Files
disasm/Bomberman (U)/copilot/reconstructed.lbl
T
tmerritt 71ada15de0 Promote Donkey Kong (JU): Pass 3 complete, whole-ROM byte-identical
Pass 3 named the 10 data regions in prg.s, then the project was promoted
out of _wip/ so `make` now proves header + PRG + CHR against the original
ROM instead of only the PRG bank.

Data regions named:
  LevelPtrTable        $C000-$C03B  (60 B)    level header data
  ObjectPtrTable       $C03C-$C043  (8 B)     4 pointer pairs
  LevelDataPtrTable    $C044-$C79D  (1882 B)  level data pointers
  SpriteInitPtrTable   labelled at $C4B0      see residue note
  UnreachedCode_D650   $D650-$D696  (71 B)    unreached code
  UnreachedCode_E144   $E144-$E165  (34 B)    unreached code
  MusicDataTable       $F55B-$FA47  (1261 B)  music/sound data
  APUDataTable         $FAE6-$FB74  (143 B)   APU pulse/noise tables
  SfxDataTable         $FE59-$FFEF  (407 B)   sound-effect data
  VectorTable          $FFF6-$FFFF  (10 B)    padding + NMI/RESET/IRQ

Promotion (per the AGENTS.md checklist):
  - git mv "_wip/Donkey Kong (JU)" "Donkey Kong (JU)"
  - add copilot/rom.nes -> ../Donkey Kong (JU).nes symlink
  - add header.s / chr.s (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000/16 B) and CHR ($0000/8 KB)
  - Makefile switched from `cmp reconstructed_prg.bin prg.bin` to
    `cmp reconstructed.nes rom.nes`
  - no _tools path change (this Makefile never referenced _tools/)
    and no `make regen` pipeline exists for it

Doc corrections:
  - project OVERVIEW.md said Mirroring Vertical; header byte 6 = $00
    means Horizontal (the root index was right) — fixed
  - root OVERVIEW.md: row 18 now BYTE-IDENTICAL, tier paragraph and
    summary table refreshed (they had drifted around the Lunar Pool and
    Urban Champion promotions), new per-project detail entry
  - counts corrected to 19 top-level / 17 _wip in OVERVIEW.md,
    TODO.md and AGENTS.md

Residue recorded rather than guessed:
  - Pass 2 is partial: 919 Label_ definitions remain (214 semantic
    labels applied); noted in TODO.md so nobody reads the promotion as
    full semantic naming
  - SpriteInitPtrTable's label sits at $C4B0: the routine at $C807 reads
    $C4A7,x/$C4A8,x, but that table starts mid-row and a label there
    would split the canonical 16-byte audit-comment line

Verification:
  make clean && make  -> "Byte-identical ROM verified."
  verify_pass1.py     -> 19/19 top-level build, Donkey Kong (JU) OK
                         (6014 instr / 12505 B), all comments canonical

Doc-drift sweep: build tiers, mirroring, and stale status tails

Reconciled the docs against verified reality after the Lunar Pool / Urban
Champion / Donkey Kong (JU) promotions and the 2026-10-19 audit-comment
standardization. No source behaviour changed except the two build fixes below.

Build tier (whole-ROM vs PRG-only)
  - AGENTS.md: the 17 `_wip/` projects are real disassemblies at the PRG-build
    tier, not "skeletons"; header.s/chr.s/rom.nes are promotion additions;
    verify_pass1.py covers the top-level projects.
  - Root OVERVIEW.md: `_wip` prose, audit-comment narrative and summary table
    refreshed (37.5% figure, SEEDED vs OK wording, re-trace false alarm).
  - Promoted projects whose build blocks still claimed `make` emits
    `reconstructed_prg.bin` compared to `prg.bin` (Balloon Fight, Baseball,
    CIRCUS, Clu Clu Land, Excitebike, NES PowerPad, Pac-Man (USA), Tennis):
    now describe the whole-ROM `reconstructed.nes` vs `rom.nes`.
  - Lunar Pool / Urban Champion / CIRCUS also had stale `cd "_wip/..."`
    build paths and "Promotion" items; retargeted to their top-level folders.

Mirroring (header byte 6 bit 0: 0 = Horizontal, 1 = Vertical)
  - Corrected DK Jr. prose "horizontal mirroring (flag 6 = $01)" -> vertical,
    and both `_wip/Pac-Man` variant notes "Both use vertical mirroring" ->
    horizontal (both are byte-6 = $00).
  - Re-audited every project OVERVIEW: 0 rows and 0 prose claims now disagree.

Stale status tails
  - Retitled/restatused the `_wip` OVERVIEWs to their real `prg.s` (Golf,
    Ice Climber (U), Lode Runner, Millipede, Pac-Man Tengen, Pac-Man (U),
    Popeye 0/1, Raid, Raid a2, Hogan's Alley, Mario Bros); Golf's
    skeleton-era contents rows and Next Steps corrected.
  - Dropped the skeleton-era "## Next Steps (per `PROMPTS.md`)" heading and
    the "(from the skeleton)" wording across all project OVERVIEWs.
  - Rewrote Lunar Pool / Urban Champion Next Steps (both already Pass 1-3
    complete and promoted; their tails still described pending Pass 2 and
    promotion); fixed root row 13 (Wild Gunman) and row 20 (Duck Hunt).

Also lands two code fixes carried with this sweep:
  - `_wip/Hogan's Alley (JU)`: $E9F1-$E9FD and $EA13-$EA14 reclassified as
    data with canonical audit comments (the seeded build had decoded a data
    table base as code, breaking the build since 2ae09f7). `make` ->
    BYTE-IDENTICAL again; reconstructed_prg.bin/.lbl refreshed.
  - `_wip/Pyramid (U)`: `Label_D72E` -> `NMI:` (byte-identical).

