16 KiB
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 an individual OVERVIEW.md (at the project folder root) with a detailed power-on execution flow analysis.
Project Inventory
| # | 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 | $C094 / $C000 / $C0F7 |
| 2 | Baseball (UE) | USA/Europe | 16 KB | 8 KB | Horizontal | BYTE-IDENTICAL | $C046 / $C40B / $C43E |
| 3 | Bomberman (U) | USA | 16 KB | 8 KB | Vertical | BYTE-IDENTICAL | $C01A / $C000 / $FFF9 |
| 4 | Burger Time (U) | USA | 16 KB | 8 KB | Horizontal | BYTE-IDENTICAL | $C046 / $C40B / $C43E |
| 5 | Clu Clu Land (JU) | Japan | 16 KB | 8 KB | Horizontal | BYTE-IDENTICAL | $C1F1 / $C000 / $FFF9 |
| 6 | Defender 2 (U) | USA | 16 KB | 8 KB | Vertical | BYTE-IDENTICAL | $CAA1 / $C983 / $CA9E |
| 7 | Excitebike (JU) | Japan | 16 KB | 8 KB | Vertical | BYTE-IDENTICAL | $C1F1 / $FD24 / $FD24 |
| 8 | Tennis (JU) | Japan | 16 KB | 8 KB | Vertical | BYTE-IDENTICAL | $C07D / $C000 / $C000 |
| 9 | Pac-Man (USA) (Namco) | USA | 16 KB | 8 KB | Horizontal | BYTE-IDENTICAL | $C10E / $C000 / $C17E |
| 10 | Donkey Kong 3 (JUE) | Japan | 16 KB | 8 KB | Horizontal | BYTE-IDENTICAL | $C07D / $C000 / $C000 |
| 11 | Donkey Kong Jr. (JU) | Japan | 16 KB | 8 KB | Horizontal | BYTE-IDENTICAL (Pass 1) | $C6E6 / $C66E / $FFF0 |
Per-Project Details
1. Balloon Fight (JU)
- Folder:
Balloon Fight (JU)/ - ROM:
balloon.nes(24,592 bytes) - Source:
copilot/prg.s(8,538 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
- 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
- Details:
Baseball (UE)/OVERVIEW.md
3. Bomberman (U)
- Folder:
Bomberman (U)/ - ROM:
bomberman.nes(24,592 bytes) - Source:
copilot/main.s(8,070 lines) - 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 object slots (80 slots at $03E6), sound driver ($E642–$FE2x) with dispatch table ($E6AD)
- Build fix: One-byte mismatch at CPU $E70C (
dec $E4vsdec $54) — resolved by addingRandomStateAlt = $E4tolocals.incalongsideRandomState0 = $54(zero-page reuse); also renamedControllerState→ControllerState1,Main_HandleControl_C368→MainGameLoop,Gameplay_HandleControl_C79D→GameplayUpdate,Sound_HandleControl_E65F→SoundUpdate - 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 → $C046 (
NmiHandler), RESET → $C40B (ResetHandler), IRQ → $C43E (IrqHandler) - Key subsystems: Event-driven main loop via
CommonEngineExit($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 → $C000 (ResetEntry), 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
bplbranch to undefined label at CPU $FAB4 — replaced withbne *-$1Bto produce originald0 e3bytes (disassembler mislabeledbneasbpl) - 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_CA6Aat $CA6A) waiting on NMI flag, side-scrolling gameplay ($C073–$C324 family), PPU streaming ($F20B–$F7C0), audio engine ($E642–$F7C0) with dispatch table ($E6AD) - Build fix: Same
bpl→bne *-$1Bfix at CPU $E811 as Clu Clu Land (disassembler mislabeledbneasbpl) - 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 *-$1Bfix 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 (Resetreused) - Key subsystems: NMI-synchronized main loop (
MainLoopat $C04F), game state machine viaMainStateHandlerTable($C101, 12 states), game mode state machine viaGameModeStateTable($CAD7, 8 states), object/sprite system with fixed-point physics, audio engine ($F8DE) with serial I/O over controller port - Build fix: None needed; byte-identical out of the box
- 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 → $C000 (Reset), IRQ → $C17E (IrqHandler) - Key subsystems: NMI-synchronized main loop (
MainLoopat $C04F), game state machine viaMainStateHandlerTable($C101, 12 states), game mode state machine viaGameModeStateTable($CAD7, 8 states), object/sprite system with fixed-point physics, audio engine ($F8DE) with serial I/O over controller port - Build fix: None needed; byte-identical out of the box
- 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 → $C07D (
NmiHandler), RESET → $C000 (Reset), IRQ → $C000 (Resetreused) - 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.sintoheader.s,prg.s,chr.s; addedRandomStateAlt = $E4fordec $E4at CPU $E71B (zero-page reuse withRandomState0 = $54) - 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 (
makeincopilot/). Pass-1 status — unresolved bytes preserved as.incbinblocks pending Pass 2/3 renaming and table decoding - Details:
Donkey Kong Jr. (JU)/OVERVIEW.md
Skeleton Projects (under _wip/)
25 additional ROMs awaiting full disassembly. Each is set up as a Pass-0 skeleton (default_project.tar.gz): copilot/ contains the split prg.bin/header.bin/chr.bin, a symbolic skeleton prg.s, and builds BYTE-IDENTICAL at the PRG level. Mapper 0 / 16 KB PRG / 8 KB CHR for all.
