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.
22 KiB
Excitebike (JU) — Game Flow from Power-On
This document describes the execution flow of the disassembled Excitebike (JU) PRG bank (16 KB, mapped at CPU $C000–$FFFF), starting from power-on. It is based entirely on copilot/prg.s in the repository. The rebuild is verified byte-identical to the original prg.bin.
1. ROM and Memory Layout
| Property | Value |
|---|---|
| Format | iNES / NES 2.0 |
| PRG | 1 × 16 KB (mapped at CPU $C000–$FFFF) |
| CHR | 1 × 8 KB |
| Mirroring | Vertical |
| PRG bank start | CPU $C000 |
| Source file | copilot/prg.s (14,111 lines) |
| Output | reconstructed.nes (whole ROM: 16-byte header + 16,384-byte PRG + 8,192-byte CHR) |
Interrupt vectors (CPU $FFFA–$FFFF)
| Vector | Address | Handler |
|---|---|---|
| NMI | $C23B | NMI |
| RESET | $C184 | Reset |
| IRQ / BRK | $FFF0 | ($FFF0 — points into audio data region, unused) |
2. Build Status
make in copilot/ assembles prg.s with ca65, links with ld65, and verifies against prg.bin.
Verification result: BYTE-IDENTICAL — reconstructed.nes matches rom.nes exactly (headers, CHR, and all PRG bytes).
Build fix applied
The original source contained a bpl LookupTableEntry_FAF5 branch at CPU $FAB4 (line 9425 of prg.s), but the symbol LookupTableEntry_FAF5 was undefined. The branch target CPU $FAF5 fell in the middle of what the disassembler classified as lda #$16 (A9 at $FAF4, 16 at $FAF5). The fix:
- Replaced
bpl LookupTableEntry_FAF5withbne *-$1Bat CPU $FAB4, producing the exact original bytesd0 e3(the disassembler had mislabeledbneasbpl).
3. Reset — CPU $FFFC → $C184
Reset ($C184)
On power-on or reset:
sei— disable maskable interrupts.cld— clear decimal mode.lda #$00 / sta PPUCTRL— disable PPU rendering and NMI.ldx #$FF / txs— initialize stack pointer to $FF.- Wait for two VBlanks — poll
PPUSTATUSbit 7 twice (@vblank1,@vblank2). This is the PPU warm-up delay. - Reset magic check — compare
ResetMagic1($05CE) against$A5andResetMagic2($05CF) against$5A:- If both match → warm start: set Y = $04 (preserve more RAM)
- If either mismatches → cold start: set Y = $07 (clear more RAM)
- Clear RAM — clear zero page and one page ($0000–$00FF, or $0000–$06FF depending on warm/cold start) using indirect pointer at $00/$01.
- Persistent RAM init — if reset magic was valid,
jsr InitializePersistentRam($C278):- Copy 31-byte template (
PersistentRecordInitialDataC091at $C091) to bothPersistentRecord0($0580) andPersistentRecord1($05A3) - Fill
PersistentBuffer($06E0) with $40, set byte at $07AF to $09 - Set reset magic bytes to $A5/$5A
- Zero tail bytes of both persistent records
- Copy 31-byte template (
sta APUDMALOAD— disable DMC.lda #$06 / sta PPUMASK / sta $18— enable background + sprites, set $18.jsr InitializeRuntimePpuState— fill OAM shadow with $F8, process PPU entries, zero scroll/render fields.lda #$90 / jsr SetPpuControl— set PPUCTRL = $90 (NMI enabled, $2000 base).- Falls into
@main($C1A4) — the permanent main loop.
