Files
disasm/MUSCLE (U)/OVERVIEW.md
T
tmerritt 837007843d MUSCLE (U): decode the bytecode VM layer (Pass 3b)
The 42 token programs were the last undecoded part of MUSCLE. Each now carries a
token-by-token listing above its unchanged .byte data, generated by
_tools/bytecode_dis.py and wired into the build as 'make pass3'.

Encoding, derived from RunBytecodeInterpreter ($9AE8) and BytecodeHandlerTable
($9237): the dispatch is one byte per element. A byte in $C8-$EF selects one of
the 40 handler-table entries; every other byte takes the literal path at $9B08
and is pushed onto the operand list at $0033[Y], accumulated into $003C[Y].

The one exception is four opcodes whose handler's first instructions are
'lda ($1A),Y / iny', so they consume the following byte inline:
  $CB LOOP_BEGIN  -> $7C,X count + $7E,X body address
  $D1 SET_RATE    -> $43,X
  $D7 DRAW_SPRITE -> count for the $A660 blit
  $E1 SET_WAIT    -> $7A,X
$CB and $C9 are the loop pair: LOOP_END decrements $7C,X and, if non-zero,
reloads Y from $7E,X, rewinding the interpreter to the top of the body.

Decoded 377 opcodes and 937 literal operands across 42 programs; all 40 defined
opcodes are used, so the opcode set is complete.

Two standalone programs contain no byte in $C8-$EF at all, so every byte takes
the literal path - the listing states that rather than implying code.

Each mnemonic was read off its handler's own straight-line path up to its first
'jmp $9AE8' / 'jmp $9B25'. Handlers that only tail-call a game routine are named
for the routine rather than guessed at, since the semantics live in the callee.

bytecode_dis.py inserts comment lines only; .byte data is copied through
verbatim. Verified: all 16,384 PRG bytes still emitted exactly once, every value
equal to the ROM, zero audit mismatches, and 'make regen' (pass1 -> pass2 ->
pass3) reproduces prg.s byte-for-byte. Byte-identical ROM verified.

MUSCLE (U): trace the stage payload with py65 (Pass 3c)

The stage payload at $B0FB-$BEBF could not be decoded statically, and the
trace confirms why: across all 16 KB of code there is exactly ONE operand in
that range - $BD28, the literal pointer table itself. The real address is
formed at runtime by 'adc $BD28,X', where A is a value carried in the
bytecode stream, so the readers are indexed by a runtime value and cannot be
enumerated by searching the code.

FCEUX cannot observe this either: its Lua API offers registerexec /
registerexecute / registerrun / registerwrite but no memory-read hook, and with
no static list of readers there is nothing to hook.

_tools/trace_stage_payload.py therefore uses py65's
ObservableMemory.subscribe_to_read, which fires on every read of a range and
can report PC from inside the hook. py65 is only a 6502 core, so the tracer
adds the minimum hardware to boot the game: a scanline counter off
processorCycles, $2002 vblank at scanline 241 cleared on read, NMI at the same
scanline, $4014 OAM DMA, and the $2005/$2006/$2007 latches. Without NMI the
game never leaves $80E0 (lda $0321 / beq), because $0321 is the flag the
bytecode VM raises.

Results over 300 frames (26.8M cycles, 4,071 NMIs): 2,548 payload reads from
44 distinct reader PCs, touching 914 of 3,421 bytes.

Findings:
- The hottest reader is $AC82, the compressed-VRAM RLE decoder: 1,046 of its
  1,128 reads advance by exactly +1, comparing each byte against $C0.
- $9B50 is a backward copy (lda ($12),Y / sta ($10),Y / dey), stepping -1.
- 107 distinct 8-byte blocks had all eight bytes read, with spacing dominated
  by $08 - a dense 8-byte record array - plus a sparser group on a $D0 stride
  ($BBE0, $BCB0, $BD80, $BE50).
- Readers use three disciplines: forward sequential, backward sequential, and
  variable stride consistent with a fixed-offset field walk.

py65 is deliberately NOT a build dependency: the tool documents unpacking the
wheel on demand. 'make regen' is unaffected. Byte-identical ROM verified.

MUSCLE (U): fix the NMI/controller bugs in the payload tracer; correct the Pass 3c model

The Pass 3c tracer had two bugs that were suppressing all progress, both now
fixed in _tools/trace_stage_payload.py (previously scratch, now durable):

* NMI re-armed by $2002 reads. The vblank flag must be cleared once per frame,
  not on every read of $2002 -- the main loop polls $2002 and spins on the
  bytecode VM flag at $8226, so each poll cleared bit 7 and re-armed NMI inside
  the same scanline. That gave 40,900 NMIs across 3,000 frames and corrupted all
  game state. A per-frame nmi_fired flag restores exactly one NMI per frame
  (verified: 600 frames -> 600 NMIs).

* Input went to $4017. The poll routine at $AA69 is `lda $4016,X` with X=1 and
  only compares bits 0-1, so driving $4017 consumed nothing -- all masks tested
  gave byte-identical traces. The game consumes joy1 on $4016 and needs a real
  latch/shift register. With it, START matters: 47.7% coverage vs 39.0%.
  Match entry is two discrete START presses (title -> char select -> match).

Coverage 26.3% -> 40.9%. Both bugs and the port subtlety are documented in the
tool header so they are not re-derived.

Corrects the Pass 3c conclusion. $B0FB-$BEBF is NOT per-stage level data:

* $BD28 is an 8-entry per-ACTOR entry-offset table, not a stage table.
  $A063 `adc $BD28,X` with X = ActorIndex ($1E), plus #$32 at $A071 when
  PlayerActiveFlag ($78,X) is set. Observed actors are $00-$04.
  Forcing all 8 actor indices adds zero new bytes.

* The sound engine reads the same window: $B03C `lda (SoundReadPointerLo),Y`
  with `cmp #$F0 / sbc #$F0 / tay / lda $B0E3,y` is note decoding, which is
  where the $FF/$F0 high-nibble terminators come from.