Verification:
  make (Hogan's Alley, Pyramid)      -> BYTE-IDENTICAL, BYTE-IDENTICAL
  _tools/verify_pass1.py             -> 19/19 build, all canonical,
                                        "No truncated or unfaithful Pass 1"
  mirroring audit (rows + prose)     -> 0 mismatches

Donkey Kong (JU): complete Pass 2 — all 919 Label_ definitions named

The last non-zero Label_ residue in the repo is now gone. Every one of the
919 address-derived definitions in copilot/prg.s is replaced:

* 319 routine entry points (jsr/jmp targets):
  - 102 named from observed behaviour (LoadSpriteInitPointerToZp00 $C807,
    CopyVramDataToBuffer $CBDF, CheckSpriteListCollision $D8AD,
    UpdateRandomSeed $F4ED, ReadControllers $F50E, UpdateSoundEngine $FA48, ...)
  - 217 left as SubC<addr> — honest residue where the body is too
    context-dependent to name without guessing (Golf: 108, Mario Bros: 223)
  - the 77 already-named entries untouched
* 600 internal branch targets named <Routine>_Block / <Routine>_Block_n in
  address order within their owning routine (DK Jr./Balloon Fight convention).
  Ownership is control-flow containment, so a loop that physically precedes
  its own entry lands correctly (FlushPpuBuffer_Block $F1EC under $F228).
* Two proposal collisions disambiguated by indexing zero-page slot:
  UpdateObjectListZp5D/DispatchObjectStateZp5E ($DA16/$DA4C) vs
  UpdateObjectListZpAE/DispatchObjectStateZpAF ($E1E9/$E250).

jsr/jmp operands stay numeric (Wild Gunman style); only branch operands are
symbolic. Applied with _tools/pass2.py apply (919 defs + 2,622 refs rewritten,
comments re-aligned); the ROM still rebuilds byte-identically and
verify_pass1.py reports 19/19 canonical with no truncated split.

Docs synced: project OVERVIEW.md gains a Pass 2 Details section, root
OVERVIEW.md rows + conventions, TODO.md section 4 closed. dk_full_map.tsv now
records the complete applied map (its zp rows remain unapplied proposals).

_wip status correction: five false "Pass 2 complete" claims + map audit

The `_wip` tier's "Pass 2 complete" headers counted their draft maps' rows, not
the names actually present in `prg.s`, and described the count of *neutral*
`ZpXX` slots in `locals.inc` as "zero-page semantic aliases". Verified against
the sources and corrected in the root inventory rows, the project OVERVIEWs and
TODO:

  project                named/total  Label_ left  drafted map
  Pinball (JU)           180 / 681    501          210 rows, 179 applied
  Ice Climber (JE)        76 / 973    897          255 rows,  76 applied
  Donkey Kong Jr. Math    64 / 1035   971          243 rows,  62 applied
  Duck Hunt (JUE)         31 / 472    441          272 rows,  31 applied
  Ice Climber (U)          2 / 973    971          none - Pass 2 not started

No `_wip` project is Pass 2 complete. Ice Climber (U) was the worst case: the
2026-10-19 sweep itself restated it "Pass 2 complete" while describing its 971
`Label_` definitions in the same paragraph - a copy-paste from (JE); (U) has no
map file at all.

Drafted maps audited row by row against the committed split: they are not
applicable. 100/243 (DK Jr. Math), 96/255 (Ice Climber (JE)) and 17/210
(Pinball) rows point at addresses that are not instruction boundaries - they
were built against an older code/data split - while most of the rest are
unlabelled boundaries that no operand references, or (Duck Hunt) competing
candidate names for one label (`Label_C2BF` alone carries 205). Rows that are
both insertable and corroborated by control flow: 0 in every map. Recorded as
stale and kept for provenance; Pass 2 here needs a fresh map derived from the
committed split.

Also corrected while verifying:
- Mario Bros entry counts (docs said 252 / 90 + 165 / 477 sites / 156 neutral
  slots; the file holds 262 distinct `jsr`/`jmp` targets = 39 semantic + 223
  `SubC<addr>`, 478 sites, 151 slots).
- root `_wip` prose line/label ranges (4,482-17,180 lines, 192-971 `Label_`,
  11,126 total) and the Ice Climber code figure (74.6% / 6,112 instr, not
  74.7% / 6,113).
- TODO §4 re-scoped to the promoted tier, with the `_wip` residue table added.

Verification: `make` across all 17 `_wip` projects -> BYTE-IDENTICAL (17/17);
`_tools/verify_pass1.py` -> 19/19 build, all canonical, "No truncated or
unfaithful Pass 1 found". No source bytes changed.

Balloon Fight (JU): apply locals.inc/symbols.inc names to prg.s (Pass 3)

Substitutes symbol names for 922 numeric operands: 125 hardware registers
(symbols.inc) and 797 of 813 zero-page/RAM operands (locals.inc). The 15
multi-alias addresses were resolved per routine; 16 operands stay numeric
because $13 is used there as a plain high-byte scratch beside Temp12 and
none of its three aliases fits.

- _tools/apply_symbols.py: the substitution tool (dry run by default;
  --sites supplies per-routine choices for multi-alias addresses, --report
  lists the residue). Only the operand token is rewritten, so the
  `; CPU:$.... PRG:....  XX XX` audit comments survive byte for byte.
- prg.s: operand tokens only. make prints "Byte-identical ROM verified."
- OVERVIEW.md (project): instruction quotes now match prg.s, new
  alias-reuse table, and section 10 rewritten from the stale "497 Label_"
  prose to the real naming state and the 16-site residue.
- OVERVIEW.md (root), TODO.md, AGENTS.md: status, counts, tool list.

verify_pass1.py: 19/19 OK, all audit comments canonical.

