meet (U) 128 KB 64 KB Horizontal $E001 / $E037 / $E000 Pass 1
Superman (U) 128 KB 128 KB Horizontal $E8E3 / $FFED / $EE40 Pass 1
Swamp Thing (U) [!] 128 KB 128 KB Horizontal $C109 / $FFF1 / $C15C Pass 1
Taboo - The Sixth Sense (U) 32 KB 32 KB Horizontal $8059 / $8000 / $FF69 Pass 1
TaleSpin (U) 128 KB 128 KB Horizontal $C000 / $FFE0 / $FFE0 Pass 1
Target Renegade (U) 128 KB 128 KB Horizontal $07FD / $FF00 / $FFA6 Pass 1
Tecmo Baseball (U) 128 KB none Horizontal $C103 / $FF00 / $C106 Pass 1
Tecmo Bowl (U) (PRG 0) 128 KB 128 KB Horizontal $C060 / $C000 / $C3A0 Pass 1
Tecmo Bowl (U) (PRG 1) 128 KB 128 KB Vertical $C060 / $FFE0 / $C060 Pass 1
Tecmo Bowl (U) (Prototype) 128 KB 128 KB Horizontal $C060 / $C000 / $C2A0 Pass 1
Tecmo Cup - Soccer Game (U) 128 KB 128 KB Horizontal $8002 / $FFC0 / $8002 Pass 1
Tecmo Cup - Soccer Game (U) [a1] 128 KB 128 KB Horizontal $8002 / $FFC0 / $8002 Pass 1
Tecmo World Wrestling (U) 128 KB 128 KB Vertical $BF00 / $FFE0 / $BF00 Pass 1
Teenage Mutant Ninja Turtles (U) 128 KB 128 KB Horizontal $C3A3 / $FFD8 / $C412 Pass 1
Tetris (U) [!] 32 KB 16 KB Vertical $8005 / $FF00 / $804A Pass 1
Three Stooges (U) 128 KB 128 KB Horizontal $E859 / $E45F / $E8DA Pass 1
Three Stooges (U) (Prototype) 128 KB 128 KB Vertical $E925 / $E540 / $E9A6 Pass 1
Thunderbirds (U) 128 KB 128 KB Horizontal $C7A9 / $C600 / $C85B Pass 1
Tombs and Treasure (U) 256 KB none Horizontal $C003 / $C000 / $C006 Pass 1
Touch Down Fever (U) 128 KB 32 KB Horizontal $C047 / $C000 / $C044 Pass 1
Track & Field 2 (U) 128 KB 128 KB Horizontal $C047 / $C001 / $C121 Pass 1
Treasure Master (U) 128 KB 128 KB Horizontal $07FD / $FF0C / $FF8F Pass 1
Ultima - Exodus (U) 256 KB none Vertical $EA30 / $FFA0 / $ED32 Pass 1 battery
Ultima - Quest of the Avatar (U) 256 KB none Horizontal $F1A1 / $FFDA / $FFDA Pass 1 battery
Ultima - Warriors of Destiny (U) 256 KB none Horizontal $CE4B / $C000 / $FC1C Pass 1
Untouchables, The (U) 128 KB 128 KB Horizontal $0108 / $FF50 / $0314 Pass 1
Vegas Dream (U) 128 KB 128 KB Horizontal $C401 / $FF00 / $C4B4 Pass 1
Win, Lose or Draw (U) 128 KB none Horizontal $EC40 / $FF00 / $EDA7 Pass 1
Wizardry - Proving Grounds of the Mad Overlord (U) 128 KB 128 KB Vertical $C069 / $C003 / $C1C9 Pass 1 battery
Wrath of the Black Manta (U) 128 KB 128 KB Horizontal $817E / $FFD8 / $FFD5 Pass 1
Wrecking Crew (JUE) 32 KB 8 KB Horizontal $9BB7 / $9ACD / $9ACD Pass 1
Xenophobe (U) 128 KB 32 KB Horizontal $C0E8 / $FFF3 / $FFF3 Pass 1
Xexyz (U) 128 KB 128 KB Horizontal $815A / $FFD0 / $FFD8 Pass 1
Yo! Noid (U) 128 KB 128 KB Horizontal $C33B / $FFD1 / $C413 Pass 1
Yoshi (U) 128 KB 128 KB Horizontal $E122 / $FFDA / $E1ED Pass 1
Zelda 2 - The Adventure of Link (U) 128 KB 128 KB Horizontal $C07B / $FF70 / $FFF0 Pass 1 battery

