Files
disasm/NROM/Lunar Pool (U)
tmerrittandClaude Opus 4.8 49e117bfcc Fix Pass 3 symbol application and add promotion criteria to PROMPTS.md
- Apply symbols.inc hardware register names to Defender 2 (U) (51 operands)
- Apply symbols.inc hardware register names to Donkey Kong 3 (JUE) (36 operands)
- Add APU register symbols (-) to Defender 2 (U) and Donkey Kong 3 (JUE) symbols.inc
- Apply symbols to Donkey Kong Jr. Math (U) (80 operands: 11 single + 69 hardware)
- Apply symbols to Excitebike (JU) (786 operands: 785 single + 1 hardware)
- Add promotion criteria to PROMPTS.md: symbol/local substitution,
  ROM-specific semantic naming, and verification checklist

Add branch/jump target naming requirement to PROMPTS.md

All branches and jumps must target symbolic labels with descriptive names
derived from program flow role (e.g., _Loop, _Next, _Done, _Store, _Return),
never raw address literals. Adds criterion 8 to verification checklist.

Rename all OVERVIEW.md to README.md; add root README content to top-level

- Rename all OVERVIEW.md files to README.md throughout the repo (47 files)
- Prepend README.md content to top-level OVERVIEW.md before rename
- Fix apply_symbols.py NAME_RE regex to handle spaced assignments
- Apply symbols.inc to Defender 2 (U) (51 hardware operands)
- Apply symbols.inc to Donkey Kong 3 (JUE) (36 hardware operands)
- Apply symbols.inc to Donkey Kong Jr. Math (U) (80 operands: 11 single + 69 hardware)
- Apply symbols.inc to Excitebike (JU) (786 operands: 785 single + 1 hardware)
- Add missing Zp18/FrameCounter aliases to Excitebike prg.s
- Build all 27 top-level projects: byte-identical

Promote Donkey Kong Jr. Math back to _wip tier

Moves code from `copilot` folder and verifies each builds after

Add pre-commit hook for byte-identical verification

Add .git/hooks/pre-commit that runs 'make' then 'make clean' in each
project directory before committing. This ensures every project builds
byte-identical before any commit is accepted.

Also includes all file moves from the Donkey Kong Jr. Math (U) demotion
and other file restructuring from the session.

moves code out of copilot folder, its all AI generated.
Moves NROM games into NROM folder

removes copilot folder from Lunar Pool
Adds makefile to build all projects recursively

Updates docs to reflect changes in layout

Repromotes Donkey Kong Jr Math
Repromotes Excitebike
Promotes Popeye (JU) (PRG 1)
Updates Makefile to provide summary of build failure/success

Promote Raid on Bungeling Bay (U): Pass 2/3 partial, whole-ROM byte-identical

Move _wip/NROM/Raid on Bungeling Bay (U) to NROM/ and switch the build
from a PRG-only compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to the space-containing original ROM name
  - Makefile builds header.o/prg.o/chr.o into reconstructed.nes and
    compares it against rom.nes ('Byte-identical ROM verified.')
  - one leftover neutral indirect operand jmp (Zp01) at $E2EC becomes
    jmp (IndDispatch01); apply_symbols.py reports 0 substitutions pending

README.md / TODO.md / AGENTS.md updated: 29 promoted, 7 in _wip/.

Pac-Man (U): Pass 2 complete (label renaming) + Pass 3 partial (ZP aliases, table names)

Pass 2 — fresh map derived from the committed split, not from any drafted
map (the drafted maps in other projects were audited and found not
applicable):

  - all 194 address-derived Label_XXXX definitions renamed to semantic
    routine-entry names plus <Routine>_<Role>_<addr> internal branch
    targets; zero Label_ remains
  - all 49 jsr/jmp call sites resolved from raw $XXXX to labels; zero
    raw $XXXX call operands remain
  - routinemap.tsv / derived_names.tsv record the derivation

Pass 3 (partial):

  - 15 proven semantic zero-page aliases added to locals.inc
    (GameState, NmiFlag, ScrollX/Y, PpuCtrlShadow, OamDmaPage,
    CocktailModeFlag, ActivePlayerFlag, GameplaySuspended, FrameCounter,
    StateTimer, Player1/2Input, ActiveInput, CopyrightVerified)
  - 112 operands substituted into prg.s (11 single + 101 hardware)
  - key data tables named: ProgrammerSig ($C0EB), GameStateDispatchTable
    ($C253), TitleScreenData ($C2FD), EntityPtrTable ($D912),
    AudioCommandTable ($EFDD)

Also corrects the README's claim that the RESET vector points at padding:
$FF00 holds real boot code (sei/cld, PPU off, double vblank wait, then
jmp ColdStart at $C042).

.gitignore: ignore reconstructed_prg.bin (build artifact of the _wip
Makefiles; '**/reconstructed.*' does not match the underscore form).

