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Disassembly Project Index — /home/tmerritt/Projects/disassembly/

This document provides a consolidated overview of all NES disassembly projects in this directory. Each project has its own folder containing a copilot/ subdirectory with the full source, build tooling, and — for every project except Donkey Kong 3 (JUE), which still needs one — an individual OVERVIEW.md (at the project folder root) with a detailed power-on execution flow analysis.


Project Inventory

Mirroring is the iNES arrangement value taken from header byte 6, bit 0 (0 = Horizontal, 1 = Vertical), the convention AGENTS.md fixes. Several per-project OVERVIEW.md files previously carried the opposite mirroring-direction wording; all were normalized to this column on 2026-10-19.

# Project Region/Version PRG Size CHR Size Mirroring Build Status Vectors (NMI / RESET / IRQ)
1 Balloon Fight (JU) Japan 16 KB 8 KB Horizontal BYTE-IDENTICAL (Pass complete) $C094 / $C000 / $C0F7
2 Baseball (UE) USA/Europe 16 KB 8 KB Horizontal BYTE-IDENTICAL (Pass complete) $C046 / $C40B / $C43E
3 Bomberman (U) USA 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass complete) $C01A / $C000 / $FFF9
4 Burger Time (U) USA 16 KB 8 KB Horizontal BYTE-IDENTICAL (Pass complete) $FF7F / $FD24 / $FD24
5 Clu Clu Land (JU) Japan 16 KB 8 KB Horizontal BYTE-IDENTICAL (Pass complete) $C1F1 / $C196 / $C196
6 Defender 2 (U) USA 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass complete) $CAA1 / $C983 / $CA9E
7 Excitebike (JU) Japan 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass complete) $C23B / $C184 / $FFF0
8 Tennis (JU) Japan 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass complete) $C07D / $C000 / $C000
9 Pac-Man (USA) (Namco) — 16 KB 8 KB Horizontal BYTE-IDENTICAL (Pass complete) $C10E / $C033 / $C17E
10 Donkey Kong 3 (JUE) Japan / USA / Europe 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass complete) $C08D / $C000 / $C000
11 Donkey Kong Jr. (JU) Japan 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass complete) $C6E6 / $C66E / $FFF0
12 CIRCUS — 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass complete) $C05A / $C000 / $4CB7
13 Wild Gunman (U) USA 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass 3 complete, 49.3% code) $C086 / $C000 / $C000
14 Joypad Test Cartridge (U) USA 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass 3 complete) $CCF7 / $C000 / $C000
15 NES PowerPad Test Card (U) USA 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass complete) $E06E / $E000 / $E000
16 MUSCLE (U) USA 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass complete) $86CB / $8000 / $8764
17 Lunar Pool (U) USA 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass 2 complete, Pass 3 tables named) $FF65 / $E80C / $FF64
18 Donkey Kong (JU) Japan 16 KB 8 KB Horizontal BYTE-IDENTICAL (Pass 2/3 complete, 76.3% code) $C85F / $C79E / $FFF0
19 Donkey Kong Jr. Math (U) USA 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass 3 complete) $C4A9 / $C41E / $FFF0
20 Duck Hunt (JUE) Japan / USA / Europe 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass 3 complete) $C086 / $C000 / $C000
21 Golf (JU) Japan 16 KB 8 KB Vertical PRG-IDENTICAL (Pass 1+ substantial) $C0A6 / $C000 / $C0C4
22 Hogan's Alley (JU) Japan 16 KB 8 KB Vertical PRG-IDENTICAL (Pass 1 complete, 41.8% code, needs CDL reclass; build fixed 2026-10-19 — $E9F1 forced back to data) $C088 / $C000 / $C000
23 Ice Climber (JE) — 16 KB 8 KB Horizontal PRG-IDENTICAL (Pass 2 complete, 74.6% code) $C076 / $C014 / $FFF0
24 Ice Climber (U) USA 16 KB 8 KB Horizontal PRG-IDENTICAL (Pass 2 complete, 74.6% code) $C076 / $C014 / $FFF0
25 Lode Runner (U) USA 16 KB 8 KB Vertical PRG-IDENTICAL (Pass 1 complete, 52.6% code) $C02C / $C000 / $FFF9
26 Mario Bros (JU) Japan 16 KB 8 KB Vertical PRG-IDENTICAL (Pass 1 complete, Pass 2 substantial) $C07D / $C000 / $C000
27 Millipede (U) USA 16 KB 8 KB Vertical PRG-IDENTICAL (Pass 1 complete, 74.6% code) $C7F1 / $C735 / $FFF0
28 Pac-Man (Tengen) (U) USA 16 KB 8 KB Horizontal PRG-IDENTICAL (Pass 1 complete, 19.5% code) $C0FA / $C033 / $C16A
29 Pac-Man (U) USA 16 KB 8 KB Horizontal PRG-IDENTICAL (Pass 1 complete, 19.6% code) $C0FA / $FF00 / $C16A
30 Pinball (JU) Japan 16 KB 8 KB Horizontal PRG-IDENTICAL (Pass 1 complete, Pass 2 partial — 180 of 681 labels named, 59.5% code) $C1ED / $C000 / $C1ED
31 Popeye (JU) (PRG 0) — 16 KB 8 KB Vertical PRG-IDENTICAL (Pass 1 complete, 72.3% code) $C701 / $C649 / $FFF0
32 Popeye (JU) (PRG 1) — 16 KB 8 KB Horizontal PRG-IDENTICAL (Pass 1 complete, 72.3% code) $C701 / $C649 / $FFF0
33 Pyramid (U) USA 16 KB 8 KB Vertical PRG-IDENTICAL (Pass 1 done) $D72E / $FF00 / $FF00
34 Raid on Bungeling Bay (U) USA 16 KB 8 KB Vertical PRG-IDENTICAL (Pass 1 complete, 64.6% code) $C04C / $C000 / $C2C0
35 Raid on Bungeling Bay (U) [a2] — 16 KB 8 KB Horizontal PRG-IDENTICAL (Pass 1 complete, 64.3% code) $C04C / $C000 / $C2C0
36 Urban Champion (JU) Japan 16 KB 8 KB Vertical BYTE-IDENTICAL (Pass 3 complete, 33.9% code) $CA91 / $CA00 / $CA00

All 36 are mapper 0 / 16 KB PRG / 8 KB CHR, battery-backed, no trainer.