Bomberman (U): apply locals.inc/symbols.inc names to prg.s (Pass 3)

Substitutes 362 zero-page operands in copilot/prg.s with the names already
declared in copilot/locals.inc: 354 from single-name addresses and 8 from the
two multi-alias addresses, resolved per site:

  $E0/$E1  IndirectPtrLo/Hi in the RAM-clear loop
              (InitializeSystemAndRunMainLoop -> Main_WriteSoundDispatchIndex_C317,
              which writes $00 across $0100-$07FF via (ptr),y),
              SoundDelay0 (the base of the per-channel delay table, indexed by X)
              in the sound engine;

No symbols.inc substitution was needed: copilot/prg.s contains no numeric
hardware operands ($2000-$4017) at all. All 362 operands were already written
with two hex digits, so no ca65 `a:` prefix was required.

make -> Byte-identical ROM verified. Operand token only; mnemonics, spacing and
the trailing `; CPU:$.... PRG:....  XX XX` audit comments are untouched.

Remaining numeric operands (758) address bytes that no .inc file names:
505 zero-page (133 addresses), 171 RAM $0100-$07FF (46 addresses) and 82
table reads in $8000+ (54 addresses).

Bomberman (U): substitute 24 in-file table labels at ROM operand sites

Uses the new `--labels` option of `apply_symbols.py` with the
ld65 `-Ln` output (`reconstructed.lbl`). Only labels that prg.s
actually defines and that live in the PRG (+) are considered,
so CHR/header segment labels cannot leak in.

24 numeric operands (`lda ,x`, `adc ,y`, etc.) now read
`lda SystemPaletteData,x`, `adc GameplayObjectClassTable,y`, etc.
All 24 point at exact label addresses; the remaining 58 ROM-space
numeric operands point at interior bytes or unlabelled tables and
stay numeric.

make -> Byte-identical ROM verified.

Bomberman (U): update docs for Pass 3 symbol application

- Project OVERVIEW.md: corrected source file from main.s to prg.s/header.s/chr.s;
  output name from reconstructed_bomberman.nes to reconstructed.nes;
  rewritten §10 Zero-Page/RAM Symbols table to match locals.inc (with aliases
  and unnamed residue documented);
  fixed §4 step 1/4 to use IndirectPtrLo/Hi and SoundDelay0 names;
  fixed §11 InesHeader location (now header.s);
  added §2 Pass 3 summary table;
  added §13 notes on legacy main.s and Main_WriteSoundDispatchIndex_C317 misnomer.

- Root OVERVIEW.md §3: updated source line count (7,553), file list, and added
  Pass 3 summary.

Both builds verified byte-identical.

Pass 3 symbol application to all 19 top-level projects (2026-10-19)

Ran _tools/apply_symbols.py --write on all 19 promoted projects to substitute
symbolic names from symbols.inc (hardware registers) and locals.inc (zero-page
RAM aliases, forward references) into prg.s operands. The tool preserves the
canonical audit comments (; CPU:$XXXX PRG:XXXX AA BB) and preserves byte
identity — all projects still rebuild byte-identical to their original ROMs.

Per-project operand substitutions:
  Baseball (UE)             121  (85 single + 36 hardware)
  Tennis (JU)                18  (18 single)
  Pac-Man (USA) (Namco)     524  (524 single; 727 multi-alias residues)
  CIRCUS                    118  (38 single + 80 hardware; 23 multi-alias residues)
  Wild Gunman (U)            76  (11 single + 65 hardware)
  Joypad Test Cartridge (U)  47  (47 hardware)
  NES PowerPad Test Card (U) 89  (89 hardware)
  MUSCLE (U)                220  (91 single + 129 hardware)
  Lunar Pool (U)             45  (18 single + 27 hardware)
  Donkey Kong (JU)           75  (17 single + 58 hardware)
  Urban Champion (JU)        70  (4 single + 66 hardware)

Already had symbols applied: Balloon Fight, Bomberman, Burger Time,
Clu Clu Land, Defender 2, Donkey Kong 3, Donkey Kong Jr.

Skipped: Excitebike (JU) — inline prg.s definitions conflict with locals.inc
values and source operands don't match ROM byte encodings; automatic
substitution breaks byte identity.

Documentation updated:
  OVERVIEW.md — added Pass 3 symbol notes to all 19 project entries,
  added Urban Champion as section #36
  TODO.md — current state now reflects complete symbol application across
  the promoted tier

Verification: python3 _tools/verify_pass1.py reports all 19 projects OK/SEEDED,
all canonical comments, no truncated or unfaithful Pass 1.
2026-10-19 14:55:08 -04:00

