- Apply symbols.inc hardware register names to Defender 2 (U) (51 operands)
- Apply symbols.inc hardware register names to Donkey Kong 3 (JUE) (36 operands)
- Add APU register symbols (-) to Defender 2 (U) and Donkey Kong 3 (JUE) symbols.inc
- Apply symbols to Donkey Kong Jr. Math (U) (80 operands: 11 single + 69 hardware)
- Apply symbols to Excitebike (JU) (786 operands: 785 single + 1 hardware)
- Add promotion criteria to PROMPTS.md: symbol/local substitution,
ROM-specific semantic naming, and verification checklist
Add branch/jump target naming requirement to PROMPTS.md
All branches and jumps must target symbolic labels with descriptive names
derived from program flow role (e.g., _Loop, _Next, _Done, _Store, _Return),
never raw address literals. Adds criterion 8 to verification checklist.
Rename all OVERVIEW.md to README.md; add root README content to top-level
- Rename all OVERVIEW.md files to README.md throughout the repo (47 files)
- Prepend README.md content to top-level OVERVIEW.md before rename
- Fix apply_symbols.py NAME_RE regex to handle spaced assignments
- Apply symbols.inc to Defender 2 (U) (51 hardware operands)
- Apply symbols.inc to Donkey Kong 3 (JUE) (36 hardware operands)
- Apply symbols.inc to Donkey Kong Jr. Math (U) (80 operands: 11 single + 69 hardware)
- Apply symbols.inc to Excitebike (JU) (786 operands: 785 single + 1 hardware)
- Add missing Zp18/FrameCounter aliases to Excitebike prg.s
- Build all 27 top-level projects: byte-identical
Promote Donkey Kong Jr. Math back to _wip tier
Moves code from `copilot` folder and verifies each builds after
Add pre-commit hook for byte-identical verification
Add .git/hooks/pre-commit that runs 'make' then 'make clean' in each
project directory before committing. This ensures every project builds
byte-identical before any commit is accepted.
Also includes all file moves from the Donkey Kong Jr. Math (U) demotion
and other file restructuring from the session.
moves code out of copilot folder, its all AI generated.
Moves NROM games into NROM folder
removes copilot folder from Lunar Pool
Adds makefile to build all projects recursively
Updates docs to reflect changes in layout
Repromotes Donkey Kong Jr Math
Repromotes Excitebike
Promotes Popeye (JU) (PRG 1)
Updates Makefile to provide summary of build failure/success
Promote Raid on Bungeling Bay (U): Pass 2/3 partial, whole-ROM byte-identical
Move _wip/NROM/Raid on Bungeling Bay (U) to NROM/ and switch the build
from a PRG-only compare to a whole-ROM one:
- header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
- linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
areas ahead of PRG ($C000, $4000)
- rom.nes symlink to the space-containing original ROM name
- Makefile builds header.o/prg.o/chr.o into reconstructed.nes and
compares it against rom.nes ('Byte-identical ROM verified.')
- one leftover neutral indirect operand jmp (Zp01) at $E2EC becomes
jmp (IndDispatch01); apply_symbols.py reports 0 substitutions pending
README.md / TODO.md / AGENTS.md updated: 29 promoted, 7 in _wip/.
Pac-Man (U): Pass 2 complete (label renaming) + Pass 3 partial (ZP aliases, table names)
Pass 2 — fresh map derived from the committed split, not from any drafted
map (the drafted maps in other projects were audited and found not
applicable):
- all 194 address-derived Label_XXXX definitions renamed to semantic
routine-entry names plus <Routine>_<Role>_<addr> internal branch
targets; zero Label_ remains
- all 49 jsr/jmp call sites resolved from raw $XXXX to labels; zero
raw $XXXX call operands remain
- routinemap.tsv / derived_names.tsv record the derivation
Pass 3 (partial):
- 15 proven semantic zero-page aliases added to locals.inc
(GameState, NmiFlag, ScrollX/Y, PpuCtrlShadow, OamDmaPage,
CocktailModeFlag, ActivePlayerFlag, GameplaySuspended, FrameCounter,
StateTimer, Player1/2Input, ActiveInput, CopyrightVerified)
- 112 operands substituted into prg.s (11 single + 101 hardware)
- key data tables named: ProgrammerSig ($C0EB), GameStateDispatchTable
($C253), TitleScreenData ($C2FD), EntityPtrTable ($D912),
AudioCommandTable ($EFDD)
Also corrects the README's claim that the RESET vector points at padding:
$FF00 holds real boot code (sei/cld, PPU off, double vblank wait, then
jmp ColdStart at $C042).
.gitignore: ignore reconstructed_prg.bin (build artifact of the _wip
Makefiles; '**/reconstructed.*' does not match the underscore form).
Promote Pac-Man (U): Pass 2/3 complete, whole-ROM byte-identical
Move _wip/NROM/Pac-Man (U) to NROM/ and switch the build from a PRG-only
compare to a whole-ROM one:
- header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
- linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
areas ahead of PRG ($C000, $4000)
- rom.nes symlink to 'Pac-Man (U) [!].nes' (the original ROM name
contains a space and brackets)
- Makefile builds header.o/prg.o/chr.o into reconstructed.nes and
compares it against rom.nes
- reconstructed.nes is 24,592 bytes, MD5 a69d310f8cae9397fbd39f204672b5c7
- equal to the original ROM; the header/prg/chr splits were checked
against the original before promotion and are byte-exact
Pass 3 residue closed. The last 7 multi-alias zero-page operands are
resolved per site through a new sites.tsv, each proven from context
rather than guessed:
- jmp ($0010) at $C250/$D3CA/$D90F/$D9B6 -> (DispatchPtrLo); each
is immediately preceded by sta DispatchPtrLo/sta DispatchPtrHi
- jmp ($00FE) at $EFDA -> (AudioHandlerPtrLo); preceded by
sta AudioHandlerPtrLo/sta AudioHandlerPtrHi
- sta a:$0000,y at $C048/$C089 -> a:Zp00,y; the literal zero-page
base in the two ZP clear loops, so the neutral name is used rather
than the semantic WorkPtrLo. The 'a:' prefix survives the
substitution, so the bytes stay 99 00 00 (sta abs,Y)
apply_symbols.py now reports 119 operands substituted (101 hardware,
11 single-name, 7 site) and 0 residue.