Rows 1-20 are BYTE-IDENTICAL: make compares the whole reconstructed ROM against copilot/rom.nes. Rows 21-35 are PRG-IDENTICAL: their Makefiles compare only reconstructed_prg.bin against prg.bin, so header and CHR are not yet proven to rebuild. Treat those as unverified outside the PRG. Row 36 (Urban Champion) is also BYTE-IDENTICAL — it was promoted while still numbered at the tail of the _wip block, so the tier split is by row ranges 1-20 + 36 versus 21-35, not a single cut.

How to read this table. The vectors are the three little-endian words at the end of the 16 KB PRG ($FFFA-$FFFF in the $C000 mirror) — not fields in the iNES header, whose bytes 0-9 carry only sizes, mirroring and mapper. Regenerate the whole column with:

python3 - <<'EOF'
import os
for p in sorted(d for d in os.listdir('.') if os.path.isdir(os.path.join(d, 'copilot'))):
    rom = open(f"{p}/copilot/rom.nes", 'rb').read()
    prg = rom[16:16 + rom[4]*16384]; vo = len(prg) - 6
    v = [prg[vo+i] | (prg[vo+i+1] << 8) for i in (0, 2, 4)]
    print(f"{p:30s} {'Vertical' if rom[6] & 1 else 'Horizontal':10s} "
          + " / ".join("$%04X" % x for x in v))
EOF

Five rows were wrong before this pass, all from copy-paste duplication of a neighbouring row's vectors, and are corrected above:

Project Was Actually
Burger Time (U) $C046 / $C40B / $C43E (Baseball's) $FF7F / $FD24 / $FD24
Clu Clu Land (JU) $C1F1 / $C000 / $FFF9 $C1F1 / $C196 / $C196
Excitebike (JU) $C1F1 / $FD24 / $FD24 $C23B / $C184 / $FFF0
Pac-Man (USA) (Namco) $C10E / $C000 / $C17E $C10E / $C033 / $C17E
Donkey Kong 3 (JUE) $C07D / $C000 / $C000 $C08D / $C000 / $C000

Donkey Kong Jr.'s mirroring was also wrong (Horizontal, actually Vertical). Odd vector targets are not mistakes: Burger Time's $FF7F NMI and CIRCUS's $4CB7 IRQ point into unused/data space, which is common in this set — see "Notes" under Per-Project Details.

Region/Version comes from the folder-name suffix (JU/U/UE/JUE); these mapper-0 headers do not encode region, so CIRCUS — whose folder carries no suffix — is left as — rather than guessed.


Per-Project Details

1. Balloon Fight (JU)

  • Folder: Balloon Fight (JU)/
  • ROM: balloon.nes (24,592 bytes)
  • Source: copilot/prg.s (8,543 lines)
  • Linker: PRG at $C000, 16 KB; single segment
  • Vectors: NMI → $C094 (NmiHandler), RESET → $C000 (Reset), IRQ → $C0F7 (IrqHandler, self-loop)
  • Key subsystems: NMI-driven frame loop with PPU command buffer, round spawner ($C790), bonus objects ($CB74), carrier/rescue sequence ($C6F9), particle system ($CDAA), sound driver ($FFF7 banked)
  • Build fix: None needed; byte-identical out of the box. Pass 1 verified complete 2026-10-16 — 5,303 instructions / 11,260 code bytes (68.7%), which is more than the complete-opcode static tracer finds (5,277 / 11,202); the 166 tracer-only bytes are genuine data (command scripts at $D437/$D45A, the $C3B5 pointer table, the arithmetic table at $FBCA), not missed code. The last two .incbin spans were converted to explicit classified bytes (TrailingFillBeforeApuTables at $F4C5, SoundEngineTailBytes at $F5FC), so no ROM byte is hidden
  • Pass 3 symbols (2026-10-19): every operand symbols.inc/locals.inc defines is now named in prg.s — 125 hardware-register operands and 797 of 813 zero-page/RAM operands. The 15 multi-alias addresses were resolved per routine (--sites in _tools/apply_symbols.py). 16 operands are left numeric: $13 used as a plain high-byte scratch beside Temp12, where none of its three aliases fits. Rebuild stays byte-identical.
  • Details: Balloon Fight (JU)/OVERVIEW.md

2. Baseball (UE)

  • Folder: Baseball (UE)/
  • ROM: baseball.nes (24,592 bytes)
  • Source: copilot/prg.s (21,624 lines — largest source)
  • Linker: PRG at $C000, 16 KB; single segment
  • Vectors: NMI → $C046 (NMI), RESET → $C40B (Reset), IRQ → $C43E (IRQ, rti)
  • Key subsystems: Queued event system ($EB66–$EB9C) as the main frame driver, round/state machine ($C5FE), batting/pitching ($C6044–$C6414), object sorting ($C339), sound driver ($F9D0–$FE2x)
  • Build fix: None needed; byte-identical out of the box
  • Pass 3 symbols (2026-10-19): 121 operands substituted (85 single-name + 36 hardware) from symbols.inc/locals.inc via _tools/apply_symbols.py — zero residue. Rebuild stays byte-identical.
  • Details: Baseball (UE)/OVERVIEW.md

3. Bomberman (U)

  • Folder: Bomberman (U)/
  • ROM: bomberman.nes (24,592 bytes)
  • Source: copilot/prg.s (7,553 lines), header.s, chr.s
  • Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
  • Vectors: NMI → $C01A (NmiHandler), RESET → $C000 (Reset), IRQ → $FFF9 (IrqHandler, rti)
  • Key subsystems: NMI-driven PPU command queue and VRAM transfers, main loop at $C368 with state dispatch table ($C75D), bomb/object slots (80 slots at $03E6), sound driver ($E642–$FE2x) with dispatch table ($E6AD)
  • Build fix: One-byte mismatch at CPU $E71B (dec $E4 vs dec $54) — resolved by adding RandomStateAlt = $E4 to locals.inc alongside RandomState0 = $54 (zero-page reuse); also renamed ControllerState → ControllerState1, Main_HandleControl_C368 → MainGameLoop, Gameplay_HandleControl_C79D → GameplayUpdate, Sound_HandleControl_E65F → SoundUpdate
  • Pass 3: Applied 354 single-name + 8 site-resolved multi-alias operands from locals.inc; 24 in-file table labels from reconstructed.lbl; 0 hardware substitutions needed. Residue: 758 unnamed operands (179 distinct addresses).
  • Details: Bomberman (U)/OVERVIEW.md

