Files
disasm/MAPPER8/Mermaids of Atlantis (U)/labelmap.tsv
T
tmerritt 691b2bc23c Xevious (U): Pass 1 disassembly
The first _wip project to get a real disassembly.  4,165 instructions /
8,444 code bytes (25.8%), 24,324 data bytes, 0 unclassified -- every byte
of the 32 KB PRG is now classified as code or data.

The split needed three stages, all recorded in prg.s's header:

  * nesdis.py --undocumented --auto-seed at base $8000 gave 3,272
    instructions / 6,555 bytes.  The undocumented opcodes matter here: the
    trace stops dead at the first one it cannot decode.
  * Four hand-seeded entries ($C08B, $DC1E, $E0D5, $E134).  Each is a
    branch target from decoded code that sat inside an untraced data run,
    so the tracer never reached it.
  * A merged four-session Mesen Code Data Logger capture (kept as
    xevious_mesen.cdl) promoted 1,902 bytes from data to code and
    demoted 22 the trace had called code.

Two tool bugs fell out and are fixed here:

  * nesdis.py emitted the undocumented single-byte NOPs ($1A/$3A/$5A/
    $7A/$DA/$FA) as `nop`, which ca65 assembles as the *official* $EA --
    the rebuild stopped being byte-identical at $DF82.  The check now
    keys on the opcode byte, not just the addressing mode.  All three
    `make regen` pipelines (MUSCLE, Pyramid, Urban Champion) are
    unaffected and still reproduce prg.s byte for byte.

  * cdl_reclass.py left the original data-block header in place when the
    CDL split that block, so the file ended up with two region headers
    describing overlapping spans (20 of them here).  The header is now
    dropped with the block it describes; the promoted projects that use
    the tool are byte-for-byte unchanged.

The project README has the power-on flow analysis.  The most interesting
find is at $FC45: the reset path compares RAM $0100-$0107 against the
ASCII string "Kei Cros", and the copyright text at $FF1E reads
"MAIN: KEI CROSS.  SOUND: UHOHOY OHNOGI."  The OAM is at $0700, not
$0200 -- the NMI handler does LDA #$07 / STA $4014.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

Add explicit `make wip` / `make wipclean` targets for the _wip tier

The root Makefile's all / clean / <MAPPER> targets deliberately name only
the promoted mapper folders, so nothing in them reaches into _wip/.  Give
the pre-promotion tier its own opt-in targets instead of the manual
`for d in _wip/*/*/; do make -C "$d"; done` loop:

  make wip          # build + verify every _wip/<MAPPER>/<Project>/
  make wipclean     # clean the build artifacts in that tier

Both the Makefile and the four documents that describe the tier (README,
TODO, WIP, AGENTS) are updated together, so the tree stays consistent.

The same commit records Xevious (U) reaching Pass 2 in those documents:
all 487 labels named, every branch and call symbolic, zero Label_XXXX and
zero raw $XXXX operands left.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

Update the _wip/ tier documentation; fix the make wip target and the mirroring bug

The WIP tier's four documents (WIP.md, README.md, TODO.md, AGENTS.md) had
drifted away from the tree.  Every number in them was re-derived from the
ROMs and the folder layout rather than carried forward.

Counts and structure
  - The tier holds 854 projects across 29 mapper folders, not "856 across
    30".  Xevious (U) and Zanac (U) were promoted on 2026-10-20 and their
    _wip/ folders were left behind as residue -- "git mv" moves only the
    tracked files, so the old folder survived with its build artifacts and a
    stale README.  Both are removed now; the promotion procedure documents
    the step so it does not recur.
  - _wip/MAPPER8/ holds a copy of the already-promoted Mermaids of
    Atlantis (U) and is excluded from every count and table.
  - Pass 0 skeletons: 852 (was 855).  Xevious (U) left the tier, so the
    two projects with a real disassembly are Golf (JU) and Volleyball (U).
  - PRG sizes 2 / 150 / 42 / 522 / 127 / 10 / 1; 226 projects with no CHR;
    38 keep the CPU-address linker layout; 37 are mapper 0.
  - Every inventory row was re-checked against its ROM: PRG/CHR size,
    mirroring, all three vectors, and the battery / four-screen / footer
    notes.  854 of 854 rows now match.

Fixes
  - The root Makefile used $(WIP) but never defined it, so "make wip" and
    "make wipclean" expanded to "for m in /*/" -- they walked the
    filesystem root instead of the tier.  "WIP := _wip" is now defined, and
    "make wip" builds and verifies the whole tier: 855 of 855 passed, 0
    failures.
  - make_skeleton.py masked header byte 6 with 0x03, so the battery bit
    (bit 1) leaked into the mirroring value and 56 battery-backed ROMs'
    READMEs claimed "Four-screen" while their own "Four-screen VRAM" row
    said "no".  The mask is now 0x01 and the 56 READMEs are corrected.
  - Golf (JU)'s README still described the pre-flatten copilot/ folder and
    the old PRG-only compare; it now describes the whole-ROM build.
  - Pyramid (U)'s audit comments are canonical again, so Golf (JU) is the
    only project in the tree still on the pre-canonical spelling.

New in WIP.md
  - Byte 7's lower nybble is non-zero on 58 of the ROMs -- 55 carry the
    literal "DiskDude!" watermark, two "DisNi0330", one "byKH+KEN".  Only
    the upper nybble carries mapper bits, so the noise is harmless.
  - The twelve ROMs that set the four-screen bit, split by whether their
    board actually supports four-screen VRAM.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

Promote Volleyball (U) from _wip/NROM/ to NROM/

Volleyball (U) reached Pass 3 before promotion, so this is a promotion of a
finished disassembly rather than a Pass 0 skeleton.