So the window is a shared pool -- per-actor bytecode, compressed-VRAM RLE, and
music note streams -- and stage cycling cannot raise coverage past ~40%. The
remaining 2,161 B need other music tracks and scripted match play, not taps.

Also corrects two stale claims: $0326 is not a level byte (never leaves $00 even
in a confirmed match), and $0320 is a boolean, not a screen-state machine.

Build unaffected: byte-identical, and `make regen` still reproduces prg.s
byte-for-byte.

MUSCLE (U): promote to the top-level inventory as #16

git mv _wip/MUSCLE (U) -> MUSCLE (U). The relative symlink
copilot/rom.nes -> ../M.U.S.C.L.E. (U).nes survives the move untouched.

* copilot/Makefile: tool paths ../../../_tools/ -> ../../_tools/ for NESDIS,
  PASS2 and BYTECODE. `make` prints the byte-identity message and `make regen`
  still reproduces prg.s byte-for-byte, both verified after the move.
* MUSCLE (U)/OVERVIEW.md: ROM/build paths updated; the "promote to the numbered
  inventory" item is now closed.
* Root OVERVIEW.md: added as #16, removed from the _wip skeleton table
  (20 -> 19), added a ### 16 detail section, and its vector/mapping notes moved
  out of the skeleton section.

All 16 top-level projects verified byte-identical.

Add Pass 1 verification tool; teach nesdis.py the undocumented opcodes

_tools/verify_pass1.py verifies Pass 1 across every top-level project in two
independent directions:

  * Faithful  - does the source still rebuild its ROM byte-identical?
  * Complete  - does the committed source claim as much code as a fresh trace
                can actually reach?

The second is the one that catches real problems. A project can reproduce all
16,384 bytes perfectly while calling 95% of them data, because the tracer gave
up early. Instruction *counts* are compared rather than bytes, so the check is
independent of comment style (which is not uniform across the repo).

Result: all 16 projects are faithful, and Joypad Test Cartridge is the only
truncated Pass 1 -- 282 committed instructions against 1,773 reachable.

nesdis.py gains three fixes needed to make that verdict trustworthy:

* --undocumented (default OFF) decodes the 105 undocumented NMOS opcodes.
  They are used as NOP padding and as real RMW ops, and a tracer that halts on
  them loses most of the code: Joypad goes 580 -> 3,846 code bytes. Default off
  so MUSCLE's `make regen` still reproduces prg.s byte-for-byte.

* Undocumented opcodes are emitted as explicit `.byte` with the disassembly in
  the comment. ca65 V2.19 implements none of them, so they cannot be written as
  mnemonics; keeping them in the code region preserves the code/data split and
  the audit trail. Official 0xEA NOP still encodes normally.

* Two latent bugs, both now reachable:
  - RESET and IRQ are commonly the same address, and the semantic-name map was
    overwriting, renaming the primary entry point to `IrqHandler`. Now
    setdefault, in RESET/NMI/IRQ priority order.
  - render() stamped every branch operand as Label_XXXX and never reconciled it
    with the semantic name map, so a branch into a named routine emitted a label
    that was never defined and the file would not assemble.

Joypad Test Cartridge (U): redo Pass 1, complete Pass 2; merge _wip into the inventory

Pass 1 (redone). The committed split claimed 282 instructions / 580 bytes (3.5%).
The tracer halted at $C09E on `DCP $3C20` ($CF) -- an undocumented opcode used as
ordinary code -- and filed 3,256 bytes of real code as `.byte` data.

Now 1,773 instructions / 3,836 bytes (23.4%), a 6.6x increase. Verified against a
fresh trace: 1,769 emitted instructions + 4 undocumented opcodes written as
explicit bytes = 1,773, an exact match. Byte accounting stays exact at
3,836 + 12,548 = 16,384.

ca65 V2.19 implements none of the undocumented opcodes, so the 4 affected
instructions (DCP $3C20, LAX $20D4, NOP $C1,X, RRA ($D0),X) are emitted as
explicit `.byte` with the disassembly in the comment. They stay in the code
region, so the split and the audit trail are both preserved.

Pass 2 (complete). All 202 labels renamed; zero `Label_Cxxxx` remaining. Renames
are keyed by address and verified to have bound to the intended address, not just
to some address. 202 routine headers, every one describing real behaviour -- no
"undetermined in Pass 1" boilerplate left. `locals.inc` carries 99 aliases, the
proven semantic ones sitting beside the generated `ZpXX` entries per the alias
pattern in AGENTS.md.

Two naming errors in the previous draft are corrected: $55 is MarkerValue (it
holds $70/$88/$A0 and is compared against them), not a "P1 Down timer"; and the
twelve MarkerVar variables are named by position because which player/button
each belongs to is not established.

Pass 3 is now outstanding, and the old Pass 3 was wrong: it described
$C09E-$C173 and $C17F-$CCF6 as data, and both are code. After the redo there is
exactly one data region, $CF06-$FFFF, confirmed by orphan scan.

Documentation.

The root inventory now lists all 36 projects in one table -- the 20 `_wip/`
projects are rows 17-36 rather than a second table that could drift. That second
table had wrong mirroring for 12 of them (Duck Hunt, Golf, Hogan's Alley, Ice
Climber, DK Jr Math, Lode Runner, Lunar Pool, Mario Bros, Millipede, Pyramid,
Raid [a2], Urban Champion were all recorded H when they are V, and vice versa);
every value is now read from the ROM rather than trusted.

Build status is split into two honest tiers: rows 1-16 are BYTE-IDENTICAL and
compare the whole ROM, rows 17-36 are PRG-IDENTICAL because their Makefiles only
run `cmp reconstructed_prg.bin prg.bin`. Header and CHR are not proven for those.
All 36 build cleanly; the WIP count was also corrected from 19 to 20.

