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

Add branch/jump target naming requirement to PROMPTS.md

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

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

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

Promote Donkey Kong Jr. Math back to _wip tier

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

Add pre-commit hook for byte-identical verification

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

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

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

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

Updates docs to reflect changes in layout

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

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

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

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

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

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

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

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

Pass 3 (partial):

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Clu Clu Land (JU) — Game Flow from Power-On

This document describes the execution flow of the disassembled Clu Clu Land (JU) 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.


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 Horizontal
PRG bank start CPU $C000
Source file copilot/prg.s (9,150 lines)
Output reconstructed.nes (whole ROM: 16-byte header + 16,384-byte PRG + 8,192-byte CHR)

Interrupt vectors (CPU $FFFA–$FFFF)

Vector Address Handler
NMI $C1F1 NMIHandler
RESET $C196 ResetEntry
IRQ / BRK $C196 IRQHandler (reuses ResetEntry)

2. Build Status

make in copilot/ assembles prg.s with ca65, links with ld65, and verifies against prg.bin.

Verification result: BYTE-IDENTICAL — reconstructed.nes matches rom.nes exactly (header + PRG + CHR).


3. Reset — CPU $FFFC → $C196

ResetEntry ($C196)

On power-on or reset:

  1. CLD — clear decimal mode.
  2. LDA #$00 / STA PPUCTRL — disable PPU rendering/NMI.
  3. SEI — disable maskable interrupts.
  4. LDX #$FF / TXS — initialize stack pointer to $FF.
  5. Wait for two VBlanks — InterruptPathLoop_C1A2 (LDX #$02, then poll PPUSTATUS bit 7 twice via DEX/BNE). This is the PPU warm-up delay.
  6. Clear RAM — LDY #$24 (or $18 if StartupPreserveFlag0/$48 or StartupPreserveFlag1/$49 is nonzero), then STA $0000,Y in a loop clearing zero page + one page. The Y start value ($24 vs $18) is selected by the two preserve flags.
  7. JSR RunGameTaskRoutine_CBA6 ($C1C2) — run an initial game task routine with Y=$07, X=$06.
  8. LDA #$55 / STA FrameShiftRegister0 ($10) — initialize frame shift register 0.
  9. LDA #$12 / STA PPUCTRL / STA ShadowPPUCTRL ($40) — set PPU control to $12 (NMI enabled, $2000 base) and shadow.
  10. LDA #$06 / STA PPUMASK / STA ShadowPPUMASK ($41) — enable background + sprites, set mask shadow.
  11. LDA #$0F / STA APUSTATUS / STA $0100 — enable all four APU channels, write to $0100.
  12. JSR RunGameTaskRoutine_C3E4 ($C1DF) — run the C3E4 game task routine.
  13. LDA ShadowPPUCTRL / ORA #$80 / STA ShadowPPUCTRL / STA PPUCTRL — set NMI enable bit in shadow and PPUCTRL (enables NMI).
  14. Falls into InterruptPathDispatch_C1EB ($C1EB) — the permanent main loop.

4. Main Loop — InterruptPathDispatch_C1EB ($C1EB)

Once NMI is enabled, ResetEntry never returns. It enters an infinite loop:

InterruptPathDispatch_C1EB ($C1EB):
    JSR EnginePath_F58D      ; $C1EB: 20 8D F5   - frame/input processing
    JMP InterruptPathDispatch_C1EB  ; $C1EE: 4C EB C1  - loop forever

The real-time work happens in the NMI (see section 5). The main loop only repeatedly calls EnginePath_F58D and spins. EnginePath_F58D ($F58D) shifts the frame shift registers ($10–$17) right based on controller input bits ($10/$11 bit 2), producing a carry that drives rotation.