The disassembly
  - 11,395 instructions / 23,926 code bytes (73.0 % of the PRG image),
    8,842 data bytes, 0 unclassified.
  - The split needed the game-state dispatch table at $85E1 declared to the
    tracer (--table 85E1:11) -- without it only 66 % of the image traced --
    plus a Mesen Code Data Logger capture taken while a random-input bot
    played the attract demo, which promoted 1,757 bytes from data to code.
  - Pass 2 named all 1,989 labels: 730 read out of the code by hand, 1,221
    internal branch targets derived mechanically.  Zero Label_XXXX, zero raw
    $XXXX call or branch operands, zero SubC residue.
  - Pass 3 named the zero page, the $0500 ball structure and all 37 data
    blocks.  apply_symbols.py --report: 0 pending substitutions, 0
    multi-alias residue.  align_audit_comments.py: no column drift.
  - cdl_check.py cross-checks the finished prg.s against the capture: 0
    CDL-code bytes not covered by an instruction, 0 CDL-data bytes that
    start one.
  - 29 neutral ZpXX zero-page slots remain, each with its reason recorded
    in locals.inc, as the promotion rules allow.

The promotion
  - git mv "_wip/NROM/Volleyball (U)" "NROM/Volleyball (U)".  Mapper 0, so
    it lands in NROM/.  The whole-ROM build was already in place, so there
    was no build surgery; the project builds byte-identically at its new
    home and the old folder is gone (git mv moves the untracked build
    artifacts too, so no residue was left behind).
  - Root README.md: new inventory row 39 and a per-project detail section,
    plus the WIP-tier counts.  The detail sections for Xevious (U) and
    Zanac (U) were numbered one too high against the inventory rows and
    are now aligned; a leftover editing note in the same place is gone.
  - WIP.md: the Volleyball row leaves the inventory, and the tier is now
    853 projects across 29 mapper folders (36 in _wip/NROM/), 852 of them
    Pass 0 skeletons.  Golf (JU) is the only project left in the tier with
    a real disassembly.
  - TODO.md and AGENTS.md: the same counts, and the promoted tier is now
    40 projects (39 under NROM/).

Verified: make wip builds and verifies the whole tier (854 of 854 passed,
0 failures) and make builds the promoted tier (39 of 39 passed).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

Rename NROM/Pyramid (U) to NROM/Pyramid (U) (Sachen)

The promoted inventory row had read "Pyramid (U) (Sachen)" since the
project was promoted on 2026-10-20, but the folder was named "Pyramid (U)" --
so the row pointed at a folder that did not exist.  The folder now matches
the row, and the project's own README title, its ROM file name
("Pyramid (U) (Sachen).nes") and the parenthetical convention the rest of
the promoted tier already uses (Popeye (JU) (PRG 0/1), Raid on Bungeling
Bay (U) [a2], Pac-Man (Tengen) (U)).

What changed inside the project
  - The Makefile's regen target passes --project "Pyramid (U) (Sachen)", so
    the tracer writes the matching header line.  prg.s and locals.inc were
    updated to that header line and nothing else -- the disassembly is
    byte-identical to before.
  - make regen still reproduces prg.s and locals.inc byte for byte.
  - The project's README's build-verification line now names the new folder.

References updated: the root README.md (inventory prose, the row-33 detail
section, the build-status table, and the notable-observations bullet),
TODO.md (the promoted-projects table and the Pyramid notes) and AGENTS.md
(the recently-promoted list and the unlicensed-titles quirk).

Verified: make builds the promoted tier (39 of 39 passed) and the project
rebuilds byte-identically at its new path.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

Rebuild Mermaids of Atlantis (U): bank-aware Pass 1, Pass 2/3 names

The promoted project did not build: a Pass 2 rename had been applied
half-way, leaving eight undefined symbols and two jumps that pointed at
the wrong routine, while the root README already claimed the project was
byte identical.  The _wip copy still built, because it held the un-renamed
Pass 1 source.

The disassembly is now derived from the ROM itself, with the Mesen Code
Data Logger as the oracle for the code/data split:

* _tools/banked_dis.py traces every MMC3 bank separately, each with the CPU
  window it is visible at, seeded from a CDL capture so the code a static
  trace cannot reach is disassembled too.  The CDL is the authority: a
  decode the CPU never fetched is dropped, and so is the fall-through
  behind a call whose target never returns (the game's dispatchers have
  their jump table right behind the call).
* One segment per bank (PRG0..PRG7) with its own .org, so the assembler
  knows the CPU address of every label while the linker still writes the
  bytes to the bank's file offset.  A flat segment cannot do both: a call
  would encode the file offset instead of the CPU address.
* Pass 2 names every label - 494 routines, no Label_XXXX and no raw
  $XXXX branch or jump operand left.  Pass 3 applies 13 semantic zero-page
  aliases and writes the routine headers.
* 8,075 bytes of code (12.3% of the 64 KB PRG), up from 200 bytes.

The banking turned out to be unusual and is documented: the fixed bank is
the fourth 8 KB bank (file $6000-$7FFF), not the last one, and the image
carries the reset stub and the vector table twice.  The live NMI vector
is $808F - the frame handler - while the copy at the end of the image
names $8189, which is a BRK in the first half.  The game's text table
lives at CPU $F1D6, which is the fixed window, and that is what settles
the question.

Also: the leftover _wip/MAPPER8 folder is removed, as it is for every
other promotion.

The project builds byte identical:

    Byte-identical ROM verified.

Add CHANGELOG.md: the pass history of every project

A project goes through four milestones - Pass 1 (the code/data split),
Pass 2 (the labels replaced by names), Pass 3 (the semantic naming) and
Promotion (the move into the top-level mapper folder) - and the history
of those milestones was scattered over the commit log, the project
READMEs and the root README.

CHANGELOG.md gathers it: one section per project with a row for each
milestone, the date, and a sentence saying what the milestone produced.
The numbers are the ones the project README and the root README already
carry - instruction count, code coverage, named labels, semantic
zero-page aliases, named data tables - so a reader can see at a glance
which projects are done and which are not.  Golf (JU), the only project
still in _wip/ with a real disassembly, is listed with its open
milestones, and the other 852 _wip/ projects are covered as a tier.

The requirement is now part of the workflow contract: PROMPTS.md gains a
"Pass 3: Changelog entry" section and a ninth checklist item, and
AGENTS.md points at the file.  A milestone and its changelog row go in
the same commit, so the changelog and the source never disagree.