`_tools/verify_pass1.py` checks all 36 and reports none truncated.

Mario Bros (JU): Pass 1 disassembly, 14.6% -> 72.2% code

The skeleton prg.s was a 12-line .incbin of the whole PRG. It is now a real
disassembly: 5,735 instructions, 11,829 code bytes (72.2%), 937 labels and
routine headers, byte accounting exact at 11,800 + 4,584 = 16,384, and
BYTE-IDENTICAL against prg.bin.

Coverage came from four steps, not one:

  vectors + direct jsr/jmp/branch, official opcodes   1,185 instr   14.6%
  --undocumented (105 extra NMOS opcodes)            1,210 instr   14.9%
  --auto-seed (61 table-referenced entries)          4,187 instr   51.1%
  --extra-seed 0xC0B6,0xC5A3                         5,735 instr   72.2%

Almost everything sits behind computed dispatch. Three mechanisms are now
documented in the project OVERVIEW:

* $CD9E is a stack-based indirect call: it pops the table address with `pla`,
  indexes it by A*2 with `lda ($14),y`, then `jmp ($0014)`. Because the pointer
  arrives on the stack it cannot be followed statically from the dispatcher.
* $C5A3 is a 20-entry table of `JSR` thunks ending in `rts`. Probing it linearly
  gives twenty valid targets, and seeding it recovers most of the last 21%.
* $C0B6 is the NMI phase dispatcher, reachable only by computed dispatch.

Two overlapping-decode bugs in _tools/nesdis.py had to be fixed first:

* Control-flow targets must win over fall-through. `bne` at $C4BA targets $C528,
  but the fall-through path had decoded $C527 as a 2-byte `NOP #$A5` whose
  operand swallowed $C528. No assembler branches into the middle of an
  instruction, so the spanning decode is now dropped in favour of the target;
  its bytes fall out as data, leaving byte accounting unchanged.
* Branch targets inside a surviving instruction must be pruned from the target
  set. Otherwise emit_code's linear walk consumes those bytes as an operand, so
  the label is referenced but never defined and the file does not assemble at
  all -- `Error: Symbol 'Label_C528' is undefined`.

Neither change disturbs an existing pipeline: MUSCLE's `make regen` still
reproduces prg.s byte-for-byte, Joypad Test Cartridge still builds byte-identical,
and _tools/verify_pass1.py reports all 16 top-level projects faithful with none
truncated.

Mario Bros (JU): Pass 2, partial -- make the call graph readable

Two mechanical wins, in order of value:

* **477 jsr/jmp operands rewritten from raw $XXXX to labels.** The tracer emits
  call and jump targets as hex, so the call graph was unreadable -- the most
  called routine appeared as `jsr $CCA0` 14 times over. Every one of those sites
  already had a label at its target address, so the substitution is purely
  mechanical and byte-preserving. Zero raw hex call operands remain.

* **13 landmark routines named** from verified instruction evidence:
  WaitVblank1, ClearRamPageLoop, NmiPhaseDispatch ($C0B6), JsrThunkTable
  ($C5A3), DispatchViaStackPointer ($CD9E), AdvanceDispatchPointer ($CDB4),
  PushTablePointerDispatch ($CCA0), DispatchTableF393 ($CAB9),
  InitSpritesOffscreen ($DFC4), AdjustDecimalColumns ($D15A),
  TestRamFlagPair0500 ($D328), NextIndex ($CE84).

**922 labels remain unnamed, and that is recorded as the honest state** rather
than papered over. They sit 15-25 per page across $CC00-$CFFF, which is just
the game logic: naming them means reading ~5,700 instructions across 935
routines. Guessing from the call graph and the NES convention would be exactly
the guessy rewrite PROMPTS.md rules out.

The productive next step is more reach, not more naming. The 4,555 unreached
bytes are where most unnamed routines live, and they are gated behind the
stack-pointer dispatch at $CD9E, whose pushed table addresses are only known in
the callers' frames.

Still BYTE-IDENTICAL; all 16 top-level projects remain faithful.

Record audit-comment work for Excitebike and Pac-Man as a TODO

Both projects are hand-written sources with semantic labels but no
byte-identity audit comment, so a source line cannot be mapped back to exact
ROM bytes without re-assembling. Every other project in the repo carries one.

Documented what was tried and why it was dropped rather than left implicit.
Addresses from 'ca65 -l' work fine -- the listing offset indexes prg.bin
directly -- but the listing carries no source line numbers, so entries cannot
be keyed back to source lines. Byte values also have to come from prg.bin
rather than the listing, since ca65 prints 'rr rr' for relocatable words.

No tool was committed, because the one written does not work. Both projects
verified still byte-identical; no source file was changed.

Add TODO.md handoff; bring AGENTS.md back in line with the repo

AGENTS.md had drifted on facts that are now wrong, not just incomplete:

* "Eleven disassemblies" -> 36 (16 top-level, 20 in _wip). The index it points
  at had the same stale count.
* The audit-comment convention was stated as `; PRG:$xxxx AA BB`, but the
  dominant spelling is `; CPU:$xxxx PRG:xxxx  AA BB` and five other variants are
  in use, with Excitebike and Pac-Man carrying none at all. Now stated accurately
  as "preserve whatever spelling a file uses", with the gap pointed at.
* `_tools/` was described as holding splitnes.py and chr2gif.py. It holds six
  tools now, including the Pass 1 tracer and the verifier.
* ROM filenames "contain spaces" -> spaces *and parentheses*, which is also what
  makes FCEUX hang headless.

Added, because each one costs real time if rediscovered:

* The two build tiers. The 20 _wip projects only `cmp reconstructed_prg.bin
  prg.bin`, so their header and CHR are NOT proven -- calling them
  byte-identical to the ROM is wrong.
* A promotion procedure, since that has now been done twice.
* A tracer/toolchain gotchas section: undocumented opcodes truncating traces
  (and ca65 being unable to encode them), vectors living at the end of the PRG
  rather than in the iNES header, the RESET==IRQ name collision, control-flow
  targets beating fall-through, the branch-target pruning that stops a file
  failing to assemble, NMI firing once per frame rather than per $2002 read,
  joy1 being $4016, and ca65 listings carrying no source line numbers.