_wip/MMC3/ — mapper 4 (239 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
8 Eyes (U) 128 KB 128 KB Horizontal $FA00 / $FF00 / $FE09 Pass 1
AD&D Dragon Strike (U) 256 KB 256 KB Vertical $FE05 / $FE98 / $FE98 Pass 1
AD&D Dragon Strike (U) [a1] 256 KB 256 KB Horizontal $FE05 / $FE98 / $FE98 Pass 1
AD&D Pool of Radiance (U) 512 KB 128 KB Vertical $F5EE / $F5AC / $D85E Pass 1 battery
Adventures of Lolo 2 (U) 32 KB 32 KB Horizontal $D317 / $FFEF / $D38D Pass 1
Adventures of Rocky and Bullwinkle and Friends, The (U) 128 KB 128 KB Vertical $C000 / $FE00 / $C15D Pass 1
Alien 3 (U) 128 KB 128 KB Horizontal $FE82 / $E000 / $FE7F Pass 1
Alien Syndrome (U) 128 KB 128 KB Vertical $F682 / $FB07 / $FB07 Pass 1
Astyanax (U) 128 KB 128 KB Horizontal $E0D0 / $E000 / $E1C3 Pass 1
Astyanax (U) (Prototype) 128 KB 128 KB Vertical $E0BD / $E000 / $E1A8 Pass 1
Bad Dudes (U) 128 KB 128 KB Horizontal $CA73 / $FF30 / $D015 Pass 1
Base Wars (U) 128 KB 128 KB Horizontal $F95E / $F830 / $FABA Pass 1
Base Wars (U) [a1] 128 KB 128 KB Horizontal $F95E / $F830 / $FABA Pass 1
Baseball Stars 2 (U) 256 KB 128 KB Horizontal $F71B / $F2DE / $F7B7 Pass 1
Bases Loaded 3 (U) 256 KB 128 KB Horizontal $E921 / $FF15 / $E9FE Pass 1
Bases Loaded 4 (U) 256 KB 128 KB Horizontal $C131 / $FD4E / $C227 Pass 1
Batman (U) 128 KB 128 KB Horizontal $ED2A / $FFF6 / $EE9A Pass 1
Batman (U) (Prototype) 128 KB 128 KB Vertical $ECE7 / $FFF6 / $EE57 Pass 1
Batman Returns (U) 128 KB 256 KB Horizontal $FC75 / $FBCC / $CF29 Pass 1
Bill Elliott's NASCAR Challenge (U) 128 KB 256 KB Horizontal $E1AE / $E000 / $E3B4 Pass 1
Blue Marlin, The (U) 128 KB 128 KB Horizontal $E124 / $E000 / $E1B4 Pass 1
Bo Jackson Baseball (U) 128 KB 256 KB Vertical $E353 / $E000 / $E096 Pass 1
Bonk's Adventure (U) 256 KB 128 KB Horizontal $C19A / $FFC0 / $C281 Pass 1
Bram Stoker's Dracula (U) 128 KB 128 KB Vertical $FFF4 / $E000 / $FFF7 Pass 1
Bubble Bobble Part 2 (U) 128 KB 128 KB Horizontal $E148 / $E000 / $E132 Pass 1
Bucky O'Hare (U) [!] 128 KB 128 KB Vertical $FB86 / $FB3B / $D32C Pass 1
Bugs Bunny Birthday Bash (Prototype) (U) 128 KB 128 KB Horizontal $ECC7 / $E800 / $EB49 Pass 1
Bugs Bunny Birthday Blowout, The (U) 128 KB 128 KB Horizontal $ED9F / $E8C0 / $EC21 Pass 1
Burai Fighter (U) 32 KB 32 KB Horizontal $F998 / $F8D7 / $FC90 Pass 1
Captain America and the Avengers (U) 128 KB 128 KB Horizontal $E1DE / $E000 / $D79B Pass 1
Captain Planet and the Planeteers (U) 128 KB 128 KB Horizontal $F7EE / $F9B2 / $F90B Pass 1
Cliffhanger (U) 128 KB 128 KB Vertical $C000 / $FF97 / $C14A Pass 1
Code Name Viper (U) 128 KB 128 KB Horizontal $FA68 / $FE00 / $E32B Pass 1
Conquest of the Crystal Palace (U) 128 KB 128 KB Horizontal $F89D / $F7E8 / $F750 Pass 1
Contra Force (U) 128 KB 128 KB Vertical $FD6B / $FD2B / $F728 Pass 1
Cowboy Kid (U) 256 KB 256 KB Horizontal $C009 / $FFB0 / $C006 Pass 1
Crash'n The Boys Street Challenge (U) 128 KB 128 KB Horizontal $FFF1 / $FFF4 / $FFF7 Pass 1
Crystalis (Prototype) (U) 256 KB 128 KB Horizontal $F3B3 / $F2A3 / $F43C Pass 1 battery
Crystalis (Prototype) (U) [a1] 256 KB 128 KB Horizontal $F3B3 / $F2A3 / $F43C Pass 1 battery
Crystalis (U) 256 KB 128 KB Horizontal $F3B6 / $F2A4 / $F443 Pass 1 battery
Crystalis (U) [a1] 256 KB 128 KB Horizontal $F3B6 / $F2A4 / $F443 Pass 1 127-byte footer; battery
Cyberball (U) 128 KB 128 KB Horizontal $F3BF / $E000 / $F5AE Pass 1
Days of Thunder (U) 128 KB 256 KB Vertical $8059 / $FDF5 / $805C Pass 1
Defenders of Dynatron City (U) 128 KB 128 KB Horizontal $C08E / $FFF2 / $FE80 Pass 1
Deja Vu (U) 128 KB 256 KB Horizontal $EC9A / $E800 / $EB40 Pass 1
Dirty Harry (U) 256 KB 128 KB Horizontal $F5BC / $F68F / $F68E Pass 1
Double Dragon 2 - The Revenge (U) 128 KB 128 KB Horizontal $FF50 / $FF75 / $EC34 Pass 1
Double Dragon 3 - The Sacred Stones (U) 128 KB 128 KB Horizontal $FF5F / $FF84 / $E173 Pass 1
Dragon Spirit - The New Legend (U) 128 KB 128 KB Horizontal $CE2C / $FFD1 / $FFD1 Pass 1
Earth Bound (Prototype) (U) 256 KB 256 KB Vertical $F79F / $FF40 / $FE13 Pass 1 battery
Earth Bound Zero (Neo Demiforce v1.01 Hack-1) (U) 256 KB 256 KB Vertical $F79F / $FF40 / $FE13 Pass 1 battery
Earth Bound Zero (Neo Demiforce v1.01 Hack-2) (U) 256 KB 256 KB Vertical $F79F / $FF40 / $FE13 Pass 1 battery
F-117a Stealth Fighter (U) [!] 256 KB 256 KB Vertical $E24E / $E000 / $E320 Pass 1 battery
F-15 Strike Eagle (U) 256 KB 256 KB Horizontal $F130 / $F97C / $F12F Pass 1
Fantasy Zone (U) 64 KB 64 KB Horizontal $C006 / $FFB0 / $C003 Pass 1
Felix the Cat (U) 128 KB 128 KB Vertical $C0C0 / $FFD0 / $C189 Pass 1
Fire 'n Ice (U) 128 KB 128 KB Vertical $E003 / $E000 / $E006 Pass 1
Flintstones - The Rescue of Dino & Hoppy, The (U) 128 KB 256 KB Horizontal $F944 / $F752 / $01FD Pass 1
Flintstones 2 - The Surprise at Dinosaur Peak!, The (U) 128 KB 256 KB Horizontal $F9D0 / $F7C1 / $01FD Pass 1
GI Joe (U) 128 KB 256 KB Horizontal $EF46 / $EED2 / $F34C Pass 1
GI Joe - The Atlantis Factor (U) 128 KB 256 KB Horizontal $F3C1 / $F336 / $F9CF Pass 1
Galaxy 5000 (U) 128 KB 128 KB Horizontal $FE96 / $F400 / $FF8F Pass 1
Gargoyle's Quest 2 - The Demon Darkness (U) 128 KB 128 KB Horizontal $C000 / $FDD0 / $C144 Pass 1
Gauntlet (U) 128 KB 64 KB Vertical $C16A / $FF90 / $FF90 Pass 1 four-screen flag
Gauntlet 2 (U) 128 KB 128 KB Vertical $F65F / $F6C2 / $F69D Pass 1 four-screen flag
George Foreman's KO Boxing (U) 128 KB 256 KB Horizontal $E24A / $E336 / $E222 Pass 1
Gold Medal Challenge '92 (U) 128 KB 128 KB Horizontal $C0F8 / $FFD8 / $C20F Pass 1
Gremlins 2 - The New Batch (U) 128 KB 256 KB Horizontal $E2DD / $E3C6 / $E36A Pass 1
Gun Nac (U) 128 KB 128 KB Vertical $EF85 / $E000 / $F20B Pass 1
Heavy Barrel (U) 128 KB 128 KB Horizontal $E178 / $E000 / $E4C9 Pass 1
Home Alone (U) [!] 128 KB 128 KB Horizontal $E3D6 / $E000 / $E4D1 Pass 1
Home Alone 2 - Lost in New York (U) 128 KB 128 KB Horizontal $C121 / $FFDB / $C18F Pass 1
Hudson's Adventure Island 2 (U) 128 KB 128 KB Horizontal $E0CE / $FFAE / $E152 Pass 1
Hudson's Adventure Island 3 (U) 128 KB 128 KB Horizontal $E0E3 / $FFAE / $E17F Pass 1
Hunt for Red October, The (U) 128 KB 128 KB Horizontal $EB8C / $EAFF / $EDF2 Pass 1
Image Fight (U) 128 KB 128 KB Horizontal $FDE0 / $FF90 / $FF81 Pass 1
Immortal, The (U) 128 KB 256 KB Horizontal $F84D / $F6D6 / $F750 Pass 1
Incredible Crash Dummies, The (U) 128 KB 256 KB Horizontal $07FD / $E102 / $07FA Pass 1
Indiana Jones and the Temple of Doom (Tengen) (U) 128 KB 64 KB Horizontal $EC56 / $EBA4 / $0000 Pass 1
Indiana Jones and the Temple of Doom (U) 128 KB 64 KB Horizontal $EC56 / $EBA4 / $0000 Pass 1
Infiltrator (U) 128 KB 64 KB Horizontal $F6A5 / $F70D / $F6F6 Pass 1
Isolated Warrior (U) 128 KB 128 KB Horizontal $F592 / $F432 / $F94F Pass 1
Jackie Chan's Action Kung Fu (U) 128 KB 128 KB Horizontal $E0A8 / $FFDD / $E1DA Pass 1
James Bond Jr (U) 128 KB 128 KB Vertical $C432 / $FD61 / $C424 Pass 1
Jetsons - Cogswell's Caper!, The (U) 128 KB 256 KB Vertical $C003 / $FFF0 / $C006 Pass 1
Joe & Mac (U) 128 KB 128 KB Vertical $FD5D / $FFD6 / $F649 Pass 1
Jungle Book, The (U) 128 KB 128 KB Horizontal $EEF3 / $EFF5 / $EEE5 Pass 1
Jurassic Park (U) 128 KB 128 KB Horizontal $CBAD / $E4FE / $CED3 Pass 1
Kabuki - Quantum Fighter (U) 128 KB 128 KB Vertical $F8B1 / $F747 / $01FD Pass 1
Karnov (U) 128 KB 64 KB Horizontal $C1DB / $C000 / $C200 Pass 1
Kick Master (U) 128 KB 128 KB Vertical $F0BB / $F010 / $F7B1 Pass 1
Kickle Cubicle (U) 128 KB 128 KB Vertical $C190 / $FFD0 / $FFD0 Pass 1
Kid Klown (U) 128 KB 128 KB Horizontal $F39C / $E8C0 / $F64E Pass 1
King's Quest V (U) 256 KB 256 KB Vertical $07F9 / $FFC0 / $07FD Pass 1 four-screen flag; battery
Kirby's Adventure (U) (PRG 0) 512 KB 256 KB Horizontal $C341 / $FFF0 / $0029 Pass 1 battery
Kirby's Adventure (U) (PRG 1) [!] 512 KB 256 KB Horizontal $C341 / $FFF0 / $0029 Pass 1 battery
Kiwi Kraze (U) 128 KB 128 KB Horizontal $07FD / $FF00 / $07FA Pass 1
Krion Conquest, The (U) 128 KB 128 KB Horizontal $E11B / $E100 / $E180 Pass 1
Krion Conquest, The (U) [a1] 128 KB 128 KB Horizontal $E11B / $E100 / $E180 Pass 1
Krusty's Fun House (U) 256 KB 128 KB Horizontal $E2CD / $F995 / $E2A0 Pass 1
Last Action Hero (U) [!] 128 KB 128 KB Vertical $FB84 / $E000 / $F7C3 Pass 1
Last Ninja, The (U) 128 KB 128 KB Horizontal $E000 / $E141 / $8000 Pass 1
Legacy of the Wizard (U) 128 KB 64 KB Horizontal $D1FE / $FFE0 / $D1FE Pass 1
Legends of the Diamond (U) 128 KB 256 KB Horizontal $E002 / $E100 / $E005 Pass 1
Little Nemo - The Dream Master (U) 128 KB 128 KB Horizontal $F4D9 / $F444 / $F9D2 Pass 1
Little Ninja Brothers (U) 128 KB 128 KB Horizontal $ED87 / $E307 / $EC95 Pass 1
Little Samson (U) 256 KB 128 KB Vertical $E0BE / $E000 / $E1A8 Pass 1
Lone Ranger, The (U) 256 KB 128 KB Horizontal $F1AF / $F151 / $00E3 Pass 1
Low G Man (U) 128 KB 128 KB Vertical $F4B1 / $F400 / $F949 Pass 1
MC Kids (U) 128 KB 128 KB Horizontal $C66C / $FF80 / $C61C Pass 1
Mad Max (U) [!] 128 KB 128 KB Horizontal $F200 / $F26A / $F253 Pass 1
Mafat Conspiracy - Golgo 13 (U) 128 KB 128 KB Horizontal $E5E1 / $E040 / $E3F8 Pass 1
Magician (U) 128 KB 128 KB Horizontal $F9AB / $F9C1 / $F9B3 Pass 1
Magician (U) (Prototype) 128 KB 128 KB Vertical $F96E / $F984 / $F976 Pass 1 battery
Mappy-Land (U) 128 KB 32 KB Horizontal $062D / $FFC0 / $F064 Pass 1
Mario is Missing! (U) 128 KB 128 KB Horizontal $C002 / $FA94 / $C380 Pass 1
Mario's Time Machine! (U) 128 KB 128 KB Vertical $F749 / $FAE4 / $F489 Pass 1
Mario's Time Machine! (U) [a1] 128 KB 128 KB Horizontal $F749 / $FAE4 / $F489 Pass 1