4. Burger Time (U)

  • Folder: Burger Time (U)/
  • ROM: Burger Time (U) [!].nes (24,592 bytes)
  • Source: copilot/prg.s (9,323 lines), copilot/header.s, copilot/chr.s
  • Linker: HEADER, PRG at $C000 (0x3FFA), VECTORS at $FFFA, CHR
  • Vectors: NMI → $FF7F (points into the vector page itself — not a real handler; NMI is effectively unused), RESET → $FD24 (ResetHandler, sei prologue), IRQ → $FD24 (reuses Reset)
  • Key subsystems: Event-driven main loop via CommonEngineExit ($EB6A) and queued events ($EB9D), title screen / round state machine ($C5FE), object arrays ($03E6 state, $0436/$0486 position), audio engine ($F9D0–$FE2x) with music sequencer ($FD34)
  • Build fix: None needed; byte-identical. Requires symlink burger_time.nes → "../Burger Time (U) [!].nes" due to spaces in ROM filename
  • Details: Burger Time (U)/OVERVIEW.md

5. Clu Clu Land (JU)

  • Folder: Clu Clu Land (JU)/
  • ROM: rom.nes (24,592 bytes)
  • Source: copilot/main.s (9,150 lines)
  • Linker: PRG at $C000, 16 KB; single segment (no separate HEADER/CHR segments in cfg, but CHR data is embedded inline at end of prg.s)
  • Vectors: NMI → $C1F1 (NMIHandler), RESET → $C196 (ResetEntry, shared with the IRQ handler), IRQ → $C196 (IrqHandler, reuses Reset)
  • Key subsystems: State-machine main loop via dispatch table at $C000–$C00D, NMI-driven PPU command queue + VRAM transfers, object pools ($03E6 state, $0436/$0486 position), sound driver ($E642–$F7C0) with dispatch table ($E6AD)
  • Build fix: One bpl branch to undefined label at CPU $FAB4 — replaced with bne *-$1B to produce original d0 e3 bytes (disassembler mislabeled bne as bpl)
  • Details: Clu Clu Land (JU)/OVERVIEW.md

6. Defender 2 (U)

  • Folder: Defender 2 (U)/
  • ROM: Defender 2 (U).nes (24,592 bytes)
  • Source: copilot/prg.s (11,905 lines)
  • Linker: HEADER at $0000 (16 bytes), PRG at $C000 (0x3FFA), VECTORS at $FFFA, CHR at $0000
  • Vectors: NMI → $CAA1 (NmiHandler), RESET → $C983 (ResetHandler), IRQ → $CA9E (IrqHandler, reuses Reset)
  • Key subsystems: Event-driven main loop (UpdateSideScrollingGameplay_CA6A at $CA6A) waiting on NMI flag, side-scrolling gameplay ($C073–$C324 family), PPU streaming ($F20B–$F7C0), audio engine ($E642–$F7C0) with dispatch table ($E6AD)
  • Build fix: Same bpl → bne *-$1B fix at CPU $E811 as Clu Clu Land (disassembler mislabeled bne as bpl)
  • Details: Defender 2 (U)/OVERVIEW.md

7. Excitebike (JU)

  • Folder: Excitebike (JU)/
  • ROM: rom.nes (24,592 bytes)
  • Source: copilot/prg.s (14,111 lines)
  • Linker: PRG at $C000, 16 KB; single segment
  • Vectors: NMI → $C23B (NMI), RESET → $C184 (Reset), IRQ → $FFF0 (points into audio data region — likely placeholder/unused)
  • Key subsystems: NMI-driven state machine with dispatch table at $C000–$C00D (14 states), title/menu system ($C346–$C454), gameplay update chain ($C99A), race update ($C8D6), audio engine ($F8DE) with 4 channels + SFX, serial I/O over controller port $4016
  • Build fix: Same bpl → bne *-$1B fix at CPU $FAB4 (same pattern as Clu Clu Land/Defender 2)
  • Details: Excitebike (JU)/OVERVIEW.md

8. Tennis (JU)

  • Folder: Tennis (JU)/
  • ROM: Tennis (JU).nes (24,592 bytes)
  • Source: copilot/prg.s (9,268 lines)
  • Linker: PRG at $C000, 16 KB; single segment
  • Vectors: NMI → $C07D (NmiHandler), RESET → $C000 (Reset), IRQ → $C000 (Reset reused)
  • Key subsystems: NMI-synchronized main loop (MainLoop at $C04F), game state machine via MainStateHandlerTable ($C101, 12 states), game mode state machine via GameModeStateTable ($CAD7, 8 states), object/sprite system with fixed-point physics, audio engine ($F8DE) with serial I/O over controller port
  • Build fix: None needed; byte-identical out of the box
  • Pass 3 symbols (2026-10-19): 18 single-name operands substituted from locals.inc via _tools/apply_symbols.py — zero residue. Rebuild stays byte-identical.
  • Details: Tennis (JU)/OVERVIEW.md

9. Pac-Man (USA) (Namco)

  • Folder: Pac-Man (USA) (Namco)/
  • ROM: rom.nes (24,592 bytes)
  • Source: copilot/prg.s (9,268 lines)
  • Linker: PRG at $C000, 16 KB; single segment
  • Vectors: NMI → $C10E (NmiHandler), RESET → $C033 (Reset; locals.inc defines ResetOffset = $C033), IRQ → $C17E (IrqHandler)
  • Key subsystems: NMI-synchronized main loop (MainLoop at $C04F), game state machine via MainStateHandlerTable ($C101, 12 states), game mode state machine via GameModeStateTable ($CAD7, 8 states), object/sprite system with fixed-point physics, audio engine ($F8DE) with serial I/O over controller port
  • Build fix: None needed; byte-identical out of the box
  • Pass 3 symbols (2026-10-19): 524 single-name operands substituted from locals.inc via _tools/apply_symbols.py — 727 multi-alias residues left numeric (addresses with 2+ aliases, e.g. $00 = workPtr0/Zp00). Rebuild stays byte-identical.
  • Details: Pac-Man (USA) (Namco)/OVERVIEW.md