4. Main Loop — @main ($C1A4)
After reset, Reset never returns. It enters the infinite main loop:
@main ($C1A4):
jsr ShiftRuntimeState ; $E8BC — shift runtime bytes $18-$1F right
lda NmiSyncState ; $48
bmi @main ; loop if $FF (NMI_SYNC_PENDING)
beq @main ; loop if $00
; NmiSyncState == $01 (NMI_SYNC_COMPLETE): proceed
jsr DisableNmi ; $C362 — clear NMI bit in PPUCTRL
lda NmiSyncState
cmp #NMI_SYNC_COMPLETE ; $01
bne @alternate ; if not complete, receive instead
jsr TransmitRuntimeDataCode ; $C6C8 — serial transmit runtime data
jmp @finish
@alternate:
jsr ReceiveRuntimeDataCode ; $C739 — serial receive runtime data
@finish:
lda #NMI_SYNC_PENDING ; $FF
sta NmiSyncState ; $48 — reset sync flag for next frame
jsr WaitForVblankEndAndEnableNmi ; wait for VBlank, set NMI bit
jmp @main ; loop forever
The main loop is NMI-synchronized: it blocks until NmiSyncState ($48) becomes $01 (set by NMI each frame), then performs serial I/O (transmit or receive runtime data), resets the sync flag to $FF, waits for the next VBlank, enables NMI, and repeats.
ShiftRuntimeState ($E8BC)
Shifts runtime state bytes $18–$1F right by one bit. The carry-in is derived from controller bit 1 ($19 bit 2), enabling serial/data shifting tied to controller input.
5. NMI / Frame Heartbeat — NMI ($C23B)
The NMI fires once per frame and is the central real-time driver:
jsr DisableNmi($C362) — clear bit 7 ofPpuControlShadow($10), write to PPUCTRL ($2000). NMI is disabled during the handler to prevent re-entry.- PPU mask: if $45 == 0,
PPUMASK = PpuMaskShadow | $1A(enable background + sprites); otherwise skip. - OAM DMA: write $00 to OAMADDR ($2003), then $02 to OAMDMA ($4014) — copy $0200–$02FF to sprite RAM.
jsr NmiPpuUpdate($C27E) — process one PPU update command stream (indexed by $45), then reset $0300/$0301/$45 and PPU address to $3F00.- Optional rider/lane update: if $47 != 0,
jsr UpdateRiderLanePositionStatesandjsr NmiRuntimeUpdate. - Runtime counters: if $03B1 | $03B2 == 0, increment $3F and
jsr UpdateRuntimeCounters. jsr ReadControllers($E8E5) — read both controller ports ($4016/$4017), updateController1Held($14),Controller1Pressed($15),Controller2Held($16),Controller2Pressed($17).jsr UpdateAudio($F8DE) — update all four APU channels (Pulse 1, Pulse 2, Noise, Sound Effect) plus sound effects and DMA.jsr DispatchNmiState($C2A9) — dispatch to the current NMI state handler (see below).- Read PPUSTATUS ($2002) to reset the address latch.
jsr WaitForVblankEndAndEnableNmi— wait for VBlank end, set NMI bit in PPUCTRL.rti— return from interrupt.
NmiPpuUpdate ($C27E)
Processes a single PPU update command:
- Load pointer from
PpuUpdatePointerLow/High($C0F6/$C111 tables) indexed by $45. - Call
ProcessPpuUpdateStream($D3C1) which reads the command stream and writes bytes to $2007. - Zero out $0300, $0301, and $45.
- Reset PPU address to $3F00 (four writes to $2006).
6. NMI State Machine — DispatchNmiState ($C2A9)
The NMI dispatcher supports two modes based on NmiDispatchMode ($40):
Mode 0 — Direct state dispatch (DispatchNmiState @ $C2A9)
If NmiDispatchMode == 0:
- Load
NmiState($41), double it, use as index intoNmiStateHandlerTable($C000–$C01B). - Jump indirect through zero-page $00/$01 (high byte left in A, stored to $01 by code at $CB36).