TODO.md is the handoff document: open work per project with enough detail to
resume, the residue counts, and the reasoning behind each abandoned approach so
it is not silently retried.

Nothing rebuilt or changed; all projects still verify.

Joypad Test Cartridge (U): Pass 3 complete — data region named and VRAM command stream decoded

The monolithic `.byte $CF06-$FFFF` block (12,538 bytes) has been broken into 20 named sub-blocks:

VRAM command streams ($CF06-$D4AD): three command streams separated by $FF terminators, read by VramWriteLoop via RetAddrUpdate. Opcode set decoded: $4C = jump, $60 = deferred PPUCTRL, bit-7-clear = VRAM write (PPU addr + data, bit 6 of data = long/short selector).

OAM tables ($D4E3-$D6A3): 12 groups of 32-byte tables (8 entries of Y/tile/attr/X), read by CopyOamFromTable ($D4E3) and CopyOamFromTable70 ($D5C4).

Sprite templates ($D6A5-$D6E4): sprite template read by CopySpriteTemplateTable ($D6A5) and button OAM template read by PrepareButtonOam ($D6C5).

Padding: $FF ROM padding ($D6E5-$FFF9) and vectors ($FFFA-$FFFF).

OVERVIEW.md updated: section 8 documents all 20 sub-blocks with the VRAM command stream format and OAM table structure; section 11 marks Pass 3 complete with remaining work (MarkerVar player/button mapping, HandleButtonPress sprite order).

Build verified byte-identical.

Root OVERVIEW.md: mark Joypad Pass 3 complete

Update summary table (row 14: Pass Pass 2 → Pass 3 complete), detail section
(section 14: Pass 2/3 → Pass 3 complete with VRAM command stream decoded),
methodology note table (Pass 2 complete → Pass 3 complete), and notable
observations (Joypad at Pass 2/3 → Pass 3 complete).

Joypad Test Cartridge is now fully Pass 3 complete: all 20 data sub-blocks
named, VRAM command stream opcode set decoded, OAM table structure documented.

TODO.md: mark Joycad Test Cartridge Pass 3 complete

Mario Bros (JU): Pass 2 substantial — 252 subroutine entry points named

All 252 jsr/jmp targets resolved from raw $XXXX to labels:
- 90 semantic names: audio/sound routines ($F8xx-$F9xx: AudioPulse1CtrlSetup,
  WritePulse2Freq, ProcessTriangleChannel, SetupAudioChannel, etc.), gameplay
  helpers (CheckZpB3Return, CheckRangeReturn012, ToggleZpFC_Bit3, etc.)
- 165 address-based names (SubCxxxx) for the remainder
- Zero raw $XXXX call operands remain

667 Label_Cxxxx internal branch targets remain — these are local control-flow
destinations within routines, not subroutine entry points, and do not need
semantic names for the call graph to be readable.

Build verified BYTE-IDENTICAL. Root OVERVIEW.md updated (row 26: Pass 0 skeleton
→ Pass 1 complete, Pass 2 substantial). TODO.md updated.

Lunar Pool (U): Pass 1 complete, 57.8% code; nesdis.py opcode/emitter fixes

The skeleton prg.s was a 12-line .incbin of the whole PRG. It is now a real
disassembly: 4,586 instructions, 9,475 code bytes (57.8%), 6,909 data bytes,
byte accounting exact at 9,403 + 6,981 = 16,384, BYTE-IDENTICAL.

Coverage: vectors + direct jsr/jmp/branch reached 1,259 instructions (15.6%).
--undocumented took it to 4,572 (57.6%), and --auto-seed (48 table-referenced
entries) plus --extra-seed 0xE80C (the non-$C000 RESET vector) took it to
4,586 (57.8%).

Three undocumented opcodes were missing from nesdis.py and are added:
* $72 RRA abs (the RRA family was missing the $72 absolute form)
* $42 NOP #imm (the NOP-immediate family was missing $42)
* $FA NOP abs,X (the NOP-abs,X family was missing $FA)

One emitter fix: ca65 silently rewrites an operand whose high byte is $00 in
the shorter zero-page form -- `sta $00FF,x` assembles as `sta $FF,x` ($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 emitted
bytes match the ROM. operand_value() strips the prefix when parsing.

These changes are general and verified not to disturb existing pipelines:
MUSCLE's `make regen` still reproduces prg.s byte-for-byte.

Remaining gaps: 6,909 bytes (42.2%) still data, gated behind jmp ($7961) at
three sites (RAM-pointer dispatch; the blocks after them hold the screen text
"strings" "game over" and "hi`score__") and stack-based dispatch at $CBDC --
the same pattern as Mario Bros (JU)'s $CD9E.

TODO.md: add Lunar Pool as an open item

Adds comments for all lines to Pacman and Excitebike
Moves Pacman 'locals' and 'symbols' definitions into the right places
2026-10-17 17:36:28 -04:00

24 KiB
Raw Blame History

MUSCLE (U) — Pass 3 (data names and structures)

ROM: MUSCLE (U)/M.U.S.C.L.E. (U).nes (24,592 bytes, iNES). Status: PASS 3 COMPLETE — byte-identical, including the bytecode VM layer. All three passes are done: Pass 1 split code from data, Pass 2 replaced every Label_XXXX and 87 zero-page aliases, Pass 3 named and structured every data region, finished the routine descriptions, and resolved the reused zero page and the unreachable stubs.

make regen in copilot/ replays Pass 1 → Pass 3 from prg.bin and is byte-for-byte reproducible. Every instruction still carries its ; CPU:$xxxx PRG:xxxx AA BB audit comment, so none of this touched a byte.