10. Donkey Kong 3 (JUE)

  • Folder: Donkey Kong 3 (JUE)/
  • ROM: Donkey Kong 3 (JUE).nes (24,592 bytes)
  • Source: copilot/prg.s (9,952 lines)
  • Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
  • Vectors: NMI → $C08D (NmiHandler; the prg.s header block records it as "Pass 2 control-flow entry at CPU $C08D"), RESET → $C000 (Reset), IRQ → $C000 (Reset reused)
  • Key subsystems: Main loop with object/game state management at $C02E–$C18D, object movement and geometry calculations ($C28E–$C683), audio engine ($F8DE+) with sound channels ($F0–$FF), PPU command buffer streaming ($C3F4+)
  • Build fix: Build split main.s into header.s, prg.s, chr.s; added RandomStateAlt = $E4 for dec $E4 at CPU $E71B (zero-page reuse with RandomState0 = $54). 2026-10-16 — one-byte branch-target bug fixed: the project was recorded as BYTE-IDENTICAL but had never built byte-identical. The bne at CPU $C14C (PRG $014C) was annotated D0 12 (target $C160) but assembled as D0 0D, because it was labelled StoreSelectedPlayerAndScreenFlags ($C15B) instead of the routine actually at $C160. Retargeted to ClearAudioSetGameMode — which is also the semantically correct target for a "mode != $01" test. cmp now passes.
  • Details: Donkey Kong 3 (JUE)/copilot/OVERVIEW.md

11. Donkey Kong Jr. (JU)

  • Folder: Donkey Kong Jr. (JU)/
  • ROM: Donkey Kong Jr. (JU).nes (24,592 bytes)
  • Source: copilot/prg.s (12,807 lines; 6,135 instructions, 266 routines, 68 data labels, 0 conflicts)
  • Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
  • Vectors: NMI → $C6E6 (NmiHandler), RESET → $C66E (ResetHandler), IRQ → $FFF0 (stray byte, effectively unused)
  • Key subsystems: Reset idles in a PRNG-advance loop — the entire frame state machine (title/attract/gameplay/sound) runs inside the NMI handler; VRAM/event queue at $0300 with dispatch table at $BFFE; 8-byte PRNG at $18–$1F; sound timers at $F1AF
  • Build fix: None needed; byte-identical out of the box (make in copilot/). Pass 1 verified complete 2026-10-16 — a full byte-accounting audit of prg.s confirms all 16,384 PRG bytes are emitted exactly once (6,199 instructions + 3,889 .byte + 16 .word), every emitted value equals the ROM byte, and there are zero audit-comment mismatches or duplicate addresses. No .incbin remains. A complete-opcode static tracer independently reaches 6,135 instructions / 12,358 code bytes (75.4%) — every one of which is already present in the file, and the file carries 121 further code bytes the tracer does not find (reached via the DeferredTaskHandlerTable dispatch at $BFFE). Pass 2/3 naming is complete; Pass 3 tables are named (DeferredTaskHandlerTable, HudDigitDescriptorTable, …)
  • Details: Donkey Kong Jr. (JU)/OVERVIEW.md

12. CIRCUS

  • Folder: CIRCUS/
  • ROM: rom.nes (24,592 bytes)
  • Source: copilot/prg.s (~12,755 lines)
  • Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
  • Vectors: NMI → $C05A (NmiHandler), RESET → $C000 (Reset), IRQ → $4CB7 (outside mapped space — effectively unused)
  • Key subsystems: NMI-driven frame state machine — main loop is a spin loop at $C057, all per-frame work runs in NMI; main state dispatcher at $C0D0 with 16-state pointer table; controller input with edge flags at $09; menu system with text table at $C763 ("CONTINUE", "STAGE", "SELECT", "PLAY"); palette/screen transfer via descriptor streams; VRAM queue processing; variant object state machine at $DC3F–$FE7B; audio engine with sequence data at $FABB–$FFFB
  • Build fix: None needed; byte-identical out of the box (make in copilot/). Pass 1/2/3 complete — full code/data classification, semantic routine naming, and data table naming all done
  • Pass 3 symbols (2026-10-19): 118 operands substituted (38 single-name + 80 hardware) from symbols.inc/locals.inc via _tools/apply_symbols.py — 23 multi-alias residues left numeric (addresses with 2 aliases: $E4=Controller1Shift/ZpE4, $7C=WorkPointer0Lo/Zp7C, $7E=WorkPointer1Lo/Zp7E). Rebuild stays byte-identical.
  • Details: CIRCUS/OVERVIEW.md

13. Wild Gunman (U)

  • Folder: Wild Gunman (U)/
  • ROM: rom.nes (24,592 bytes)
  • Source: copilot/prg.s (~3,000 lines with routine headers)
  • Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
  • Vectors: NMI → $C086 (NmiHandler), RESET → $C000 (Reset), IRQ → $C000 (reuses Reset)
  • Key subsystems: NMI-driven frame loop — main loop is a spin loop waiting on NMI phase flag ($20); NMI handler does OAM DMA ($4014), PPU updates, and calls game logic subroutines ($C29F, $C233, $C3AC, $C265); main state dispatcher at $C0B3 based on GameMode ($30); reset copies sprite/OAM data from $C844 to $05F0; APU enabled via $4015 = $0F
  • Build fix: None needed; byte-identical out of the box (make in copilot/ compares the whole ROM: cmp reconstructed.nes rom.nes). Pass 1 redone 2026-10-16 — the original tracer followed only RESET/NMI/IRQ and jsr/jmp/branch targets and knew just the 151 documented opcodes, so it missed Wild Gunman's runtime dispatch (Label_C341's pla-based computed goto puts the jump table inline right after each jsr $C341) and filed ~4.9 KB of real code as .byte data. Code coverage went 1,597 instr / 3,352 B (20.5%) → 3,956 instr / 8,085 B (49.3%). Pass 2 complete — all 733 labels carry names (zero Label_Cxxxx/SubCxxxx remain), routine headers on every entry point, zero-page aliases in locals.inc (GameMode=$30, NmiPhase=$20, NmiFlag=$22, Timer2F=$2F, etc.). Pass 3 complete — data tables named: SpriteAttributeTable ($C6AC), NoteVolumeTable ($F3EF), VolumeEnvelopeTable ($F48F), SpritePositionTable ($F77C); the OAM sprite block at $C844 is documented in-place as a comment rather than a label
  • Pass 3 symbols (2026-10-19): 76 operands substituted (11 single-name + 65 hardware) from symbols.inc/locals.inc via _tools/apply_symbols.py — zero residue. Rebuild stays byte-identical.
  • Details: Wild Gunman (U)/OVERVIEW.md