New tool _tools/align_audit_comments.py: re-aligns the audit comment to
column 35 after a substitution lengthens an operand (nesdis.py pads each
instruction to 31 characters). Whitespace-only, so the byte identity
cannot change. 405 lines re-aligned in this project; all 2,387 audit
comments still match prg.bin at the stated PRG offset, 0 mismatches.
Docs: root README.md / TODO.md / AGENTS.md updated - 30 promoted, 6 in
_wip/; a per-project detail entry for Pac-Man (U) added; the stale
'Donkey Kong 3 (JUE) has no README.md' claim corrected (it has a
318-line one).
Promote Raid on Bungeling Bay (U) [a2]: Pass 3 complete, whole-ROM byte-identical
Move _wip/NROM/Raid on Bungeling Bay (U) [a2] to NROM/ and switch the build
from a PRG-only compare to a whole-ROM one:
- header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
- linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
areas ahead of PRG ($C000, $4000)
- rom.nes symlink to 'Raid on Bungeling Bay (U) [a2].nes' (the original
ROM name contains spaces and brackets)
- reconstructed.nes is 24,592 bytes, MD5 659d340a1e9d420eee28df13319b0094
- equal to the original ROM; the header/prg/chr splits were checked
against the original before promotion and are byte-exact
Pass 3 - 15 semantic zero-page aliases, each applied only at the sites
where its role is proven:
- PpuCtrlShadow ($C2), 15 sites: the reset entry primes it right after
'sta PPUCTRL', and every other use is an ora/and/eor followed by
'sta PPUCTRL'
- NmiPathSelector ($C4), 5 sites: written 1 at $C3E9 and 0 at $C962
- GameState ($D6), 6 sites: 'cmp #$02' and used as an index at $C4C7
- FrameSubCounter ($55), 6 sites: set to $0A at $C520, decremented per
NMI at $C07B
- PrngPeriodCounter ($EA) / PrngSeedB ($EB) / PrngState ($EC), 13 sites:
the PRNG state
- PtrLo ($00) / PtrHi ($01), 8 sites: the 16-bit pair $1C13 and $1610
compared at $E785/$E791
- IndDispatch01 ($01) / IndDispatch02 ($02), 3 sites: the computed
dispatch at $E2EC
- IndDispatch1B ($1B) / IndDispatch1C ($1C), 6 sites: the dispatch at
$E7A3
- IndDispatch17 ($17) / IndDispatch19 ($19): the dispatches at $E79D
and $E7A0
Addresses that carry two names keep the neutral ZpXX name where the other
role applies - $01 is PtrHi at the 16-bit compare and IndDispatch01 at the
dispatch; $17 is IndDispatch17 at the dispatch and Zp17 for the absolute
RAM $0017 store in the copy loop at $E895/$E8D0.
New tool _tools/apply_zp_aliases.py does the per-site substitution:
apply_symbols.py only rewrites *numeric* operands, so it cannot rename an
operand that is already written as a neutral ZpXX name. The tool keeps the
ca65 'a:' prefix (dropping it would turn 'sta a:Zp17,y' into a zero-page
store and change the bytes) and rewrites only the operand token, so the
audit comment survives byte for byte.
Naming correction in the promoted sibling. Finishing this dump showed that
$EA was misnamed 'VBlankWaitCounter': the routine at $C412 is the game's
pseudo-random generator (the classic eor/asl/php/lsr/plp/rol scrambler,
called from thirteen gameplay sites, twice in a row at $CDF4/$CDF9 with the
second result masked #$07), so $EA is the scrambler's phase counter.
Renamed PrngPeriodCounter in both dumps and named $EB/$EC PrngSeedB /
PrngState. The sibling's two 'sta a:IndDispatch17,y' operands were also
wrong - they are absolute stores to RAM $0017, not the dispatch pointer -
and are now 'a:Zp17,y', matching the file's 'a:' = absolute convention.
Audit-comment alignment re-done with _tools/align_audit_comments.py (1,040
lines here, 1,080 in the sibling). Both files still match prg.bin at every
stated PRG offset: 5,467 and 5,483 audit comments, 0 mismatches.
Docs: root README.md / TODO.md / AGENTS.md updated - 31 promoted, 5 in
_wip/; per-project detail entries added for both Raid dumps.
Promote Pac-Man (Tengen) (U): Pass 2/3 from scratch, whole-ROM byte-identical
Move _wip/NROM/Pac-Man (Tengen) (U) to NROM/ and switch the build from a
PRG-only compare to a whole-ROM one:
- header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
- linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
areas ahead of PRG ($C000, $4000)
- rom.nes symlink to 'Pac-Man (Tengen) (U) [!].nes'
- reconstructed.nes is 24,592 bytes, MD5 d34e7a74d8d2c231b6cc601210e28ad0
- equal to the original ROM; the header/prg/chr splits were checked
against the original before promotion and are byte-exact
Disassembled from scratch. No name, map or file was carried over from the
sibling 'Pac-Man (U)' dump; the map was derived from this dump's own
committed split and the two were only compared afterwards.