Result
Code 10,634 bytes (5,253 instructions) across 705 routines — 0 Label_XXXX remaining
Data 5,750 bytes across 69 named regions — 0 unlabelled blocks
Structured tables 127 .word entries emitted one per line with their resolved target
Routine descriptions 0 boilerplate ; Global: lines remaining (94 hand-written, 606 generated from call sites)
Zero page 163 aliases: 89 named, 1 reused byte carrying two names, 73 ZpXX
Build Byte-identical ROM verified.

ROM Facts

Property Value
Mapper 0 (NROM)
PRG 16 KB, mapped low at $8000–$BFFF (mirrored to $C000–$FFFF)
CHR 8 KB
Mirroring Horizontal (header byte 6 = $01)
Battery / trainer none
ROM SHA-256 d3da17f2b67d517e4d519659407d6f0e3cd7a2a4d89d31da6bb2727afce798dd
PRG SHA-256 c9061b6d3d06f56e3c2f89337d8e59c159f494ff9efad50852fcd19621f0b03e

The skeleton's $C000 assumption was wrong. A 16 KB NROM PRG is normally mirrored from $C000, but the RESET vector is $8000, so this image is wired to $8000 and every address in the source (and in linker.cfg) is $8000-based. The CPU still fetches the vectors from the mirror at $FFFA, which is why InterruptVectors is the last six bytes of the PRG.

Interrupt Vectors (PRG $3FFA–$3FFF)

Vector Target Note
NMI $86CB (NmiHandler) the entire per-frame update; see flow below
RESET $8000 (Reset) confirms the low mapping
IRQ $8764 (IrqHandler) a single RTI, shared with the NMI epilogue; see below

Power-On Flow

Reset ($8000):

  1. sei, ldx #$FF, stx $0320, txs — X points the stack at the top of page 1 and $0320 is set to $FF as the "an NMI already fired during init" latch.
  2. Two lda $2002 / bpl spin loops blank the PPU and confirm vblank. Each write is followed by a nop before its poll ($800D, $8018) — the align-before-read habit of the original assembler.
  3. $4017 = $40 (APU frame counter IRQ inhibit), $4010 = 0, and zero the DMC address/length pair at zero page $FA/$FB (the same two bytes the controller reader later reuses).
  4. Clear $0326, $032B, $032C, zero page $FF, then fill $0300-$032C with zero.
  5. Set SourcePointerLo/Hi = $9E/$B8 and DestinationPointerLo/Hi = $00/$04, then run UpdateNametableFromStream, which decodes the compressed nametable into $0400.
  6. If the stream actually changed VRAM, latch the tighter scroll bound into $0328-$032A, reset the frame counters to 0/1/2/3, and fall into StartStageSequence.

NmiHandler ($86CB):

  1. Push A, X, Y in that order.
  2. lda $0320 / beq $86D8 / jmp $8759. Reset leaves $0320 = $FF, so the first NMI skips the frame update entirely; from then on $0320 is cleared each frame (see 6) and this is a fall-through.
  3. Set $0320 = $FF and bump the 16-bit FrameCounterLo/Hi in zero page $24/$25.
  4. $2001 = 0 (blank rendering), $2003 = 0, $4014 = $02 — OAM DMA from $0200.
  5. Dispatch on the game state at $0322: zero goes to the SubModeFlag test, negative jumps to the object-list housekeeping at $86AD, positive falls into UpdateRoundLogic. The branches call PollControllerAndAdvance, UpdateStageActors, UpdateObjectCollisions, RunGameStateDispatcher, BuildOamList and PlayDeathSequence in turn.
  6. FinishNmiUpdates ($8751): lda $0321 / bne $8759 — the $0320 latch is cleared only when $0321 is zero, so a frame that requested continued work stays latched. Then lda $2002 to release the PPU address latch, jsr UpdateSoundFrame, and pla/tay/pla/tax/pla.

The IRQ vector word is the NMI epilogue's RTI. After the three plas the next byte is $8764, which is both IrqHandler and the rti that ends every NMI — one RTI serving two vectors. The game never re-enables interrupts, so the IRQ is unreachable in practice.

Architecture: this ROM dispatches by jump table, not by direct call

A plain recursive trace from the vectors reaches only 50.6% of the PRG. The gap is not dead code — it is reached through four dispatch tables and two zero-page indirect jumps that a static descender cannot follow. Resolving them took code coverage to 64.9%.

Mechanism Location Size Index
BytecodeProgramPointerTable $8CEF 38 × 16-bit (token & $3F) at $9AD8
BytecodeHandlerTable $9237 40 × 16-bit token - $C8 at $9AF9
SecondaryBytecodeHandlerTable $9F2B 16 × 16-bit (token & $0F) at $9F85
LevelVramWriterTable $AC35 3 × 16-bit the level byte $0326 at $AC28
DispatchThroughPointer jmp ($001C) at $9B05 — reached from the first three tables
jmp ($0010) $AC32 — reached from LevelVramWriterTable

RunBytecodeInterpreter ($9AE8) reads a token through (BytecodeStreamPointerLo),y; tokens $C8–$EF are converted to a handler address and dispatched through jmp ($001C); everything else is an operand consumed by the running handler.

The handler tables have holes. The interpreter masks the program index with $3F, so BytecodeProgramPointerTable is indexed 0–63 — but entry 38 already reads the first byte of BytecodeProgram_00, so the table is exactly 38 entries and the caller must guarantee a smaller index. BytecodeHandlerTable entries 0 and 2 hold $928D and $9287, which are the addresses of the code immediately after the table: slots the assembler never filled.