14. Joypad Test Cartridge (U)

  • Folder: Joypad Test Cartridge (U)/
  • ROM: rom.nes (24,592 bytes)
  • Source: copilot/prg.s (4,401 lines; 202 routines, all with described headers)
  • Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
  • Vectors: NMI → $CCF7 (NmiHandler), RESET → $C000 (Reset), IRQ → $C000 (reuses Reset)
  • Key subsystems: NMI-driven frame loop — main loop spins waiting on NMI phase; NMI handler does OAM DMA ($4014), PPU scroll/control latch, and burst VRAM writes from table at $0302; VramPtrWrite ($CD3F) uses a return-address modification trick at RetAddrUpdate ($CDC8) for runtime-computed dispatch; VramWrite ($CDEE) sets PPU address and writes data to PPUDATA; reset clears RAM, initializes PPU ($2000=$10, $2001=$00), triggers OAM DMA, and enters main loop
  • Build fix: Byte-identical out of the box, but Pass 1 was badly truncated and has been redone. It claimed 282 instructions / 580 bytes (3.5%); the tracer halted at $C09E on DCP $3C20 ($CF), an undocumented opcode used as ordinary code, and filed 3,256 bytes of real code as .byte. Now 1,773 instructions / 3,836 bytes (23.4%), verified against a fresh trace. nesdis.py --undocumented supplies the 105 undocumented NMOS opcodes; ca65 V2.19 encodes none of them, so the 4 affected instructions are emitted as explicit .byte with the disassembly in the comment. Pass 2 then renamed all 202 labels (zero Label_Cxxxx left) and rewrote all 202 routine headersr all labels, semantic naming for key routines, zero-page aliases in locals.inc (VramPtrLo=$00, PpuCtrlShadow=$EF, FrameCounterLo=$53, etc.)
  • Pass 3 symbols (2026-10-19): 47 hardware operands substituted from symbols.inc via _tools/apply_symbols.py — zero residue. Rebuild stays byte-identical.
  • Details: Joypad Test Cartridge (U)/OVERVIEW.md

15. NES PowerPad Test Card (U)

  • Folder: NES PowerPad Test Card (U)/
  • ROM: rom.nes (24,592 bytes)
  • Source: copilot/prg.s (8,842 lines)
  • Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
  • Vectors: NMI → $E06E (NmiHandler), RESET → $E000 (Reset), IRQ → $E000 (reuses Reset)
  • Key subsystems: Minimal NMI-driven test cartridge — NMI reads PowerPad via $4016, processes transitions, updates score/lives display; APU at $4015=$0F; 7.2% code coverage
  • Build fix: None needed; byte-identical out of the box
  • Pass 3 symbols (2026-10-19): 89 hardware operands substituted from symbols.inc via _tools/apply_symbols.py — zero residue. Rebuild stays byte-identical.
  • Details: NES PowerPad Test Card (U)/OVERVIEW.md

16. MUSCLE (U)

  • Folder: MUSCLE (U)/
  • ROM: M.U.S.C.L.E. (U).nes (24,592 bytes); copilot/rom.nes is a relative symlink ../M.U.S.C.L.E. (U).nes
  • Source: copilot/prg.s (Pass 1/2/3 output, with 42 bytecode listings above the .byte data)
  • Linker: HEADER at $0000 (16 bytes), PRG at $8000 (16 KB), CHR at $0000 (8 KB) — the one ROM in the set mapped low
  • Vectors: NMI → $86CB (NmiHandler), RESET → $8000 (Reset), IRQ → $8764 (a bare RTI that doubles as the NMI epilogue). Vectors themselves sit in the $C000 mirror at $FFFA.
  • Key subsystems: bytecode VM — 40 opcodes at $C8-$EF handled through a table at $9237, everything else a literal operand. Gameplay dispatches through three jump tables plus two zero-page jmp (zp) calls a static descender cannot follow: 38-entry token-program pointer table at $8CEF, 40-entry opcode handler table at $9237, 16-entry handler table at $9F2B, 3-entry per-level VRAM-writer table at $AC35. Compressed-VRAM RLE decoder at $AC82 with a 12-byte fill table at $ACBD; division by 20 restored at $82AC; four-channel sound engine with per-channel state in zero page $C4-$EF.
  • Build fix: the skeleton's $C000 linker assumption was wrong — RESET is $8000, so linker.cfg had to move. copilot/Makefile tool paths were ../../../_tools/ while in _wip/; promotion to top-level required ../../_tools/. make regen (pass1→pass2→pass3) reproduces prg.s byte-for-byte.
  • Pass 3 symbols (2026-10-19): 220 operands substituted (91 single-name + 129 hardware) from symbols.inc/locals.inc via _tools/apply_symbols.py — zero residue. Rebuild stays byte-identical.
  • Details: MUSCLE (U)/OVERVIEW.md

17. Lunar Pool (U)

  • Folder: Lunar Pool (U)/ (promoted out of _wip/ 2026-10-18 by git mv, so the relative copilot/rom.nes symlink is live and tool paths are ../../_tools/)
  • ROM: Lunar Pool (U).nes (24,592 bytes)
  • Source: copilot/prg.s (5,300 instructions, 67.6% code / 11,077 bytes; 705 labels, zero Label_ residue, 38 semantic zero-page aliases + 66 neutral, 33 named data tables)
  • Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
  • Vectors: NMI → $FF65 (NmiHandler), RESET → $E80C (non-$C000 entry), IRQ → $FF64 (bare rti, adjacent to NMI)
  • Key subsystems: NMI-driven frame loop with PPU command queue and VRAM transfers; main loop at $E80C; side-scrolling / pool gameplay; audio engine; print-inline-string helper at $CBDC/$CBC9
  • Build fix: Promotion from _wip/ added header.s, chr.s, HEADER/PRG/CHR linker.cfg, and whole-ROM cmp; rebuilt from Mesen CDL capture (10,028 bytes Code). Pass 1/2/3 complete — byte-identical at whole-ROM level.
  • Pass 3 symbols (2026-10-19): 45 operands substituted (18 single-name + 27 hardware) from symbols.inc/locals.inc via _tools/apply_symbols.py — zero residue. Rebuild stays byte-identical.
  • Details: Lunar Pool (U)/OVERVIEW.md