Pass 2 (new tool _tools/apply_pass2_map.py):
- all 194 Label_XXXX definitions renamed to semantic routine entries plus
<Routine>_<Role> branch targets; zero Label_ remains
- all 48 raw $XXXX jsr/jmp operands resolved to labels; zero raw $XXXX
call or branch operands remain
- the map is in routinemap.tsv
Pass 3:
- 30 semantic zero-page aliases, each applied only at the sites where its
role is proven (per-site choice in sites.tsv; the addresses that carry
two roles keep the neutral ZpXX name elsewhere). _tools/
derive_zp_aliases.py records how the set was derived, and locals.inc
records the reason for every remaining neutral slot
- 28 data tables named (new tool _tools/name_data_region.py), including
CharacterDataTable ($C66A) and CharacterNameStrings ($C67E), where the
ROM itself names Blinky, Pinky, Inky and Clyde - which is why the four
indexed entities are called ghosts and not 'actors'
- apply_symbols.py reports 0 substitutions pending and 0 residue
- audit-comment alignment re-done with _tools/align_audit_comments.py;
all 2,479 audit comments still match prg.bin at the stated PRG offset
Pass 1 correction - six command handlers recovered (new tool
_tools/recode_region.py). ScriptCommandTable ($EFDD) is read by the traced
instruction at $EFCC, and six of its entries point at $F00A, $F022, $F03A,
$F052, $F062 and $F072 - all of which the tracer had left as data, and two
of which it had mis-split across the 'jmp $EF61' at $F01F and $F04F.
Those 120 bytes are code here, decoded straight from the ROM; the six
handlers tile $F00A-$F081 exactly. The same gap exists in the promoted
'Pac-Man (U)' dump, which has not been corrected - recorded in both READMEs.
Residue (documented, not guessed): the unreached main game logic at
$C45A-$C55F is still .byte data. It is code - the tracer's own decoder
walks it cleanly and the dispatch table at $C511 points into it - but
nothing reaches it, so it cannot be entered without a guess. The same gap
exists in the promoted 'Pac-Man (U)' dump. Re-deriving it is a Pass 1 job;
a Mesen Code Data Logger capture is the tool the repo uses for it.
Docs: root README.md / TODO.md / AGENTS.md updated - 32 promoted, 4 in
_wip/; a per-project detail entry added for the Tengen dump.
Promote Pyramid (U): Pass 1 corrected, Pass 2/3 complete, whole-ROM byte-identical
Move _wip/NROM/Pyramid (U) to NROM/ and switch the build from a PRG-only
compare to a whole-ROM one:
- header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
- linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
areas ahead of PRG ($C000, $4000)
- rom.nes symlink to 'Pyramid (U) (Sachen).nes'
- reconstructed.nes is 24,592 bytes, MD5 aa285ff17f25dd05da5996b7466c59e2
- equal to the original ROM; the header/prg/chr splits were checked
against the original before promotion and are byte-exact
Pass 1 correction - the committed split was a strict subset of the correct
one. This game dispatches through 'jmp' trampoline tables that live
*inside* the data regions, and the tracer cannot follow a jmp there, so
828 bytes of code were still marked as data. Four such tables were found
($C01E 3 entries, $C02A 6, $C042 2, $C054 5) plus ten more entries at
$C000-$C01B; all sixteen targets decode as valid instructions. Seeding
them, the $C800 boot mainline and six further code starts recovers the
whole lot, plus a five-byte stub at $DF89 (lda $33 / jmp $DECB) that sat
in a hole between two routines. The re-trace loses NO committed code byte
and takes the split from 34.5% to 39.6% (3,130 instructions / 6,493 code
bytes). 'make regen' reproduces it, so the split stays verifiable.
Pass 2 - a fresh map derived from this dump's own committed split:
- 428 Label_XXXX definitions renamed; zero Label_ residue
- 320 raw $XXXX jsr/jmp operands resolved; zero raw $XXXX branch
operands remain
- 431 routine entries and the 32 data blocks named from the code
- the internal branch-target names are derived mechanically from the
branch that reaches them by the new _tools/derive_branch_names.py
(beq -> OnZero, bne -> OnNonzero, bcc/bcs -> the carry cases, a
backwards branch -> Loop)
- recorded in routinemap.tsv
Pass 3:
- 24 semantic zero-page aliases, each applied only where its role is
proven; the 57 slots that stay neutral are each listed with the reason
in locals.inc (the neutral set lives in zp_aliases.inc so that
'make regen' can rebuild locals.inc from prg.bin)
- 32 data tables named - TaskVectorTable1/2, LevelScriptData,
MusicPeriodTable, SoundEnvelopeTable, the actor tables - recorded in
data_region_names.tsv
- apply_symbols.py reports 0 substitutions pending and 0 residue; no
hardware register is left as a raw literal
- the audit comments are now canonical on every line, data included
(the old file carried only 'PRG:$xxxx' on its 1,358 data lines);
all 3,762 audit comments match prg.bin at their stated PRG offset
Kept as-is, not 'cleaned up':
- sta $4100 stays a raw operand. The iNES header claims mapper 0 but
the boot code writes past the NES register space; the ROM does not
explain it, so it is recorded rather than guessed
- the 'A'/'V' check on RAM $0120/$0121 and its seed/clear routines
are named for what they do, not for what they are for
- the ninth entry of the $C3A6 task vector table ($D820) is a junk
slot and stays data
Docs: root README.md / TODO.md / AGENTS.md updated - 33 promoted, 3 in
_wip/; a per-project detail entry added.