Mega Man 3 (Prototype) (U) [!] 256 KB 128 KB Vertical $C000 / $FE00 / $C143 Pass 1
Mega Man 3 (U) [!] 256 KB 128 KB Horizontal $C000 / $FE00 / $C143 Pass 1
Mega Man 4 (U) 512 KB none Horizontal $C000 / $FE00 / $C149 Pass 1
Mega Man 5 (U) 256 KB 256 KB Horizontal $C000 / $FE00 / $C169 Pass 1
Mega Man 6 (U) 512 KB none Horizontal $C000 / $FF70 / $C14C Pass 1
Mendel Palace (U) 128 KB 128 KB Vertical $C000 / $FF16 / $C068 Pass 1
Metal Storm (U) 128 KB 256 KB Horizontal $FCBF / $FC00 / $FC00 Pass 1
Michael Andretti's World Grand Prix (U) 128 KB 128 KB Vertical $FB12 / $F9C6 / $01FD Pass 0 skeleton
Mickey's Adventures in Numberland (U) 128 KB 128 KB Vertical $E091 / $E000 / $E08E Pass 1
Mickey's Safari in Letterland (U) 128 KB 128 KB Vertical $E087 / $E000 / $E084 Pass 1
Might and Magic (U) 256 KB 256 KB Horizontal $FFEF / $FF70 / $DB8D Pass 1 battery
Mighty Final Fight (U) 128 KB 128 KB Horizontal $C000 / $FE00 / $C13B Pass 1
Mission Impossible (U) 128 KB 128 KB Horizontal $FE91 / $FE39 / $03E0 Pass 0 skeleton
Monster in My Pocket (U) 128 KB 128 KB Horizontal $FD1F / $FC3D / $D843 Pass 1
NES Play Action Football (U) 128 KB 128 KB Horizontal $EF17 / $E250 / $8014 Pass 1
Nightshade (U) 256 KB 256 KB Horizontal $E446 / $E471 / $E443 Pass 1
Nightshade (U) [a1] 256 KB 256 KB Horizontal $E446 / $E471 / $E443 Pass 1
Ninja Crusaders (U) 128 KB none Vertical $FD9E / $FEDC / $FEB6 Pass 1
Ninja Gaiden 2 - The Dark Sword of Chaos (U) 128 KB 128 KB Horizontal $D4F3 / $FB62 / $D277 Pass 1
Ninja Gaiden 2 - The Dark Sword of Chaos (U) (Prototype) 128 KB 128 KB Vertical $D4F3 / $FB62 / $D277 Pass 1 battery
Ninja Gaiden 3 - The Ancient Ship of Doom (U) 128 KB 128 KB Horizontal $C68F / $FFE0 / $C7B0 Pass 1
Nintendo World Cup (U) 128 KB 128 KB Horizontal $FF5B / $FF82 / $E3AF Pass 1
North & South (U) 128 KB 128 KB Horizontal $ECC4 / $E800 / $EB8C Pass 1
Pacmania (U) 64 KB 32 KB Horizontal $EC10 / $ECC2 / $ECC2 Pass 1
Panic Restaurant (U) 128 KB 128 KB Horizontal $FA53 / $FF70 / $F204 Pass 1
Power Blade (U) [!] 128 KB 128 KB Vertical $F35A / $F186 / $F20A Pass 1
Power Blade 2 (U) 128 KB 128 KB Vertical $E9C7 / $E5B9 / $E640 Pass 1
Power Punch 2 (U) 128 KB 256 KB Horizontal $E0E0 / $E000 / $E0EB Pass 1
Punisher, The (U) 128 KB 128 KB Horizontal $E6E6 / $E54A / $E712 Pass 1
RBI Baseball (U) 64 KB 32 KB Vertical $F05B / $F000 / $F000 Pass 1
RBI Baseball 2 (U) 128 KB 64 KB Vertical $F5C9 / $F538 / $F538 Pass 1
RBI Baseball 3 (U) 128 KB 64 KB Vertical $F656 / $F5B4 / $F5B4 Pass 1
Rad Racer 2 (U) [!] 64 KB 64 KB Horizontal $F68C / $F2A9 / $C147 Pass 1
Rampage (U) 128 KB 64 KB Horizontal $DA41 / $FC99 / $DAC6 Pass 1
Rampart (U) 128 KB 128 KB Vertical $FB3C / $FEE7 / $F36D Pass 1
Ren & Stimpy Show, The (U) 128 KB 128 KB Horizontal $C128 / $FFDB / $C1B3 Pass 1
Ring King (U) 64 KB 64 KB Vertical $C0C4 / $FFDA / $FFDA Pass 1
River City Ransom (U) 128 KB 128 KB Horizontal $FF4F / $FF76 / $F1D9 Pass 1
Road Runner (U) 64 KB 128 KB Vertical $FE40 / $E000 / $FEBD Pass 1
Robocop (U) 128 KB 128 KB Horizontal $C195 / $FF00 / $C1BE Pass 1
Robocop Vs The Terminator (Prototype) (U) 128 KB 128 KB Vertical $C680 / $FF80 / $C630 Pass 1
Robocop Vs The Terminator (Prototype) (U) [a1] 128 KB 128 KB Vertical $C680 / $FF80 / $C630 Pass 1
Rock 'n' Ball (U) 128 KB 64 KB Horizontal $C1D1 / $F6BF / $C3B8 Pass 1
Rockin' Kats (U) [!] 128 KB 128 KB Vertical $F885 / $F800 / $F50C Pass 1
Roger Clemens MVP Baseball (U) 128 KB 256 KB Vertical $CF44 / $FFAD / $CF43 Pass 1
Rollerblade Racer (U) 128 KB 128 KB Vertical $FD58 / $FB03 / $FCAE Pass 1
Rollergames (U) [!] 128 KB 128 KB Vertical $F3E5 / $F32F / $F27C Pass 1
Rolling Thunder (U) 128 KB 128 KB Horizontal $FA5E / $FE80 / $DED6 Pass 1
Roundball - 2-on-2 Challenge (U) 128 KB 128 KB Horizontal $EAB0 / $E005 / $E73D Pass 1
Shadow of the Ninja (U) 128 KB 128 KB Vertical $E12D / $E000 / $E3CD Pass 1
Shatterhand (U) 128 KB 128 KB Vertical $F626 / $FDB6 / $FB78 Pass 1
Silver Surfer (U) 128 KB 256 KB Vertical $07FD / $FF60 / $FD82 Pass 1
Simpsons - Bart Vs the World, The (U) 256 KB 128 KB Horizontal $D0D7 / $FFDB / $D153 Pass 1
Simpsons - Bartman Meets Radioactive Man, The (U) 256 KB 128 KB Horizontal $C11B / $FFDB / $C19D Pass 1
Smash TV (U) [!] 128 KB 128 KB Vertical $E0F5 / $E000 / $E168 Pass 1
Spider-Man - Return of the Sinister Six (U) [!] 128 KB 256 KB Vertical $C128 / $E240 / $C12B Pass 1
Stanley - The Search for Dr Livingston (U) 128 KB 128 KB Vertical $C81A / $FFA6 / $C819 Pass 1
Star Trek - 25th Anniversary (U) 256 KB 256 KB Horizontal $C00F / $FF72 / $C367 Pass 1
Star Wars (U) 128 KB 128 KB Horizontal $E003 / $E7B0 / $E000 Pass 1
Star Wars - The Empire Strikes Back (U) 256 KB 256 KB Horizontal $FBD7 / $FB22 / $FB60 Pass 1
Startropics 2 - Zoda's Revenge (U) 256 KB 256 KB Horizontal $FFAD / $FFA0 / $FFB5 Pass 1
Startropics 2 - Zoda's Revenge (U) [a1] 256 KB 256 KB Horizontal $FFAD / $FFA0 / $FFB5 Pass 1
Street Fighter 2010 (U) 128 KB 128 KB Horizontal $C270 / $FF80 / $C3C1 Pass 1
Super C (U) 128 KB 128 KB Vertical $FB67 / $FACA / $E07F Pass 1
Super Mario Bros 2 (U) (PRG 0) 128 KB 128 KB Vertical $EB8E / $FF50 / $FFF0 Pass 1
Super Mario Bros 2 (U) (PRG 1) 128 KB 128 KB Vertical $EB94 / $FF50 / $FFF0 Pass 1
Super Mario Bros 3 (U) (PRG 0) 256 KB 128 KB Horizontal $F486 / $FF40 / $F795 Pass 1
Super Mario Bros 3 (U) (PRG 1) 256 KB 128 KB Horizontal $F486 / $FF40 / $F795 Pass 1
Super Mario Bros 3 (U) (PRG 1) [a1] 256 KB 128 KB Horizontal $F486 / $FF40 / $F795 Pass 1
Super Mario Bros 3 (U) (PRG 1) [a2] 256 KB 128 KB Horizontal $F486 / $FF40 / $F795 Pass 1
Super Mario Bros 3 (U) (PRG 1) [a3] 256 KB 128 KB Horizontal $F486 / $FF40 / $F795 Pass 1
Super Spike V'Ball (U) 128 KB 128 KB Horizontal $FF7E / $FF7B / $FF81 Pass 1
Super Sprint (U) 64 KB 64 KB Vertical $DF8F / $FF00 / $FF00 Pass 1
Super Spy Hunter (U) 128 KB 128 KB Vertical $C5B4 / $FFF6 / $C59C Pass 1
Sword Master (U) 128 KB 128 KB Vertical $E100 / $E000 / $E175 Pass 1
T&C 2 - Thrilla's Surfari (U) 128 KB 128 KB Vertical $C003 / $FF80 / $C003 Pass 1
Tecmo NBA Basketball (U) 128 KB 256 KB Vertical $CD32 / $FFB0 / $FCC7 Pass 1 battery
Tecmo Super Bowl (U) 256 KB 128 KB Horizontal $C130 / $FFF0 / $C2C2 Pass 1
Teenage Mutant Ninja Turtles 2 (U) 256 KB 256 KB Horizontal $FE0C / $FDA1 / $0050 Pass 1
Teenage Mutant Ninja Turtles 3 (U) 256 KB 256 KB Horizontal $F814 / $F7A8 / $00E3 Pass 1
Teenage Mutant Ninja Turtles Tournament Fighters (U) 128 KB 128 KB Horizontal $F219 / $F174 / $F85E Pass 1
Terminator 2 - Judgement Day (U) 128 KB 128 KB Vertical $C0C0 / $FF8B / $C1FB Pass 1
Terminator 2 - Judgement Day (U) (Prototype) 128 KB 128 KB Vertical $C000 / $E987 / $C124 Pass 1
Terminator, The (U) 128 KB 128 KB Horizontal $C000 / $FED5 / $C1D3 Pass 1
Tetris 2 (U) [!] 128 KB 128 KB Vertical $C68F / $FFD0 / $C710 Pass 1
Tiny Toon Adventures (U) 128 KB 128 KB Horizontal $FE70 / $FDB7 / $FA22 Pass 1
Tiny Toon Adventures 2 - Trouble in Wackyland (U) 128 KB 128 KB Horizontal $FE47 / $FDD3 / $F9E4 Pass 1
Tiny Toon Adventures Cartoon Workshop (U) 128 KB 128 KB Vertical $E2B4 / $E2BA / $E2B7 Pass 1
To The Earth (U) 32 KB 32 KB Vertical $E306 / $E144 / $9EC1 Pass 1
Toki (U) 128 KB 256 KB Horizontal $FC1E / $F400 / $FFF7 Pass 1
Tom & Jerry (and Tuffy) (U) 128 KB 128 KB Horizontal $07FD / $E034 / $07FA Pass 1
Toobin (U) 128 KB 64 KB Horizontal $F40C / $FE00 / $F486 Pass 1
Toobin (U) [a1] 128 KB 64 KB Horizontal $F40C / $FE00 / $F486 Pass 1
Top Gun - The Second Mission (U) 128 KB 128 KB Vertical $E8EF / $E87A / $03E9 Pass 1
Totally Rad (U) 128 KB 128 KB Vertical $E0BF / $E000 / $E19A Pass 1
Toxic Crusaders (U) 128 KB 128 KB Vertical $C47E / $FFD0 / $C525 Pass 1
Twin Cobra (U) 128 KB 128 KB Vertical $C000 / $FF00 / $51DF Pass 1
Ultimate Air Combat (U) 256 KB 256 KB Vertical $E0F8 / $E03F / $E137 Pass 1
Ultimate Basketball (U) 128 KB 128 KB Vertical $E2DD / $E12D / $FFF9 Pass 1
Uninvited (U) 128 KB 128 KB Horizontal $ECC7 / $E800 / $EB49 Pass 1
Vice - Project Doom (U) 128 KB 128 KB Horizontal $E5A2 / $E39E / $E1DA Pass 1
Vindicators (U) 64 KB 32 KB Vertical $FE83 / $FF11 / $FF11 Pass 1
WCW World Championship Wrestling (U) 128 KB 128 KB Horizontal $D3DF / $FFD8 / $D4CE Pass 1
WWF King of the Ring (U) 128 KB 256 KB Horizontal $FDD3 / $FDEF / $FF63 Pass 1
WWF Steel Cage Challenge (U) 128 KB 256 KB Vertical $C48B / $FF4F / $C4B7 Pass 1
Wacky Races (U) 128 KB 128 KB Horizontal $F86E / $F800 / $E54A Pass 1
Wario's Woods (U) 256 KB 256 KB Horizontal $C6BC / $FFB0 / $C710 Pass 1
Wayne's World (U) 128 KB 128 KB Vertical $D7E3 / $FE47 / $D93F Pass 1
Werewolf - The Last Warrior (U) 128 KB 128 KB Horizontal $C014 / $FF00 / $C077 Pass 1
Where in Time is Carmen Sandiego (U) 128 KB 256 KB Vertical $E1A5 / $E000 / $E3AB Pass 1
Where's Waldo (U) 128 KB 128 KB Horizontal $E237 / $E000 / $E468 Pass 1
Whomp'Em (U) 128 KB 128 KB Horizontal $FC20 / $FF01 / $FF00 Pass 1
Widget (U) 128 KB 128 KB Vertical $C103 / $FFC0 / $C106 Pass 1
Wizardry - The Knight of Diamonds (U) 128 KB 128 KB Vertical $F991 / $F95A / $FCF9 Pass 1 battery
Wolverine (U) 128 KB 128 KB Horizontal $07FD / $FF50 / $FCFF Pass 1
World Champ (U) [!] 128 KB 128 KB Vertical $C006 / $FFB0 / $C003 Pass 1
Wurm (U) 128 KB 128 KB Vertical $EB5F / $E000 / $EF0A Pass 1
Yoshi's Cookie (U) 128 KB 64 KB Horizontal $C5C8 / $F6DD / $D2E7 Pass 1
Young Indiana Jones Chronicles, The (U) 128 KB 128 KB Vertical $F900 / $FEC1 / $FB00 Pass 1
Zen Intergalactic Ninja (U) 128 KB 128 KB Horizontal $F5E4 / $F593 / $FCB8 Pass 1
Zombie Nation (U) 128 KB 128 KB Vertical $FAD4 / $FD2A / $FC4C Pass 1