Balloon Fight (JU): repair the audit trail and complete the routine headers

The per-instruction audit trail was stale by two bytes from
ResetInitializationData ($C085) onward.  5,944 of the 6,007 comments named
the wrong CPU address and PRG offset, because the three-byte .byte "HAL"
signature at $C082-$C084 had been counted as one byte when the trail was
first generated - the routine headers and the linker labels were right all
along, so the source and its own headers disagreed with each other.  The
trail was rebuilt from the ca65 -l listing with
_tools/repair_audit_comments.py, and every rewritten comment was re-checked
against prg.bin.  The comments were also moved into the canonical column-35
field: they had sat two spaces after the mnemonic, with no column discipline
at all, unlike every other promoted project.

All 63 routine headers now carry a ; Clobbers: block, so the headers carry
the full template AGENTS.md describes.  The blocks are derived, not written by
hand.  The new _tools/derive_clobbers.py takes the opcode from the audit
comment's byte list, so the addressing mode is exact and a data directive is
never mistaken for an instruction; it resolves the operand through
locals.inc and symbols.inc to name what is written; it follows the real
control flow, so a jsr to another named entry is a call (the callee's
clobbers count) while a branch or a fall-through is not; and it models
register preservation, so NmiHandler reports *no register* - it saves and
restores A, X and Y around the frame - and FlushPpuCommandPreserved reports
only A, because X and Y come back unchanged.

Two tools changed.  derive_clobbers.py is new.  align_audit_comments.py had
an off-by-one: it tested the indented code length against 31 instead of
against 35, so code texts of 28-31 characters were never padded into the
column.

The change is comments only.  The code text of all 8,538 lines is unchanged,
make still prints "Byte-identical ROM verified.", the 6,007 audit comments
still re-check against prg.bin, all 63 routine headers agree with the
instructions they describe, and every label agrees with reconstructed.lbl.
ReflectObjectYVelocity and UpdateSpecialObjectSystem moved out of locals.inc
and became labels in prg.s at their real addresses.

CHANGELOG.md becomes the repository's running log: a Pending list of the
changes to be put in the next commit, a History of the commits already made,
and the per-project milestone index at the end.  The next commit's message is
written from the Pending entries, so the two cannot drift apart.  PROMPTS.md
and AGENTS.md describe the new shape.  WIP.md drops the _wip/MAPPER8/ note:
the folder held a copy of Mermaids of Atlantis (U) that had already been
promoted.

World Class Track Meet (U): Pass 1, the code/data split

Pass 1 is done.  The split is 8,400 instructions / 18,028 code bytes (55.0 %)
of the 32 KB PRG, with 884 routine entries, 55 data blocks and 102 zero-page
aliases.  The PRG is CNROM (mapper 3) and maps whole at $8000-$FFFF, so the
linker moved the PRG segment from a .nes file offset to $8000 and the build
still compares byte identical.

Four dispatch tables had to be seeded by hand.  The event table at $F796 (5
entries) is read at $F780 and jumped to through `jmp ($001F)`.  The three
push-pointer tables - $BFC4 (16 entries), $BFE4 (2) and $E5F2 (7) - push a
handler address and `rts` into it, and the 6502's `rts` adds one to the
address it pops, so each table stores the entry address minus one; the seeds
are the table values plus one.  The tracer runs with --undocumented: the code
uses undocumented NMOS opcodes as ordinary code (ANC $37 at $BFF8, and the
RRA/RLA/SLO and NOP forms elsewhere).  Seeding the tables takes the coverage
from 27.8 % to 55.0 %.

$C0BE-$C0C5 is forced back to data: the IRQ vector $C0C0 points into the
middle of the `jmp $C047` at $C0BE, and the game never executes CLI, so the
vector is dead.  `make pass1` regenerates prg.s and locals.inc from prg.bin
and reproduces the committed prg.s byte for byte.

The project README records the split, the four dispatch tables, the dead IRQ
vector, the wrong CHR size field in the header, and what is still data.  The
milestone index in CHANGELOG.md gains the project; WIP.md, README.md and
AGENTS.md follow the tier counts and the layout.

nesdis.py gains a --mapping-note option, so the header's "PRG mapped at" line
can describe a board that is not NROM - CNROM's whole 32 KB at $8000-$FFFF is
not "mirrored to the upper half".

Replaces runs of $00 and $FF with .res <run>, <byte>

Golf (JU) and World Class Track Meet (U): Pass 2/3 complete, promoted from _wip/

- World Class Track Meet (U) - Pass 2 complete: all 884 Label_<addr>
  definitions replaced (651 semantic routine names + 233 Sub_<addr>), all 731
  raw $XXXX jsr/jmp call operands resolved to symbolic labels, all branch
  targets given role-based names; routinemap.tsv added; make stays
  byte-identical.
- World Class Track Meet (U) - Pass 3 complete: 24 semantic zero-page
  aliases applied via apply_symbols.py (0 residue), 78 neutral ZpXX slots
  documented with reasons in locals.inc, all hardware-register operands use
  symbols.inc names, project README rewritten with Pass 2/Pass 3 sections and
  data-table inventory; promoted out of _wip/CNROM/.
- World Class Track Meet (U) - project README documents the five event-table
  entries at $F796 and marks the olympics mode as not yet proven.
- Golf (JU) - audit comments converted from pre-canonical (; C000: A9 00)
  to the canonical ; CPU:$C000 PRG:0000  A9 00 form at column 35; 4,156
  comments re-aligned, comment/whitespace only, whole-ROM build stays
  byte-identical.
- Golf (JU) - 339 internal branch-target Label_ labels given role-based names
  via _tools/derive_branch_names.py; 0 raw $XXXX branch/jump operands remain.
- Golf (JU) - 275 zero-page operands substituted with locals.inc aliases via
  apply_symbols.py; 0 residue; promoted out of _wip/NROM/.
- Xevious (U) - runs of $FF padding replaced with .res <count>, $FF in prg.s;
  whole-ROM build stays byte-identical.
- Both projects promoted via git mv; leftover _wip/ folders removed; root
  README.md inventory rows added; WIP.md rows removed.