Promote Pac-Man (U): Pass 2/3 complete, whole-ROM byte-identical

Move _wip/NROM/Pac-Man (U) to NROM/ and switch the build from a PRG-only
compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Pac-Man (U) [!].nes' (the original ROM name
    contains a space and brackets)
  - Makefile builds header.o/prg.o/chr.o into reconstructed.nes and
    compares it against rom.nes
  - reconstructed.nes is 24,592 bytes, MD5 a69d310f8cae9397fbd39f204672b5c7
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Pass 3 residue closed.  The last 7 multi-alias zero-page operands are
resolved per site through a new sites.tsv, each proven from context
rather than guessed:

  - jmp ($0010) at $C250/$D3CA/$D90F/$D9B6 -> (DispatchPtrLo); each
    is immediately preceded by sta DispatchPtrLo/sta DispatchPtrHi
  - jmp ($00FE) at $EFDA -> (AudioHandlerPtrLo); preceded by
    sta AudioHandlerPtrLo/sta AudioHandlerPtrHi
  - sta a:$0000,y at $C048/$C089 -> a:Zp00,y; the literal zero-page
    base in the two ZP clear loops, so the neutral name is used rather
    than the semantic WorkPtrLo.  The 'a:' prefix survives the
    substitution, so the bytes stay 99 00 00 (sta abs,Y)

apply_symbols.py now reports 119 operands substituted (101 hardware,
11 single-name, 7 site) and 0 residue.

New tool _tools/align_audit_comments.py: re-aligns the audit comment to
column 35 after a substitution lengthens an operand (nesdis.py pads each
instruction to 31 characters).  Whitespace-only, so the byte identity
cannot change.  405 lines re-aligned in this project; all 2,387 audit
comments still match prg.bin at the stated PRG offset, 0 mismatches.

Docs: root README.md / TODO.md / AGENTS.md updated - 30 promoted, 6 in
_wip/; a per-project detail entry for Pac-Man (U) added; the stale
'Donkey Kong 3 (JUE) has no README.md' claim corrected (it has a
318-line one).

Promote Raid on Bungeling Bay (U) [a2]: Pass 3 complete, whole-ROM byte-identical

Move _wip/NROM/Raid on Bungeling Bay (U) [a2] to NROM/ and switch the build
from a PRG-only compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Raid on Bungeling Bay (U) [a2].nes' (the original
    ROM name contains spaces and brackets)
  - reconstructed.nes is 24,592 bytes, MD5 659d340a1e9d420eee28df13319b0094
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Pass 3 - 15 semantic zero-page aliases, each applied only at the sites
where its role is proven:

  - PpuCtrlShadow ($C2), 15 sites: the reset entry primes it right after
    'sta PPUCTRL', and every other use is an ora/and/eor followed by
    'sta PPUCTRL'
  - NmiPathSelector ($C4), 5 sites: written 1 at $C3E9 and 0 at $C962
  - GameState ($D6), 6 sites: 'cmp #$02' and used as an index at $C4C7
  - FrameSubCounter ($55), 6 sites: set to $0A at $C520, decremented per
    NMI at $C07B
  - PrngPeriodCounter ($EA) / PrngSeedB ($EB) / PrngState ($EC), 13 sites:
    the PRNG state
  - PtrLo ($00) / PtrHi ($01), 8 sites: the 16-bit pair $1C13 and $1610
    compared at $E785/$E791
  - IndDispatch01 ($01) / IndDispatch02 ($02), 3 sites: the computed
    dispatch at $E2EC
  - IndDispatch1B ($1B) / IndDispatch1C ($1C), 6 sites: the dispatch at
    $E7A3
  - IndDispatch17 ($17) / IndDispatch19 ($19): the dispatches at $E79D
    and $E7A0

Addresses that carry two names keep the neutral ZpXX name where the other
role applies - $01 is PtrHi at the 16-bit compare and IndDispatch01 at the
dispatch; $17 is IndDispatch17 at the dispatch and Zp17 for the absolute
RAM $0017 store in the copy loop at $E895/$E8D0.

New tool _tools/apply_zp_aliases.py does the per-site substitution:
apply_symbols.py only rewrites *numeric* operands, so it cannot rename an
operand that is already written as a neutral ZpXX name.  The tool keeps the
ca65 'a:' prefix (dropping it would turn 'sta a:Zp17,y' into a zero-page
store and change the bytes) and rewrites only the operand token, so the
audit comment survives byte for byte.

Naming correction in the promoted sibling.  Finishing this dump showed that
$EA was misnamed 'VBlankWaitCounter': the routine at $C412 is the game's
pseudo-random generator (the classic eor/asl/php/lsr/plp/rol scrambler,
called from thirteen gameplay sites, twice in a row at $CDF4/$CDF9 with the
second result masked #$07), so $EA is the scrambler's phase counter.
Renamed PrngPeriodCounter in both dumps and named $EB/$EC PrngSeedB /
PrngState.  The sibling's two 'sta a:IndDispatch17,y' operands were also
wrong - they are absolute stores to RAM $0017, not the dispatch pointer -
and are now 'a:Zp17,y', matching the file's 'a:' = absolute convention.

Audit-comment alignment re-done with _tools/align_audit_comments.py (1,040
lines here, 1,080 in the sibling).  Both files still match prg.bin at every
stated PRG offset: 5,467 and 5,483 audit comments, 0 mismatches.

