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disasm/_wip/Ice Climber (JE)/OVERVIEW.md
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tmerritt 13bd782a90 Donkey Kong Jr Math Promoted
Duck Hunt Promoted
Ice Climber WIP
2026-10-19 16:24:56 -04:00

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Ice Climber (JE) — Pass 2 Complete (2026-10-19)

ROM: _wip/Ice Climber (JE)/Ice Climber (JE).nes (24,592 bytes, iNES). Status: Pass 1 complete — 74.6% code; Pass 2 complete. copilot/prg.s is a real disassembly: 6,112 instructions (12,230 bytes as code), 973 label definitions all named — 76 semantic routine names + 212 SubC<addr> entry points + 685 <Routine>_Block[_n] internal branch targets. locals.inc holds 157 zero-page slots with 9 semantic aliases added. It builds byte-identical at the PRG level (cmp reconstructed_prg.bin prg.bin).

Pair note: the PRG and iNES header of this dump are byte-identical to Ice Climber (U); only the CHR pattern-table data differs (region-specific glyphs). The two prg.s files are now identical after Pass 2 completion.

The earlier "Pass 2 complete" claim (2026-10-18) counted the draft map's rows, not names actually present in prg.s. That draft map was audited and found to have 0 safely applicable rows (see below). Pass 2 was restarted from the committed split on 2026-10-19 and completed fresh.

ROM Facts

Property Value
Mapper 0 (NROM) — from the iNES header
PRG 16 KB (header claims map at CPU $C000–$FFFF)
CHR 8 KB
Mirroring Horizontal
Battery-backed flag clear
ROM SHA-256 d230a7febf7e639760b6088c2b38cf70686ed64d66974ad94fd5fcd5c0a3f50f
PRG SHA-256 6913935b8d55ade070555416d330472839f4cefbf865c15c8248796d2bc5cf29

Interrupt Vectors (taken from PRG $3FFA–$3FFF)

Vector Target Note
NMI $C076 per-frame heartbeat
RESET $C014 enters at $C014 inside the first pages (the Donkey Kong Jr.-style non-$C000 entry)
IRQ $FFF0 lands in the vector-page padding — unused placeholder

copilot/ Contents

File Purpose
Ice Climber (JE).nes original ROM image (reference)
prg.bin / header.bin / chr.bin split image, produced by _tools/splitnes.py
prg.s Pass 1/2: classified code/data split, 6,112 instructions, 973 labels all named (76 semantic + 212 SubC<addr> + 685 _Block), canonical audit comments
symbols.inc shared NES hardware constants (PPU/APU/controller)
locals.inc 157 zero-page slots, 9 semantic aliases (e.g., PtrLo/PtrHi, Ptr2Lo, VBlankTimer, CheckZp14, SprData, SprData2, FrameCounter)
iceclimber_label_map.tsv / iceclimber_full_map.tsv Pass 2 draft maps — stale, see the audit below; kept for provenance only
linker.cfg PRG at $C000, 16 KB, fill = yes
Makefile links reconstructed_prg.bin and cmps it against prg.bin
reconstructed_prg.bin build output from the last verified build

Header/CHR are not linked: copilot/ keeps the raw header.bin/chr.bin splits and make verifies PRG bytes only, so the header and CHR are not proven for this project. Promotion to the top level adds header.s / chr.s (as e.g. Burger Time (U)), a HEADER/PRG/CHR linker.cfg, and a full-ROM make target.

Build

cd "_wip/Ice Climber (JE)/copilot"
make        # → cmp reconstructed_prg.bin prg.bin → "BYTE-IDENTICAL"

Pass Status

Pass Status
Pass 1 Complete — 6,112 instructions, 12,230 bytes as code (74.6%), 4,154 bytes as data, byte accounting exact (16,384)
Pass 2 Complete — 973 label definitions all named (76 semantic + 212 SubC<addr> + 685 _Block); 157 zero-page slots with 9 semantic aliases in locals.inc
Pass 3 Partial — hardware register operands substituted (68); zero-page semantic aliases defined in locals.inc but multi-alias addresses need --sites file for full substitution; data tables/structures unnamed
Promotion Outstanding — add header.s/chr.s + HEADER/PRG/CHR linker.cfg, switch make to a whole-ROM cmp, move the _tools paths

Pass 2 Status and Map Audit (corrected 2026-10-19)

The earlier "Pass 2 complete" text was wrong on every number it gave, because it read the draft map instead of the source:

  • "237 semantic labels" was the number of distinct old names in the map (iceclimber_full_map.tsv has 255 label rows covering 237 distinct Label_ names). prg.s actually named 76 definitions; the other 897 were still Label_.
  • "157 zero-page semantic aliases" was the count of neutral ZpXX entries in locals.inc. There were zero semantic zero-page aliases.
  • Most of the listed "key renamed routines" (InitSystem, InitPPU, InitGameState, InitSprites, UpdateOAM, CheckController, CheckCollision, WritePPU, …) did not exist in the file.
  • The instruction count/percentage were also off by one instruction and a rounding step: the file holds 6,112 instructions totalling 12,230 bytes (74.6%), not 6,113 / 74.7%.