468 lines
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al 000000 .InesHeader
al 00FFFA .Vectors
al 00FFF9 .IrqHandler
al 00E7DE .SoundSequenceAndPaddingData
al 00E7D0 .Sound_ReturnToCaller_E7D0
al 00E7D1 .Sound_HandleControl_E7D1
al 00E79F .Sound_UpdateAudioChannelPath_E79F
al 00E793 .Sound_WriteSoundEnvelopeCounter_E793
al 00E767 .Sound_UpdateAudioChannelPath_E767
al 00E763 .SoundHandlerData
al 00E743 .Sound_UpdateAudioChannelPath_E743
al 00E760 .Sound_DecrementSoundEnvelopeCounter_E760
al 00E734 .Sound_ReadSoundEnvelopeCounter_E734
al 00E728 .Sound_WriteSoundDelay1_E728
al 00E727 .Sound_ReturnToCaller_E727
al 00E70B .Sound_UpdateAudioChannelPath_E70B
al 00E6DF .Sound_UpdateAudioChannelPath_E6DF
al 00E6CD .Sound_HandleControl_E6CD
al 00E6CF .Sound_UpdateAudioChannelPath_E6CF
al 00E6C9 .ConfigureNoiseEffect
al 00E6AD .SoundDispatchAddressTable
al 00E681 .Sound_WriteSoundCommandState_E681
al 00E6AC .Sound_ReturnToCaller_E6AC
al 00E69C .Sound_ReadRamE6BC_E69C
al 00E667 .Sound_ReadSoundCommandState_E667
al 00E661 .Sound_ReadSoundDelay0_E661
al 00E5E6 .GameplayAndSoundDataTables
al 00E5D6 .Gameplay_SubtractFromSoundTempo_E5D6
al 00E5B4 .Gameplay_UpdateAudioChannelPath_E5B4
al 00E5AB .Gameplay_UpdateAudioChannelPath_E5AB
al 00E5A1 .Gameplay_UpdateAudioChannelPath_E5A1
al 00E593 .Gameplay_HandleControl_E593
al 00E59D .Gameplay_ReadZpD6_E59D
al 00E5C6 .Gameplay_ReturnToCaller_E5C6
al 00E57B .Gameplay_ReadSoundDelay0_E57B
al 00E573 .Gameplay_WriteZpD6_E573
al 00E56E .Gameplay_HandleControl_E56E
al 00E5C7 .Gameplay_ReadSoundTempo_E5C7
al 00E54E .Gameplay_ReadSoundChannelIndex_E54E
al 00E534 .Gameplay_DecrementSoundChannelIndex_E534
al 00E539 .Gameplay_ReadZpBC_E539
al 00E52E .Gameplay_ReadSoundChannelIndex_E52E
al 00E4E5 .Gameplay_ReadRamE87C_E4E5
al 00E52A .Gameplay_WriteSoundChannelIndex_E52A
al 00E4C6 .Gameplay_ReturnToCaller_E4C6
al 00E4C2 .Gameplay_WriteGameMode_E4C2
al 00E4B9 .Gameplay_WriteStageIndex_E4B9
al 00E4A8 .Gameplay_ReadBonusTimer_E4A8
al 00E450 .Gameplay_ReadPlayerState_E450
al 00E467 .Gameplay_ReturnToCaller_E467
al 00E498 .Gameplay_ReadPlayerLives_E498
al 00E48D .Gameplay_ReadBombCapacity_E48D
al 00E486 .Gameplay_ReadFlamePass_E486
al 00E47D .Gameplay_ReadStageProgress_E47D
al 00E468 .Gameplay_ReadStageProgress_E468
al 00E448 .Gameplay_ReadPlayerLives_E448
al 00E434 .Gameplay_ReadStageIndex_E434
al 00E410 .Gameplay_IncrementWallPass_E410
al 00E416 .Gameplay_ReadObjectType_E416
al 00E3F8 .Gameplay_IncrementRemoteControl_E3F8
al 00E401 .Gameplay_ReadObjectState_E401
al 00E3E2 .Gameplay_WritePlayerState_E3E2
al 00E3DF .Gameplay_CallHelper_E3DF
al 00E4BC .GameplayPowerupMaskTable
al 00E3E6 .Gameplay_ReturnToCaller_E3E6
al 00E3BD .Gameplay_ReadZpAA_E3BD
al 00E3E7 .Gameplay_ReadObjectType_E3E7
al 00E3A7 .Gameplay_ReadPlayerState_E3A7
al 00E398 .Gameplay_ReturnToCaller_E398
al 00E360 .GameplayScoreThresholdTable
al 00E344 .Gameplay_ReadTransferPointer_E344
al 00E32B .Gameplay_TransferVramDataPath_E32B
al 00E30A .Gameplay_ReadTransferPointer_E30A
al 00E33C .Gameplay_WriteWorkValue_E33C
al 00E2DB .Gameplay_ReadObjectWorkX_E2DB
al 00E1E5 .TitleAndCopyrightText
al 00E1DC .Gameplay_RetreatIndexX_E1DC
al 00E1D0 .Gameplay_TransferVramDataPath_E1D0
al 00E1E0 .Gameplay_ReadRamE1E5_E1E0
al 00E1C4 .Gameplay_SetVramAddressPath_E1C4
al 00DF83 .Menu_TransferVramDataPath_DF83
al 00DF7C .Menu_HandleControl_DF7C
al 00DF6F .Menu_TransferVramDataPath_DF6F
al 00DF67 .Menu_HandleControl_DF67
al 00DF60 .Menu_HandleControl_DF60
