Moves NES PowerPad Test Card (U) from _wip/ to NES PowerPad Test Card (U)/ with full ROM build: - Adds header.s, chr.s, linker.cfg (HEADER+PRG+CHR segments) - Updates Makefile to build and verify reconstructed.nes vs rom.nes - Adds rom.nes copy + copilot/rom.nes symlink per repo convention - Verified byte-identical build Pass 1 complete: full code/data classification (~7.2% code / ~92.8% data) Pass 2 complete: routine headers for all ~50 labels, semantic naming for key routines (Reset, NmiHandler, VramWrite, ReadPad, ProcessPads, etc.), zero-page aliases in locals.inc (Zp00-Zp15) Pass 3 complete: data tables named (PaletteData at , PadBitTableLives at ) Root OVERVIEW.md updated: - Removes NES PowerPad Test Card from _wip skeleton table (21 → 20 skeletons) - Adds NES PowerPad Test Card as #15 in numbered inventory (BYTE-IDENTICAL, Pass 2/3) - Updates summary count from 14 to 15 projects
188 lines
8.2 KiB
Markdown
188 lines
8.2 KiB
Markdown
# NES PowerPad Test Card (U) — Game Flow from Power-On
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This document describes the execution flow of the disassembled NES PowerPad Test Card (U) 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`.
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---
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## 1. ROM and Memory Layout
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| Property | Value |
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|----------|-------|
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| Format | iNES |
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| PRG | 1 × 16 KB (mapped at CPU $C000–$FFFF) |
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| CHR | 1 × 8 KB |
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| Mirroring | Horizontal |
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| PRG bank start | CPU $C000 |
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| Source file | `copilot/prg.s` (~1,650 lines with headers) |
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| Output | `reconstructed_prg.bin` (16,384 bytes) |
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### Interrupt vectors (CPU $FFFA–$FFFF)
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| Vector | Address | Handler |
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|--------|---------|---------|
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| NMI | $E06E | `NmiHandler` |
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| RESET | $E000 | `Reset` |
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| IRQ / BRK | $E000 | Reuses `Reset` |
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---
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## 2. Build Status
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`make` in `copilot/` assembles `prg.s` with `ca65`, links with `ld65`, and verifies against `prg.bin`.
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**Verification result: BYTE-IDENTICAL** — `reconstructed_prg.bin` matches `prg.bin` exactly (all 16,384 bytes), and `prg.bin` matches the PRG bank of `NES PowerPad Test Cart (U) [!].nes`.
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---
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## 3. Pass Status
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| Pass | Status | Description |
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|------|--------|-------------|
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| Pass 1 | Complete | Code/data split — entire PRG bank classified as traced code (~7.2%) or explicit `.byte` data (~92.8%) with `; CPU:$xxxx PRG:$xxxx` annotations |
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| Pass 2 | Complete | Routine headers added for all labeled positions; key routines semantically named (`Reset`, `NmiHandler`, `VramWrite`, `ReadPad`, `ProcessPads`, etc.); zero-page aliases in `locals.inc` |
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| Pass 3 | Complete | Data tables/structures identified and named (`PaletteData` at $E121, `PadBitTableLives` at $E4B4); remaining `Label_Exxxx` references are internal branch targets within routines |
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---
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## 4. Reset — CPU $FFFC → $E000
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**`Reset`** ($E000)
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On power-on or reset:
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1. Calls a chain of initialization subroutines in sequence:
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- `ResetInit` ($E09B): sei/cld, disable PPU rendering, wait for two vblanks
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- `ClearRAM` ($E0C9): clear 8 pages of zero-page RAM
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- `ClearVRAM` ($E0EB): clear nametable memory
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- `LoadPalette` ($E107): load 32 bytes of palette data into PPU palette RAM
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- `ClearVRAM_Fill23` ($E142): fill VRAM with $23 (blank tile attribute)
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- `InitAPU` ($E16B): initialize APU pulse/triangle channels
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- `ClearVRAM_FillFF` ($E187): fill VRAM with $FF
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- Five `LoadPatternTable` routines ($E19A–$E1CB): load pattern tables from $F000 region
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- `SetPPUCTRL_NMI` ($E219): enable NMI bit in PPUCTRL
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2. **Main loop** (`Label_E058` at $E058): calls `ClearScreen` ($E4FA), `WaitForVBlank` ($E092), checks `$07` (frame counter high nibble), loops back to $E000 if zero, otherwise calls `ResetScroll` ($E22D) and jumps back to $E058.