NMI State Handler Table ($C000–$C01B) — 14 entries for states $00–$0D:
| State | Handler Address | Purpose |
|---|---|---|
| $00 | NmiState00 |
Menu/title — selection handling |
| $01 | $C395 | Menu horizontal input |
| $02 | UpdateGameplayRuntime |
Main gameplay update |
| $03 | DispatchNmiSequenceStep |
Sequence step dispatch |
| $04 | NmiState04_07 |
Shared state $04/$07 handler |
| $05 | UpdateGameplayRuntime |
Main gameplay update |
| $06 | DispatchNmiSequenceStep |
Sequence step dispatch |
| $07 | NmiState04_07 |
Shared state $04/$07 handler |
| $08 | $C3BD | Menu vertical input |
| $09 | UpdateRaceRuntime |
Race gameplay update |
| $0A | UpdateGameplayRuntime |
Main gameplay update |
| $0B | DispatchNmiSequenceStep |
Sequence step dispatch |
| $0C | $C43D | Serial handshake state $0C |
| $0D | $C41C | Serial handshake state $0D |
Mode 1 — Sequence dispatch
If NmiDispatchMode != 0:
- Disable PPU rendering.
- Wait until $30 == 0 (not busy).
- Look up sequence pointer from
NmiStateToSequenceIndex+NmiSequencePointerLow/Hightables. - Call the sequence handler at the current
NmiSequenceStep($44). - If step < 0 (after increment/decrement), go to
InitializeRuntimePpuState.
NMI Sequence Pointers ($C03C–$C07F) — 9 sequences:
| Index | Address | Handlers |
|---|---|---|
| 0 | $C03C | $C2BD, $C514 |
| 1 | $C040 | SetSerialUpdateSelector06, $C3F3, $C514 |
| 2 | $C046 | SerialUpdateSelectorCluster, ClearRuntimeZeroPage, InitializeCourseRuntime, SetSerialUpdateSelector17, SetSerialUpdateSelector0E, InitializeGameRuntime |
| 3 | $C052 | SetSerialUpdateSelector06, SetSerialUpdateSelector04, SelectNmiUpdateForState, CallC92CWithZero, CompareAndUpdateRecord |
| 4 | $C05C | SetSerialUpdateSelector06, SetSerialUpdateSelector09, Prepare0300Structure, $C514 |
| 5 | $C064 | $C551, ClearRuntimeZeroPage, InitializeCourseRuntime, SetSerialUpdateSelector17, $C562, $C5C2 |
| 6 | $C070 | SetSerialUpdateSelector06, $C575, $C514 |
| 7 | $C07A | ClearRuntimeZeroPage, RestoreWorkingRecordFields, $C518 |
| 8 | $C076 | $C582, $C518 |
7. Key NMI State Handlers
NmiState00 ($C346)
Title/menu state:
- If $31 == 0: initialize $43, $4A = 0, $03F7 = $0F,
NmiState= 2 (gameplay). - Else:
jsr UpdateMenuSelectionwith count 3; if no input change, set sprite 0 Y fromMenuInitialYTable; otherwise handle selection done and advance state.
NmiState01 ($C397)
Menu horizontal input:
- Filter controller buttons,
jsr UpdateMenuSelection(count 5). - If input changed, move horizontal marker; else store
MenuSelectionIndexto $43 and advance to next NMI state, entering sequence mode.
NmiState08 ($C3BD)
Menu vertical input:
jsr UpdateMenuSelection(count 6).- Based on selection: advance state, jump to sequence entry, or handle choice 5 (reset runtime, preserve selection).
NmiState04_07 ($C465)
Shared handler for states $04/$07:
- If $34 == 0: advance NMI state and enter sequence mode; clamp state to max 7.
- Else:
jsr $C92C, check bit 4 of $3F, either return orjmp StateHelperCAFA.
NmiState0C / NmiState0D ($C41C / $C43D)
Serial handshake states:
- State $0C: if sequence step == 0, set sync complete; else if sync pending, copy record tails and continue handshake.
- State $0D: similar handshake with persistent record synchronization.