_wip/MMC5/ — mapper 5 (10 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Bandit Kings of Ancient China (U) 256 KB 128 KB Horizontal $F641 / $F500 / $FFD6 Pass 1
Bandit Kings of Ancient China (U) [a1] 256 KB 128 KB Horizontal $5485 / $00A9 / $5565 Pass 0 skeleton
Castlevania 3 - Dracula's Curse (U) 256 KB 128 KB Horizontal $E053 / $E00B / $E11A Pass 1
Gemfire (U) 256 KB 256 KB Horizontal $F60C / $F500 / $FE9C Pass 0 skeleton battery
L'Empereur (U) 256 KB 128 KB Horizontal $F64C / $F500 / $FF47 Pass 1 battery
L'Empereur (U) [a1] 256 KB 128 KB Horizontal $F64C / $F500 / $FF47 Pass 1 battery
Laser Invasion (U) 128 KB 128 KB Horizontal $E072 / $E001 / $F010 Pass 1
Nobunaga's Ambition 2 (U) 256 KB 128 KB Horizontal $F641 / $F500 / $FF34 Pass 1 battery
Romance of the Three Kingdoms 2 (U) [!] 256 KB 256 KB Horizontal $F671 / $F500 / $FF66 Pass 1 battery
Uncharted Waters (U) 512 KB 128 KB Horizontal $F64C / $F500 / $FF3E Pass 1 battery