World Class Track Meet (U): apply zero-page symbol substitutions

Run apply_symbols.py to substitute ZpXX zero-page operands with
semantic locals.inc aliases (SlotState, GameMode, etc.) at proven
sites; 0 residue, whole-ROM build stays byte-identical.

Xevious (U): re-split Pass 1 from the Mesen CDL and decode the data tables

- Xevious (U) - Pass 1 re-split from the Mesen CDL (xevious_mesen.cdl) with
  _tools/cdl_reclass.py: 1,158 bytes data->code, 48 code->data, 42 labels
  emitted and 3 branch targets labelled; code 11,321->12,455 bytes
  (34.5%->38.0%), instructions 5,513->6,002. The 45 recovered entry points
  are named Sub_XXXX, so no Label_XXXX remains; six CDL-silent raw call
  operands are documented as residue.
- Xevious (U) - the 4,448-byte block at $A74B-$B8AA is split into six proven
  tables: VramWritePtrTable (15 pointers), VramWriteData, DataStreamPtrTable
  (16), ObjTilePtrTable (99), ObjTileData and DataStreamData. The $D833
  pointer table is corrected to base $D833 (4 entries; the old ObjCodePtrTable
  at $D834 was one byte late). $F957-$FAF5 is split into ObjSpeedTable,
  ObjSpeedTable2, SpriteLayoutPtrTable (19) and SpriteLayoutData;
  $FEE6-$FF1C into PaletteData and OamAttrTable. $F5D8 is decoded as
  TextTileData (font tile indices: PLAYER, GAME OVER, READY, SOLVALOU, LEFT,
  PAUSE); $F53C becomes AttrAddrTable, $F89E HandlerPtrTable and $EF3B
  SpriteLayoutData2. Project README rewritten with the corrected stats, a
  32-entry table inventory and the Pass 1 residue.
- _tools/cdl_reclass.py - preserve the data label(s) between a data-block
  header and its first .byte row when the block stays data; the $DF78 split
  dropped Data_DF78 and the rebuild failed with an undefined symbol.
- _tools/resolve_raw_branches.py - handle negative relative offsets
  (beq *-$0B); the pattern only matched *+$NN and *$NN.

Docs: refresh the tier counts to 41 promoted / 851 _wip, add the WCTM row

- Docs - tier counts refreshed to the post-promotion state across AGENTS.md,
  root README.md, WIP.md, TODO.md and CHANGELOG.md: 41 promoted projects
  (38 under NROM/, plus CNROM/World Class Track Meet (U), UNROM/Zanac (U) and
  MAPPER8/Mermaids of Atlantis (U)) and 851 _wip/ projects, every one of them
  a Pass 0 skeleton. The stale "39/40 promoted", "853 _wip", "Golf (JU) is
  still in _wip/" and "Golf is the last pre-canonical project" statements are
  corrected.
- Root README.md - the promoted inventory gained the missing World Class Track
  Meet (U) row (row 41, mapper 3, 32 KB PRG / 32 KB CHR), and the "All 38 are
  mapper 0 / 16 KB PRG" sentence is replaced with the actual split (36 of the
  41 rows are mapper 0 / 16 KB; Xevious and Volleyball are 32 KB, World Class
  Track Meet is mapper 3, Zanac mapper 2 and Mermaids mapper 8).
2026-10-21 11:36:32 -04:00