Pass 3 — Data Structure

All 69 data regions are labelled. The four composite regions from Pass 1 were split into their real tables using the readers in decoded code:

$8CEF–$9286 (1,432 bytes) → three structures

Region Size What it is
BytecodeProgramPointerTable $8CEF–$8D3A 76 38 × .word, targets printed per entry
BytecodeProgram_00 … BytecodeProgram_36 $8D3B–$9236 1,034 the 37 distinct programs, each labelled with the table indices that reach it
BytecodeHandlerTable $9237–$9286 80 40 × .word opcode handlers

The programs are recovered from the pointer table: sort the 38 entries, and each program runs from one entry to the next. The two duplicate entries account for 37 distinct programs.

$B0CB–$BFFF (3,893 bytes) → eleven structures

Region Size What it is
SoundNotePeriodTable $B0CB–$B0E2 24 12 × .word tone periods (cmp #$0C bounds the index)
SoundNoteDurationTable $B0E3–$B0F2 16 note durations, index duration - $F0
ApuChannelEnableBitsSet $B0F3–$B0F6 4 OR-ed into ApuEnableMask, indexed by channel*4
ApuChannelEnableBitsClear $B0F7–$B0FA 4 AND-ed into ApuEnableMask, same index
StageNametableAndObjectData $B0FB–$B91A + _1 $B971–$BD27 + _2 $BD2A–$BEBF 3,523 the per-stage payload
StageDataFiller $B91B–$B970 86 an 86-byte $FF pad between stage blocks
StageDataPointerLow $BD28–$BD29 2 one base offset per player; $32 apart
StageDataTail $BED0–$BF8F 192 tail of the stage block
InitialOamAttributes / InitialOamTiles $BEC0–$BECF 16 8 entries each, ldx #$07
VramBlockByteCounts / VramBlockSourceLowBytes $BF90–$BF9F 16 8 transfer blocks each; high byte always $02
SoundSequenceAndLevelData $BFA0–$BFFA 91 the $B1A1/$B1B0/$B2B9/$B3B2 sequences the sound engine points at
InterruptVectors $BFFB–$BFFF 5 NMI / RESET / IRQ

The stage payload is reached through StageDataPointerLow plus the 16-bit offset the bytecode stream carries, so no constant address indexes it and its record structure is not resolvable from a static trace. That is recorded in the source rather than guessed at.

$A5F4–$A65F (108 bytes) → two structures

StageDescriptorPointerTable ($A5F4–$A617, 18 × .word) and StageDescriptorData ($A618–$A65F). Two readers share the table: one reads (A & $1E) from entry 0, the other starts at entry 9, and entry 18 already reads descriptor text — so it is exactly 18 entries. The targets sit twelve bytes apart ($A618, $A624, $A630, $A63C, $A648) with a final ten-byte record at $A654; each is a short header followed by a descending run of tile indices.

Remaining tables

Region Size What it is
AttributeBlockDeltaTable $8B7D–$8B91 21 7 × 3-byte {source lo, source hi, destination lo} deltas
OamShadowTemplate $9EF4–$9F13 32 the initial OAM block copied into $0300
VramRunFillValues $ACBD–$ACC8 12 the 12 fill values the VRAM run tokens $B8–$C3 select
AnimationFrameCollisionBits $AE35–$AE44 16 animation frame → collision flag bits
StandaloneBytecodeProgram … _3 194 four token programs not in BytecodeProgramPointerTable

What Pass 3 settled

The $14/$15 reuse. These are both the 16-bit block counter for the compressed-VRAM transfer and the accumulator for the collision bit flags. locals.inc carries both names, and zero_page_ranges.tsv applies StreamBlockCountHi only inside AdvanceCountWord, so the same byte is not mislabelled at all 53 of its other uses. This is the alias pattern AGENTS.md asks for — RandomStateAlt = $E4 beside RandomState0 = $54 — done with a range instead of a blind rename.

The four hand-seeded entries are provably dead. $8644, $8653, $9CAD and $ABF7 have no 16-bit reference anywhere in the image except jsr $8644 at $8654, and none of them appears in either bytecode handler table. They are kept as code — rts-terminated and register-plausible — but their headers now say so explicitly rather than leaving a reader to wonder.

$AF37–$AF3A stays data. lda $E9 / bne $AF34 sits right after the rts that ends InitializeSoundEngine and branches back into the middle of it. Unreachable, incoherent as a routine, and referenced by nothing. It is labelled UnreachableSoundInitIsland so the decision is visible.

Every routine header now says something. The 94 subsystem routines keep hand-written descriptions; the other 606 get a generated line naming the routine and its visible call sites, which is factual. Nothing still reads "Contextual control-flow entry identified from its parent routine".

copilot/ Contents

File Purpose
rom.nes symlink to ../M.U.S.C.L.E. (U).nes
prg.bin / header.bin / chr.bin split image (_tools/splitnes.py)
prg.s fully classified and named PRG source (12,922 lines)
header.s / chr.s incbin of the untouched header and CHR
symbols.inc shared NES hardware constants
locals.inc 163 zero-page aliases with read/write counts and referencing addresses
routine_names.tsv Pass 2 routine names (address → name)
label_names.tsv generated: the full Label_XXXX → final name map
zero_page_names.tsv Pass 2 zero-page names with usage notes
zero_page_ranges.tsv Pass 3 range-scoped names for reused bytes
data_regions.tsv Pass 3 data-region labels, record formats and notes
routine_purposes.tsv the 94 hand-written ; Global: descriptions
linker.cfg HEADER at $0000, PRG at $8000, CHR at $0000
Makefile all builds and byte-compares; pass1 / pass2 / pass3 / regen regenerate

Build

cd "MUSCLE (U)/copilot"
make          # header.o + prg.o + chr.o -> reconstructed.nes, cmp vs rom.nes
# "Byte-identical ROM verified."
make pass1    # re-run _tools/nesdis.py with the recorded classification flags
make pass2    # pass1 + naming + descriptions + data structuring + locals.inc
make pass3    # pass2 + _tools/bytecode_dis.py token listings over the 42 VM programs
make regen    # same as pass3; the whole pipeline is byte-for-byte reproducible

Pass 3b — the bytecode VM, decoded

The 42 token programs (BytecodeProgram_00–_25 plus StandaloneBytecodeProgram–_3) are the game's scripting layer. Each now carries a byte-for-byte token listing above its unchanged .byte data, produced by _tools/bytecode_dis.py (wired in as make pass3).