Docs: root README.md / TODO.md / AGENTS.md updated - 31 promoted, 5 in
_wip/; per-project detail entries added for both Raid dumps.

Promote Pac-Man (Tengen) (U): Pass 2/3 from scratch, whole-ROM byte-identical

Move _wip/NROM/Pac-Man (Tengen) (U) to NROM/ and switch the build from a
PRG-only compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Pac-Man (Tengen) (U) [!].nes'
  - reconstructed.nes is 24,592 bytes, MD5 d34e7a74d8d2c231b6cc601210e28ad0
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Disassembled from scratch.  No name, map or file was carried over from the
sibling 'Pac-Man (U)' dump; the map was derived from this dump's own
committed split and the two were only compared afterwards.

Pass 2 (new tool _tools/apply_pass2_map.py):
  - all 194 Label_XXXX definitions renamed to semantic routine entries plus
    <Routine>_<Role> branch targets; zero Label_ remains
  - all 48 raw $XXXX jsr/jmp operands resolved to labels; zero raw $XXXX
    call or branch operands remain
  - the map is in routinemap.tsv

Pass 3:
  - 30 semantic zero-page aliases, each applied only at the sites where its
    role is proven (per-site choice in sites.tsv; the addresses that carry
    two roles keep the neutral ZpXX name elsewhere).  _tools/
    derive_zp_aliases.py records how the set was derived, and locals.inc
    records the reason for every remaining neutral slot
  - 28 data tables named (new tool _tools/name_data_region.py), including
    CharacterDataTable ($C66A) and CharacterNameStrings ($C67E), where the
    ROM itself names Blinky, Pinky, Inky and Clyde - which is why the four
    indexed entities are called ghosts and not 'actors'
  - apply_symbols.py reports 0 substitutions pending and 0 residue
  - audit-comment alignment re-done with _tools/align_audit_comments.py;
    all 2,479 audit comments still match prg.bin at the stated PRG offset

Pass 1 correction - six command handlers recovered (new tool
_tools/recode_region.py).  ScriptCommandTable ($EFDD) is read by the traced
instruction at $EFCC, and six of its entries point at $F00A, $F022, $F03A,
$F052, $F062 and $F072 - all of which the tracer had left as data, and two
of which it had mis-split across the 'jmp $EF61' at $F01F and $F04F.
Those 120 bytes are code here, decoded straight from the ROM; the six
handlers tile $F00A-$F081 exactly.  The same gap exists in the promoted
'Pac-Man (U)' dump, which has not been corrected - recorded in both READMEs.

Residue (documented, not guessed): the unreached main game logic at
$C45A-$C55F is still .byte data.  It is code - the tracer's own decoder
walks it cleanly and the dispatch table at $C511 points into it - but
nothing reaches it, so it cannot be entered without a guess.  The same gap
exists in the promoted 'Pac-Man (U)' dump.  Re-deriving it is a Pass 1 job;
a Mesen Code Data Logger capture is the tool the repo uses for it.

Docs: root README.md / TODO.md / AGENTS.md updated - 32 promoted, 4 in
_wip/; a per-project detail entry added for the Tengen dump.

Promote Pyramid (U): Pass 1 corrected, Pass 2/3 complete, whole-ROM byte-identical

Move _wip/NROM/Pyramid (U) to NROM/ and switch the build from a PRG-only
compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Pyramid (U) (Sachen).nes'
  - reconstructed.nes is 24,592 bytes, MD5 aa285ff17f25dd05da5996b7466c59e2
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Pass 1 correction - the committed split was a strict subset of the correct
one.  This game dispatches through 'jmp' trampoline tables that live
*inside* the data regions, and the tracer cannot follow a jmp there, so
828 bytes of code were still marked as data.  Four such tables were found
($C01E 3 entries, $C02A 6, $C042 2, $C054 5) plus ten more entries at
$C000-$C01B; all sixteen targets decode as valid instructions.  Seeding
them, the $C800 boot mainline and six further code starts recovers the
whole lot, plus a five-byte stub at $DF89 (lda $33 / jmp $DECB) that sat
in a hole between two routines.  The re-trace loses NO committed code byte
and takes the split from 34.5% to 39.6% (3,130 instructions / 6,493 code
bytes).  'make regen' reproduces it, so the split stays verifiable.

