7.4 KiB
Ice Climber (U) — Pass 2 Complete (2026-10-19)
ROM: _wip/Ice Climber (U)/Ice Climber (U).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 (JE); only the CHR pattern-table data differs (region-specific glyphs). The two prg.s files are now identical after Pass 2 completion (copied from JE 2026-10-19).
The earlier "Pass 2 complete" claim (2026-10-18) was a copy-paste error from the JE variant; the sweep's own text contradicted itself. No Pass 2 map file existed for (U). Pass 2 was completed by copying the finished JE disassembly on 2026-10-19.
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 | de0ff27935752e0b5a7840d1f4ae9fe04f89236be0af79f5554fbf4f1f17d427 |
| 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 (U).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) |
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 (U)/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 Completion (2026-10-19)
Completed by copying the finished Ice Climber (JE) disassembly (PRG is byte-identical). The JE Pass 2 work was done fresh from the committed split on 2026-10-19:
-
76 semantic routine names preserved:
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,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,UpdateMusicChannel19. -
212
SubC<addr>entry points for all remainingjsr/jmptargets that lacked semantic names (e.g.,SubCC166at $C166,SubCC1D7at $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.