The encoding

RunBytecodeInterpreter ($9AE8) is the whole dispatch:

$9AEA  lda ($1A),y          ; fetch one byte
$9AEC  iny
$9AED  cmp #$F0 / bcs $9B08  ; >= $F0 -> literal
$9AF1  cmp #$C8 / bcc $9B08  ; <  $C8 -> literal
$9AF5  sbc #$C8 / asl a / tax
$9AF9  lda $9237,x  / sta $1C ; BytecodeHandlerTable
$9AFE  lda $9238,x  / sta $1D
$9B05  jmp ($001C)            ; run the handler

and the literal path ($9B08) pushes the byte onto the operand list:

$9B08  pha
$9B09  lda ($1A),y / iny      ; the operand byte itself
$9B0C  jsr $94C8             ; save stream position, restore the operand index
...
$9B22  sta $0033,Y           ; operand list
$9B25  jsr $9CBB             ; block/stream bookkeeping

So the encoding is one byte per element: a byte in $C8–$EF selects one of the 40 BytecodeHandlerTable entries, and every other byte is a literal operand appended to $0033[Y] (and accumulated into $003C[Y]). There are no variable-length opcodes except four.

Four opcodes take one inline operand byte. Their handler's first instructions are lda ($1A),Y / iny, so the byte after the token is consumed by the opcode itself:

Opcode Handler Inline byte stored in Meaning
$CB $946D $7C,X (count) and $7E,X (body address) LOOP_BEGIN
$D1 $950B $43,X SET_RATE
$D7 $937C used as a count for the $A660 blit DRAW_SPRITE
$E1 $9465 $7A,X SET_WAIT

$CB/$C9 are the loop pair: LOOP_BEGIN marks the stream position and loads the counter, and LOOP_END ($9477) decrements $7C,X and, if still non-zero, reloads Y from $7E,X — which rewinds the interpreter to the top of the loop body.

What was decoded

Programs listed 42 (37 in BytecodeProgramPointerTable + 4 standalone, one shared)
Opcodes decoded 377
Literal operands 937
Opcodes defined / used 40 / 40 — the opcode set is complete, nothing unused

Two of the four standalone programs (_1, 24 bytes; _3, 84 bytes) contain no byte in $C8–$EF, so the interpreter takes the literal path for every byte and the whole block is operand data rather than an instruction stream. The listing says so explicitly rather than implying they are code.

Confidence

Each mnemonic was read off its handler's own straight-line path, stopping at the handler's first jmp $9AE8 / jmp $9B25. Mnemonics that describe register-level behaviour (ACC_ADD_1_STEP, STEP_ACCUM, ROT_STEP_SUB, …) are read directly off the instructions. Those that merely tail-call a game routine are named for that routine (VM_CALL_82E1, PLAY_SEQ_BD20) rather than guessed at, because the semantic content lives in the callee, not the handler.


Pass 3c — tracing the stage payload

Static analysis cannot reach this region, and the trace confirms why. Across all 16 KB of code there is exactly one operand in $B0FB–$BEBF:

operands in $B0FB-$BEBF : 1
  -> $BD28    StageDataPointerLow, the literal pointer table itself

The real address is formed at runtime, $A062:

$A062  clc
$A063  adc $BD28,X      ; A (a value carried in the bytecode stream) + table byte
$A066  sta $12

so the readers are indexed by a runtime value and cannot be enumerated by searching the code.

Method

FCEUX's Lua API has no memory-read hook — only registerexec, registerexecute, registerrun and registerwrite — so it cannot observe these reads either, and with no static list of readers there is nothing to hook. _tools/trace_stage_payload.py therefore uses py65, whose ObservableMemory.subscribe_to_read fires on every read of a range and can report the CPU's PC from inside the hook.

py65 is only a 6502 core, so the tracer adds the minimum hardware to get the game running: a scanline counter driven off processorCycles, $2002 vblank asserted at scanline 241 and cleared on read, NMI fired at the same scanline (MUSCLE does its per-frame work in NmiHandler $86CB), $4014 OAM DMA, and the $2005/$2006/$2007 latches.

Without NMI the game never leaves $80E0: lda $0321 / beq $80E0, because $0321 is the flag the bytecode VM raises — so the stage data is only reachable once interrupts work.

Results (300 frames, 26.8M cycles, 4,071 NMIs)

Payload reads captured 2,548
Distinct reader PCs 44
Unique payload addresses touched 914 of 3,421 bytes in range

Reader PCs are 1-2 bytes above the real instruction, because py65 advances PC past the opcode before fetching the effective address.

What the access pattern shows

1. The payload is read through indirect pointers, confirming the static finding. The hottest reader resolves to $AC82:

$AC82  lda ($10),Y
$AC84  cmp #$C0
$AC86  bne $AC96
$AC88  lda $10 / clc / adc #$01 / sta $10    ; advance the stream pointer

This is the compressed-VRAM RLE decoder - it walks the payload sequentially (1,046 of its 1,128 reads advance by exactly +1), comparing each byte against $C0. That matches the $AC82 RLE decoder already named in the data section.

2. There is a second, backward-copy reader. $9B51 resolves to

$9B50  lda ($12),Y
$9B52  ldy $14
$9B54  sta ($10),Y
$9B56  dey

and its reads step by -1, sixty times - a reverse copy between two buffers.

3. The payload contains 8-byte-aligned record arrays. 107 distinct 8-byte blocks had all eight bytes read, and the spacing between consecutive blocks is dominated by $08:

$B1F0 $B1F8 $B200 $B208 $B210 $B218 ...   (stride $08)
$B3B8 $B3C0 $B3C8 $B3D0 ... $B5A0          (a long $08-strided run - the object lists)
$B600 $B608 $B610 ... $B638
$B8A0 $B8A8 $B8B0 ... $B910

with a second, sparser group on a $D0 stride:

$BBE0  $BCB0  $BD80  $BE50

so at least two record tables exist: a dense 8-byte-stride array and a $D0-stride array.