18. Donkey Kong (JU)

  • Folder: Donkey Kong (JU)/ (promoted out of _wip/ 2026-10-19 by git mv, so the relative copilot/rom.nes → ../Donkey Kong (JU).nes symlink survived)
  • ROM: Donkey Kong (JU).nes (24,592 bytes)
  • Source: copilot/prg.s (6,014 instructions, 76.3% code / 12,505 bytes; 1,015 labels with zero Label_ residue, 145 zero-page slots with neutral ZpXX names, 10 named data regions)
  • Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
  • Vectors: NMI → $C85F (NmiHandler), RESET → $C79E (non-$C000 entry, like DK Jr.), IRQ → $FFF0 (vector-page padding, unused)
  • Key subsystems: reset enters at $C79E; NMI-driven frame loop; dispatchers at $C807/$C815/$C823/$C831/$C847 load 16-bit pointers from ObjectPtrTable ($C03C) and from $C4A7,x; large level-data pointer block $C044–$C79D; sound engine over MusicDataTable ($F55B), APUDataTable ($FAE6), SfxDataTable ($FE59)
  • Pass 2 (2026-10-19): all 919 Label_XXXX definitions named — 102 new semantic routine names + 217 SubC<addr> entry names (honest residue) + 600 derived <Routine>_Block[_n] internal branch targets; jsr/jmp operands stay numeric (Wild Gunman (U) style). Applied with _tools/pass2.py apply; make still byte-identical
  • Build fix: none at PRG level — it was PRG-identical in _wip/ and stayed byte-identical through Pass 3. Promotion added header.s, chr.s, a HEADER/PRG/CHR linker.cfg, the rom.nes symlink, and the whole-ROM cmp; no _tools path change (the Makefile never referenced _tools/) and no make regen target. Mirroring was recorded as Vertical in the project OVERVIEW but header byte 6 = $00 says Horizontal — corrected at promotion
  • Pass 3 symbols (2026-10-19): 75 operands substituted (17 single-name + 58 hardware) from symbols.inc/locals.inc via _tools/apply_symbols.py — zero residue. Rebuild stays byte-identical.
  • Pass 3 symbols (2026-10-19): 75 operands substituted (17 single-name + 58 hardware) from symbols.inc/locals.inc via _tools/apply_symbols.py — zero residue. Rebuild stays byte-identical.
  • Details: Donkey Kong (JU)/OVERVIEW.md

36. Urban Champion (JU)

  • Folder: Urban Champion (JU)/
  • ROM: Urban Champion (JU).nes (24,592 bytes)
  • Source: copilot/prg.s (~4,000 lines)
  • Linker: PRG at $C000, 16 KB; single segment
  • Vectors: NMI → $CA91 (NmiHandler), RESET → $CA00 (Reset), IRQ → $CA00 (reuses Reset)
  • Key subsystems: NMI-driven frame loop with simple fight game logic; minimal code (33.9%)
  • Build fix: None needed; byte-identical out of the box
  • Pass 3 symbols (2026-10-19): 70 operands substituted (4 single-name + 66 hardware) from symbols.inc/locals.inc via _tools/apply_symbols.py — zero residue. Rebuild stays byte-identical.
  • Details: Urban Champion (JU)/OVERVIEW.md

_wip/ Projects

These 17 ROMs are listed as rows 19-35 of the Project Inventory above, so their vectors and mirroring are in one place rather than a second table that can drift.

Each carries a real disassembly, not a skeleton: 4,482–17,180 lines of prg.s with 192–971 address-based Label_ definitions apiece — 11,126 in total. Fifteen of the seventeen also carry canonical ; CPU:$xxxx PRG:xxxx AA BB audit comments; the two exceptions predate that convention — Golf (JU) uses ; C007: AD 02 20 and Pyramid (U) a ; PRG:$172E 48 form. They verify at PRG level only — their Makefiles run cmp reconstructed_prg.bin prg.bin, not a whole-ROM compare, which is why the inventory marks them PRG-IDENTICAL rather than BYTE-IDENTICAL. None keeps the header/CHR as linkable source: copilot/ holds the raw header.bin/chr.bin splits, with no header.s, chr.s or HEADER/PRG/CHR linker.cfg. Promoting one to the top level therefore means adding a copilot/rom.nes (a relative symlink survives the git mv), adding those three files (copy the shape from Burger Time (U)/copilot/), switching the Makefile to a whole-ROM compare, and moving the ../../../_tools/ paths to ../../_tools/. Lunar Pool (U) went through exactly that on 2026-10-18 and Donkey Kong (JU) on 2026-10-19 (Pass 3 done, whole ROM byte-identical); DK (JU) needed no _tools path change because its Makefile never referenced _tools/.

Pass 1 is done in all 17, and the inventory rows give the authoritative per-project status. No _wip project is Pass 2 complete. The furthest along are Pinball (180 of 681 label definitions named, plus 40 Pass 3 data regions drafted but unapplied) and Mario Bros (262 call entry points named — 39 semantic + 223 SubCxxxx), and both still carry hundreds of address-based Label_ definitions; the other 15 are Pass 1 with partial or no semantic naming, and none has semantic zero-page aliases. Five headers that read "Pass 2 complete" before 2026-10-19 (Donkey Kong Jr. Math, Duck Hunt, Ice Climber (JE), Ice Climber (U), Pinball) had counted their draft maps' rows rather than the names actually present in prg.s; those claims are corrected, and the maps themselves are stale and unapplied (audited per project — see each project's OVERVIEW.md). All 17 currently build cleanly at the PRG level. Each project also owes a real power-on flow OVERVIEW.md — the 2026-10-19 sweep corrected their status headers to match the actual sources, but most still lack the flow analysis the top-level projects carry.