Pass 2 - a fresh map derived from this dump's own committed split:
  - 428 Label_XXXX definitions renamed; zero Label_ residue
  - 320 raw $XXXX jsr/jmp operands resolved; zero raw $XXXX branch
    operands remain
  - 431 routine entries and the 32 data blocks named from the code
  - the internal branch-target names are derived mechanically from the
    branch that reaches them by the new _tools/derive_branch_names.py
    (beq -> OnZero, bne -> OnNonzero, bcc/bcs -> the carry cases, a
    backwards branch -> Loop)
  - recorded in routinemap.tsv

Pass 3:
  - 24 semantic zero-page aliases, each applied only where its role is
    proven; the 57 slots that stay neutral are each listed with the reason
    in locals.inc (the neutral set lives in zp_aliases.inc so that
    'make regen' can rebuild locals.inc from prg.bin)
  - 32 data tables named - TaskVectorTable1/2, LevelScriptData,
    MusicPeriodTable, SoundEnvelopeTable, the actor tables - recorded in
    data_region_names.tsv
  - apply_symbols.py reports 0 substitutions pending and 0 residue; no
    hardware register is left as a raw literal
  - the audit comments are now canonical on every line, data included
    (the old file carried only 'PRG:$xxxx' on its 1,358 data lines);
    all 3,762 audit comments match prg.bin at their stated PRG offset

Kept as-is, not 'cleaned up':
  - sta $4100 stays a raw operand.  The iNES header claims mapper 0 but
    the boot code writes past the NES register space; the ROM does not
    explain it, so it is recorded rather than guessed
  - the 'A'/'V' check on RAM $0120/$0121 and its seed/clear routines
    are named for what they do, not for what they are for
  - the ninth entry of the $C3A6 task vector table ($D820) is a junk
    slot and stays data

Docs: root README.md / TODO.md / AGENTS.md updated - 33 promoted, 3 in
_wip/; a per-project detail entry added.

Hogan's Alley (JU): Pass 1 correction, Pass 2, Pass 3, promoted to NROM/

The light-gun game whose engine dispatches through *inline* tables:
`IndirectCall` at $C34D pops the return address of the `jsr` that called
it and reads a 16-bit handler pointer from the word that follows, so all
six handler tables ($C124 19 entries, $C219 4, $C89C 14, $CDD1 1, $D234 2,
$D3D6 14) live inside the code stream and the static tracer cannot follow
them.

Pass 1 correction.  The committed split was a strict subset of the correct
one -- 41.8% of the PRG was classified as code.  A fresh Mesen Code Data
Logger capture was merged with the four captures already in the folder
(hogans_merged.cdl, the OR of five per-byte flag arrays, 6,544 code bytes)
and _tools/cdl_reclass.py rewrote the split to match what the CPU actually
fetched: 1,216 bytes moved from data to code, five the other way, 59 labels
emitted.  The split is now 49.1% code (3,950 instructions, 8,041 bytes).
The four branch targets the reclassifier could not prove were turned into
labels by the new _tools/resolve_raw_branches.py.

Pass 2.  206 routine entries hand-named from this dump's own code and 413
internal branch targets derived mechanically by _tools/derive_branch_names.py:
630 Label_XXXX definitions gone, 484 raw $XXXX call operands resolved, 15
call targets the tracer had never labelled given a label.  Recorded in
routinemap.tsv.  No SubC<addr> residue was needed -- every entry the engine
reaches is named after what it does.

Pass 3.  60 semantic zero-page aliases, each applied only where its role is
proven (zp_aliases.inc, zp_alias_sites.tsv); the slots that stay neutral are
each listed with the reason.  All 34 data blocks named
(data_region_names.tsv).  apply_symbols.py reports 1 residue: `sta a:$00B4,y`
at $C203, the same address as Zp40/ActorPalette but forced to absolute
addressing, so it must stay numeric.

Promotion.  header.s, chr.s and a HEADER/PRG/CHR linker.cfg added, rom.nes
symlinked to the original ROM; the whole-ROM cmp passes on the first
promoted build.  There is deliberately no `make regen` target: the Pass 1
split here is the static trace corrected by a CDL capture, and the base the
correction was applied to is not what the current _tools/nesdis.py
produces, so prg.s is the maintained source of truth.

Tools changed:
  nesdis.py             --split/--note/--provenance options, so a data
                          region can carry its own name and explanation;
                          a forced-data address is no longer reported as a
                          recovered routine entry
  apply_pass2_map.py    can create the label for a call target the tracer
                          left unlabelled; no longer double-labels it
  apply_zp_aliases.py   --at-file, an address-based per-site list
  derive_branch_names.py keeps the map's own header instead of writing a
                          fixed one
  resolve_raw_branches.py  new: turns `bXX *+$NN` operands into labels
  build_hogans_map.py   new: the hand-written Pass 2 map builder

The existing regen pipelines (MUSCLE (U), Urban Champion (JU)) still
reproduce prg.s byte for byte.

Apply the symbols.inc register names at Pass 1; fix a dropped byte in cdl_reclass

nesdis.py now names the hardware registers as it renders the operands, so a
project's Pass 1 output already reads `lda PPUSTATUS` instead of `lda $2002`
and the Pass 3 apply_symbols.py step has nothing left to do for them.

  * nesdis.py --symbols FILE reads a symbols.inc-style file and substitutes
    the register names.  Only unambiguous entries in the $2000-$4017 window
    are used: $4017 is both JOY2 and APUFRAMECOUNTER, so it stays numeric
    and apply_symbols.py reports it as multi-alias residue, exactly as
    before.  The default is the symbols.inc next to --out, so a new project
    gets the names without asking; --no-symbols opts out.
  * The renderer records the operand's numeric value on the Insn, because
    operand_value() used to re-parse the operand text and could no longer
    read a name.
  * The controller bit masks in symbols.inc (PAD_A and friends) are
    constants, not addresses, and are still never substituted.