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**Key point:** The main loop is driven by vblank waits and frame counter checks. All per-frame work (controller reading, pad processing, screen drawing) happens inside the NMI handler.
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---
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## 5. NMI / Frame Heartbeat — `NmiHandler` ($E06E)
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The NMI fires once per frame:
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1. **Save registers** (`PHA / TXA / PHA / TYA / PHA`).
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2. Calls `DisableNMI` ($E1FB) — clears NMI bit in PPUCTRL shadow.
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3. Increments `Zp03` (frame counter).
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4. Reads `PPUSTATUS` ($2002), stores to `Zp02` (vblank flag).
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5. Calls `ReadPad` ($E338) — reads controller pad data.
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6. Calls `ShiftPads` ($E362) — shifts pad data into state variables.
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7. Calls `ProcessPads` ($E398) — processes pad transitions, updates scores.
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8. Calls `DrawScore` ($E3E1) — draws score digits.
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9. Calls `DrawLives` ($E407) — draws lives indicators.
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10. **Restore registers** (`PLA / TAX / PLA / TAY / PLA / RTI`).
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---
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## 6. Key Subroutines
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| Label | Address | Description |
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|-------|---------|-------------|
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| `Reset` | $E000 | Cold-start initialization and main loop entry |
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| `NmiHandler` | $E06E | Per-frame NMI: pad read, process, score/lives draw |
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| `WaitForVBlank` | $E092 | Waits for vblank flag, clears it |
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| `ResetInit` | $E09B | Cold-start hardware init (PPU, APU, vblank waits) |
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| `ClearRAM` | $E0C9 | Clears 8 pages of zero-page RAM |
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| `ClearVRAM` | $E0EB | Clears nametable memory with zeros |
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| `LoadPalette` | $E107 | Loads 32-byte palette into PPU palette RAM |
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| `ClearVRAM_Fill23` | $E142 | Fills VRAM with blank tile value $23 |
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| `InitAPU` | $E16B | Initializes APU pulse/triangle channels |
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| `ClearVRAM_FillFF` | $E187 | Fills VRAM with $FF |
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| `LoadPatternTable1`–`5` | $E19A–$E1CB | Load pattern tables from $F000 region |
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| `VramWrite` | $E1CC | Generic VRAM write via indirect pointer |
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| `EnableNMI` | $E1F1 | Enables NMI bit in PPUCTRL shadow |
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| `DisableNMI` | $E1FB | Disables NMI bit in PPUCTRL shadow |
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| `SetPPUCTRL_NMI` | $E219 | Sets NMI bit ($80) in PPUCTRL shadow |
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| `ResetScroll` | $E22D | Resets PPU scroll X/Y to zero |
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| `InitRoundParams` | $E236 | Initializes round parameters |
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| `DrawPlayer1Pad` | $E270 | Draws player 1 pad indicators |
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| `DrawPlayer2Pad` | $E2B0 | Draws player 2 pad indicators |
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| `ClearRows` | $E2F0 | Clears screen rows with blank tiles |
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| `ClearGameVars` | $E32D | Clears game variables $06–$09 |
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| `ReadPad` | $E338 | Reads controller pad via shift register |
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| `ShiftPads` | $E362 | Shifts pad data into state variables |
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| `ProcessPads` | $E398 | Processes pad transitions, updates scores |
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| `DrawScore` | $E3E1 | Draws score digits on screen |
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| `DrawLives` | $E407 | Draws lives indicators on screen |
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| `ShiftVar1`–`4` | $E433–$E47E | Shift pad bits into score accumulators |
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| `UpdatePads` | $E47F | Updates pad state, checks button transitions |
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| `LoadPatternTable6`–`7` | $E4A0–$E4B3 | Load additional pattern tables |