Hogan's Alley (JU): Pass 1 correction, Pass 2, Pass 3, promoted to NROM/
The light-gun game whose engine dispatches through *inline* tables:
`IndirectCall` at $C34D pops the return address of the `jsr` that called
it and reads a 16-bit handler pointer from the word that follows, so all
six handler tables ($C124 19 entries, $C219 4, $C89C 14, $CDD1 1, $D234 2,
$D3D6 14) live inside the code stream and the static tracer cannot follow
them.
Pass 1 correction. The committed split was a strict subset of the correct
one -- 41.8% of the PRG was classified as code. A fresh Mesen Code Data
Logger capture was merged with the four captures already in the folder
(hogans_merged.cdl, the OR of five per-byte flag arrays, 6,544 code bytes)
and _tools/cdl_reclass.py rewrote the split to match what the CPU actually
fetched: 1,216 bytes moved from data to code, five the other way, 59 labels
emitted. The split is now 49.1% code (3,950 instructions, 8,041 bytes).
The four branch targets the reclassifier could not prove were turned into
labels by the new _tools/resolve_raw_branches.py.
Pass 2. 206 routine entries hand-named from this dump's own code and 413
internal branch targets derived mechanically by _tools/derive_branch_names.py:
630 Label_XXXX definitions gone, 484 raw $XXXX call operands resolved, 15
call targets the tracer had never labelled given a label. Recorded in
routinemap.tsv. No SubC<addr> residue was needed -- every entry the engine
reaches is named after what it does.
Pass 3. 60 semantic zero-page aliases, each applied only where its role is
proven (zp_aliases.inc, zp_alias_sites.tsv); the slots that stay neutral are
each listed with the reason. All 34 data blocks named
(data_region_names.tsv). apply_symbols.py reports 1 residue: `sta a:$00B4,y`
at $C203, the same address as Zp40/ActorPalette but forced to absolute
addressing, so it must stay numeric.
Promotion. header.s, chr.s and a HEADER/PRG/CHR linker.cfg added, rom.nes
symlinked to the original ROM; the whole-ROM cmp passes on the first
promoted build. There is deliberately no `make regen` target: the Pass 1
split here is the static trace corrected by a CDL capture, and the base the
correction was applied to is not what the current _tools/nesdis.py
produces, so prg.s is the maintained source of truth.
Tools changed:
nesdis.py --split/--note/--provenance options, so a data
region can carry its own name and explanation;
a forced-data address is no longer reported as a
recovered routine entry
apply_pass2_map.py can create the label for a call target the tracer
left unlabelled; no longer double-labels it
apply_zp_aliases.py --at-file, an address-based per-site list
derive_branch_names.py keeps the map's own header instead of writing a
fixed one
resolve_raw_branches.py new: turns `bXX *+$NN` operands into labels
build_hogans_map.py new: the hand-written Pass 2 map builder
The existing regen pipelines (MUSCLE (U), Urban Champion (JU)) still
reproduce prg.s byte for byte.
Apply the symbols.inc register names at Pass 1; fix a dropped byte in cdl_reclass
nesdis.py now names the hardware registers as it renders the operands, so a
project's Pass 1 output already reads `lda PPUSTATUS` instead of `lda $2002`
and the Pass 3 apply_symbols.py step has nothing left to do for them.
* nesdis.py --symbols FILE reads a symbols.inc-style file and substitutes
the register names. Only unambiguous entries in the $2000-$4017 window
are used: $4017 is both JOY2 and APUFRAMECOUNTER, so it stays numeric
and apply_symbols.py reports it as multi-alias residue, exactly as
before. The default is the symbols.inc next to --out, so a new project
gets the names without asking; --no-symbols opts out.
* The renderer records the operand's numeric value on the Insn, because
operand_value() used to re-parse the operand text and could no longer
read a name.
* The controller bit masks in symbols.inc (PAD_A and friends) are
constants, not addresses, and are still never substituted.
MUSCLE (U) and Urban Champion (JU) keep --no-symbols: their committed
prg.s was produced with the registers named by the Pass 3 apply_symbols.py
step, and the columns in those files reflect the in-place substitution.
Adding the missing apply_symbols.py step to both regen pipelines makes
them reproduce their committed prg.s byte for byte again - neither did
before this change (MUSCLE was 440 lines out, Urban Champion 772).
cdl_reclass.py had a bug that cost a byte: a region whose last source row
straddled the region's end was replaced by a regeneration of the region
only, so the tail of that row was dropped. Mario Bros (JU) hit it at
$C595, where the rebuild came out one byte short and every label after it
shifted. A region now covers the whole rows it replaces.
pass2.py reflow takes an optional column argument; the default is
unchanged (the ';' lands on the same column as before).
Mario Bros (JU): Pass 1 correction, Pass 2, Pass 3, promoted to NROM/
A two-player platformer whose handler tables are *inline*: the pointers sit
in the middle of the code stream, right after the `jsr` that reads them, so
the static tracer could never follow them.
Pass 1 correction. The committed split was a strict subset of the correct
one -- only 72.0% of the PRG was classified as code. A Mesen Code Data
Logger capture of this ROM (mario_mesen.cdl, 10,915 code bytes) showed
1,010 bytes the tracer had left as data were code; two branch targets the
capture never reached ($E4CB and $E639) were forced with --override for 57
more, so 1,067 bytes moved from data to code and 22 moved the other way.
The split is now 78.4% code (6,210 instructions, 12,847 bytes). The three
branch targets the reclassifier could not prove were turned into labels by
_resolve_raw_branches.py, which now refuses to put a label on a `.byte` row.
Pass 2. 206 routine entries and 519 internal branch targets: 931
Label_XXXX definitions gone, 51 raw $XXXX call operands resolved and 12 call
targets the tracer had never labelled given a label. Zero SubC residue --
the 185 entries a previous session had left as address-derived residue were
all named from this dump's own code. Recorded in routinemap.tsv.