MUSCLE (U) and Urban Champion (JU) keep --no-symbols: their committed
prg.s was produced with the registers named by the Pass 3 apply_symbols.py
step, and the columns in those files reflect the in-place substitution.
Adding the missing apply_symbols.py step to both regen pipelines makes
them reproduce their committed prg.s byte for byte again - neither did
before this change (MUSCLE was 440 lines out, Urban Champion 772).

cdl_reclass.py had a bug that cost a byte: a region whose last source row
straddled the region's end was replaced by a regeneration of the region
only, so the tail of that row was dropped.  Mario Bros (JU) hit it at
$C595, where the rebuild came out one byte short and every label after it
shifted.  A region now covers the whole rows it replaces.

pass2.py reflow takes an optional column argument; the default is
unchanged (the ';' lands on the same column as before).

Mario Bros (JU): Pass 1 correction, Pass 2, Pass 3, promoted to NROM/

A two-player platformer whose handler tables are *inline*: the pointers sit
in the middle of the code stream, right after the `jsr` that reads them, so
the static tracer could never follow them.

Pass 1 correction.  The committed split was a strict subset of the correct
one -- only 72.0% of the PRG was classified as code.  A Mesen Code Data
Logger capture of this ROM (mario_mesen.cdl, 10,915 code bytes) showed
1,010 bytes the tracer had left as data were code; two branch targets the
capture never reached ($E4CB and $E639) were forced with --override for 57
more, so 1,067 bytes moved from data to code and 22 moved the other way.
The split is now 78.4% code (6,210 instructions, 12,847 bytes).  The three
branch targets the reclassifier could not prove were turned into labels by
_resolve_raw_branches.py, which now refuses to put a label on a `.byte` row.

Pass 2.  206 routine entries and 519 internal branch targets: 931
Label_XXXX definitions gone, 51 raw $XXXX call operands resolved and 12 call
targets the tracer had never labelled given a label.  Zero SubC residue --
the 185 entries a previous session had left as address-derived residue were
all named from this dump's own code.  Recorded in routinemap.tsv.

Pass 3.  25 semantic zero-page aliases, each applied only where its role is
proven (zp_aliases.inc); the slots that stay neutral are each listed with the
reason.  35 data tables named -- GameStateHandlerTable, EnemyBehaviourTable,
EnemyScriptTable, EnemyTypePointerTable, SoundRoutineTable,
NoteFrequencyTable and the rest -- and recorded in
data_region_names.tsv.  apply_symbols.py reports 0 residue.

Promotion.  header.s, chr.s and a HEADER/PRG/CHR linker.cfg added, rom.nes
symlinked to the original ROM; the whole-ROM cmp passes on the first
promoted build.  There is deliberately no `make regen` target: the Pass 1
split here is the static trace corrected by a CDL capture, and the base the
correction was applied to is not what the current _tools/nesdis.py
produces, so prg.s is the maintained source of truth.

Tools:
  apply_pass2_map.py     renames a label of any spelling -- SubC<addr> is
                          the honest residue form -- and its references
                          follow it; one combined pattern, so a 16,000-line
                          file does not need a substitution per label
  resolve_raw_branches.py refuses to label a data row
  build_mario_map.py      new: the hand-written Pass 2 map builder

Remove the old _wip/NROM/Mario Bros (JU) folder (promoted to NROM/)

Mario Bros (JU): add the promoted-tier header, CHR, rom.nes symlink and zero-page aliases

Moves _ROMS/<ROM> into _wip/<MAPPER>/<ROM>

Sync the docs and the skeleton tool with the 857-project _wip tier

The _wip/ tier now holds 857 projects across 30 mapper folders, all
building byte-identical for the whole ROM.  README.md, TODO.md and
AGENTS.md still described the old 39-project tier, so bring them in line
with WIP.md, which carries the tier's index.

The tier is no longer 39 projects of NROM-256 with a 16/32 KB PRG:
only two projects have a 16 KB PRG, 151 have 32 KB, 523 have 128 KB and
one has 1.5 MB, so most of it is a banked mapper whose image does not fit
the 6502's address space.  Those projects link their MEMORY areas at .nes
file offsets rather than CPU addresses, which is the only option and the
honest model; the 39 older projects keep the CPU-address layout because
their PRG really is one contiguous window.

make_skeleton.py gains the two layouts (--layout flat|cpu), the board
name for the mapper, and a fix for find_rom() mistaking the build
output reconstructed.nes for the source ROM.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-10-20 16:44:06 -04:00
..

Lunar Pool (U)

ROM: Lunar Pool (U).nes (24,592 bytes, iNES). Status: PASSES 1-3 COMPLETE; PROMOTED TO THE TOP LEVEL 2026-10-18 — 5,300 instructions / 11,077 code bytes (67.6%) / 5,301 data bytes / the 6 vector bytes as .word, byte accounting exact (11,077 + 5,301 + 6 = 16,384), and BYTE-IDENTICAL for the whole ROM (header + PRG + CHR) via cmp reconstructed.nes rom.nes. Pass 2 named all 705 labels — Label_<addr> is gone — and Pass 3 named 33 data structures and finished the zero-page audit (38 semantic aliases, 66 deliberately neutral ZpXX, ten former phantom aliases deleted). The ~354 bytes the CDL could not settle stay .byte on purpose; they are itemised under Known remaining gaps.