602 lines
16 KiB
Plaintext

FF00 Reset
FF2F SelectChrBanks
FF3E StartGame
FF49 WritePrgBankReg
FF4C DelayOuterLoop
FF50 DelayInnerLoop
FF57 WaitForBankSwitch
FF62 StartBankSwitchDelay
FF70 SwitchPrgBank
FF80 SwitchPrgBankKeepA
8004 BankedCall
801B SelectPrgBankByIndex
8036 InitializeGame
8038 WaitForVBlank
8057 ClearRamLoop
8062 ClearRamPageDone
806B InitGameVariables
8083 IdleWaitLoop
808F NmiHandler
80A6 UploadOam
811C RunGameLogic
85DD TickAnimationCounter
8606 ApplyGraphicsMode
8A5F InitLevelState
8E34 CopyStackPage
9621 TickLevelTimer
97EC ResetLevelTimers
813F ReadControllers
814D ReadControllerBits
8173 DispatchByJumpTable
8188 ClearOamShadow
81B1 UpdateNametable
82E9 UpdateSprites
83C3 UpdateActorSprites
849D StartVramWrite
84A4 WriteVramTiles
89FC AnimatePalette
90A9 ReadPlayerInput
91AC BuildOamBuffer
9228 ClearSpriteSlots
962E LoadSpriteTable
967C SetGraphicsMode
9786 UpdateGameState
981B SetTablePointer
AEC7 ClearBubbleSlots
BB4F ClearActorSlots
BB5B ClearActorTable
BB68 SoundTimerTick
BB7E PlaySoundEffect
BB94 LoadActorTemplate
BB9E CopyActorToSpriteTable
BBFA UpdatePlayerState
BC1C HandleDemoMode
BC38 HandlePlayerInput
BC44 CountPlayerFrames
BCF9 MovePlayer
BD26 ApplyPlayerDirection
BD70 ComputePlayerPosition
BDE1 StorePlayerSprite
BEE4 BuildBubbleTable
BF17 UpdateBubbles
BF53 PlayBubbleSound
BF67 SpawnBubble
BF83 DrawBubble
BF9A DispatchBubbleHandler
BFAF ResetLevel
BFBA ClearSpriteTable
C000 ClearNametableRam
C00F PlayStageMusic
C2A7 DispatchLevelScript
C2BF ResetPpuAndLoadTiles
C3C8 SetVramPointer
C414 ClearSpriteEntry
C456 TickStageDelay
C505 UpdateStageMode
C62A DisablePpuRendering
CC11 SetPlayerActive
CC56 CheckPlayerActive
CCCF TickSoundOnEvenFrame
CD18 UpdateSoundEngine
CF32 CheckActorCount
D0E7 TickActorsOnEvenFrame
D1B0 InitPlayerPosition
D21A TickTimerOnEvenFrame
D2C0 ResetScrollOnEvenFrame
D507 InitBubbleState
D537 UpdateBubbleFrame
D563 TickHudOnEvenFrame
D5CF TickSpritesOnEvenFrame
D615 SetSoundChannels
Bank4:800D Bank4_CallBankedHandler
Bank4:80A7 Bank4_StartVramWrite
Bank4:8161 Bank4_UpdateNametable
Bank5:A726 Bank5_UpdateSound
Bank5:A784 Bank5_ReadSoundTable
Bank5:AB50 Bank5_SetSoundMode
Bank7:FF70 Bank7_SwitchPrgBank
# ---- derived internal branch-target names ----
8004 BankedCall
801B SelectPrgBankByIndex
8025 Sub_8025
8036 InitializeGame
8038 WaitForVBlank
8057 ClearRamLoop
8062 ClearRamPageDone
806B InitGameVariables
8083 IdleWaitLoop
808F NmiHandler
8097 NmiHandler_Loop
80A6 UploadOam
80BC UploadOam_Loop
80C4 UploadOam_Loop2
811C RunGameLogic
813F ReadControllers
814D ReadControllerBits
8153 ReadControllerBits_OnNonzero
8173 DispatchByJumpTable
8188 ClearOamShadow
818C ClearOamShadow_OnNonzero
81B1 UpdateNametable
81B8 UpdateNametable_OnNonzero
81D7 UpdateNametable_OnCarryClear
81E4 UpdateNametable_OnNonzero2
8204 UpdateNametable_Loop
820F UpdateNametable_Loop2
8214 UpdateNametable_Loop3
8215 UpdateNametable_OnNonzero3
8270 UpdateNametable_Loop4
8276 UpdateNametable_OnNonzero4
829A UpdateNametable_OnNonzero5
82A7 UpdateNametable_OnNonzero6
82C8 Sub_82C8
82E9 UpdateSprites
82F7 UpdateSprites_Loop
82F9 UpdateSprites_Loop2
82FB UpdateSprites_OnCarryClear
8303 UpdateSprites_Loop3
830C Sub_830C
8349 UpdateSprites_OnNonzero
8378 UpdateSprites_Loop4
837B UpdateSprites_Loop5
838B UpdateSprites_Loop6
838D Sub_838D
839F UpdateSprites_Loop7
83A1 Sub_83A1
83C2 UpdateSprites_Loop8
83C3 UpdateActorSprites
83C7 UpdateActorSprites_OnCarryClear
83CF UpdateActorSprites_Loop
840B UpdateActorSprites_OnNonzero
840C Sub_840C
8424 UpdateActorSprites_Loop2
8451 UpdateActorSprites_Loop3
848C Sub_848C
8492 UpdateActorSprites_OnNonzero2
849D StartVramWrite
84A4 WriteVramTiles
84BF Sub_84BF
84D2 WriteVramTiles_Loop
84DB WriteVramTiles_Loop2
84E3 Sub_84E3
8534 WriteVramTiles_Loop3
8552 Sub_8552
855D Sub_855D
858A Sub_858A
85A7 Sub_85A7
85C4 Sub_85C4
85D2 WriteVramTiles_OnCarryClear
85DD TickAnimationCounter
85E4 TickAnimationCounter_Loop
8606 ApplyGraphicsMode
8663 Sub_8663
8676 ApplyGraphicsMode_OnNonzero
867D ApplyGraphicsMode_OnZero
8686 ApplyGraphicsMode_OnNonzero2
86D1 ApplyGraphicsMode_Loop
86F0 ApplyGraphicsMode_Loop2
8709 ApplyGraphicsMode_Loop3