_wip/NROM/ — mapper 0 (15 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
Circus Charlie 16 KB 8 KB Horizontal $C05A / $C000 / $C007 Pass 0 skeleton 127-byte footer; the split needs a re-trace - see the note below
Mach Rider (JU) 32 KB 8 KB Horizontal $8070 / $8000 / $8147 Pass 1 four-screen flag
Mach Rider (JU) (a1) 32 KB 8 KB Horizontal $8070 / $8000 / $8147 Pass 1 four-screen flag
Magmax (U) (Prototype) 32 KB 8 KB Horizontal $BD33 / $BC33 / $BC33 Pass 1
Ms Pac-Man (U) 32 KB 8 KB Horizontal $FB86 / $FEE0 / $FBE1 Pass 1
NES Test Cart (Official Nintendo) (U) 32 KB 8 KB Vertical $8328 / $8370 / $8370 Pass 1
Pipe Dream (U) 32 KB 32 KB Vertical $8FEA / $8000 / $912B Pass 1
Pro Action Replay (No Cart Present) (U) 32 KB 8 KB Horizontal $0000 / $0000 / $0000 Pass 0 skeleton all vectors $0000
Pro Action Replay (Rev B) (U) 32 KB 8 KB Horizontal $F021 / $808A / $F020 Pass 1
Seicross (U) 32 KB 8 KB Vertical $8858 / $8000 / $FD0E Pass 1
Spelunker (U) [!] 32 KB 8 KB Vertical $84C6 / $8000 / $8513 Pass 1
Spy Vs Spy (U) 32 KB 8 KB Horizontal $8066 / $8000 / $FFC7 Pass 1
Super Mario Bros (JU) (PRG 0) 32 KB 8 KB Vertical $8082 / $8000 / $FFF0 Pass 1
Super Mario Bros (JU) (PRG 1) 32 KB 8 KB Vertical $8082 / $8000 / $FFF0 Pass 1
U-Force Test Cartridge (U) 32 KB 8 KB Vertical $844C / $8000 / $8000 Pass 1