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 Vertical
Battery-backed flag clear
ROM SHA-256 6da37fd34e8f4eb3df34e9f446726a193db77d0e0bba32aa328ef225993fc8a1
PRG SHA-256 43a2f54cd48b38fc1e4a33051e019528e9789a774ace773fa7549c33dc9492c9

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

Vector Target Note
NMI $FF65 per-frame heartbeat
RESET $E80C non-$C000 entry — the tracer has to seed it explicitly (--extra-seed 0xE80C)
IRQ $FF64 a bare rti sitting immediately before the NMI handler, so IRQs are effectively ignored

Pass Status

Pass Status Description
Pass 0 Superseded prg.s was a 12-line .incbin of the whole PRG — no disassembly at all
Pass 1 Complete Static code/data split, then reclassified against a Mesen Code Data Logger capture (see below). As Pass 1 delivered it: 5,285 instructions / 11,041 bytes emitted as instructions (67.4%) / 5,343 bytes emitted as data (.byte, plus the six vector bytes as .word); 11,041 + 5,343 = 16,384 exactly. Labels: 640 Label_<addr> plus Reset/NmiHandler/IrqHandler.
Pass 2 Complete NES hardware constants in symbols.inc; zero-page aliases in locals.inc; and all 705 labels named — Label_<addr> is gone from the file. 17 dispatch targets that carried no label at all (UpdateObjects_Render_Sound $C05C, SetupRound $EB60, PrintStageNumber $E21A, SetPpuAddr $F989, …) were given labels and routine headers. Naming rule used: PascalCase for jsr/jmp targets and logical block heads, <Block>_<Role> (_Loop, _Next, _Alt, _Done, _Skip, _Return, _Store, …) for targets inside a routine; jsr/jmp operands stay raw numeric — this file's convention, as in Joypad Test Cartridge (U) — while branch operands are symbolic. (Earlier revisions claimed 218 entries renamed, 195 of them SubC<addr>; no SubC label ever existed — git log -S SubC finds no commit that added one.)
Pass 3 Complete Zero-page audit: 38 semantic aliases (object core, VRAM write queue, VRAM read-back, PPU helpers) and 66 neutral ZpXX whose roles are documented as deliberately unproven in locals.inc. Data structures: 33 tables/blocks named (table below). Vectors are .word NmiHandler, Reset, IrqHandler. What is still unnamed is the residue listed under Known remaining gaps — it stays .byte on purpose.

Pass 3 — the named data structures

33 tables and blocks were named. The code in this ROM bases several tables one entry early (lda $C478,y, lda $D4F8,y, lda $E9B9,x), so entry 0 is dead and the label sits on the first live entry; that is noted per table in prg.s.

Address Label What it is
$C000 ResetStub Unreachable three-byte jmp Reset — the reset vector points at $E80C directly
$C0C0 ObjectOpcodeHandlerTable 19 words: object-script opcodes $80-$92 → handler address − 1
$C3B4 SoundChannelMask 01 02 04 08 FE FD FB F7 — APU channel mask/enable bytes
$C47A ObjectStatePointerTable 84 words: per-object state pointers, indexed by (obj_ptr_lo + $0519,x) * 2
$C522 SpawnObjectTable 16 words: spawn-record pointers for ids 1-15 (id 0 dead), picked from the $0060-$0067 queue
$C543 StateTimerTable Per-state timers 1,2,3,4,6,8,12,16,24,32,48,64,96,128,192,0, indexed by script opcode − $DF
$C552 AnimationPointerTable Frame-sequence pointers
$C559 SpriteAnimationTable Per-sprite animation descriptors used by the draw path
$CF40 VsCommandList Inline RunCommandList script issued when loading a VS-COMP scene
$D057 DrawCellRun_TileTable Corner tiles $3C $69 $C3 $96 selected by row bits in DrawCellRun
$D4FA LayoutScriptTable 30 words: per-stage layout-script pointers
$D559 LayoutData 2,757 bytes of per-stage layout records
$E862 BootSignatureText "JEMINI DAZO!!" plus the warm-boot signature compared against the RAM copy at $0440-$044F; the title attribute row at $E870-$E87F overlaps its tail
$E9A3 TitleColorCycleTable 22 colour codes cycled into the $0085-$0087 palette shadow each frame
$E9B9 StartGameAttributeRow 16 attribute bytes copied to the $0140-$014F shadow when a game starts
$EA00 TitleCommandList Inline RunCommandList script for the title screen
$EC2A StageAttributeTable 16 per-stage attribute bytes copied to the attribute shadow
$ED3F SpritePaletteTable 4 × 4 sprite palettes, copied to the $0090-$009F palette shadow by Reset_LoadSpritePalettes
$EEE9 BallAppearTiles Tiles for the ball-appear step animation (indexed by the step at $0340)
$EF2A BallSinkTiles Tiles for the ball-sink step animation
$F098 TileCollisionTable 27 words: collision flags per tile
$F5E4 EndingCommandList Inline RunCommandList script for the ending screen
$F762 AimPhaseTable0 Three parallel 8-byte colour sequences shimmered into the $008B/$008F/$0092 palette shadow while aiming
$F786 StrPlayer1, StrShot, StrPlayer2, StrGameOver, StrPlayer3, StrHiScore, StrPerfect The seven jsr $CBDC inline strings ($F786-$F861)
$FAC9 PaletteColorTable 12 rows of 4 colour codes → PPU palette entries (MapColorCodeToPalette)
$FECE SineTable 64 entries read by GetSine
$FF90 PaddingFf 106 bytes of $FF filler between the last table and the vectors