5. NMI / Frame Heartbeat — NMIHandler ($C1F1)

The NMI fires once per frame and is the central real-time driver. It:

  1. Save A (PHA) and save WorkPtr0Lo ($00) onto the stack.
  2. PPU control: LDA ShadowPPUCTRL ($40) / AND #$7F (clear NMI bit), store back to shadow and $2000 — this temporarily disables NMI during the handler to prevent re-entry.
  3. PPU mask: LDA ShadowPPUMASK ($41) / AND #$E7 (clear sprite/background enable bits), store to shadow and $2001 — rendering off during updates.
  4. Game state update: JSR UpdateGameStateRoutine_C996 ($C207) — core per-frame game state logic.
  5. OAM DMA: write $00 to OAMADDR ($2003), then $02 to OAMDMA ($4014) — DMA $0200–$02FF to sprite RAM.
  6. Resource/level data: JSR ResourceAndLevelData ($F20B) — PPU command buffer processing / nametable updates.
  7. Object paths: JSR ObjectPath_E113 ($E113), then JSR ObjectPath_DDC1 ($DDC1) — object movement/collision.
  8. Restore PPU: write ShadowPPUCTRL ($40) to $2000; LDA ShadowPPUMASK / ORA #$18 (re-enable background + sprites), store to shadow and $2001 — rendering back on.
  9. Audio driver: JSR AudioDriverCode ($F7C1) — process all audio channels.
  10. Engine path: JSR EnginePath_F5AE ($F5AE) — controller strobing + input processing (ProcessResourceStateRoutine_F5BE).
  11. Object path: JSR ObjectPath_DDC1 ($DDC1) again.
  12. Game task: JSR RunGameTaskRoutine_C368 ($C368) — main game task dispatcher.
  13. PPU status poll: NMIReadPPUStatus_C234 — read PPUSTATUS (reset address latch).
  14. Re-enable NMI: LDA ShadowPPUCTRL / ORA #$80 / STA ShadowPPUCTRL / STA PPUCTRL.
  15. Restore: PLA / STA WorkPtr0Lo ($00), PLA, RTI.

AudioDriverCode ($F7C1)

Called from NMI. Processes four audio state routines in sequence:

  • ProcessAudioStateRoutine_F898
  • ProcessAudioStateRoutine_FA2E
  • ProcessAudioStateRoutine_FACF
  • ProcessAudioStateRoutine_FB22 Then clears audio request bytes $FB–$FF, handles the noise channel ($07FE, $4011), and returns.

6. Game Task Dispatcher — RunGameTaskRoutine_C368 ($C368)

Called each NMI frame. This is the primary gameplay dispatcher with multiple entry points ($C368, $C3BC, $C3E4, $C402, $C463, $C47A, etc.). It branches on game state variables ($92, $B0, $8A, $8D, $8C, etc.) to:

  • ProcessResourceStateRoutine_F577 — resource processing
  • CoreGameCode ($C245) — the large central object-processing routine (see section 7)
  • RunGameTaskRoutine_C6BE, C7EF, C7F3, C809, C816, C81A, C824, C830, C84B — various sub-tasks
  • ProcessResourceStateRoutine_F40C / F408 / F31A / F77D — resource/command buffer updates

The dispatcher uses a dense network of CorePath* / UpdateGameState* / UpdatePlayerState* / RunGameTaskDispatch_* branch targets driven by zero-page state ($8A–$8F, $90–$93, $A7, $AC–$AF, $B0, etc.).


7. Core Object Processing — CoreGameCode ($C245)

The largest single routine in the bank. Called from the task dispatcher. It processes objects in two main phases:

Phase 1 ($C245–$C264):

  • JSR RunGameTaskRoutine_CBB9
  • JSR ObjectPath_D34E
  • JSR UpdateObjectRecord_D27D
  • Object record reads from CurrentObjectPtrLo/Hi ($08/$09): ReadObjectRecord_DADA, ReadObjectRecord_CD7B, ReadObjectRecord_D11E

Phase 2 ($C264–$C2C2):