8. Gameplay Runtime
UpdateGameplayRuntime ($C99A)
Called from NMI states $02, $05, $0A:
jsr $CA08(update four rider slots).- If $03B1 | $03B2 != 0: jump to PPU update tail.
- Otherwise:
jsr $D918,jsr $DD8D,jsr UpdateAllRiderScriptStateE733,jsr $E927. - If $52 != 0:
jsr StateHelperCA9B. - If $03F2 != 0: optional updates ($DA9F, $DBC4, $DEBB).
jsr UpdateGlobalCounters,jsr BuildGlobalDisplayEAC5,jsr CompareRuntimeSlots,jsr CheckSlotState.jsr UpdateTriggeredSlots,jsr UpdateFourSlots,jsr UpdateFourSlotPositionsE96C,jsr UpdateDisplayState,jsr UpdateFourSlot8CE836,jsr BuildFourSlotSpritesEA44,jsr ProcessCourseDefinition,jsr UpdateSlotPairState,jsr UpdateGlobalFC,jsr UpdateGlobalDisplay,jsr ProcessRuntimeEntries,jsr PrepareSortedSlots,jsr UpdateRuntimeSlots,jsr UpdateRiderCourseStateE70B,jsr UpdatePpuState,jsr ProcessRiderSlots,jmp ProcessSortedSlots.
UpdateRaceRuntime ($C8D6)
Race-specific update:
jsr $CA1B,jsr UpdateGlobalRuntimeEB17,jsr UpdateAccumulator,jsr UpdateGlobalPosition,jsr UpdateRiderCourseStateE70B,jsr ProcessCourseDefinition,jsr $F68D,jsr $F755,jsr $C229, thenjmp UpdatePpuState.
9. Audio System
UpdateAudio ($F8DE) — called from NMI:
APUFRAMECNT($4017) = $C0.jsr UpdatePulse1Channel,jsr UpdatePulse2Channel,jsr UpdateNoiseChannel,jsr UpdateSoundEffect.- Zero out $FF, $FE, $FD, $FB.
- If $07FF != 0:
sta APUDMALOAD($4011), decrement $07FF.
Audio channel configuration uses tables at $FF00+ (period tables) and $FF3E+ (mask tables). Audio sequence/data lives at $FF64–$FFE9.
10. Serial I/O System
Excitebike uses the controller port $4016 for serial communication (likely the Famicom 3D System or a similar serial peripheral — peripheral identity unknown):
Transmit path (TransmitRuntimeDataCode at $C6C8):
- Configure a 64-byte block from $0060, transmit it.
- Configure a 20-byte block from $05E0 (working buffer), transmit it.
- Uses pulse-length encoding: long pulse = 1, short pulse = 0, MSB first.
- Preamble: short pulses, then long pulses, then short pulses, then one long pulse.
Receive path (ReceiveRuntimeDataCode at $C739):
- Disable NMI, configure receive blocks, receive data.
- Validate 5-byte header against
ReceiveHeaderTableBaseC17F($C17F: $E8). - If valid: set state variables ($A0–$A3), set $45 = $1A, wait for NMI update.
- Receive second block (working buffer), validate checksum, return success/failure.
Serial helpers: TransmitByte ($C66E), ReceiveByte ($C6A5), TransmitPulseShort ($C64E), TransmitPulseLong ($C653), ReceiveSerialBit ($C691), SerialWaitPulse ($C639).