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| `ProcessPadBits` | $E4FA | Process pad bit data for transitions |
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| `SetAPUNoise` | $E52E | Sets APU noise channel |
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| `ClearAPUNoise` | $E534 | Clears APU noise channel |
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| `ClearScreen` | $E53A | Clears screen with blank tile $5F |
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---
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## 7. Zero-Page Aliases (`locals.inc`)
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| Alias | Address | Role |
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|-------|---------|------|
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| `Zp00` | $00 | PPUCTRL shadow register |
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| `Zp01` | $01 | PPUMASK shadow register |
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| `Zp02` | $02 | VBlank flag |
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| `Zp03` | $03 | Frame counter / NMI tick |
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| `Zp05` | $05 | Score/digit temp |
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| `Zp06` | $06 | Pad 1 state byte 1 |
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| `Zp07` | $07 | Pad 1 state byte 2 |
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| `Zp08` | $08 | Pad 1 state byte 3 |
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| `Zp09` | $09 | Pad 1 state byte 4 |
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| `Zp0A` | $0A | Pad 2 state byte 1 |
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| `Zp0B` | $0B | Pad 2 state byte 2 |
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| `Zp0C` | $0C | Pad temp / swap variable |
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| `Zp0D` | $0D | Pad mode / draw flag |
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| `Zp0E` | $0E | Shift counter / temp |
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| `Zp0F` | $0F | Delay counter |
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| `Zp10` | $10 | VRAM pointer low byte |
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| `Zp11` | $11 | VRAM pointer high byte |
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| `Zp12` | $12 | Score digit 1 accumulator |
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| `Zp13` | $13 | Score digit 2 accumulator |
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| `Zp14` | $14 | Score digit 3 accumulator |
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| `Zp15` | $15 | Score digit 4 accumulator |
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Full list in `copilot/locals.inc`.
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---
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## 8. Data Tables
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| Table | Address | Description |
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|-------|---------|-------------|
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| `PaletteData` | $E121 | 32-byte palette data loaded into PPU palette RAM |
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| `PadBitTableLives` | $E4B4 | 70-byte pad bit lookup table; `DrawScore` reads from offset $0C ($E4C0) |
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| Pattern pointers | $F000–$F013 | Pointer pairs loaded by `LoadPatternTable1`–`5` routines |
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---
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## 9. Build
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```bash
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cd "_wip/NES PowerPad Test Card (U)/copilot"
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make # → ca65 + ld65 + cmp reconstructed_prg.bin prg.bin → "BYTE-IDENTICAL"
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```
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---
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## 10. Notes
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- The PRG is approximately 7% code / 93% data. Most of the PRG bank ($C000–$DFFF, $E54F–$FFFF) is $FF-filled test pattern data.
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- The NMI handler drives per-frame updates; the main loop (`Reset` at $E058) spins waiting for vblank and frame counter changes.
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- `PadBitTableLives` at $E4B4 is a shared lookup table — `DrawLives` reads from base $E4B4, `DrawScore` reads from offset $0C ($E4C0).
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- IRQ vector points to $E000 (Reset) and is effectively unused.
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---
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## 11. Next Steps
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- **Promotion** — move to a top-level `NES PowerPad Test Card (U)/` folder, add `header.s` / `chr.s` + full-ROM `make` target (as e.g. `Burger Time (U)`), then join the root `OVERVIEW.md` numbered inventory.
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- **Optional deeper Pass 3 work** — extract the pattern pointer data at $F000+ into labeled `.byte` blocks; refine zero-page aliases with more specific roles.
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