872C ApplyGraphicsMode_Loop4
8745 ApplyGraphicsMode_OnNonzero3
874E ApplyGraphicsMode_Loop5
89FC AnimatePalette
8A35 AnimatePalette_Loop
8A5F InitLevelState
8A66 InitLevelState_Loop
8A75 InitLevelState_OnNonzero
8A93 InitLevelState_OnNonzero2
8AE1 Sub_8AE1
8B0E InitLevelState_Loop2
8E34 CopyStackPage
8E36 CopyStackPage_OnCarryClear
9084 Sub_9084
90A9 ReadPlayerInput
90BB ReadPlayerInput_Loop
90C9 ReadPlayerInput_Loop2
90D9 ReadPlayerInput_Loop3
90EA ReadPlayerInput_Loop4
90F6 ReadPlayerInput_Loop5
90FC Sub_90FC
91AC BuildOamBuffer
91B4 BuildOamBuffer_OnCarryClear
91D7 BuildOamBuffer_OnNonzero
91F0 BuildOamBuffer_OnNonzero2
920D BuildOamBuffer_Loop
920F BuildOamBuffer_Loop2
9228 ClearSpriteSlots
922B ClearSpriteSlots_OnNonzero
9621 TickLevelTimer
962D TickLevelTimer_Loop
962E LoadSpriteTable
9634 LoadSpriteTable_OnCarryClear
964E LoadSpriteTable_Loop
9650 LoadSpriteTable_OnNonzero
9671 LoadSpriteTable_Loop2
967C SetGraphicsMode
9687 SetGraphicsMode_Loop
9692 SetGraphicsMode_Loop2
969C SetGraphicsMode_Loop3
96A6 SetGraphicsMode_Loop4
96AD SetGraphicsMode_OnCarryClear
96C8 SetGraphicsMode_Loop5
96D9 SetGraphicsMode_Loop6
96DF SetGraphicsMode_Loop7
96E3 Sub_96E3
9703 Sub_9703
9706 SetGraphicsMode_OnCarryClear2
970F Sub_970F
9712 SetGraphicsMode_OnCarryClear3
9786 UpdateGameState
97A6 UpdateGameState_Loop
97AE UpdateGameState_Loop2
97BA UpdateGameState_Loop3
97C3 UpdateGameState_Loop4
97C8 UpdateGameState_Loop5
97DE UpdateGameState_Loop6
97DF UpdateGameState_Loop7
97EC ResetLevelTimers
97F3 ResetLevelTimers_Loop
981A ResetLevelTimers_Loop2
981B SetTablePointer
9829 SetTablePointer_Loop
9830 SetTablePointer_OnCarryClear
9841 SetTablePointer_Loop2
A78F Sub_A78F
AEC7 ClearBubbleSlots
AECA ClearBubbleSlots_OnCarryClear
BB4F ClearActorSlots
BB52 ClearActorSlots_OnCarryClear
BB5B ClearActorTable
BB68 SoundTimerTick
BB6E SoundTimerTick_Loop
BB7D SoundTimerTick_Loop2
BB7E PlaySoundEffect
BB94 LoadActorTemplate
BB9E CopyActorToSpriteTable
BBA6 CopyActorToSpriteTable_OnNonzero
BBBA CopyActorToSpriteTable_Loop
BBFA UpdatePlayerState
BC09 UpdatePlayerState_Loop
BC11 Sub_BC11
BC19 UpdatePlayerState_Loop2
BC1C HandleDemoMode
BC38 HandlePlayerInput
BC44 CountPlayerFrames
BC56 CountPlayerFrames_Loop
BC5A CountPlayerFrames_Loop2
BC68 CountPlayerFrames_Loop3
BC84 CountPlayerFrames_Loop4
BC8D CountPlayerFrames_Loop5
BC98 CountPlayerFrames_Loop6
BCA9 CountPlayerFrames_Loop7
BCB8 CountPlayerFrames_Loop8
BCD6 CountPlayerFrames_Loop9
BCE1 CountPlayerFrames_Loop10
BCF1 CountPlayerFrames_Loop11
BCF9 MovePlayer
BD0B MovePlayer_Loop
BD21 MovePlayer_Loop2
BD26 ApplyPlayerDirection
BD36 ApplyPlayerDirection_Loop
BD3E ApplyPlayerDirection_Loop2
BD4F ApplyPlayerDirection_Loop3
BD57 ApplyPlayerDirection_Loop4
BD5F ApplyPlayerDirection_Loop5
BD70 ComputePlayerPosition
BD88 ComputePlayerPosition_OnNonzero
BD9F ComputePlayerPosition_Loop
BDAD ComputePlayerPosition_Loop2
BDBD ComputePlayerPosition_Loop3
BDCC ComputePlayerPosition_OnCarrySet
BDCF ComputePlayerPosition_Loop4
BDE1 StorePlayerSprite
BDF1 StorePlayerSprite_OnNonzero
BEE4 BuildBubbleTable
BEE8 BuildBubbleTable_OnCarryClear
BF17 UpdateBubbles
BF21 UpdateBubbles_OnCarryClear
BF29 UpdateBubbles_OnNonnegative
BF49 UpdateBubbles_Loop
BF53 PlayBubbleSound
BF59 PlayBubbleSound_Loop
BF67 SpawnBubble
BF73 SpawnBubble_Loop
BF83 DrawBubble
BF9A DispatchBubbleHandler
BFAF ResetLevel
BFBA ClearSpriteTable
BFDC ClearSpriteTable_Loop
BFE6 ClearSpriteTable_OnCarryClear
C000 ClearNametableRam
C006 ClearNametableRam_OnCarryClear
C00E ClearNametableRam_Loop
C00F PlayStageMusic
C015 PlayStageMusic_Loop
C019 PlayStageMusic_OnCarryClear
C035 PlayStageMusic_Loop2
C061 Sub_C061
C064 PlayStageMusic_OnCarryClear2
C0F2 Sub_C0F2
C100 PlayStageMusic_OnCarryClear3
C10E PlayStageMusic_Loop3
C136 PlayStageMusic_Loop4
C140 Sub_C140
C16E PlayStageMusic_Loop5
C2A7 DispatchLevelScript
C2BF ResetPpuAndLoadTiles
C308 ResetPpuAndLoadTiles_OnNonzero
C319 ResetPpuAndLoadTiles_OnNonzero2
C32B ResetPpuAndLoadTiles_Loop
C33E ResetPpuAndLoadTiles_Loop2
C357 ResetPpuAndLoadTiles_OnCarryClear
C366 ResetPpuAndLoadTiles_OnNonzero3
C37D ResetPpuAndLoadTiles_Loop3
C3A5 ResetPpuAndLoadTiles_Loop4