11. Zero-Page / RAM Symbols
| Address | Symbol | Use |
|---|---|---|
| $00–$01 | TMP00/TMP01 | General scratch / indirect pointer |
| $08–$09 | SerialBitCountLo/Hi | Serial bit counter |
| $0E | SerialBlockPtr | Serial block pointer |
| $0D | SerialBlockLength | Serial block length |
| $10 | PpuControlShadow | $2000 mirror |
| $11 | PpuMaskShadow | $2001 mirror |
| $12–$1F | — | Runtime state bytes (shifted each frame by ShiftRuntimeState) |
| $14 | Controller1Held | Controller 1 held buttons |
| $15 | Controller1Pressed | Controller 1 newly pressed |
| $16 | Controller2Held | Controller 2 held buttons |
| $17 | Controller2Pressed | Controller 2 newly pressed |
| $31 | — | Menu/timing state |
| $34 | — | Menu selection state |
| $3F | — | Runtime counter |
| $40 | NmiDispatchMode | NMI dispatch mode (0=direct, 1=sequence) |
| $41 | NmiState | Current NMI state ($00–$0D) |
| $42 | MenuSelectionIndex | Current menu selection |
| $43–$4A | — | State/temp variables |
| $44 | NmiSequenceStep | Current NMI sequence step |
| $45 | — | PPU update index |
| $47 | — | Optional update flag |
| $48 | NmiSyncState | $FF=PENDING, $01=COMPLETE |
| $49 | InputActionLatch | Menu input latch |
| $A4 | RiderMotionState | Rider motion state ($01=disabled, $02=active, $03=transition, $04=complete) |
| $0100 | — | DMA/APU scratch |
| $0200 | OamBuffer | OAM shadow / sprite DMA source |
| $0300–$0301 | — | PPU update command structure pointer |
| $03B1–$03B2 | — | Timed update flag |
| $0580 | PersistentRecord0 | First persistent record (31 bytes + tails) |
| $05A3 | PersistentRecord1 | Second persistent record |
| $05CE–$05CF | ResetMagic1/2 | $A5/$5A warm-start signature |
| $05E0 | WorkingBuffer | Working buffer for serial I/O |
| $06E0 | PersistentBuffer | Persistent buffer (256 bytes) |
| $07FF | — | Audio DMA trigger |
12. PPU / Rendering
- OAM DMA: Every NMI, DMA from $0200–$02FF via
OAMDMA($4014). - PPU update streams: Indexed pointer tables at $C0F6 (low) / $C111 (high), 27 entries. Processed by
ProcessPpuUpdateStream($D3C1) during NMI. - Scroll:
PpuControlShadow($10) andPpuMaskShadow($11) are software mirrors, updated during NMI and written to $2000/$2001. - OAM shadow: Filled with $F8 (offscreen) by
FillOamShadowWithF8during runtime PPU init.
13. Summary of Execution Flow
Power On / Reset
│
▼
Reset ($C184) ────────────────────────────────────────┐
│ sei, cld, disable PPU/NMI, stack=$FF │
│ wait 2× VBlank (PPU warm-up) │
│ check reset magic ($A5,$5A at $05CE/$05CF) │
│ valid → warm start (preserve more RAM) │
│ invalid → cold start (clear more RAM) │
│ clear RAM ($0000–$00FF or $0000–$06FF) │
│ if valid: InitializePersistentRam │
│ (copy template to both persistent records) │
│ disable DMC, PPUMASK=$06, PPUCTRL=$90 (NMI on) │
│ InitializeRuntimePpuState │
│ │
▼ │
@main ($C1A4) ────────────────────────────────────────┤
│ │
├─ jsr ShiftRuntimeState ($E8BC) ──────────────┐
│ shift $18-$1F right, carry from controller │
│ │
├─ lda NmiSyncState ($48) │
├─ bmi @main (if $FF = PENDING, loop) │
├─ beq @main (if $00, loop) │
│ (only proceed when NMI set it to $01) │
│ │
├─ jsr DisableNmi ($C362) │
├─ if NmiSyncState == $01: │