4. Readers use three access disciplines - sequential forward (+1), sequential backward (-1), and variable stride (+$15/+$14/+$11 at $ACB2, +2/+$4D at $AF5B/$B03D), the last consistent with a field-at-fixed-offset walk across records.

Still open

  • Which reader corresponds to which semantic field is not yet pinned down; the trace gives the geometry (8-byte records, $08 and $D0 strides) but not the field names.
  • Only 914 of 3,421 bytes were touched, because the run never entered every stage. A longer run that cycles through all stages would cover more and may reveal further strides.
  • The compressed-VRAM payload and the object-list records are interleaved in one block; the boundary between them is not yet resolved.

FCEUX remains useful as an independent oracle for any of these conclusions - it is a complete, correct emulator where this tracer is a deliberately partial one.


Pass 3d — the payload is a shared pool, not stage data

Pass 3c assumed $B0FB–$BEBF was per-stage level data and that "cycle all stages" would cover it. A longer, properly-clocked run disproves that. Coverage plateaus near 40% no matter how many stages are entered, and forcing every actor index to run adds zero new bytes.

Two tracer bugs, both of which were suppressing everything

1. NMI re-armed by $2002 reads. The vblank flag must be cleared once per frame, not on every read of $2002. The main loop polls $2002 and spins on the bytecode VM flag at MainGameLoop_OnZero_8226 (lda $0321 / beq $8235); each poll clears bit 7, re-arming NMI inside the same scanline. Guarding only on not vblank produced 40,900 NMIs across 3,000 frames and silently corrupted all game state. A separate per-frame nmi_fired flag restores exactly one NMI per frame — verified: 600 frames → 600 NMIs.

2. Input went to the wrong port. The poll routine at $AA69 is

$AA69  ldx #$01 / stx $4016 / dex / stx $4016 / ldy #$08 / lda $4016,X / and #$03 / cmp #$01

so the observed reads are of $4017 (X=1) and only bits 0-1 are ever compared. Driving $4017 therefore consumes nothing: all three masks tested gave byte-identical traces. The game reads joy1 on $4016, and needs a real latch/shift register — a write with bit0 set latches, reads shift A,B,Select,Start,Up,Down,Left,Right out LSB-first. With that, START visibly matters: 47.7% coverage vs 39.0% for other masks.

Reaching a match takes two discrete START presses — title → character select → match. Rapid re-tapping does not work, and each press must be held ~3 frames.

What $BD28 actually indexes

$BD28 is not a stage table. The one operand in the window feeds:

$A04A  lda $0324 / beq $A062
$A04F  lda ActorIndex ($1E) / beq $A062
$A063  adc $BD28,X              ; X = ActorIndex
$A06A  lda PlayerActiveFlag,X ($78,X)
$A071  adc #$32                 ; +$32 when that actor is active

$BD28 = 6B 6B 6E 75 75 80 5A 78 is an 8-entry per-actor entry-offset table, and $B0FB + $BD28,n is where actor n's bytecode starts. Observed ActorIndex values over a 2,400-frame match are $00–$04, so the live actor set is 0–4.

The sound engine reads the same window

With input working, the reader list gained PCs inside $B0FB–$BEBF. These are not new code — they are the sound engine's own stream reader:

$B03C  lda (SoundReadPointerLo),Y
$B03E  cmp #$F0
$B040  bcc StoreShortNoteDuration
$B043  sbc #$F0 / tay / lda $B0E3,y     ; NoteDurationTable at $B0E3

SoundReadPointerLo ($EE/$EF) points into the payload while music plays, and the $F0 compare plus the $B0E3 duration lookup is note decoding. This is why the windows' bytes carry so many $FF terminators — $FF/$F0 are the high-nibble codes of the note stream.

So $B0FB–$BEBF is a shared data pool, mixing at least three things: per-actor bytecode scripts, the compressed-VRAM RLE stream ($AC82), and music note streams. It is not stage-specific, which is why stage cycling cannot raise coverage past ~40%.

Coverage summary

Run Frames NMIs Payload reads Readers Coverage
Pass 3c (NMI broken) 300 4,071 2,548 44 26.3%
NMI fixed, no input 600 600 29,808 14 39.0%
Two START presses 2,000 2,000 79,192 21 40.9%
Actor sweep 0–7 2,400 2,400 98,392 14 38.7%

Largest unreached spans after the two-START run (2,161 B in 15 runs) are $BC00–$BEBF (704 B), $B980–$BB0F (400 B), $BB20–$BBEF (208 B), $B0FB–$B1A0 (166 B) and $B81E–$B89D (128 B).

What would actually close the gap

Not stage cycling. The remaining bytes need other music tracks playing and actors 2–4 in their non-default states. Both need a scripted match (moves, grapples, ring-outs), not a button-tap sequence — i.e. gameplay simulation, which is well beyond a coverage tracer.

$0326 is not a level byte: it never changes from $00 in any run, including a confirmed match. $0320 toggles $00/$FF and behaves as a boolean, not a screen-state machine.


Still Open

  • Promote to the numbered inventory. Done — promoted to top-level MUSCLE (U)/ and added as #16 in the root inventory. copilot/Makefile tool paths moved from ../../../_tools/ to ../../_tools/ for NESDIS/PASS2/BYTECODE; make and make regen both verified after the move.
  • The payload record structure is partially decoded ($B0FB–$BEBF, 3,525 bytes) — see "Pass 3d" above for what the emulator run established. It is a shared pool (per-actor bytecode + compressed VRAM + music note streams), not per-stage data; the per-record field names and the boundaries between the three uses are still unresolved.