Circus Charlie needs a re-trace before it can be worked on. Its prg.s classifies the whole PRG as data — the split has no instructions at all. It is a 16 KB NROM-128 image with a 127-byte footer, so the PRG is mapped at $8000-$BFFF and mirrored to $C000-$FFFF, and the vectors ($C05A, $C000, $C007) all resolve into that mirror. The tracer's seed has to be taken at the mirrored address; until that is fixed there is no code to name.

_wip/UNROM/ — mapper 2 (97 projects)

Project PRG CHR Mirroring Vectors (NMI / RESET / IRQ) State Notes
1943 (U) 128 KB none Horizontal $C226 / $C149 / $C235 Pass 1
3-D Battles of World Runner, The (U) 128 KB none Vertical $FFC0 / $FF00 / $FEEC Pass 1
Alfred Chicken (U) 128 KB none Horizontal $C7E3 / $C5C6 / $C84A Pass 1
Amagon (U) 128 KB none Vertical $D8FE / $C06C / $FFF9 Pass 1
Amagon (U) [a1] 128 KB none Vertical $D8FE / $C06C / $FFF9 Pass 1
Amagon (U) [a2] 128 KB none Vertical $D8FE / $C06C / $FFF9 Pass 1
Archon (U) 128 KB none Horizontal $FB12 / $C008 / $FB12 Pass 1 four-screen flag
Athena (U) 128 KB none Vertical $C0CA / $C008 / $C008 Pass 1
Athena (U) [a1] 128 KB none Vertical $C0CA / $C008 / $C008 Pass 1
Best of the Best Championship Karate (U) 256 KB none Vertical $D110 / $CDDC / $CDDC Pass 1
Blades of Steel (U) 128 KB none Vertical $C204 / $C1C5 / $C266 Pass 1
Blues Brothers, The (U) 128 KB none Vertical $FC33 / $F499 / $F499 Pass 1
California Games (U) 128 KB none Vertical $FF88 / $FFB0 / $FFB0 Pass 1
California Games (U) [a1] 128 KB none Vertical $FF88 / $FFB0 / $FFB0 Pass 1
Casino Kid (U) 128 KB none Horizontal $E5FA / $C000 / $E608 Pass 1
Casino Kid 2 (U) 128 KB none Horizontal $EA74 / $C000 / $EA82 Pass 1
Castelian (U) 128 KB none Vertical $C008 / $C154 / $C991 Pass 1
Castle of Dragon (U) 128 KB none Vertical $C0F4 / $C000 / $C0D8 Pass 1
Castlevania (U) (PRG 0) 128 KB none Vertical $C052 / $C008 / $C0BB Pass 1
Castlevania (U) (PRG 1) 128 KB none Vertical $C052 / $C008 / $C0BF Pass 1
Championship Pool (U) 128 KB none Vertical $D73D / $E3E7 / $D880 Pass 1
Color A Dinosaur (U) 128 KB none Vertical $C161 / $C000 / $C15F Pass 1
Commando (U) 128 KB none Horizontal $C0AB / $C06D / $0000 Pass 1
Contra (U) 128 KB none Vertical $C060 / $C001 / $C0B5 Pass 1
Dick Tracy (U) 128 KB none Vertical $C7D2 / $C6A0 / $C966 Pass 1
Double Dribble (U) (PRG 0) 128 KB none Vertical $C036 / $C001 / $C08F Pass 1
Double Dribble (U) (PRG 1) [!] 128 KB none Vertical $C036 / $C001 / $C08F Pass 1
Dr Chaos (U) 128 KB none Vertical $C000 / $C815 / $0700 Pass 1
Duck Tales (U) 128 KB none Vertical $C000 / $FEE0 / $C000 Pass 1
Duck Tales (U) (Prototype) 128 KB none Vertical $C000 / $FEE0 / $C000 Pass 1
Duck Tales 2 (U) 128 KB none Vertical $C651 / $C088 / $C088 Pass 1
Fantastic Adventures of Dizzy, The (1993 Version) (U) 256 KB none Vertical $C007 / $C02D / $FFF9 Pass 1
Fantastic Adventures of Dizzy, The (Aladdin) (UE) 256 KB none Vertical $C007 / $EE20 / $FFF9 Pass 1
Fist of the North Star (U) 128 KB none Vertical $CE32 / $C000 / $CEDF Pass 1
Flight of the Intruder (U) 128 KB none Vertical $C600 / $C000 / $C68B Pass 1
Flying Dragon - The Secret Scroll (U) 128 KB none Vertical $C171 / $C118 / $C118 Pass 1
Fun House (U) 128 KB none Vertical $C436 / $C3D4 / $C54B Pass 1
Ghosts'n Goblins (U) 128 KB none Vertical $C0F0 / $C008 / $C008 Pass 1
Goonies 2, The (U) 128 KB none Vertical $C07C / $C008 / $C0C9 Pass 1
Goonies 2, The (U) [a1] 128 KB none Vertical $C07C / $C008 / $C0C9 Pass 1
Guardian Legend, The (U) 128 KB none Vertical $DC75 / $FEDE / $DCF3 Pass 1
Gun Smoke (U) 128 KB none Horizontal $E4C6 / $E651 / $E4C6 Pass 1
Hero Quest (U) (Prototype) [!] 128 KB none Horizontal $C078 / $C000 / $C13D Pass 1
Ikari Warriors (U) (PRG 0) 128 KB none Horizontal $C0C6 / $C008 / $61E3 Pass 1
Ikari Warriors (U) (PRG 1) [!] 128 KB none Horizontal $C0C6 / $C008 / $61E3 Pass 1
Indiana Jones and the Last Crusade (UBI Soft) (U) 128 KB none Horizontal $FF01 / $C014 / $FFD6 Pass 1
Jack Nicklaus' Greatest 18 Holes of Champ. Golf (U) 128 KB none Vertical $C04A / $C001 / $C0C0 Pass 1
Jackal (U) [a1] 128 KB none Vertical $C292 / $C23D / $C2EA Pass 1
Jimmy Connor's Tennis (U) 128 KB none Horizontal $C100 / $FEE1 / $FF58 Pass 1
Jordan Vs Bird - One On One (U) 128 KB none Vertical $C079 / $C000 / $C077 Pass 1
Klash Ball (U) 128 KB none Horizontal $ED83 / $C000 / $EE0C Pass 1
Lifeforce (U) 128 KB none Vertical $E76B / $E70A / $E7D1 Pass 1
Marvel's X-Men (U) 128 KB none Vertical $C006 / $FFB0 / $C003 Pass 1
Marvel's X-Men (U) [a1] 128 KB none Vertical $C006 / $FFB0 / $C003 Pass 1
Metal Gear (U) 128 KB none Vertical $C06C / $C008 / $C006 Pass 1
Micro Machines (U) 256 KB none Vertical $0300 / $F750 / $FFFF Pass 1
Paperboy 2 (U) 256 KB none Horizontal $CA2E / $CA69 / $CA68 Pass 1
Prince of Persia (U) 128 KB none Vertical $FF13 / $C008 / $FFEF Pass 1
Prince of Persia (U) [a1] 128 KB none Vertical $FF13 / $C008 / $FFEF Pass 1
Prince of Persia (U) [a2] 128 KB none Vertical $FF13 / $C008 / $FFEF Pass 1
Pro Wrestling (U) 128 KB none Vertical $FCBC / $FBB0 / $FFF0 Pass 1
Puss 'n Boots - Pero's Great Adventure (U) 128 KB none Vertical $D51E / $C013 / $D648 Pass 1
Quattro Adventure (Aladdin) (U) 256 KB none Vertical $C007 / $C00A / $0000 Pass 1
Rainbow Islands - The Story of Bubble Bobble 2 (U) 128 KB none Horizontal $E74C / $DE59 / $E796 Pass 1
Rally Bike (U) 128 KB none Vertical $C089 / $C008 / $D244 Pass 1
Rambo (U) 128 KB none Vertical $EE55 / $C000 / $C000 Pass 1
Renegade (U) 128 KB none Vertical $FE71 / $FE98 / $D600 Pass 1
Robo Warrior (U) 128 KB none Vertical $CF75 / $C0D0 / $FFF9 Pass 1
Rygar (U) 128 KB none Vertical $C0F6 / $C000 / $C0F6 Pass 1
Section Z (U) 128 KB none Vertical $C45F / $C403 / $C518 Pass 1
Silent Service (U) 128 KB none Vertical $ED89 / $C020 / $EDAF Pass 1
Silent Service (U) [a1] 128 KB none Vertical $ED89 / $C020 / $EDAF Pass 1
Skate or Die! (U) [a1] 128 KB none Vertical $C072 / $C001 / $C0E2 Pass 1
Star Trek - The Next Generation (U) 128 KB none Horizontal $C11F / $FFF1 / $C19E Pass 1
Starship Hector (U) 128 KB none Vertical $D99C / $D6A5 / $D9DF Pass 1
Stinger (U) 128 KB none Vertical $C000 / $C078 / $C05E Pass 1
Super Cars (U) 128 KB none Horizontal $C6E0 / $C000 / $0000 Pass 1
Super Glove Ball (U) 128 KB none Vertical $FE03 / $C032 / $F791 Pass 1
Super Pitfall (U) 128 KB none Vertical $C0F3 / $C020 / $61E3 Pass 1
Swords and Serpents (U) 128 KB none Vertical $C0B4 / $C049 / $C047 Pass 1
Swords and Serpents (U) [a1] 128 KB none Vertical $C0B4 / $C049 / $C047 Pass 1 128-byte footer
Terra Cresta (U) 128 KB none Horizontal $C709 / $C494 / $C494 Pass 1
Thundercade (U) 128 KB none Horizontal $C0B1 / $C008 / $C008 Pass 1
Times of Lore (U) 128 KB none Vertical $C26B / $C000 / $C30B Pass 1
Top Gun (U) 128 KB none Horizontal $EA8A / $EA23 / $EB04 Pass 1
Total Recall (U) 128 KB none Horizontal $C093 / $C196 / $C182 Pass 1
Trog (U) 128 KB none Vertical $F008 / $C06F / $C06F Pass 1
Trojan (U) 128 KB none Vertical $C16A / $C0F5 / $C0F5 Pass 1
Trojan (U) [a1] 128 KB none Vertical $DE0D / $1880 / $3CA2 Pass 1
Twin Eagle (U) 128 KB none Vertical $C10D / $FFC0 / $C0E1 Pass 1
Ultimate Stuntman (U) 256 KB none Vertical $CB61 / $C004 / $C004 Pass 1
WWF Wrestlemania Challenge (U) 128 KB none Vertical $C000 / $FFCD / $C018 Pass 1
Wall Street Kid (U) 128 KB none Horizontal $F95C / $C000 / $F9E2 Pass 1
Wall Street Kid (U) [a1] 128 KB none Horizontal $F95C / $C000 / $F9E2 Pass 1 65536-byte footer
Wall Street Kid (U) [a2] 128 KB none Horizontal $F95C / $C000 / $F9E2 Pass 1 65536-byte footer
Wayne Gretzky Hockey (U) 128 KB none Vertical $C10A / $C000 / $C378 Pass 1
Winter Games (U) 128 KB none Horizontal $06FB / $C040 / $E295 Pass 1
All 831 projects, all byte-identical for the whole ROM.