│ jsr TransmitRuntimeDataCode ($C6C8) │
│ else: │
│ jsr ReceiveRuntimeDataCode ($C739) │
│ │
├─ lda #NMI_SYNC_PENDING ($FF) │
│ sta NmiSyncState │
├─ jsr WaitForVblankEndAndEnableNmi │
└─ jmp @main ◄──────────────────────────────────┘
│
NMI ($C23B) [once per frame] │
│ │
├─ jsr DisableNmi (PPUCTRL bit7 = 0) │
├─ PPUMASK = PpuMaskShadow \| $1A (if $45==0) │
├─ OAM DMA ($0200-$02FF → $4014) │
├─ jsr NmiPpuUpdate ($C27E) [PPU update stream] │
├─ if $47 != 0: │
│ jsr UpdateRiderLanePositionStates │
│ jsr NmiRuntimeUpdate ($D14E) │
├─ if $03B1|$03B2 == 0: inc $3F, jsr UpdateRuntimeCounters │
├─ jsr ReadControllers ($E8E5) │
├─ jsr UpdateAudio ($F8DE) [4 channels + SFX] │
├─ jsr DispatchNmiState ($C2A9) │
│ ├─ NmiDispatchMode==0: direct state table │
│ │ $00=NmiState00 (menu/title) │
│ │ $01=$C395 (menu horiz) │
│ │ $02=$C99A (UpdateGameplayRuntime) │
│ │ $03=DispatchNmiSequenceStep │
│ │ $04/$07=NmiState04_07 │
│ │ $05=$C99A (UpdateGameplayRuntime) │
│ │ $06=DispatchNmiSequenceStep │
│ │ $07=NmiState04_07 │
│ │ $08=$C3BD (menu vert) │
│ │ $09=$C8D6 (UpdateRaceRuntime) │
│ │ $0A=$C99A (UpdateGameplayRuntime) │
│ │ $0B=DispatchNmiSequenceStep │
│ │ $0C=$C43D (serial handshake) │
│ │ $0D=$C41C (serial handshake) │
│ └─ NmiDispatchMode!=0: sequence dispatch │
│ (9 sequences at $C03C-$C07F) │
│ │
├─ read PPUSTATUS │
├─ WaitForVblankEndAndEnableNmi │
│ (set NmiSyncState = $01 implicitly via │
│ main loop's view of completion) │
└─ rti │
Serial I/O (from main loop, once per frame)
├─ TransmitRuntimeDataCode ($C6C8) [when sync complete]
│ ├─ 64-byte block from $0060 │
│ └─ 20-byte block from $05E0 (working buffer)│
└─ ReceiveRuntimeDataCode ($C739) [alternate]
├─ validate 5-byte header ($C17F) │
├─ receive second block │
└─ checksum verify │
Audio (from NMI via UpdateAudio at $F8DE)
├─ Pulse 1 channel ($4000-$4003) │
├─ Pulse 2 channel ($4004-$4007) │
├─ Noise channel ($400C-$400F) │
├─ Sound effect │
└─ DMC load if $07FF != 0 │
14. Notes
- Build verification:
makeincopilot/producesreconstructed.nes, compared whole-ROM againstrom.nes. - Vectors confirm NMI at $C23B, RESET at $C184, IRQ at $FFF0 (points into audio data region — likely a placeholder or unused).
- The main loop (
@mainat $C1A4) is strictly NMI-synchronized viaNmiSyncState($48): it loops until the NMI sets the state to $01 (COMPLETE), performs serial I/O, resets to $FF (PENDING), waits for VBlank, and repeats. - Serial I/O uses controller port $4016 for pulse-length encoded data transmission/reception — likely for the Famicom 3D System or a similar serial peripheral.
- The NMI state machine supports both direct state dispatch (14 states via table at $C000) and sequence dispatch (9 sequences via tables at $C03C–$C07F).
- Many routines carry address-based labels (
NmiState04_07,UpdateSideScrollingGameplay_C073, etc.) reflecting the automated first-pass disassembly; semantic naming is provisional. symbols.inc(embedded at the top ofprg.s) provides NES hardware register names and key zero-page symbols.- One build fix was required: an undefined branch target
LookupTableEntry_FAF5was replaced with a PC-relativebne *-$1Bto produce the originald0 e3bytes.