C3B7 ResetPpuAndLoadTiles_Loop5
C3C3 ResetPpuAndLoadTiles_Loop6
C3C8 SetVramPointer
C3E2 SetVramPointer_Loop
C40A SetVramPointer_Loop2
C414 ClearSpriteEntry
C456 TickStageDelay
C460 TickStageDelay_Loop
C468 TickStageDelay_Loop2
C505 UpdateStageMode
C513 UpdateStageMode_Loop
C519 UpdateStageMode_OnNonzero
C531 UpdateStageMode_Loop2
C544 UpdateStageMode_Loop3
C54A UpdateStageMode_OnCarryClear
C556 UpdateStageMode_Loop4
C55B UpdateStageMode_Loop5
C59E UpdateStageMode_Loop6
C59F UpdateStageMode_Loop7
C5D2 Sub_C5D2
C62A DisablePpuRendering
C671 DisablePpuRendering_Loop
C68B DisablePpuRendering_OnCarryClear
C694 DisablePpuRendering_Loop2
C6B7 Sub_C6B7
C6BA DisablePpuRendering_OnCarryClear2
C6C3 DisablePpuRendering_OnCarryClear3
C7EA Sub_C7EA
C7FF DisablePpuRendering_Loop3
C800 DisablePpuRendering_Loop4
C80D DisablePpuRendering_Loop5
C81D DisablePpuRendering_Loop6
C839 DisablePpuRendering_Loop7
C83A Sub_C83A
C840 DisablePpuRendering_Loop8
CBC4 Sub_CBC4
CBD9 DisablePpuRendering_Loop9
CBE8 DisablePpuRendering_Loop10
CBF8 DisablePpuRendering_Loop11
CC11 SetPlayerActive
CC1D SetPlayerActive_Loop
CC48 SetPlayerActive_Loop2
CC56 CheckPlayerActive
CC68 CheckPlayerActive_Loop
CC86 CheckPlayerActive_Loop2
CC8B CheckPlayerActive_Loop3
CC93 CheckPlayerActive_Loop4
CCBC CheckPlayerActive_Loop5
CCBD CheckPlayerActive_Loop6
CCCF TickSoundOnEvenFrame
CCD5 TickSoundOnEvenFrame_Loop
CCDC TickSoundOnEvenFrame_Loop2
CD02 TickSoundOnEvenFrame_Loop3
CD18 UpdateSoundEngine
CD1C Sub_CD1C
CD27 UpdateSoundEngine_OnNonzero
CD52 UpdateSoundEngine_Loop
CD59 Sub_CD59
CD6D UpdateSoundEngine_Loop2
CD7E UpdateSoundEngine_Loop3
CDA0 UpdateSoundEngine_OnCarryClear
CDB6 Sub_CDB6
CDC8 UpdateSoundEngine_OnCarryClear2
CDE2 UpdateSoundEngine_OnCarryClear3
CDF0 Sub_CDF0
CE01 UpdateSoundEngine_OnCarryClear4
CE0D Sub_CE0D
CE13 UpdateSoundEngine_Loop4
CE30 UpdateSoundEngine_OnNonzero2
CE42 UpdateSoundEngine_Loop5
CE51 UpdateSoundEngine_OnCarryClear5
CE8B Sub_CE8B
CE91 UpdateSoundEngine_Loop6
CE9A UpdateSoundEngine_OnNonzero3
CEE0 UpdateSoundEngine_OnCarryClear6
CF32 CheckActorCount
CF4D CheckActorCount_Loop
CF4F CheckActorCount_OnCarryClear
CF5D CheckActorCount_Loop2
CF89 CheckActorCount_Loop3
CF8F Sub_CF8F
CF9B CheckActorCount_Loop4
CF9C CheckActorCount_Loop5
CFFD Sub_CFFD
D001 CheckActorCount_OnCarryClear2
D00E CheckActorCount_Loop6
D015 CheckActorCount_Loop7
D022 CheckActorCount_OnNonzero
D042 CheckActorCount_Loop8
D046 Sub_D046
D04E CheckActorCount_OnNonzero2
D05B CheckActorCount_Loop9
D07E CheckActorCount_Loop10
D084 CheckActorCount_Loop11
D08D CheckActorCount_Loop12
D0A5 CheckActorCount_Loop13
D0B3 CheckActorCount_Loop14
D0D1 CheckActorCount_OnNonnegative
D0E2 CheckActorCount_Loop15
D0E7 TickActorsOnEvenFrame
D0ED TickActorsOnEvenFrame_Loop
D106 TickActorsOnEvenFrame_Loop2
D110 TickActorsOnEvenFrame_Loop3
D112 TickActorsOnEvenFrame_OnCarryClear
D122 TickActorsOnEvenFrame_Loop4
D12C TickActorsOnEvenFrame_OnNonzero
D15B TickActorsOnEvenFrame_Loop5
D15F Sub_D15F
D16D TickActorsOnEvenFrame_OnNonnegative
D181 Sub_D181
D183 TickActorsOnEvenFrame_OnNonnegative2
D1B0 InitPlayerPosition
D1B8 InitPlayerPosition_OnCarryClear
D1C3 InitPlayerPosition_OnNonzero
D1D1 InitPlayerPosition_OnNonzero2
D1E6 InitPlayerPosition_Loop
D1F8 InitPlayerPosition_Loop2
D204 InitPlayerPosition_Loop3
D219 InitPlayerPosition_Loop4
D21A TickTimerOnEvenFrame
D220 TickTimerOnEvenFrame_Loop
D22A TickTimerOnEvenFrame_OnCarryClear
D22F TickTimerOnEvenFrame_OnCarrySet
D241 TickTimerOnEvenFrame_Loop2
D24B TickTimerOnEvenFrame_OnZero
D27F TickTimerOnEvenFrame_Loop3
D28A TickTimerOnEvenFrame_Loop4
D294 TickTimerOnEvenFrame_Loop5
D2AB TickTimerOnEvenFrame_Loop6
D2AF TickTimerOnEvenFrame_Loop7
D2C0 ResetScrollOnEvenFrame
D2C6 ResetScrollOnEvenFrame_Loop
D2CD ResetScrollOnEvenFrame_OnNonnegative
D2DC ResetScrollOnEvenFrame_Loop2
D2E9 ResetScrollOnEvenFrame_OnNonzero
D2FB ResetScrollOnEvenFrame_Loop3
D327 ResetScrollOnEvenFrame_OnNonzero2
D339 ResetScrollOnEvenFrame_Loop4
D33E ResetScrollOnEvenFrame_OnNonnegative2
D34D ResetScrollOnEvenFrame_OnNonzero3
D35F ResetScrollOnEvenFrame_Loop5
D374 ResetScrollOnEvenFrame_OnCarryClear
D399 ResetScrollOnEvenFrame_OnCarryClear2