| Project | Vectors (NMI/RESET/IRQ) | Mir. | Status |
|---|---|---|---|
CIRCUS |
$C05A / $C000 / $C4B7 | H | BYTE-IDENTICAL |
Donkey Kong (JU) |
$C85F / $C79E / $FFF0 | V | BYTE-IDENTICAL |
Donkey Kong Jr. Math (U) |
$C4A9 / $C41E / $FFF0 | H | BYTE-IDENTICAL |
Duck Hunt (JUE) |
$C086 / $C000 / $C000 | H | BYTE-IDENTICAL |
Golf (JU) |
$C0A6 / $C000 / $C0C4 | H | BYTE-IDENTICAL |
Hogan's Alley (JU) |
$C088 / $C000 / $C000 | H | BYTE-IDENTICAL |
Ice Climber (JE) |
$C076 / $C014 / $FFF0 | V | BYTE-IDENTICAL |
Ice Climber (U) |
$C076 / $C014 / $FFF0 | V | BYTE-IDENTICAL |
Joypad Test Cartridge (U) |
$CCF7 / $C000 / $C000 | H | BYTE-IDENTICAL |
Lode Runner (U) |
$C02C / $C000 / $FFF9 | H | BYTE-IDENTICAL |
Lunar Pool (U) |
$FF65 / $E80C / $FF64 | H | BYTE-IDENTICAL |
MUSCLE (U) |
$86CB / $8000 / $8764 | H | BYTE-IDENTICAL |
Mario Bros (JU) |
$C07D / $C000 / $C000 | H | BYTE-IDENTICAL |
Millipede (U) |
$C7F1 / $C735 / $FFF0 | H | BYTE-IDENTICAL |
NES PowerPad Test Card (U) |
$E06E / $E000 / $E000 | H | BYTE-IDENTICAL |
Pac-Man (Tengen) (U) |
$C0FA / $C033 / $C16A | V | BYTE-IDENTICAL |
Pac-Man (U) |
$C0FA / $FF00 / $C16A | V | BYTE-IDENTICAL |
Pinball (JU) |
$C1ED / $C000 / $C1ED | H | BYTE-IDENTICAL |
Popeye (JU) (PRG 0) |
$C701 / $C649 / $FFF0 | H | BYTE-IDENTICAL |
Popeye (JU) (PRG 1) |
$C701 / $C649 / $FFF0 | V | BYTE-IDENTICAL |
Pyramid (U) |
$D72E / $FF00 / $FF00 | H | Pass 1 done — classified code/data, byte-identical; see _wip/Pyramid (U)/OVERVIEW.md |
Raid on Bungeling Bay (U) |
$C04C / $C000 / $C2C0 | H | BYTE-IDENTICAL |
Raid on Bungeling Bay (U) [a2] |
$C04C / $C000 / $C2C0 | V | BYTE-IDENTICAL |
Urban Champion (JU) |
$CA91 / $CA00 / $CA00 | H | BYTE-IDENTICAL |
Wild Gunman (U) |
$C086 / $C000 / $C000 | H | BYTE-IDENTICAL |
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). - MUSCLE (U) vectors sit in the
$8000-EFFFwindow — inconsistent with theprg.sskeleton's expected$C000-$FFFFmapping; verify the header/image match before Pass 1. - Lunar Pool (U) NMI
$FF65/ IRQ$FF64are adjacent in the vector page; RESET$E80C. - NES PowerPad Test Card (U) RESET/IRQ both at
$E000, far from the usual$C000-page entries. - 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.
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
rtior 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
.cfgmemory 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/.resdata blocks interleaved with code - Address-based labels (
Label_Cxxxx,Sub_Cxxxx,EngineRoutine_Cxxxx) where semantics are not yet resolved - Zero-page symbol files (
locals.inc) and hardware symbol files (symbols.inc)
Navigation
Each project folder contains:
copilot/— disassembly source, build config, and build artifactsOVERVIEW.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)
Summary
All 11 projects in this repository rebuild byte-identical to their original ROMs:
| # | Project | Build Status |
|---|---|---|
| 1 | Balloon Fight (JU) | BYTE-IDENTICAL |
| 2 | Baseball (UE) | BYTE-IDENTICAL |
| 3 | Bomberman (U) | BYTE-IDENTICAL |
| 4 | Burger Time (U) | BYTE-IDENTICAL |
| 5 | Clu Clu Land (JU) | BYTE-IDENTICAL |
| 6 | Defender 2 (U) | BYTE-IDENTICAL |
| 7 | Excitebike (JU) | BYTE-IDENTICAL |
| 8 | Tennis (JU) | BYTE-IDENTICAL |
| 9 | Pac-Man (USA) (Namco) | BYTE-IDENTICAL |
| 10 | Donkey Kong 3 (JUE) | BYTE-IDENTICAL |
| 11 | Donkey Kong Jr. (JU) | BYTE-IDENTICAL (Pass 1) |
Every project builds successfully with make in the copilot/ folder, and every reconstructed ROM matches the original byte-for-byte. Donkey Kong Jr. shares the same byte-identical build guarantee; its remaining Pass 2/3 work is semantic renaming and table decoding, not build-correctness.
The 25 _wip/ skeleton projects above also all rebuild byte-identical (PRG level); all Pass 1 work and promotion to this index's numbered inventory is future work.