- Decoded the VramWrite ($E1CC) stream format: <addr hi> <addr lo> <count> <bytes>, $00 terminator - Named all 9 payload streams ($E4CC-$E7C2, no gaps/overlaps) plus VramWriteSourcePointerTable at $F000 - Split PadBitTableLives into Player1TileTable ($E4B4) and Player2TileTable ($E4C0), 12 entries each (Y=0..11) - Decoded CHR font (digits $30-$39, letters $3A-$52, space $5F; 'W' missing from the A-Z run) and recovered on-screen text including 'PRESS A TO TEST SIDE-A' / 'SIDE-B' - Documented that the 16 KiB PRG is two byte-identical 8 KiB halves; $C000 copy is dead - Documented 7 unreached subroutines inside the live code region (kept as .byte per Pass-1 policy) - Fixed a stray duplicate sentence and stale _wip paths in root OVERVIEW.md Byte-identical ROM verified.
222 lines
11 KiB
Markdown
222 lines
11 KiB
Markdown
# NES PowerPad Test Card (U) — Game Flow from Power-On
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This document describes the execution flow of the disassembled NES PowerPad Test Card (U) PRG bank (16 KB, mapped at CPU **$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:$xxxx` annotations |
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| Pass 2 | Complete | Routine headers added for all labeled positions; key routines semantically named (`Reset`, `NmiHandler`, `VramWrite`, `ReadPad`, `ProcessPads`, etc.); zero-page aliases in `locals.inc` |
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| Pass 3 | Complete | All data tables named: `VramWriteSourcePointerTable` ($F000, 9 streams), `Player1TileTable`/`Player2TileTable` ($E4B4/$E4C0), `PaletteData` ($E121), and all nine VramWrite payload streams (`PowerPadSideAButtonGraphics`, `PanelFrameTiles`, `StatusMessageText`, `SideATestPromptText`, …). Screen text decoded from CHR. Remaining 46 `Label_Exxxx` are internal loop/branch targets. |
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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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### 8.1 Direct tables
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| Table | Address | Size | Description |
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|-------|---------|------|-------------|
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| `PaletteData` | $E121 | 32 | Palette loaded into PPU $3F00-$3F1F by `LoadPalette` |
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| `Player1TileTable` | $E4B4 | 12 | PPUADDR low bytes for player 1, indexed Y=0..11 |
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| `Player2TileTable` | $E4C0 | 12 | Same for player 2; `$00` = "skip this button" |
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| `VramWriteSourcePointerTable` | $F000 | 18 | 9 little-endian stream pointers, one per `LoadPatternTable*` / draw call site |
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### 8.2 VramWrite payload streams
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`VramWrite` ($E1CC) reads records of `<addr hi> <addr lo> <count> <count bytes>`, terminated by a `$00` at a record boundary. All nine streams tile `$E4CC-$E7C2` with no gaps and no overlaps:
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| Slot | Ptr | Stream label | Address | Records | Writes to |
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|------|-----|--------------|---------|---------|-----------|
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| 0 | $F000 | `PowerPadSideAButtonGraphics` | $E54F | 2 | $2083, $20A3 — 52 tile graphics in pattern table 0 |
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| 1 | $F002 | `PowerPadButtonLabelTiles` | $E58A | 4 | $2136, $2156, $2236, $2256 — button captions |
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| 2 | $F004 | `PanelFrameTiles` | $E5B3 | 8 | $2124…$22C4 — panel borders for six indicator boxes |
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| 3 | $F006 | `SideAPressedButtonRow` | $E64C | 6 | $2184…$22A4 — side-A button caps |
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| 4 | $F008 | `SideAPanelButtonRow` | $E6BF | 6 | same rows, alternate layout |
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| 5 | $F00A | `StatusMessageText` | $E732 | 3 | $2121, $2163, $2183 — status messages |
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| 6 | $F00C | `Player1ButtonIconStream` | $E4CC | 2 | $2196, $21B6 |
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| 7 | $F00E | `Player2ButtonIconStream` | $E4E3 | 2 | $2296, $22B6 |
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| 8 | $F010 | `SideATestPromptText` | $E790 | 2 | $2304, $2344 — the prompt rows |
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### 8.3 Screen text (decoded from CHR)
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Font mapping read directly out of `chr.bin` pattern table 1: digits `$30-$39` = `'0'-'9'`, letters `$3A-$52` = `'A'-'Z'` (note **`W` is absent** from the `A-Z` run), `$57` = `-`, `$58` = `/`, `$59` = `\`, `$5F` = space.
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| Address | Text |
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|---------|------|
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| $2121 | `CONNECT POWER PAD <$5D> CONTROLLER` |
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| $2163 | `<$60>IF POWER PAD IS CONNECTED<$62>` |
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| $2183 | `<$61> IC MAY BE BAD <$53> <$63>` |
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| $2304 | `PRESS A TO TEST SIDE-A` |
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| $2344 | `PRESS B TO TEST SIDE-B` |
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Tiles `$53-$5E` are truncated glyph fragments in CHR ROM — including the `W` of `POWER`, which sits at `$5E` and renders incomplete. The original cartridge therefore displays partial marks at those positions; this is a ROM authoring artifact, reproduced faithfully.
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---
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## 9. Build
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```bash
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cd "NES PowerPad Test Card (U)/copilot"
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make # → ca65 + ld65 + cmp reconstructed.nes rom.nes → "Byte-identical ROM verified."
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```
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---
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## 10. Notes
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- **The 16 KiB PRG is two byte-identical 8 KiB halves.** `prg[0x0000:0x2000] == prg[0x2000:0x4000]` is exactly true. Both halves hold the same program, pointer table, and vector set. The vectors point at `$E06E`/`$E000`/`$E000`, so the CPU always enters the `$E000` copy; nothing references `$C000-$DFFF`, so the first copy is dead and is kept as classified `.byte` data rather than disassembled.
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- Unreached gaps inside the live code region decode as valid subroutines (PPUMASK show/hide background, PPUCTRL NMI-disable, frame-counter digit tiles, `ldx #$80 / txs`). Per Pass-1 policy they stay `.byte` data; each is decoded in the `prg.s` header comment block.
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- The PRG is approximately 7.2% code / 92.8% data. Most data is `$FF` padding from `$E7C3-$EFFF` and `$F012-$FFF9`.
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- The NMI handler drives per-frame updates; the main loop spins waiting for vblank and frame-counter changes.
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- IRQ vector points to $E000 (`Reset`) and is effectively unused.
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---
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## 11. Next Steps
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- Optional: refine the `Zp05`–`Zp0F` aliases now that `ProcessPads`/`DrawScore`/`DrawLives` semantics are known (pad-state bytes vs. shift counters).
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- Optional: `$E4CC-$E4F9` holds two near-identical icon streams differing only in two bytes; could be collapsed to a parameterized table in a future reconstruction, but the byte form is preserved as-is.
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