al 00DF76 .Menu_TransferVramDataPath_DF76
al 00DF52 .Menu_TransferVramDataPath_DF52
al 00DF4B .Menu_HandleControl_DF4B
al 00DF8C .MenuPaletteAndScreenData
al 00DF37 .Menu_TransferVramDataPath_DF37
al 00DF18 .Menu_TransferVramDataPath_DF18
al 00DF0E .Menu_TransferVramDataPath_DF0E
al 00DF04 .Menu_TransferVramDataPath_DF04
al 00DEF1 .Menu_TransferVramDataPath_DEF1
al 00DEE4 .Menu_TransferVramDataPath_DEE4
al 00DED4 .Menu_TransferVramDataPath_DED4
al 00DEC2 .Menu_TransferVramDataPath_DEC2
al 00DEB9 .Menu_TransferVramDataPath_DEB9
al 00DEB1 .Menu_TransferVramDataPath_DEB1
al 00E1C0 .RenderEncodedTextRecords
al 00DE95 .Menu_TransferVramDataPath_DE95
al 00DE78 .StatusScreenPaletteAddressTable
al 00DE69 .Menu_TransferVramDataPath_DE69
al 00DE4E .StatusScreenValueAddressTable
al 00DE33 .Menu_TransferVramDataPath_DE33
al 00DF5D .Menu_HandleControl_DF5D
al 00DE07 .Menu_TransferVramDataPath_DE07
al 00DE15 .StatusScreenTextPointerTable
al 00DDE1 .Menu_TransferVramDataPath_DDE1
al 00DDD2 .Menu_TransferVramDataPath_DDD2
al 00DDBB .Menu_ReadZp61_DDBB
al 00DDB9 .Menu_HandleControl_DDB9
al 00DDAC .Menu_ReadZp61_DDAC
al 00DDAA .Menu_HandleControl_DDAA
al 00DD9E .Menu_WriteZp61_DD9E
al 00DD92 .Menu_WriteZp61_DD92
al 00DD77 .Menu_WriteObjectWorkX_DD77
al 00DD8D .Menu_AddToZp61_DD8D
al 00DDC2 .Menu_ReadObjectWorkX_DDC2
al 00DD6B .Menu_WriteObjectWorkX_DD6B
al 00E2BD .Gameplay_ReadObjectMode_E2BD
al 00DD62 .StatusDigitTileTable
al 00DD50 .Menu_TransferVramDataPath_DD50
al 00DD22 .StatusScreenAddressTable
al 00DD15 .Menu_TransferVramDataPath_DD15
al 00DC52 .Menu_ReturnToCaller_DC52
al 00DC44 .Menu_TransferVramDataPath_DC44
al 00DC53 .MenuScreenConstructionData
al 00DC26 .Menu_IncrementWorkIndex_DC26
al 00DC39 .Menu_ReadRamDC53_DC39
al 00DD04 .Menu_SaveAccumulator_DD04
al 00E353 .Gameplay_ReadRamE360_E353
al 00DBD3 .Menu_ReadRam007F_DBD3
al 00DBCF .Menu_HandleControl_DBCF
al 00DBC0 .Menu_AddToZp8D_DBC0
al 00DBCC .Menu_Dispatch_DBCC
al 00DB99 .Menu_AddToZp7F_DB99
al 00DB95 .Menu_HandleControl_DB95
al 00DB7E .Menu_ReadZp7F_DB7E
al 00DB7A .Menu_HandleControl_DB7A
al 00DB40 .Menu_Dispatch_DB40
al 00DB3D .Menu_CallHelper_DB3D
al 00DB39 .Menu_WriteWorkValue_DB39
al 00DB2E .Menu_ReadWorkValue_DB2E
al 00DB1E .Menu_CallHelper_DB1E
al 00DB1A .Menu_WriteWorkValue_DB1A
al 00DB0F .Menu_ReadWorkValue_DB0F
al 00DB24 .Menu_ReadWorkValue_DB24
al 00DB43 .Menu_TransferVramDataPath_DB43
al 00DAE9 .Menu_CallHelper_DAE9
al 00DAF8 .Menu_UpdateAudioChannelPath_DAF8
al 00DAC9 .Menu_TransferVramDataPath_DAC9
al 00DAB5 .Menu_TransferVramDataPath_DAB5
al 00DC41 .Menu_CallHelper_DC41
al 00DF27 .UploadMenuPalette
al 00D993 .Stage_ReturnToCaller_D993
al 00D984 .Stage_RotateLeftZp19_D984
al 00D974 .Stage_ShiftLeftZp1E_D974
al 00D97C .Stage_WriteZp19_D97C
al 00D93A .Stage_WriteZp17_D93A
al 00D994 .StageLayoutPointerData
al 00D912 .Stage_ReadZp17_D912
al 00D901 .Stage_ReadZp14_D901
al 00D708 .GameplayParameterTables
al 00D6E2 .Stage_ReadObjectWorkX_D6E2
al 00D703 .Stage_AdvanceIndexY_D703
al 00D6BE .Stage_ReadZp97_D6BE
al 00D6AC .Stage_WriteZp97_D6AC
al 00D6A8 .Stage_HandleControl_D6A8
al 00D697 .Stage_ToggleRandomState3_D697
al 00D629 .Stage_ReadZp3F_D629
al 00D631 .Stage_ReadPositionHi_D631
al 00D622 .Stage_IncrementZp3E_D622
al 00D611 .Stage_ReadZp3D_D611
al 00D207 .ObjectAndStageLookupTables
al 00D124 .ObjectMovementParameterTable
al 00D123 .Object_ReturnToCaller_D123
al 00D11C .Object_AdvanceIndexX_D11C
al 00D0FA .Object_ReadRamD121_D0FA
al 00D0E3 .Object_WriteObjectWorkX_D0E3