  • JSR ObjectPath_D06D, RunGameTaskRoutine_CBC6, ObjectPath_D34E, UpdateObjectRecord_D27D
  • Second set of object record reads
  • Long chain of object buffer/update routines: ObjectPath_D08F, ObjectPath_DD10, ObjectPath_DC5A, UpdateObjectBuffer_DB52, ObjectPath_D856, ObjectPath_D8BA, UpdateObjectBuffer_D64F, ObjectPath_D97B, UpdateObjectBuffer_D0C8, ObjectPath_CFA1, ObjectPath_D0B1, ProcessObjectStateRoutine_E6F3, ObjectPath_DA91, UpdateObjectBuffer_DBC7, ObjectPath_D0DF, ObjectPath_D1D6, UpdateObjectBuffer_DD8F, UpdateObjectBuffer_D0F6, UpdateGameStateRoutine_C47A, ObjectPath_D209, then RTS.

Object loop (CorePathLoop_C2C3 at $C2C3):

  • JSR RunGameTaskRoutine_C84B
  • Clears $0080–$009F (32 bytes) via indexed store
  • RoundOrSubstate ($88) = 0
  • Player/game state initialization based on ContextIndex ($4A)

8. PPU Command / Nametable Processing — ResourceAndLevelData ($F20B)

Called from NMI. Processes an embedded command stream at $0301:

  • Reads PPU address high/low from $0301,Y
  • Writes a counted block of bytes to $2007 (PPUDATA)
  • Handles $3F-prefixed commands (palette) specially — re-writes PPUADDR
  • This is the nametable/palette update pipeline driven during VBlank.

Supporting PPU helpers:

  • SetDefaultScroll ($FFEB) — writes $08, $00 to PPUSCROLL
  • LoadPalette style routines via ProcessResourceStateRoutine_F40C/F408/F31A/F77D
  • UpdateCommandBufferRoutine_F3A1

9. Object System

Object processing is spread across many ObjectPath_* and UpdateObjectBuffer_* / UpdateObjectRecord_* / ReadObjectRecord_* / ProcessObjectState* routines in the $C000–$EFFF range:

Group Address Range Purpose
ObjectPath_D06D / D08F / D0B1 / D0DF / D1D6 / D209 $Cxxx Object coordinate/state update
ObjectPath_D34E $CD3E Object processing core
ObjectPath_D856 / D8BA / D97B $CDxx Object buffer/rendering
ObjectPath_DC5A / DD10 / DDC1 $CDxx–$DDxx Object collision/movement
ObjectPath_E113 $E113 Object entry (called from NMI)
UpdateObjectRecord_D27D $CD27D Object record maintenance
ReadObjectRecord_DADA / CD7B / D11E $CDxx–$DAxx Object record reading
ProcessObjectStateRoutine_E6F3 / D1CE / D211 / D42C / D44A / D94D / DA26 $CDxx–$E6xx Object state machine dispatch
UpdateObjectBuffer_DB52 / D64F / DBC7 / DD8F / D0F6 $CDxx–$DDxx OAM buffer writes
ProcessCurrentObjectRoutine_CBE3 $CBE3 Current object processing

Objects use CurrentObjectPtrLo/Hi ($08/$09) and CurrentObjectIndex ($0A) for indirect access. Object state arrays live in zero page ($90–$AF, $D0–$D8) and RAM ($0400–$07FF).