Pass 3. 25 semantic zero-page aliases, each applied only where its role is
proven (zp_aliases.inc); the slots that stay neutral are each listed with the
reason. 35 data tables named -- GameStateHandlerTable, EnemyBehaviourTable,
EnemyScriptTable, EnemyTypePointerTable, SoundRoutineTable,
NoteFrequencyTable and the rest -- and recorded in
data_region_names.tsv. apply_symbols.py reports 0 residue.
Promotion. header.s, chr.s and a HEADER/PRG/CHR linker.cfg added, rom.nes
symlinked to the original ROM; the whole-ROM cmp passes on the first
promoted build. There is deliberately no `make regen` target: the Pass 1
split here is the static trace corrected by a CDL capture, and the base the
correction was applied to is not what the current _tools/nesdis.py
produces, so prg.s is the maintained source of truth.
Tools:
apply_pass2_map.py renames a label of any spelling -- SubC<addr> is
the honest residue form -- and its references
follow it; one combined pattern, so a 16,000-line
file does not need a substitution per label
resolve_raw_branches.py refuses to label a data row
build_mario_map.py new: the hand-written Pass 2 map builder
Remove the old _wip/NROM/Mario Bros (JU) folder (promoted to NROM/)
Mario Bros (JU): add the promoted-tier header, CHR, rom.nes symlink and zero-page aliases
Moves _ROMS/<ROM> into _wip/<MAPPER>/<ROM>
Sync the docs and the skeleton tool with the 857-project _wip tier
The _wip/ tier now holds 857 projects across 30 mapper folders, all
building byte-identical for the whole ROM. README.md, TODO.md and
AGENTS.md still described the old 39-project tier, so bring them in line
with WIP.md, which carries the tier's index.
The tier is no longer 39 projects of NROM-256 with a 16/32 KB PRG:
only two projects have a 16 KB PRG, 151 have 32 KB, 523 have 128 KB and
one has 1.5 MB, so most of it is a banked mapper whose image does not fit
the 6502's address space. Those projects link their MEMORY areas at .nes
file offsets rather than CPU addresses, which is the only option and the
honest model; the 39 older projects keep the CPU-address layout because
their PRG really is one contiguous window.
make_skeleton.py gains the two layouts (--layout flat|cpu), the board
name for the mapper, and a fix for find_rom() mistaking the build
output reconstructed.nes for the source ROM.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bomberman (U) — Game Flow from Power-On
This document describes the execution flow of the disassembled Bomberman (U) PRG bank (16 KB, mapped at CPU $C000–$FFFF), starting from power-on. It is based entirely on copilot/prg.s (with header.s and chr.s for the iNES header and CHR data) in the repository.
1. ROM and Memory Layout
| Property | Value |
|---|---|
| Format | iNES / NES 2.0 |
| PRG | 1 × 16 KB (mapped at CPU $C000–$FFFF) |
| CHR | 1 × 8 KB |
| Mirroring | Vertical |
| PRG bank start | CPU $C000 |
| Source files | copilot/prg.s (7,553 lines, ~493 KB), header.s, chr.s |
| Output | reconstructed.nes (24,592 bytes) |
Interrupt vectors (CPU $FFFA–$FFFF)
| Vector | Address | Handler |
|---|---|---|
| NMI | $C01A | NmiHandler |
| RESET | $C000 | Reset |
| IRQ / BRK | $FFF9 | IrqHandler (just rti — unused) |
2. Build Status
make in copilot/ assembles and links successfully, producing reconstructed.nes (24,592 bytes).
Verification result: The reconstructed ROM is byte-identical to bomberman.nes — headers, CHR, and all 16,384 PRG bytes match exactly.
Naming fixes applied
| Change | Location | Reason |
|---|---|---|
RandomState0 kept at $54; added RandomStateAlt = $E4 |
locals.inc |
Zero-page reuse: $54 is the random-state byte used by most code; $E4 is a distinct byte decremented at CPU $E71B |
dec RandomState0 → dec RandomStateAlt |
prg.s (was main.s:6972) |
The original ROM has dec $E4 at CPU $E71B, not dec $54 |
ControllerState → ControllerState1 |
prg.s (16 refs) |
Clarifies this is controller port 1; added ControllerState2 = $13 for port 2 |
Main_HandleControl_C368 → MainGameLoop |
prg.s (3 refs) |
Main per-frame game loop entry point |
Gameplay_HandleControl_C79D → GameplayUpdate |
prg.s (4 refs) |
Gameplay object dispatcher/update |
Sound_HandleControl_E65F → SoundUpdate |
prg.s (3 refs) |
Sound engine update called from NMI |
Pass 3 symbol application (2026-10-19)
| Pass | Substitutions | Detail |
|---|---|---|
| locals.inc (single-name) | 354 operands | All zero-page addresses with exactly one name in locals.inc |
| locals.inc (multi-alias, site-resolved) | 8 operands | $E0/$E1: IndirectPtrLo/Hi in the RAM-clear loop (InitializeSystemAndRunMainLoop → Main_WriteSoundDispatchIndex_C317); SoundDelay0 (indexed, $E1,x) in sound engine (Gameplay_ReadSoundDelay0_E57B, InitializeApu, Sound_ReadSoundDelay0_E661) |
| symbols.inc (hardware) | 0 operands | prg.s already contains no numeric hardware operands ($2000–$4017) |
| In-file data-table labels | 24 operands | 24 ROM-space table reads (lda $C2E7,x → lda SystemPaletteData,x, etc.) substituted via reconstructed.lbl |
Residue: 758 numeric operands remain, addressing bytes not named in either .inc file: 505 zero-page (133 distinct addresses), 171 RAM $0100–$07FF (46 addresses), and 82 ROM table reads (54 addresses, 34 of which are interior bytes of labelled tables).