al 00D0F7 .Object_RestoreAccumulator_D0F7
al 00D08B .Object_ReturnToCaller_D08B
al 00D08C .Object_WriteZp3D_D08C
al 00D010 .Object_WriteZp3D_D010
al 00CFED .Object_ReadStageIndex_CFED
al 00CFEC .Object_ReturnToCaller_CFEC
al 00CFE3 .ObjectPositionLimitTable
al 00D1C8 .Object_WriteZp4D_D1C8
al 00CFCF .Object_ReadRamD245_CFCF
al 00CFC5 .Object_ReadRam05B2_CFC5
al 00CFE9 .Object_RetreatIndexX_CFE9
al 00CFBA .Object_ReadRam0576_CFBA
al 00CFAF .Object_ReturnToCaller_CFAF
al 00CFA9 .Object_IncrementZpAC_CFA9
al 00CFA3 .Object_ReturnToCaller_CFA3
al 00CFA4 .Object_MergeZp13_CFA4
al 00CF82 .Object_ReadObjectDirection_CF82
al 00CF7D .Object_ReadObjectPhase_CF7D
al 00CF7C .Object_ReturnToCaller_CF7C
al 00CF25 .Object_WriteGameMode_CF25
al 00CF15 .Object_WriteGameMode_CF15
al 00CF57 .Object_WriteObjectCounter_CF57
al 00CF4E .Object_WriteObjectSpeed_CF4E
al 00CF45 .Object_WriteObjectDirection_CF45
al 00CF3C .Object_WriteObjectSubtype_CF3C
al 00CF33 .Object_WriteObjectPhase_CF33
al 00CF2A .Object_WriteObjectFlags_CF2A
al 00CF1A .Object_ReadObjectMode_CF1A
al 00CF0D .Object_ReadObjectTimer_CF0D
al 00DD83 .Menu_WriteObjectWorkX_DD83
al 00CED2 .FrameObjectOffsetTable
al 00D5F2 .Stage_WriteZp3F_D5F2
al 00CE80 .Frame_WriteZp0E_CE80
al 00CE5A .Frame_ReturnToCaller_CE5A
al 00CE56 .Frame_WriteSoundCommandState_CE56
al 00CE54 .Frame_HandleControl_CE54
al 00CE4A .Frame_WriteObjectIndex_CE4A
al 00CE45 .Frame_TestObjectIndex_CE45
al 00CE59 .Frame_RestoreAccumulator_CE59
al 00CE2D .Frame_ReturnToCaller_CE2D
al 00CE2A .Frame_IncrementObjectY_CE2A
al 00CE1E .Frame_ReturnToCaller_CE1E
al 00CE1B .Frame_IncrementObjectX_CE1B
al 00CE0F .FrameSingleByteConstant
al 00CE04 .Frame_HandleControl_CE04
al 00CDDF .Frame_ReadObjectState_CDDF
al 00CE06 .Frame_WriteZp2D_CE06
al 00CDCF .Frame_HandleControl_CDCF
al 00CDAE .Frame_ReadObjectState_CDAE
al 00CD9C .Frame_HandleControl_CD9C
al 00CD7B .Frame_ReadObjectState_CD7B
al 00CE2E .Frame_ReadZp33_CE2E
al 00CF60 .Object_ReadTransferPointer_CF60
al 00CD69 .Frame_HandleControl_CD69
al 00CD44 .Frame_ReadObjectState_CD44
al 00CD12 .Frame_WriteTransferPointer_CD12
al 00CD09 .Frame_ReadRam03A0_CD09
al 00CE1F .Frame_ReadObjectY_CE1F
al 00CE10 .Frame_ReadObjectX_CE10
al 00CCEE .Frame_ReturnToCaller_CCEE
al 00CCEF .Frame_ReadObjectState_CCEF
al 00CD39 .Frame_ReadObjectY_CD39
al 00CCD7 .Frame_ReadObjectSubtype_CCD7
al 00CD70 .Frame_ReadObjectY_CD70
al 00CCCF .Frame_CopyXToA_CCCF
al 00CDA3 .Frame_ReadObjectX_CDA3
al 00CCC7 .Frame_CopyXToA_CCC7
al 00CCBF .Frame_CopyXToA_CCBF
al 00CCB7 .Frame_CopyAToX_CCB7
al 00CF87 .Object_ReadGameState_CF87
al 00CCAE .Frame_WriteInvincibilityTimer_CCAE
al 00CCA3 .Frame_ReturnToCaller_CCA3
al 00CEE9 .Frame_WriteSoundCommandState_CEE9
al 00CC95 .Frame_IncrementBombCapacity_CC95
al 00CCA4 .Frame_ReadObjectFlags_CCA4
al 00CC62 .Frame_ReturnToCaller_CC62
al 00CC63 .Frame_ReadObjectX_CC63
al 00CC4C .Frame_ReadZp5C_CC4C
al 00CC04 .FrameAnimationSequenceTable
al 00CBEA .Gameplay_ReturnToCaller_CBEA
al 00CBE2 .Gameplay_RetreatIndexY_CBE2
al 00CBDB .Gameplay_WriteRam0576_CBDB
al 00CBD1 .Gameplay_WriteRam03E6_CBD1
al 00CBC9 .Gameplay_WriteRam03A0_CBC9
al 00CB65 .Gameplay_TransferVramData_CB65
al 00CB55 .Gameplay_ReadZp17_CB55
al 00D924 .Stage_WriteZp1A_D924
al 00DDC7 .Menu_HandleControl_DDC7
al 00CB38 .Gameplay_IncrementWorkIndex_CB38
al 00CB4E .Gameplay_WriteObjectWorkY_CB4E
al 00CB2E .Gameplay_HandleControl_CB2E
al 00CB30 .Gameplay_IncrementZp27_CB30
al 00CB24 .Gameplay_ReadDataPointer_CB24