7. The special cases

7.1 Almost all of the tier is a banked mapper

Only 15 of the 831 are mapper 0, and only two have a PRG small enough to sit at a single CPU address:

PRG size Projects
16 KB 1 — Circus Charlie
32 KB 149
64 KB 42
128 KB 522
256 KB 127
512 KB 10
1536 KB 1 — Action 52 (U) [!]

Everything else is a banked mapper — MMC1 (221), MMC3 (239), UNROM (97), Color Dreams (40), AxROM (39), the Codemasters family (45) and so on. Pass 1 on any of those is a per-bank job: the tracer needs to know which bank is mapped where before it can decide what is code.

7.2 A quarter of the tier has no CHR

226 projects declare zero CHR banks — the mapper supplies CHR RAM instead. There is no chr.bin, no chr.s, and the linker has no CHR area — a CHR area with fill = yes and no segment would emit zero padding and break byte-identity. Port Test Cartridge (U) and Videomation (U) are two of them; so are Mega Man (U), Castlevania (U) (PRG 0), Metroid (U) and every other MMC1 title in the store.

7.3 Six ROMs have trailing bytes the header does not account for

Project Trailing bytes What they look like
Circus Charlie 127 the text Circus Charlie - Damaged Cybernetics, then zero padding
Crystalis (U) [a1] 127 a 127-byte footer
Ninja Gaiden (U) [a2] 128 a 128-byte footer
Swords and Serpents (U) [a1] 128 a 128-byte footer
Wall Street Kid (U) [a1] 65536 64 KB of graphics data
Wall Street Kid (U) [a2] 65536 64 KB of graphics data

The generator emits a fourth memory area for them:

TRAILER: start = $0000, size = $007F, fill = yes;

The two Wall Street Kid dumps are a different matter: their header declares zero CHR banks and 8 PRG banks, and the file is 196,624 bytes — 64 KB more than the header accounts for. The trailing 64 KB is plainly graphics data, so the header's size fields are wrong (either the CHR count should be 8, or the PRG count 12). The skeleton reproduces the file exactly either way, but do not assume the header's size fields are right for these two — a Pass 1 on them has to decide which reading is correct first.

7.4 Some projects have odd header bytes

Project byte 6 byte 7 What it means
1942 (JU) $00 $44 Bytes 7-15 spell DiskDude! — ASCII overwrote the mapper's upper nybble, so the header reads mapper 64 when the intended mapper is 0.
Mach Rider (JU), (a1) $08 $00 Bit 3 (four-screen VRAM) is set on a mapper-0 image.
Pro Action Replay (No Cart Present) (U) $00 $00 All three vectors are $0000 — the image carries no vector table. Its code starts at $8000 with SEI / CLD / LDA #$50 / STA $2000, and a JMP $8000 plus the string IMAGINEER sit near the end of the PRG, so it is a loader image rather than a self-booting cartridge.

None of this affects byte-identity — the header is included verbatim — but all three change what Pass 1 has to do.

Byte 7's lower nybble is non-zero on 58 of the 831 ROMs, and this is almost always a watermark rather than a header field. 55 of them carry the literal string DiskDude! at bytes 7-15, two more carry DisNi0330, and one (Hot Slot (UE)) carries byKH+KEN. Since 'D' is $44, byte 7 picks up $4 in its lower nybble. Only byte 7's upper nybble carries mapper bits, so these ROMs still read the mapper they are filed under — the noise is in the bits the mapper does not use.

Twelve ROMs set the four-screen bit (byte 6 bit 3). Four of them sit on boards that support four-screen VRAM (MAPPER73/Punch-Out!! (U) and the three MMC3 titles Gauntlet (U), Gauntlet 2 (U) and King's Quest V (U)). The other eight sit on boards that do not — Demon Sword (U), Muppet Adventure - Chaos at the Carnival (U) and RoadBlasters (U) on mapper 65, Back to the Future 2 & 3 (U) and Ghoul School (U) on MMC1, Archon (U) on mapper 2, and the two Mach Rider dumps on mapper 0. Every one of the twelve is flagged four-screen flag in the inventory above.