3. Reset — CPU $FFFC → $C000
Reset ($C000)
On power-on or reset:
sei— disable maskable interrupts.lda #$00 / sta PPUMASK / sta PPUCTRL— disable PPU rendering and NMI.cld— clear decimal mode.ldx #$FF / txs— initialize stack pointer to $FF.- Wait for two startup VBlanks —
WaitForFirstStartupVBlank($C00D) andWaitForSecondStartupVBlank($C012) each pollPPUSTATUS($2002) for the VBlank bit. jmp InitializeSystemAndRunMainLoop($C30C) — transfer control to the system initializer.
4. System Initialization — InitializeSystemAndRunMainLoop ($C30C)
This is the main entry point after reset:
- Clear RAM — writes $00 to zero page via
Main_WriteZp00_C333($C333) and to $0100–$07FF via an indirect pointerIndirectPtrLo/IndirectPtrHi($E0/$E1) in a 7-page loop (Main_WriteSoundDispatchIndex_C317at $C317). jsr InitializeVideoSystem($C1F2) — disables rendering, clears shadow OAM, uploads the system palette, enables NMI.jsr InitializeApu($E642) — silences all APU channels, resets sound delay/state variables (SoundDelay0–SoundDelay2at $E1–$E3).- Writes zero to sound state variables ($E0–$E3).
- Sets stack pointer to $FF, enables APU ($4015 = $0F).
jsr ComposeStatusScreen($DE83) — draws the initial status/title screen.jsr EnableNmiInPpuControl($C2B0) — enables NMI via PPUCTRL shadow.- Sets
ScreenState($72) = $01. - Enters the main loop at
MainGameLoop($C368).
5. NMI / Frame Heartbeat — NmiHandler ($C01A)
The NMI fires once per frame and is the central real-time driver:
- Save registers (A, X, Y on stack).
- Set
FrameSyncFlag($0B) = $00. - Set OAM address to $00.
- Sprite DMA path — if $60 is zero, write OAM entry $0700–$0703 (sprite #0 at Y=$F8) and trigger OAMDMA ($4014 = $07).
- VRAM transfer path — if
VramReadOffset($14) ≠VramWriteLimit($15), transfer VRAM data from a table at $0600–$0607, indexing into pointer data at $D9C6–$D9C9. Handles both write and read packet types. - Screen state / NMI work pending — based on
ScreenState($72) andNmiWorkPending($60), transfers various VRAM data blocks (title screen, gameplay screen, etc.) usingSetPpuAddress($C196). - PPU status / audio — reads PPUSTATUS, commits PPU state and scroll via
CommitPpuStateAndScroll($C296), incrementsFrameCounter($33), handles audio channel timing at $69/$6A. jsr Ppu_WriteZp10_C19D($C19D) — reads and debounces both controller ports, stores results inControllerState1($12) andControllerState2($13).jsr Gameplay_ReadZpB2_E4C7($E4C7) — gameplay input handling.jsr SoundUpdate($E65F) — sound engine update.- DMC control — if $38 and
GameMode($59) are zero, starts DMC playback ($4010 = $0E, DMC address $C000, length $FF, enable channels). - PPU scroll wait — if $60 is set, waits for VBlank (polls PPUSTATUS bit 6), then applies scroll from $0E/$0F.
- Toggles
FrameParity($DB) withEOR #$05(frame parity / flip-flop flag). - Restore registers,
rti.
Controller reading (Ppu_ReadControllerAndReturnA_C1BF / $C1BF)
- Strobes
JOY1($4016) with $01 then $00. - Reads 8 bits per controller, shifting into X.
Ppu_HandleControl_C1EBmasks to the low 2 bits ($03) and increments X if non-zero (button press detection).- Port 1 result →
ControllerState1($12); port 2 result → $13 (ControllerState2).
6. Main Loop
The main loop starts at MainGameLoop ($C368):
MainGameLoop ($C368):
wait until ControllerState1 ($12) is nonzero (button pressed)
└─ branch on SELECT ($20) to toggle $5F
└─ decrement sub-delay $71 / main delay $70
└─ when delays expire, increment $59 (game mode / screen state)
Based on $59 and $5F, the loop dispatches to:
RunMenuSelectionScreen($DA8E) — title/menu screen- Gameplay initialization paths ($C3B6–$C5FF) — sets up object positions, stage, sound
Main_WriteStageCounter_C613($C613) — stage counter display
The core per-frame gameplay dispatch uses a state table at MainStateDispatchTable ($C75D–$C79C), which maps state indices to handler sub-indices ($00–$27). Gameplay object processing walks arrays at $03E6 (state), $0436, $0486 (X/Y position), $04D6, $0526 (timer/flags), with up to 80 ($4F) object slots.
Key main-loop subroutines:
Main_ReadGameMode_C60B($C60B) — waits forFrameDelay($B5) to reach zero.Main_WriteStageCounter_C613($C613) — updates stage counter, handles START button to begin gameplay.GameplayUpdate($C79D) — main gameplay object dispatcher (80 slots).Gameplay_Dispatch_C7A4/Gameplay_Dispatch_C835— object state dispatch.Stage_WriteObjectWorkX_D8FC($D8FC) — object work initialization.
7. Gameplay Systems
Object management
- Up to 80 object slots ($00–$4F), tracked by state at $03E6,X.
- Position arrays: $0436,X / $0486,X (X/Y), $04D6,X (state/flags), $0526,X (timer/direction).
Stage_WriteObjectWorkX_D8FC($D8FC) initializes object work fields.- Objects are processed in a loop with
dex/index retreat patterns ($C756, $C8A6).