al 00CB1B .Gameplay_ReadZp94_CB1B
al 00CB17 .Gameplay_WriteWorkIndex_CB17
al 00CB05 .Gameplay_ReturnToCaller_CB05
al 00CADA .Gameplay_WriteObjectWorkY_CADA
al 00CAC9 .Gameplay_DecrementObjectWorkX_CAC9
al 00CABE .Gameplay_ReadRamE243_CABE
al 00CABA .Gameplay_WriteObjectWorkX_CABA
al 00CA66 .Gameplay_WriteTransferPointer_CA66
al 00CA47 .GameplayObjectAttributeTable
al 00CA43 .Gameplay_RetreatIndexX_CA43
al 00CA1D .Gameplay_ReadRam03A0_CA1D
al 00CA10 .Gameplay_ReturnToCaller_CA10
al 00C9E3 .Gameplay_TestZp2E_C9E3
al 00C9DE .GameplayDirectionDeltaTable
al 00C9B5 .Gameplay_ReturnToCaller_C9B5
al 00C9A6 .Gameplay_WriteTransferPointer_C9A6
al 00C999 .Gameplay_ReadFlamePass_C999
al 00C9B2 .Gameplay_RetreatIndexX_C9B2
al 00C96C .Gameplay_ReadRam03A0_C96C
al 00CBF6 .Gameplay_WriteDisplayMode_CBF6
al 00C9B6 .Gameplay_WriteZp2F_C9B6
al 00C966 .Gameplay_RetreatIndexX_C966
al 00C93B .Gameplay_ReadRam03A0_C93B
al 00C939 .Gameplay_HandleControl_C939
al 00CACF .Gameplay_WriteObjectWorkX_CACF
al 00C935 .Gameplay_RetreatIndexY_C935
al 00C8EF .Gameplay_ReadRam0576_C8EF
al 00C8E9 .Gameplay_RetreatIndexY_C8E9
al 00C8AF .Gameplay_ReadRam0576_C8AF
al 00C8AC .Gameplay_ReturnToCaller_C8AC
al 00C8A1 .Gameplay_WriteRam04D6_C8A1
al 00C89E .Gameplay_WriteRam04D6_C89E
al 00CBE5 .Gameplay_ReadRam03E6_CBE5
al 00CA11 .GameplayObjectClassTable
al 00C835 .Gameplay_Dispatch_C835
al 00C8AD .Gameplay_HandleControl_C8AD
al 00C828 .Gameplay_IncrementBonusTimer_C828
al 00C815 .Gameplay_ReadWorkIndex_C815
al 00C800 .Gameplay_ReadWorkIndex_C800
al 00C830 .Gameplay_WriteRam03E6_C830
al 00C7EE .Gameplay_ReadWorkIndex_C7EE
al 00C7DE .Gameplay_ReadRam04D6_C7DE
al 00C838 .Gameplay_ReadRam0526_C838
al 00C7CB .Gameplay_ReadTransferPointer_C7CB
al 00CBEB .Gameplay_ReadRamE2A3_CBEB
al 00C8A6 .Gameplay_RetreatIndexX_C8A6
al 00C7A4 .Gameplay_Dispatch_C7A4
al 00C7A7 .Gameplay_ReadRam0486_C7A7
al 00C79F .Gameplay_ReadRam03E6_C79F
al 00C75C .Main_ReturnToCaller_C75C
al 00C74E .Main_RetreatIndexY_C74E
al 00C707 .Main_ReadRam0576_C707
al 00C705 .Main_HandleControl_C705
al 00D8FC .Stage_WriteObjectWorkX_D8FC
al 00C753 .Main_CallHelper_C753
al 00C756 .Main_RetreatIndexX_C756
al 00C6D6 .Main_ReadRamC764_C6D6
al 00C6D0 .Main_ReadRam0526_C6D0
al 00C6B2 .Main_WriteZp32_C6B2
al 00C6DA .Main_ReadZp5C_C6DA
al 00C75D .MainStateDispatchTable
al 00C688 .Main_ReadRam0436_C688
al 00C6CD .Main_Dispatch_C6CD
al 00C66E .Main_ReadRam03E6_C66E
al 00CBD7 .Gameplay_HandleControl_CBD7
al 00C65E .Main_ReturnToCaller_C65E
al 00C62F .Main_WriteSoundCommandState_C62F
al 00C643 .Main_ReturnToCaller_C643
al 00C610 .Main_Dispatch_C610
al 00CB06 .Gameplay_WriteWorkValue_CB06
al 00D69A .Stage_ReadZp58_D69A
al 00C5C3 .Main_WriteZp58_C5C3
al 00C5BF .Main_ReadGameMode_C5BF
al 00CEA7 .Frame_ReadZp2D_CEA7
al 00C5AA .Main_WriteStageCounter_C5AA
al 00CDD4 .Frame_ReadObjectX_CDD4
al 00C5A4 .Main_ReadObjectType_C5A4
al 00C58F .Main_WriteStageCounter_C58F
al 00DBF9 .Menu_WriteWorkValue_DBF9
al 00C65F .Main_ReadZp33_C65F
al 00C8ED .Gameplay_HandleControl_C8ED
al 00C55C .Main_WriteGameMode_C55C
al 00C52E .Main_ReadZp93_C52E
al 00CBC5 .Gameplay_HandleControl_CBC5
al 00CA72 .Gameplay_WriteTransferPointer_CA72
al 00DE53 .Menu_WriteZp0E_DE53
al 00C503 .Main_WriteNmiWorkPending_C503
al 00C4F8 .Main_WriteZp7E_C4F8
al 00C56C .Main_WriteObjectX_C56C
al 00C4EB .Main_AdvanceIndexY_C4EB
al 00C4D2 .Main_Dispatch_C4D2
al 00C4D5 .Main_WriteGameMode_C4D5
al 00C4B8 .Main_HandleControl_C4B8
al 00C4B4 .Main_WriteGameMode_C4B4
al 00C4AA .Main_ReadGameMode_C4AA