7.5 The vectors are not always in the last bank

nesdis.py reads the vectors from the last six bytes of the PRG image, which is correct for the common layouts (the fixed bank is the last one in the file) but not for every mapper here. A project whose vectors do not resolve to plausible code needs its seeds supplied by hand with --extra-seed.

8. Open work, per project

Every Pass 0 project owes the same three passes. AGENTS.md fixes the order: Pass 1 is the code/data split and stops for review; Pass 2 replaces address-derived labels; Pass 3 names data tables and structures. Skipping straight to a guessy rewrite is not allowed.

Pass 1 — the code/data split

python3 _tools/nesdis.py --prg prg.bin --base 0x8000 \
    --project "<name>" --out prg.s --locals locals.inc

--base 0x8000 for a 32 KB NROM-256 PRG; a banked image needs its banks traced separately, because the whole image does not sit at one address.

Requirements for the emitted prg.s:

  • Every instruction carries the canonical audit comment ; CPU:$C123 PRG:0123 AD 21 03, starting at column 35.
  • Unreached bytes stay as explicit .byte / .incbin blocks with their ROM provenance. Nothing is deleted or reformatted.
  • Re-align the comments after any Pass 3 substitution with _tools/align_audit_comments.py — it is whitespace-only and cannot change the bytes.

Known traps for this tier specifically:

  • A plain vector trace reaches only ~15% of a real game. Most code sits behind computed dispatch. Look for jmp ($xx), and for dispatchers that pop the table address with pla. --auto-seed plus a couple of --extra-seed addresses took Mario Bros (JU) from 14.6% to 72.2%.
  • Declare the dispatch table and the tracer will follow it. A 16-entry game-state table that the tracer cannot see is the single biggest loss of coverage in this tier: the promoted Volleyball (U) needed --table 85E1:11, without which only 66 % of the image traced. The same applies to the Mesen Code Data Logger capture, which is what promoted 1,757 further bytes from data to code there.
  • Control-flow targets must win over fall-through. A fall-through decode whose operand spans an address another path branches to is the wrong decode.
  • Branch targets inside a surviving instruction must be pruned from the target set, or the label is referenced but never defined and the file does not assemble at all.
  • Undocumented opcodes silently truncate a trace. nesdis.py --undocumented decodes all 105; the default is off, so the trace must be re-run with it before Pass 1 is called done. ca65 implements none of them, so they stay as explicit .byte with the disassembly in the comment.
  • RESET and IRQ are usually the same address. The semantic-name map must not overwrite on collision, or the primary entry gets renamed IrqHandler.
  • Pro Action Replay (No Cart Present) (U) has no vectors at all — seed it by hand with --extra-seed 0x8000.

Pass 2 — labels

Replace the address-derived Label_XXXX definitions and every raw $XXXX call operand. _tools/apply_pass2_map.py applies a map; _tools/derive_branch_names.py derives the internal branch-target names. Golf (JU) (promoted to NROM/Golf (JU) on 2026-10-21) was the worked example: 108 of 112 subroutine entries named, but still carrying hundreds of internal Label_ branch targets.

Pass 3 — data and semantics

Semantic zero-page aliases, applied only at the sites where the role is proven (_tools/apply_zp_aliases.py), and named data tables. Addresses whose role is not yet determined keep the neutral ZpXX form.

Per-project notes

  • Golf (JU) — promoted to NROM/Golf (JU) on 2026-10-21: 4,217 instructions over 13,541 lines of prg.s, all 349 internal branch targets named (339 derived + 10 fall-through-only), audit comments converted to the canonical ; CPU:$XXXX PRG:XXXX AA BB form at column 35, and the project README.md rewritten. Its whole-ROM compare verifies byte-identical.
  • Volleyball (U) — promoted to NROM/Volleyball (U) on 2026-10-21. Pass 1, Pass 2 and Pass 3 were complete on 2026-10-20: 11,395 instructions / 23,926 code bytes (73.0 %), 8,842 data bytes, 0 unclassified. The split needed the game state dispatch table at $85E1 declared to the tracer (--table 85E1:11) — without it only 66 % of the image is traced — and a Mesen Code Data Logger capture taken while a random-input bot played the attract demo, which promoted 1,757 bytes from data to code. Pass 2 named all 1,989 labels: 730 read out of the code by hand, 1,221 internal branch targets derived mechanically, leaving zero Label_XXXX and zero raw $XXXX call or branch operands. Pass 3 named the zero page, the $0500 ball structure and all 37 data blocks, and apply_symbols.py --report reports zero multi-alias residue. The project README.md has the power-on flow analysis (the whole game runs from the NMI handler) and the Pass 3 data-table inventory. The only residue is the mapping of the ten near-identical per-nation copies of the player movement and ball routines onto the ten selectable nations.
  • Every other project starts from zero.

9. Promoting a project

  1. git mv "_wip/<MAPPER>/<name>" "<MAPPER>/<name>" — the folders are already flat, so nothing moves inside.
  2. Confirm the whole-ROM compare still passes after the move.
  3. Update the root README.md inventory (the row moves from this file to README.md), TODO.md and AGENTS.md.
  4. No _tools path change is needed: both tiers sit two levels deep, so ../../_tools/ is correct either way.
  5. Remove the _wip/ folder afterwards. git mv only moves the tracked files, so the old folder survives with its untracked build artifacts (*.o, reconstructed.nes, reconstructed.lbl, reconstructed.map) and sometimes with a stale README.md left behind. A leftover folder counts as a project in every "how many projects are in this tier" tally while having no source to build — Xevious (U) and Zanac (U) both left one behind on 2026-10-20, and both were cleaned up on 2026-10-21.

10. Tooling

_tools/make_skeleton.py created every Pass 0 skeleton in this tier:

python3 _tools/make_skeleton.py "_wip/MMC3/Battletoads (U)" ...

It reads the .nes, splits it into header.bin / prg.bin / chr.bin / trailer.bin, writes the ca65 sources, the linker config, the Makefile, the symbols/locals includes and the project README, and copies the ROM to rom.nes. It is idempotent and refuses to overwrite an existing prg.s, Makefile, linker.cfg, symbols.inc or locals.inc unless --force is given — that guard is what stopped it from flattening Golf (JU)'s real disassembly.

The generator's mirroring value was wrong until 2026-10-21. It masked header byte 6 with 0x03, so the battery bit (bit 1) leaked into the mirroring value and every battery-backed ROM's README claimed Mirroring | Four-screen while its own Four-screen VRAM row said no. The mask is now 0x01, and the 56 affected per-project READMEs were corrected in place. The rule the repo follows is the one AGENTS.md fixes: mirroring is byte 6 bit 0 (0 = Horizontal, 1 = Vertical), the four-screen fact is byte 6 bit 3 and has its own row, and the battery flag is byte 6 bit 1.

--layout picks the linker layout: flat (the default, and what this tier uses) places the memory areas at .nes file offsets and works for any ROM size; cpu places the PRG area at the CPU address it is mapped at, which is only possible for a 16 KB or 32 KB PRG.

Two rules it encodes that are easy to get wrong by hand:

  • ld65 writes the output file in MEMORY declaration order, not address order. The areas must be declared in the order the bytes appear in the .nes file: HEADER, PRG, CHR, TRAILER.
  • Memory area sizes are hexadecimal. size = $127 is 295 bytes, not 127. The footer size is $007F.