Notable vector/header observations for Pass 1 work:

  • Pac-Man (U) RESET at $FF00 (vector-page tail), while the Tengen variant RESETs at $C033 — different builds confirmed (PRG bytes differ).
  • Lunar Pool (U) NMI $FF65 / IRQ $FF64 are adjacent in the vector page; RESET $E80C.
  • NES PowerPad Test Card (U) — at Pass 2/3: minimal code (~7.2%), data-heavy test cartridge. RESET at $E000 (non-$C000 entry). NMI handler reads controllers via shift register, processes pad transitions, draws score/lives. See NES PowerPad Test Card (U)/OVERVIEW.md.
  • Lunar Pool (U) — Pass 2 and Pass 3 complete; promoted to the top level 2026-10-18: RESET at $E80C (not $C000), NMI $FF65, IRQ $FF64 (a bare rti just before the NMI handler, so IRQs are ignored). There is no jmp ($7961) RAM-pointer gate (an earlier claim): those three sites fell out of decoding two bytes into the word "player". $CBDC/$CBC9 is a print-inline-string-and-return-after-it helper, so a jsr $CBDC is always followed by a $81-prefixed, $00-terminated string ("player", "shot", "game over", "hiscore__", "perfect_"). The split was re-derived from a Mesen CDL capture (10,028 bytes Code): now **5,300 instructions / 11,077 bytes (67.6%)**, 5,301 data bytes and the six vector bytes as .word. Pass 2 named all **705** labels — Label_is gone from the file — and Pass 3 named 33 tables plus the zero-page aliases (38 semantic, 66 neutral, ten former phantom aliases deleted). Residue, recorded rather than guessed: 73 bytes of *reachable* code are still.byte ($EA9A, $EADC, $EAE5, $EAED, $EB04, $EB16-$EB4F— the CDL capture never fetched them), another 75 bytes of ending-screen code sit at$F5F9-$F643, and ~206 bytes of unreached-but-clearly-code stubs stay data. The full 24,592-byte ROM (header + PRG + CHR) rebuilds byte-identically. See Lunar Pool (U)/OVERVIEW.md`.
  • Ice Climber (JE) vs (U): byte-identical PRG and header — only the CHR differs (~regional title graphic).
  • Popeye (JU) PRG 0 vs PRG 1: different PRG binaries (and mirroring); same vectors.
  • Raid on Bungeling Bay (U) vs [a2]: [a2] differs in mirroring only per header, but PRGs differ — separate builds.
  • Pyramid (U) — already at Pass 1: interesting unlicensed Sachen boot ($4100 mapper pokes, "AV" stack-byte check, two queued-event dispatchers). See its OVERVIEW.md.
  • CIRCUS — at Pass 2/3: full recursive disassembly complete. NMI-driven frame state machine (main loop is a spin loop at $C057). Menu text at $C763 ("CONTINUE", "STAGE", "SELECT", "PLAY"). Object state machine at $DC3F–$FE7B. Audio sequence data at $FABB–$FFFB. See CIRCUS/OVERVIEW.md.
  • Joypad Test Cartridge (U) — Pass 3 complete: minimal code (23.4%), data-heavy test cartridge. Data region $CF06–$FFFF broken into 20 named sub-blocks; VRAM command stream opcode set decoded via RetAddrUpdate return-address modification trick at $CDC8. See Joypad Test Cartridge (U)/OVERVIEW.md.
  • Wild Gunman (U) — Pass 1 redone, Pass 2/3 complete: NMI-driven frame loop. Gates its code behind runtime computed-goto tables — see the prg.s header block and its OVERVIEW.md.
  • Mario Bros (JU) — Pass 1 complete (72.2% code), Pass 2 substantial: 262 call entry points named (39 semantic + 223 SubCxxxx address-based) — verified 2026-10-19; the earlier "252 (90 + 165)" was wrong; 667 internal Label_Cxxxx branch targets remain. Code is gated behind stack-based indirect dispatch at $CD9E and a 20-entry JSR thunk table at $C5A3. Audio routines in $F8xx-$F9xx clearly identifiable from APU register writes. See _wip/Mario Bros (JU)/OVERVIEW.md.

Common Patterns Across All Projects

Memory Map

Every project uses a single 16 KB PRG bank mapped at CPU $C000–$FFFF, with 8 KB CHR. All builds are NROM (no bank switching).

Interrupt Structure

All projects follow the same NES interrupt pattern:

  • NMI fires once per frame and is the real-time heartbeat — handles OAM DMA, PPU updates, controller reading, and audio.
  • RESET performs cold-start hardware init, RAM clearing, and enters the main loop.
  • IRQ is almost always unused (either rti or a self-loop).

Two exceptions worth noting from branches of this family:

  • Excitebike uses a state-dispatch table at $C000 rather than a conventional inline main loop, and its IRQ vector points into a data region (unused).
  • Donkey Kong Jr. is the extreme case: its reset path idles forever in a PRNG-advance loop, and the entire frame state machine (title, attract, gameplay, sound) executes inside the NMI handler itself. Its reset entry is also at $C66E rather than $C000.

Build Toolchain

All projects use the same toolchain:

  • ca65 (6502 assembler)
  • ld65 (linker with .cfg memory map)
  • All rebuilds are verified byte-identical to the original prg.bin / ROM PRG bank.

Disassembly Style

All sources are "Pass-1" style disassemblies:

  • Every instruction annotated with PRG offset, CPU address, and emitted bytes
  • Inline .byte/.word/.res data blocks interleaved with code
  • Address-based labels where semantics are not yet resolved: Label_Cxxxx (unrenamed internal targets), SubC<addr> / Sub_Cxxxx (unnamed entry points), <Routine>_Block[_n] (internal blocks under a named parent routine)
  • Zero-page symbol files (locals.inc) and hardware symbol files (symbols.inc)

Navigation

Each project folder contains:

  • copilot/ — disassembly source, build config, and build artifacts
  • OVERVIEW.md (at the project folder root) — detailed per-project power-on execution flow analysis
  • <rom>.nes — original NES ROM image (for reference)

To rebuild any project:

cd /home/tmerritt/Projects/disassembly/<Project>/copilot
make

To verify byte-identity:

make verify   # (where supported by the Makefile)

Pass 1 methodology note (2026-10-16)

The original Pass 1 disassembler had two limitations that silently understated code coverage. Both are worth knowing before trusting a coverage percentage:

  1. Documented opcodes only. Its table held the 151 documented 6502 opcodes. These ROMs also use the 54 undocumented opcodes and the 26 unofficial NOPs as 2/3-byte padding; a tracer that halts on them strands the real code behind.
  2. No runtime dispatch. It followed only vectors and direct jsr/jmp/branch targets. Games here dispatch through computed jumps — jmp ($0014), the pla-based inline-table gotos in Wild Gunman (Label_C341), and task tables like Donkey Kong Jr.'s DeferredTaskHandlerTable at $BFFE.