al 00DD3E .Menu_CallHelper_DD3E
al 00C49F .Main_WriteNmiWorkPending_C49F
al 00C4C3 .Main_WriteGameMode_C4C3
al 00C66C .Main_HandleControl_C66C
al 00C79D .GameplayUpdate
al 00C4BF .Main_ReadGameState_C4BF
al 00C481 .Main_ReadGameState_C481
al 00E399 .Gameplay_ReadStageProgress_E399
al 00C644 .Main_ReadZp33_C644
al 00CA1B .Gameplay_HandleControl_CA1B
al 00CFB0 .Object_WriteStageProgress_CFB0
al 00CE5B .Frame_ReadObjectIndex_CE5B
al 00C96A .Gameplay_HandleControl_C96A
al 00CC36 .Frame_ReadZp7D_CC36
al 00C613 .Main_WriteStageCounter_C613
al 00C44F .Main_ReadZp5D_C44F
al 00C5FF .Main_CallHelper_C5FF
al 00E4AF .Gameplay_ReadZp58_E4AF
al 00C5CE .Main_WriteObjectType_C5CE
al 00CA4B .Gameplay_WriteTransferPointer_CA4B
al 00C60B .Main_ReadGameMode_C60B
al 00DE1D .Menu_WriteZp0E_DE1D
al 00C410 .Main_WriteZpB1_C410
al 00C3C2 .Main_WriteZp61_C3C2
al 00C3C7 .Main_UpdateAudioChannelPath_C3C7
al 00C40A .Main_WriteObjectDirection_C40A
al 00C3B6 .Main_WriteZp58_C3B6
al 00DA8E .RunMenuSelectionScreen
al 00C3A3 .Main_WriteScreenState_C3A3
al 00D670 .AdvanceRandomState
al 00C38B .Main_DecrementSubDelay_C38B
al 00C398 .Main_ReadGameState_C398
al 00CBFB .WaitForNmiFrameHandoff
al 00C370 .Main_ReadOptionState_C370
al 00C36C .Main_WriteMainDelay_C36C
al 00C368 .MainGameLoop
al 00DE83 .ComposeStatusScreen
al 00C34A .Main_UpdateAudioChannelPath_C34A
al 00E642 .InitializeApu
al 00C33C .Main_WriteZpDB_C33C
al 00C333 .Main_WriteZp00_C333
al 00C317 .Main_WriteSoundDispatchIndex_C317
al 00C307 .WaitForFrameBoundary
al 00C2D6 .Ppu_SetVramAddress_C2D6
al 00C2E7 .SystemPaletteData
al 00C2CC .Ppu_TransferVramDataPath_C2CC
al 00C2BD .Ppu_UpdatePpuStatePath_C2BD
al 00C290 .Ppu_WaitPpuStatusPath_C290
al 00C26C .Ppu_WriteRam0700_C26C
al 00C262 .Ppu_HandleControl_C262
al 00C25F .Ppu_HandleControl_C25F
al 00C2B0 .EnableNmiInPpuControl
al 00C24C .Ppu_TransferSpriteDmaAndReturnA_C24C
al 00C25C .Ppu_UpdatePpuState_C25C
al 00C23B .Ppu_CallHelper_C23B
al 00C234 .Ppu_TransferVramDataPath_C234
al 00C220 .Ppu_TransferVramDataPath_C220
al 00C215 .Ppu_HandleControl_C215
al 00C2C3 .UploadSystemPalette
al 00C28B .WaitForVBlankTransition
al 00C268 .HideAllSprites
al 00C2B9 .Ppu_HandleControl_C2B9
al 00C257 .DisableRendering
al 00C1F2 .InitializeVideoSystem
al 00C1F0 .Ppu_RetreatIndexY_C1F0
al 00C1DD .Ppu_ReadControllerPath_C1DD
al 00C1EB .Ppu_HandleControl_C1EB
al 00C1CC .Ppu_ReadControllerPath_C1CC
al 00C1B8 .Ppu_WriteZp13_C1B8
al 00C1BF .Ppu_ReadControllerAndReturnA_C1BF
al 00C179 .Nmi_ReadPpuStatusPath_C179
al 00C172 .Nmi_ReadPpuStatusPath_C172
al 00C18A .Nmi_ToggleZpDB_C18A
al 00C16E .Nmi_ReadNmiWorkPending_C16E
al 00E65F .SoundUpdate
al 00E4C7 .Gameplay_ReadZpB2_E4C7
al 00C19D .Ppu_WriteZp10_C19D
al 00C13E .Nmi_UpdateAudioChannelPath_C13E
al 00C296 .CommitPpuStateAndScroll
al 00DF48 .Menu_HandleControl_DF48
al 00C123 .Nmi_CallHelper_C123
al 00C114 .Nmi_ReadZp93_C114
al 00C107 .Nmi_TransferVramDataPath_C107
al 00C0F7 .Nmi_TransferVramDataPath_C0F7
al 00C126 .Nmi_ReadPpuStatusPath_C126
al 00C0DE .Nmi_TransferVramDataPath_C0DE
al 00C0CC .Nmi_TransferVramDataPath_C0CC
al 00C196 .SetPpuAddress
al 00C0E4 .Nmi_ReadNmiWorkPending_C0E4
al 00C0B9 .Nmi_ReadScreenState_C0B9
al 00C049 .Nmi_TransferVramDataPath_C049
al 00C0B3 .Nmi_ReadZp14_C0B3
al 00C03E .Nmi_TransferSpriteDmaPath_C03E
al 00C01A .NmiHandler
al 00C30C .InitializeSystemAndRunMainLoop
al 00C012 .WaitForSecondStartupVBlank
al 00C00D .WaitForFirstStartupVBlank
al 00C000 .Reset
al 004010 .PatternTableGraphics