The Pass 1 split came from a static trace only, and a static trace cannot see code that is reached through computed dispatch, nor can it tell inline string data from an instruction that happens to decode from the same bytes. Both errors were present.

Ground truth came from the emulator: Mesen's Code Data Logger marks every byte the CPU fetched as an opcode (Code) and every byte it read as data (Data). Playing the ROM through title → 1P → game over → VS COMP marked 10,028 PRG bytes Code (61.2%) and 1,534 Data; that is the classification oracle for every byte it observed. Where the CDL is silent the previous classification is kept, never guessed.

code bytes data bytes
As originally emitted by Pass 1 9,403 6,981
After the CDL reclassification 11,041 5,343

1,738 bytes that Pass 1 had emitted as .byte are executed code and are now instructions; 100 bytes it had emitted as instructions are read as data and are now .byte.

The result reconciles with the CDL exactly, with no disagreement in either direction:

emitted as CDL says Code CDL says Data CDL never saw it
instructions 10,028 0 1,013
data (.byte/.word) 0 1,534 3,809

Every byte the CDL observed is therefore classified the way the CPU used it. The 1,013 instruction bytes the CDL never saw are Pass 1 static code plus the two inference steps below; the 3,809 unseen data bytes are the residue — 45 of them carry an undocumented opcode's disassembly in the audit comment (Pass 1 read them as code statically, but the CDL never watched the session fetch them, and ca65 V2.19 cannot encode those opcodes anyway, so they stay .byte with the disassembly recorded).

As an independent structural check, all 1,183 control-flow targets in the file — 633 jsr/jmp operands and 550 branch targets — land exactly on an instruction boundary; none points into an operand or a .byte run.

The rewrite is reproducible with _tools/cdl_reclass.py (dry run by default). Capture a CDL from the Mesen MCP with mesen_cdl_file(action:'save', memoryType:'NesPrgRom', filepath:'lunar.cdl') — the capture is cumulative, so it does not reset — then:

python3 _tools/cdl_reclass.py --dir "copilot" --cdl lunar.cdl \
  --override 0xC0C0-0xC0E5:D \
  --override 0xF81A-0xF825:C --override 0xF826-0xF82E:D --override 0xF82F-0xF83A:C \
  --override 0xF83B-0xF846:D --override 0xF847-0xF84B:C --override 0xF84C-0xF857:C \
  --override 0xF858-0xF861:D --override 0xF862-0xF866:C

Its output differs from this prg.s only in this provenance header, the .word vector split, and three jsr Label_CAA3 → jsr $CAA3 operand spellings (this file spells jsr/jmp operands as raw addresses and branch operands as Label_<addr>). Always run make afterwards.

Two inference steps were needed beyond the CDL because the capture never reached the hi-score screen. They are marked as inference, not ground truth:

  • $C0C0–$C0E5 is a 19-entry little-endian 16-bit pointer table (read as lda $C0C0,y / lda $C0C1,y). Pass 1 had decoded it as a cmp (ZpXX,x) chain; the CDL only observed the few entries the current game state walked. Code resumes at $C0E6 (tax), which is a real branch target from $C101.
  • $F81A (hi-score) and $F84C ("perfect") are text routines. They are never reached in normal play until a hi-score is beaten, so the CDL is silent; their inline-string structure is inferred from the CDL-confirmed twins $F77A and $F7E8.

The inline-string dispatcher (this is not a jump gate)

$CBDC (and its variant $CBC9, which also clears the PPU destination first) is a print-inline-string-and-return-after-it helper:

$CBDC  pla / sta ptr_lo        ; pop the caller's return address = the string address
$CBDF  pla / sta ptr_hi
$CBE2  jsr $CB5A               ; prepare the PPU destination
$CBE5  ldy #$00
$CBE7  lda (ptr_lo),y          ; next character
$CBE9  beq $CBF4               ; $00 terminates
$CBEB  jsr $CC29               ; emit it (advances ptr_lo/hi)
$CBEE  jsr $CB5A
$CBF1  jmp $CBE5
$CBF4  lda ptr_hi / pha        ; push the address of the byte after the $00 ...
$CBF7  lda ptr_lo / pha
$CBFA  rts                     ; ... and rts to it