Draft-map audit (iceclimber_full_map.tsv, 255 label rows):

Outcome Rows Meaning
already applied 76 the proposed name already sits at that address
name conflict 13 a different name already sits there
stale address 96 the address is not an instruction boundary in the current prg.s — the map was built against a different code/data split
unlabelled, unreferenced 70 an instruction boundary with no label and no operand referencing it
safely applicable 0 no row is both insertable and corroborated by control flow

The map is therefore kept only as provenance. Completing Pass 2 needed a fresh map derived from the committed split (routine entries plus <Routine>_Block[_n] internal branch targets, as done for Donkey Kong (JU)). This was done on 2026-10-19.

Pass 2 Naming Summary (2026-10-19)

  • 76 semantic routine names preserved from Pass 1: Reset, WaitVBlank_1, WaitVBlank2_1, ClearZeropage, InitAPU_1, InitAPU_3, MainGameLoop, GameLoopEntry_1, NmiHandler, NmiFrameUpdate, NmiFrameUpdate2, GameStateUpdate, UpdateGameState3_1, UpdateGameState4, UpdateGameState5, UpdateGameState6, GameLoopEntry_4, UpdateGameState2_4, UpdateGameState2_5, WaitVBlankFrame2, InitSprites_1, CopySprites, UpdateSprites_1, UpdateSprites2_1, UpdateSprites2_3, CheckZp34, UpdateSprites2_4, UpdateSprites3_1, InitSprites_3, UpdateSprites_3, UpdateSprites2_5, UpdateSprites3_3, CheckZp14, UpdateSprites2_7, UpdateSprites3_5, UpdateSprites4_1, UpdateSprites4_3, UpdateSprites4_4, GameLoopEntry_5, InitGameState, UpdateSprites2_8, UpdateSprites2_9, InitSprites2_1, ClearSpriteRAM, UpdateSprites2_10, UpdateSprites2_11, UpdateSprites3_6, UpdateSprites4_5, UpdateSprites5_1, UpdateSprites6, UpdateSprites7_1, UpdateSprites7_3, UpdateSprites8, UpdateSprites9, UpdateSprites10, UpdateSprites11, UpdateSprites11, UpdateSprites12, UpdateSprites13, InitSprites_4, InitSprites3, UpdateController, UpdateController2_4, UpdateSprites_4, UpdateSprites2_12, UpdateSprites4_7, UpdateSprites4_6, UpdateSprites5_4, UpdateSound4_11, UpdateSound6, UpdateSound12_4, UpdateSound24_1, UpdateSound26_1, UpdateSound26_11, UpdateSound26_13, UpdateMusicChannel19.

  • 212 SubC<addr> entry points for all remaining jsr/jmp targets that lacked semantic names (e.g., SubCC166 at $C166, SubCC1D7 at $C1D7, etc.).

  • 685 <Routine>_Block[_n] internal branch targets derived from control flow within each routine (e.g., Reset_Block, MainGameLoop_Block…MainGameLoop_Block_5, SubCC166_Block…SubCC166_Block_5, etc.).

Zero-Page Semantic Aliases (9, added 2026-10-19)

Alias ZpXX Address Role
PtrLo Zp00 $00 general-purpose indirect pointer low byte (sta (Zp00),y)
PtrHi Zp01 $01 general-purpose indirect pointer high byte
Ptr2Lo Zp02 $02 secondary indirect pointer low byte
VBlankTimer Zp10 $10 vblank wait counter / frame timer
CheckZp14 Zp55 $55 button/input state (CheckZp14 routine)
SprData Zp5A $5A sprite data pointer (SubCC38D, SubCCD13, etc.)
SprData2 Zp5F $5F secondary sprite data pointer
FrameCounter ZpF3 $FF frame counter

Hardware Register Substitution (68 operands, 2026-10-19)

_tools/apply_symbols.py substituted 68 hardware register operands (PPU, APU, controller) in prg.s. Build remains BYTE-IDENTICAL.

Power-On Flow Analysis

Reset ($C014) → sei/cld → PPU init → stack init (ldx #$FF/txs) → WaitVBlank_1/WaitVBlank2_1 (poll PPUSTATUS for vblank) → ClearZeropage (clear $0000–$01FF via (Zp00),y) → InitAPU_1/InitAPU_3 → MainGameLoop / GameLoopEntry_1 → NMI synchronization → game state dispatch.

NMI ($C076) → saves registers → PPU status read → sprite DMA via OAMDMA → scroll update (PPUSCROLL) → PPU mask/ctrl updates → GameStateUpdate dispatch → restores registers → rti.

IRQ ($FFF0) → rti immediately (unused placeholder in vector-page padding).

Main Game Loop → MainGameLoop / GameLoopEntry_1 → calls GameStateUpdate → NmiHandler synchronization → loops.

Still owed: a detailed routine-by-routine flow analysis in the style of the top-level project OVERVIEW.mds.