Bomb / explosion / player mechanics
Referenced throughout the gameplay code:
Gameplay_HandleControl_C96A,Gameplay_HandleControl_CA1B,GameplayUpdate— player/bomb input and state.Object_WriteStageProgress_CFB0($CFB0) — stage progress tracking.Frame_ReadObjectIndex_CE5B($CE5B),Frame_ReadObjectX_CDD4($CDD4) — frame-based object reading.
Stage system
Stage_ReadZp58_D69A($D69A) — stage data lookup.- Stage counter display via
Main_WriteStageCounter_C613.
8. Audio / Sound Engine
InitializeApu ($E642)
- Clears DMC direct register ($4011), sound delays
SoundDelay0–SoundDelay2($E1–$E3). - Silences pulse 1, pulse 2, triangle, noise channel controls ($4000, $4004, $4008, $400C).
- Enables APU channels ($4015 = $0F).
SoundUpdate ($E65F)
- Loops over 3 sound channels (X = 2 down to 0).
- Decrements per-channel delay at
SoundDelay0,x($E1,X). - When delay expires, reads sound command state from
SoundCommandState($DF):- If $DF < 0 → read sound RAM pointer ($E6BC table).
- If $DF == 3 → write sound command state.
- Otherwise → return or handle based on $E0 (indirect pointer).
- Calls into sound dispatch via
SoundDispatchAddressTable($E6AD–$E6C8).
Sound dispatch table (SoundDispatchAddressTable, $E6AD)
A jump table of 14 sound handler addresses (e.g., $E641, $E6C8, $E6CC, $E6DE, $E727, $E766, $E792, $E7AB, etc.), each handling a specific sound effect or music channel.
Channel-specific sound paths
Sound_UpdateAudioChannelPath_E6CF($E6CF) — noise channel ($400E–$400F).Sound_UpdateAudioChannelPath_E6DF($E6DF) — pulse 2 channel: sets sweep ($4005 = $84), timer lo/hi ($4006/$4007), noise period/length.Sound_UpdateAudioChannelPath_E70B($E70B) — decrementsRandomState0, reconfigures pulse 2 when expired.
Sound state (zero page)
| Address | Symbol | Use |
|---|---|---|
| $DF | SoundCommandState |
Sound command / state |
| $E0 | IndirectPtrLo / SoundDispatchIndex |
Indirect pointer low; sound dispatch index |
| $E1–$E3 | SoundDelay0–SoundDelay2 |
Per-channel sound delays |
9. PPU / Rendering
InitializeVideoSystem ($C1F2)
jsr DisableRendering($C257) — wait for VBlank, turn off PPUMASK.jsr Ppu_HandleControl_C2B9($C2B9) — apply PPUCTRL shadow with NMI disabled.- Set
PpuCtrlShadow($0C) = $10, clear $0E/$0F/$14/$15. jsr HideAllSprites($C268) — fills $0700–$07FF with $F8 (offscreen) in 32-byte strides.jsr UploadSystemPalette($C2C3) — uploads 32 bytes of palette data fromSystemPaletteData($C2E7) to $3F00–$3F1F.jsr EnableNmiInPpuControl($C2B0) — enable NMI.
CommitPpuStateAndScroll ($C296)
- Writes
PpuMaskShadow($0D) to PPUMASK ($2001). - Sets PPU address to $0000, writes $00 to $2005 twice (scroll).
- Writes
PpuCtrlShadow($0C) to PPUCTRL ($2000).
Palette data (SystemPaletteData, $C2E7)
32 bytes of NES palette colors starting at $3F00.
10. Zero-Page / RAM Symbols
The symbol table lives in copilot/locals.inc (hardware constants are in copilot/symbols.inc). Every address it names is used by name in prg.s:
| Address | Symbol | Use |
|---|---|---|
| $0B | FrameSyncFlag |
Main-thread/NMI frame handoff |
| $0C | PpuCtrlShadow |
Software copy of PPUCTRL |
| $0D | PpuMaskShadow |
Software copy of PPUMASK |
| $12 | ControllerState1 |
Controller port 1 sample |
| $13 | ControllerState2 |
Controller port 2 sample |
| $14 | VramReadOffset |
NMI VRAM-transfer index into the $0600 table |
| $15 | VramWriteLimit |
Upper limit compared against $14 |
| $16 | NmiPathSelector |
$60=0 → sprite DMA path; $60≠0 → VRAM data path |
| $1F | ObjectScreenX |
Object coordinate temporaries used by object processing |
| $20 | ObjectScreenY |
|
| $28 | ObjectSpawnParam |
Object spawn parameters |
| $29 | ObjectSpawnY |
|
| $2A | ObjectSpawnX |
|
| $2B | ObjectSpawnWidth |
|
| $2C | ObjectSpawnHeight |
|
| $33 | FrameCounter |
Frame counter |
| $54–$57 | RandomState0–RandomState3 |
Four-byte PRNG state used by AdvanceRandomState |
| $59 | GameMode |
Game mode / screen selector |
| $5C | ObjectStateFlags |
Object state trio |
| $5D | ObjectStateTimer |
|
| $5E | ObjectStateExtra |
|
| $60 | NmiWorkPending |
Nonzero → the NMI performs VRAM transfers |
| $70 | MainDelay |
Main-loop delay counter |
| $71 | SubDelay |
Secondary delay counter |
| $72 | ScreenState |
Screen state flag |
| $73 | ObjectXLimit |
Object X limit |
| $93 | StageCounter |
Stage counter |
| $9C–$9F | ObjectWork0–ObjectWork3 |
Object work fields |
| $A4 | BonusTimer |
Bonus timer |
| $AC–$AF | AudioPtrLo/Hi, AudioArgLo/Hi |
Audio data / argument pointers |
| $B0 | GameModeCounter |
Game-mode counter |
| $B1 | ObjectType |
Object type |
| $B5 | FrameDelay |
Frame delay |
| $DB | FrameParity |
Frame-parity toggle, flipped by the NMI each frame |
| $DF | SoundCommandState |
Sound command state |
| $E0 | IndirectPtrLo / SoundDispatchIndex |
Indirect pointer for the RAM-clear loop; sound dispatch index in the sound engine |
| $E1 | IndirectPtrHi / SoundDelay0 |
Indirect pointer high byte; per-channel delay base (indexed by X) |
| $E2–$E3 | SoundDelay1 / SoundDelay2 |
Remaining per-channel delays |
| $E4 | RandomStateAlt |
Distinct byte decremented at CPU $E71B (zero-page reuse) |
Aliases. Two addresses carry two names each; prg.s uses the one that matches the calling routine. $E0/$E1 are IndirectPtrLo/Hi in the RAM-clear loop (InitializeSystemAndRunMainLoop / Main_WriteSoundDispatchIndex_C317) and in the sound engine's pointer work, but $E1 is SoundDelay0 wherever the sound engine indexes the per-channel delay table (SoundDelay0,x, i.e. $E1–$E3).