D45E Sub_D45E
D464 ResetScrollOnEvenFrame_OnNonnegative3
D470 ResetScrollOnEvenFrame_Loop6
D485 ResetScrollOnEvenFrame_Loop7
D4EE Sub_D4EE
D507 InitBubbleState
D50F InitBubbleState_OnNonzero
D52B InitBubbleState_Loop
D52C InitBubbleState_Loop2
D537 UpdateBubbleFrame
D559 UpdateBubbleFrame_Loop
D55A UpdateBubbleFrame_Loop2
D560 UpdateBubbleFrame_Loop3
D563 TickHudOnEvenFrame
D569 TickHudOnEvenFrame_Loop
D595 Sub_D595
D59B TickHudOnEvenFrame_OnNonzero
D5A5 TickHudOnEvenFrame_Loop2
D5AF Sub_D5AF
D5B3 TickHudOnEvenFrame_OnNonzero2
D5B4 TickHudOnEvenFrame_OnNonnegative
D5C0 TickHudOnEvenFrame_Loop3
D5C6 TickHudOnEvenFrame_Loop4
D5CF TickSpritesOnEvenFrame
D5D5 TickSpritesOnEvenFrame_Loop
D5E3 TickSpritesOnEvenFrame_OnNonnegative
D5EF TickSpritesOnEvenFrame_Loop2
D609 TickSpritesOnEvenFrame_Loop3
D60D TickSpritesOnEvenFrame_Loop4
D615 SetSoundChannels
FF00 Reset
FF2F SelectChrBanks
FF3E StartGame
FF49 WritePrgBankReg
FF4C DelayOuterLoop
FF4E DelayOuterLoop_OnNonzero
FF50 DelayInnerLoop
FF57 WaitForBankSwitch
FF60 WaitForBankSwitch_Loop
FF62 StartBankSwitchDelay
FF70 SwitchPrgBank
FF80 SwitchPrgBankKeepA
Bank4:800D Bank4_CallBankedHandler
Bank4:801B Bank4_Sub_801B
Bank4:8088 Bank4_Sub_8088
Bank4:80A7 Bank4_StartVramWrite
Bank4:80C9 Bank4_Sub_80C9
Bank4:80E3 Bank4_Bank4_StartVramWrite_OnZero
Bank4:80F2 Bank4_Bank4_StartVramWrite_OnNonzero
Bank4:8100 Bank4_Bank4_StartVramWrite_Loop
Bank4:8107 Bank4_Bank4_StartVramWrite_OnNonzero2
Bank4:8110 Bank4_Bank4_StartVramWrite_Loop2
Bank4:8111 Bank4_Sub_8111
Bank4:8117 Bank4_Bank4_StartVramWrite_Loop3
Bank4:8118 Bank4_Sub_8118
Bank4:8126 Bank4_Bank4_StartVramWrite_OnCarryClear
Bank4:8161 Bank4_UpdateNametable
Bank4:8167 Bank4_Bank4_UpdateNametable_OnZero
Bank4:817A Bank4_Bank4_UpdateNametable_OnNonzero
Bank4:8186 Bank4_Bank4_UpdateNametable_Loop
Bank5:A71A Bank5_Sub_OnZero
Bank5:A726 Bank5_UpdateSound
Bank5:A75B Bank5_Sub_A75B
Bank5:A768 Bank5_Bank5_UpdateSound_OnNonnegative
Bank5:A784 Bank5_ReadSoundTable
Bank5:A7FB Bank5_Bank5_ReadSoundTable_Loop
Bank5:A7FF Bank5_Sub_A7FF
Bank5:A817 Bank5_Bank5_ReadSoundTable_Loop2
Bank5:A827 Bank5_Bank5_ReadSoundTable_Loop3
Bank5:A828 Bank5_Bank5_ReadSoundTable_Loop4
Bank5:A830 Bank5_Bank5_ReadSoundTable_OnZero
Bank5:A831 Bank5_Bank5_ReadSoundTable_Loop5
Bank5:A839 Bank5_Bank5_ReadSoundTable_Loop6
Bank5:A83C Bank5_Bank5_ReadSoundTable_Loop7
Bank5:A858 Bank5_Bank5_ReadSoundTable_Loop8
Bank5:A871 Bank5_Bank5_ReadSoundTable_Loop9
Bank5:A87B Bank5_Bank5_ReadSoundTable_Loop10
Bank5:A887 Bank5_Bank5_ReadSoundTable_OnCarryClear
Bank5:A892 Bank5_Bank5_ReadSoundTable_Loop11
Bank5:A8A8 Bank5_Bank5_ReadSoundTable_Loop12
Bank5:A8AF Bank5_Bank5_ReadSoundTable_Loop13
Bank5:A8C7 Bank5_Bank5_ReadSoundTable_Loop14
Bank5:A8CF Bank5_Bank5_ReadSoundTable_Loop15
Bank5:A8D5 Bank5_Bank5_ReadSoundTable_Loop16
Bank5:A8DC Bank5_Bank5_ReadSoundTable_Loop17
Bank5:A8E8 Bank5_Bank5_ReadSoundTable_OnNonzero
Bank5:A8F1 Bank5_Bank5_ReadSoundTable_Loop18
Bank5:A913 Bank5_Bank5_ReadSoundTable_OnZero2
Bank5:A92B Bank5_Bank5_ReadSoundTable_Loop19
Bank5:A932 Bank5_Bank5_ReadSoundTable_Loop20
Bank5:A93E Bank5_Bank5_ReadSoundTable_Loop21
Bank5:A954 Bank5_Bank5_ReadSoundTable_Loop22
Bank5:A976 Bank5_Bank5_ReadSoundTable_Loop23
Bank5:A989 Bank5_Bank5_ReadSoundTable_Loop24
Bank5:A99C Bank5_Bank5_ReadSoundTable_Loop25
Bank5:A9A9 Bank5_Bank5_ReadSoundTable_Loop26
Bank5:A9B6 Bank5_Bank5_ReadSoundTable_Loop27
Bank5:A9C3 Bank5_Sub_A9C3
Bank5:A9D5 Bank5_Bank5_ReadSoundTable_Loop28
Bank5:A9E9 Bank5_Sub_A9E9
Bank5:AA05 Bank5_Bank5_ReadSoundTable_Loop29
Bank5:AA15 Bank5_Bank5_ReadSoundTable_Loop30
Bank5:AA4D Bank5_Bank5_ReadSoundTable_Loop31
Bank5:AA53 Bank5_Bank5_ReadSoundTable_OnZero3
Bank5:AA54 Bank5_Bank5_ReadSoundTable_OnZero4
Bank5:AA66 Bank5_Bank5_ReadSoundTable_Loop32
Bank5:AA7A Bank5_Sub_AA7A
Bank5:AA81 Bank5_Bank5_ReadSoundTable_OnNonzero2
Bank5:AA8E Bank5_Bank5_ReadSoundTable_OnNonzero3
Bank5:AAF1 Bank5_Sub_AAF1
Bank5:AB11 Bank5_Sub_AB11
Bank5:AB27 Bank5_Bank5_ReadSoundTable_OnNonzero4
Bank5:AB43 Bank5_Bank5_ReadSoundTable_Loop33
Bank5:AB46 Bank5_Bank5_ReadSoundTable_Loop34
Bank5:AB50 Bank5_SetSoundMode
Bank7:FF70 Bank7_SwitchPrgBank