So every jsr $CBDC in the image is immediately followed by a $00-terminated string that begins with the control byte $81 ($81 also acts as the word separator), and execution resumes after the terminator:

site bytes text
$F786 $81player$81$00 player
$F79B $81shot$81$00 shot
$F7F4 $81player$81$00 player
$F809 $81game$81over$81$00 game over
$F826 $81player$81$00 player
$F83B $81hi`score__$00 hi`score__
$F858 $81perfect_$00 perfect_

Earlier revisions of this document claimed a jmp ($7961) RAM-pointer dispatch at $F788/$F7F6/$F828. That was a flat-tracer phantom. The bytes after jsr $CBDC are the strings above; the decoder happened to start an instruction two bytes into player, reading $6C $61 $79 as jmp ($7961) — the operand is the middle of the word "player". Nothing in the ROM ever writes $7961/$7962, and $6000–$7FFF is unmapped on NROM, so such a jump could not work. The three sites are gone from the classification; no instruction in the corrected file is an indirect jmp.

The genuine computed dispatch that remains is small and resolved. $CBE5 re-reads its string pointer through ptr_lo/ptr_hi and re-enters its loop with it — plain code. $F193 does the reverse: it pushes Zp17/Zp16 and rtses, so a caller sets that pair and the rts transfers control to it; the pattern is named in locals.inc and every target is inside CDL-covered code.

Code the CDL proved but Pass 1 missed (largest runs)

Range Bytes What it is
$EA00–$EBAF 432 VS-COMP / select-screen logic ($EB16 is still unreached and stays data)
$EBF3–$ED4E 348 menu/round state machine
$CE35–$CF9A 358 collision/entity maths
$D4FA–$E01D 2,852 $D4FA 30-entry pointer table ($D4FA–$D535), the 35-byte code helper at $D536–$D558, then variable-length records from $D559
$F897–$F98F 249 high-score / attract handling
$C0F2–$C18C 155 object update chain (branches back to $C0E6)
$D325–$D391, $D2A0–$D2D3, $D1BB–$D209 240 further record/table walkers

Tracer fixes required during Pass 1

Three undocumented opcodes were missing from _tools/nesdis.py and were added, with the --undocumented switch (default off, so existing make regen pipelines stay byte-stable):

  • $72 — RRA abs (the RRA family had $63/$67/$6F/$73/$77/$7B/$7F but not $72).
  • $42 — NOP #imm (the family had $80/$82/$89/$C2/$E2 but not $42).
  • $FA — NOP abs,X (the family had $1C/$3C/$5C/$7C/$DC/$FC but not $FA).

One emitter fix: ca65 silently rewrites an operand whose high byte is $00 into the shorter zero-page form (sta $00FF,x becomes sta $FF,x, emitting $95 instead of $9D). render() now emits the a: prefix for ABS/ABSX/ABSY/IND operands with a high byte of $00, forcing the absolute form so the bytes match the ROM. operand_value() strips the prefix when parsing.

Known remaining gaps

  • The static tracer reported two overlaps ($C3BB — resolved with --data 0xC3BB:1 — and $F0EF) and three rejected mis-aligned stubs. The residue that remains is the CDL's: 5,343 bytes (32.6%) are still emitted as data (.byte, plus the six vector bytes as .word).
  • Unreached in the CDL session, therefore still unclassified: the hi-score entry screen ($F81A+ / $F84C+ are inferred by symmetry, above), the 2-player-only branches, and $EB16 (a poll loop behind beq at $EB11, emitted as a raw beq *+$05).
  • locals.inc carries 104 aliases: 38 semantic (see the Pass 3 notes at the foot of the file) and 66 neutral ZpXX. Ten further aliases were deleted by the reclassification: they were phantoms — $49/$84/$8A/$AA/$C0 came from the mis-decoded $C0C0 table, and $3B/$65/$67/$72/$81 were ASCII characters of the inline strings read as operands.

copilot/ Contents

File Purpose
Lunar Pool (U).nes original ROM image (reference)
prg.bin / header.bin / chr.bin split image, produced by _tools/splitnes.py
prg.s disassembly: 5,285 instructions with per-instruction address/byte audit comments, unclassified bytes kept as .byte/.word
symbols.inc shared NES hardware constants (PPU/APU/controller)
locals.inc project-local zero-page aliases — 38 semantic, 66 neutral ZpXX; Pass 3 evidence notes at the foot of the file
linker.cfg PRG at $C000, 16 KB, fill = yes
Makefile links reconstructed.nes and cmps it against rom.nes (whole ROM)
reconstructed.nes build output from the last verified build

This project is promoted: copilot/ links header.s + prg.s + chr.s and make compares the whole reconstructed.nes against rom.nes, so header, PRG and CHR are all proven. header.bin/chr.bin remain as the .incbin sources for those two stubs.

Build

cd "Lunar Pool (U)/copilot"
make        # → cmp reconstructed.nes rom.nes → "Byte-identical ROM verified."

Next Steps

Passes 1-3 are complete and the project is promoted to the top level (row 17); see Pass Status above. The only residue is the ~354 bytes the CDL could not settle, kept .byte on purpose and itemised under Known remaining gaps. No pass work is pending.