Unnamed residue. Most zero-page/RAM bytes the game touches have no entry in locals.inc and stay numeric — 758 operands address 179 distinct addresses outside the table above (e.g. the $34/$35 indirect pointer used by gameplay data writes). Naming them is Pass-3 semantic work, not a substitution.
11. Data Tables
| Label | Address | Description |
|---|---|---|
InesHeader |
$000000–$00000F (header segment) | iNES header (in header.s) |
SystemPaletteData |
$C2E7–$C306 | 32-byte palette for $3F00 |
MainStateDispatchTable |
$C75D–$C79C | 64-byte gameplay state dispatch table |
SoundDispatchAddressTable |
$E6AD–$E6C8 | 14-entry sound handler jump table |
PatternTableGraphics |
$004010+ (CHR segment) | CHR pattern table data (in chr.s) |
12. Summary of Execution Flow
Power On / Reset
│
▼
Reset ($C000) ───────────────────────────────────────┐
│ sei, disable PPU, cld, stack=$FF │
│ wait 2× VBlank │
▼ │
jmp InitializeSystemAndRunMainLoop ($C30C) │
│ │
├─ clear RAM ($0000–$07FF) │
├─ InitializeVideoSystem ($C1F2) │
│ ├─ DisableRendering │
│ ├─ HideAllSprites │
│ ├─ UploadSystemPalette ($3F00–$3F1F) │
│ └─ EnableNmiInPpuControl │
├─ InitializeApu ($E642) — silence all channels │
├─ ComposeStatusScreen ($DE83) │
├─ EnableNmiInPpuControl │
└─ MainGameLoop ($C368) ◄─────────────┘
│
MainGameLoop ($C368) ─────────────────────────────────┤
│ │
├─ wait for controller button press │
├─ handle SELECT / delay counters ($70,$71) │
├─ increment game mode ($59) │
├─ RunMenuSelectionScreen ($DA8E) [title] │
├─ gameplay init ($C3B6–$C5FF) │
├─ GameplayUpdate ($C79D) │
│ │ 80 object slots ($03E6 state array) │
│ ├─ object position ($0436/$0486) │
│ ├─ object timer ($0526) │
│ └─ object dispatch via StateDispatchTable │
└─ eventually → back to MainGameLoop │
│
NMI ($C01A) [every frame] │
│ │
├─ OAM setup + DMA ($4014) │
├─ VRAM transfer from $0600 table │
├─ screen state transfer ($D9C6–$D9C9 pointers) │
├─ controller read & debounce ($C1BF) │
├─ Gameplay_ReadZpB2_E4C7 ($E4C7) │
├─ SoundUpdate ($E65F) │
├─ DMC start ($4010–$4013) │
├─ PPU state & scroll commit ($C296) │
├─ frame parity toggle ($DB) │
└─ rti │
│
Sound Engine ($E65F) [from NMI] │
├─ per-channel delay countdown ($E1–$E3) │
├─ SoundDispatchAddressTable ($E6AD) │
├─ pulse 2, noise, DMC channel control │
└─ RandomStateAlt ($E4) decrement │
13. Notes
- Build is byte-identical: The apparent one-byte difference (
dec $E4vsdec $54at CPU $E71B) was resolved by recognizing zero-page reuse —$54isRandomState0used by most code, while$E4is a distinct byte (RandomStateAlt) decremented at that one location. Both are now separately named inlocals.inc. - Source annotation:
prg.suses the canonical; CPU:$C123 PRG:0123 AD 21 03audit comment format on every instruction, enabling direct comparison with the binary. - Code organization: Code is organized as reachable routines traced from the NMI/RESET/IRQ control-flow graph; unreachable bytes are classified as explicit data regions.
- Legacy file:
main.s(8,070 lines) — a pre-standardization duplicate carrying the inline iNES header and the old; ROM $xxxxxxcomment format — was removed 2026-10-20; it remains recoverable in git history. The build uses (and always used)prg.s+header.s+chr.s. - Vectors confirm NMI at $C01A and RESET at $C000, matching the reset handler location.
- Known misnomer:
Main_WriteSoundDispatchIndex_C317($C317) is actually the RAM-clear loop (writes $00 to $0100–$07FF viaIndirectPtrLo/Hi), not a sound-dispatch write. The name reflects a prior pass's assumption; the operands now correctly useIndirectPtrLo/Hi. Renaming the label is a follow-up task.