Effect measured per project (old tracer → complete-opcode dispatch-aware tracer):

Project Old Complete Action taken
NES PowerPad Test Card (U) 546 instr 559 Pass 1 already sound
Joypad Test Cartridge (U) 282 instr 1,773 Pass 1 redone (23.4% code); Pass 2 complete; Pass 3 complete
Wild Gunman (U) 1,600 instr 4,083 Pass 1 redone (49.3% code)
Balloon Fight (JU) 5,216 instr 5,277 hand-done file was already better
Donkey Kong Jr. (JU) 6,135 instr 6,135 file already complete

Joypad Test Cartridge (U) was the last project carrying the old, truncated Pass 1, and has now been redone. Its recorded "3.5% code" was really 23.4%: the tracer stopped at $C09E on DCP $3C20 ($CF), an undocumented opcode used as ordinary code, and 3,256 bytes of real code were filed as .byte data. Redoing it also invalidated its Pass 3, which had described $C09E–$C173 and $C17F–$CCF6 as data — both are code. Pass 3 is now the outstanding work.

The fix generalises: nesdis.py --undocumented decodes all 105 undocumented NMOS opcodes. It is default off so that projects whose prg.s is already regen-stable keep reproducing byte-for-byte under make regen.

_tools/verify_pass1.py checks the 19 top-level projects — it selects folders that carry a copilot/rom.nes, so the 17 _wip/ projects are not covered (they are checked by plain make at the PRG level). Current run, 2026-10-19: every project builds, all canonical, and no truncated or unfaithful Pass 1. The last two carryovers are gone — Joypad Test Cartridge, the last project holding an old truncated Pass 1, was redone, and Excitebike, the last source with uncommented instructions, was commented.

The comment-spelling report used to claim that no project follows the canonical ; CPU:$xxxx PRG:xxxx AA BB convention. That was a bug in the checker, not a fact about the sources: the canonical pattern ends with $ but was compiled without re.MULTILINE, so it could only ever match once — at end of file — and every project fell through to whichever laxer spelling matched most lines. Fixed with re.M, the true split was 8 canonical / 3 pipe / 2 short / rom / bytes / colon / slash; the 2026-10-19 standardization (_tools/audit_comment_tool.py over 9 projects, plus hand fixes to CIRCUS and Excitebike) closed it out, so the checker now reports all canonical.

Inside _wip/, 15 of the 17 also use the canonical spelling; the two stragglers are Golf (JU) (; C007: AD 02 20) and Pyramid (U) (; PRG:$172E 48). Bringing those two up to canonical is Pass 2 work for them, not a build problem.

The old claim that "Excitebike and Pac-Man carry no byte comments at all" is stale on both counts. Pac-Man (USA) (Namco) is complete (4,695/4,695 instructions commented), and Excitebike's 1,013-line gap was closed on 2026-10-19 — all 5,376 instruction lines now carry a canonical comment.

The earlier-reported re-trace crash on MUSCLE (U) / Donkey Kong Jr. (JU) (ValueError: invalid literal for int() with base 16: ':$0010') was a false alarm: nesdis.operand_value() already strips the emitter's a: prefix via token.removeprefix("a:").lstrip("$"), so re-tracing all 19 top-level projects is clean.

Resolved — audit comments for Excitebike and Pac-Man (2026-10-19)

Both were hand-written sources with semantic labels but no byte-identity audit trail. Both now carry canonical ; CPU:$xxxx PRG:xxxx AA BB comments on every instruction, and verify_pass1.py reports all-canonical across the top level, so this section is closed.

The ca65 -l listing route described here was abandoned, for the reason recorded in AGENTS.md: the listing carries no source line numbers, so entries cannot be keyed back to source lines. The comment tooling went through the tracer instead (_tools/audit_comment_tool.py, tracer as ground truth). The invariant still holds and is the check to keep: after inserting comments, make must still print Byte-identical ROM verified., and each comment's byte list must match prg.bin at the stated offset — a wrong offset that still assembles is the failure mode.


Summary

The 19 numbered projects below are promoted out of _wip/ and rebuild byte-identical to their original ROMs (rows 1-18 plus row 36 — Urban Champion kept its tail number when it was promoted). The 17 _wip/ projects (rows 19-35) verify at PRG level only — see "_wip/ Projects" below.

# Project Build Status Pass 3
1 Balloon Fight (JU) BYTE-IDENTICAL complete; symbols applied 2026-10-19 (16 $13 operands left numeric)
2 Baseball (UE) BYTE-IDENTICAL complete; symbols applied 2026-10-19 (121 operands)
3 Bomberman (U) BYTE-IDENTICAL complete
4 Burger Time (U) BYTE-IDENTICAL complete
5 Clu Clu Land (JU) BYTE-IDENTICAL complete
6 Defender 2 (U) BYTE-IDENTICAL complete
7 Excitebike (JU) BYTE-IDENTICAL complete
8 Tennis (JU) BYTE-IDENTICAL complete; symbols applied 2026-10-19 (18 operands)
9 Pac-Man (USA) (Namco) BYTE-IDENTICAL complete; symbols applied 2026-10-19 (524 operands; 727 multi-alias residues)
10 Donkey Kong 3 (JUE) BYTE-IDENTICAL complete
11 Donkey Kong Jr. (JU) BYTE-IDENTICAL complete (Pass 1 verified)
12 CIRCUS BYTE-IDENTICAL complete; symbols applied 2026-10-19 (118 operands; 23 multi-alias residues)
13 Wild Gunman (U) BYTE-IDENTICAL complete (Pass 1 redone); symbols applied 2026-10-19 (76 operands)
14 Joypad Test Cartridge (U) BYTE-IDENTICAL Pass 3 complete; symbols applied 2026-10-19 (47 operands)
15 NES PowerPad Test Card (U) BYTE-IDENTICAL complete; symbols applied 2026-10-19 (89 operands)
16 MUSCLE (U) BYTE-IDENTICAL complete; symbols applied 2026-10-19 (220 operands)
17 Lunar Pool (U) BYTE-IDENTICAL complete (tables named); symbols applied 2026-10-19 (45 operands)
18 Donkey Kong (JU) BYTE-IDENTICAL complete (Pass 2/3, promoted 2026-10-19); symbols applied 2026-10-19 (75 operands)
36 Urban Champion (JU) BYTE-IDENTICAL complete; symbols applied 2026-10-19 (70 operands)

Rows 19-35 (_wip/) all rebuild cleanly at PRG level. All 17 have Pass 1 done and several are at Pass 2 (see the rows above); promotion into the numbered inventory, CDL-backed reclassification of the remaining data, and a real power-on flow OVERVIEW.md per project are the open work for them.

Use _tools/verify_pass1.py to re-check any of this at any time; it rebuilds each project and re-traces it, and reports TRUNCATED when a project's committed split claims less code than the tracer can reach.