10. Zero-Page / RAM Symbols

Address Symbol Use
$00–$01 WorkPtr0Lo/Hi General indirect pointer (also saved across NMI)
$02–$03 WorkPtr1Lo/Hi Secondary pointer
$04–$05 DataPtrLo/Hi Data pointer
$06–$07 ListPtrLo/Hi List pointer
$08–$09 CurrentObjectPtrLo/Hi Current object pointer
$0A CurrentObjectIndex Current object index
$0B–$0C AlternateObjectPtrLo/Hi Alternate object pointer
$0D–$0E TempDirection / TempClass Temporary direction/class
$0F LoopCounter Loop counter
$10–$17 FrameShiftRegister0–7 Frame shift registers (input/frame state)
$20–$23 CollisionRecordA0–A3 Collision records
$24–$27 VectorComponent0–3 Vector components
$2C–$2F TempField2C–2F Temporary fields
$33–$34 TempField33/34 Temporary fields
$3F TempField3F Temporary field
$40 ShadowPPUCTRL $2000 mirror
$41 ShadowPPUMASK $2001 mirror
$42–$43 ScrollOrRenderState0/1 Scroll/render state
$44–$47 ControllerButtonsBase/AltBase Controller state ($44,$46 indexed)
$48–$49 StartupPreserveFlag0/1 Startup preserve flags
$4A ContextIndex Context index
$4B ModeToggleFlag Mode toggle
$4C ActiveContext Active context
$4D PendingStateIndex Pending state index
$4E StateTransitionFlag State transition flag
$4F InputLockFlag Input lock flag
$50 GlobalTickDivider Global tick divider
$51–$68 TimerArrayBase / GameVar* Timers and gameplay variables
$75–$7D PlayerTimerBase / PlayerTimer1/2 / StateTimer / InputRepeatDelay Player timers
$80–$8F MatchState80–StateCounter8F Match/game state (RoundOrSubstate=$88, GameState=$8A, GameSubstate=$8B)
$90–$93 PlayerStateBase / PlayerState1 / CountdownValue / CountdownDivider Player state
$9F ObjectStateArray9F Object state array
$A0–$A9 StateVarA0–A9 State variables
$AC–$AF StateVarAC–AF State variables
$B0 ToggleStateB0 Toggle state
$B2 StateVarB2 State variable
$D0–$D8 ObjectVarD0–D8 Object variables
$DA ObjectVarDA Object variable
$E9–$EF ObjectVarE9–EF Object variables
$F0–$F3 AudioPulse1State–AudioNoiseState Audio channel states
$F4 AudioPeriodOrEnvelope Audio period/envelope
$F5–$F6 AudioSequencePtrLo/Hi Audio sequence pointer
$F7 AudioSequenceCursor Audio sequence cursor
$F8–$F9 AudioChannelCursor/Index Audio channel state
$FA AudioSequenceState Audio sequence state
$FB–$FF AudioRequest0–4 Audio request flags

11. Audio System

AudioDriverCode ($F7C1) — NMI-called audio driver:

  • Strobes JOY2 ($4017 = $FF) to select noise mode
  • Calls four channel processors: $F898, $FA2E, $FACF, $FB22 (pulse 1, pulse 2, triangle, noise)
  • Clears audio request flags $FB–$FF
  • Noise channel: reads $07FE, applies envelope from AudioNoiseState ($F3), writes to $4011

Audio workspace ($F0–$FF): channel states, sequence pointers/cursors, request flags.

Audio data tables (AudioDataTables at $F441 / $FF34): pitch/envelope lookup tables at $FF34–$FF40 and $FF51–$FFF0.


12. Data Regions

Label Address Description
DeveloperCreditText $C000 "T.SAWANO." encoded credit string
ResourceScriptPointerTable $C008 16 pointers into upper-PRG script area ($E75D–$EF91, $F117/$F11D)
TitleOrMessageTileString $C044 Encoded title/message tile values
ResourceDescriptorData_C058 $C058 Variable-length resource descriptor records
DirectionAndCoordinateTables_C0B4 $C0B4 Direction, coordinate, and signed-offset lookup tables
StartupObjectTemplateData_C0E9 $C0E9 Startup object/template records
MovementTables $C7BD Movement-related tables
ObjectEngineCodeAndTables $CCC8 Object engine code + embedded tables
AudioDataTables $F441 Audio pitch/envelope tables
VectorTable $FFFA–$FFFF NMI=$C1F1, RESET=$C196, IRQ=$C196

13. Summary of Execution Flow

Power On / Reset
    │
    ▼
ResetEntry ($C196) ───────────────────────────────────┐
    │ CLD, disable PPU/NMI, SEI, stack=$FF            │
    │ wait 2× VBlank (PPU warm-up)                    │
    │ clear RAM (zero page + one page)                │
    │ JSR RunGameTaskRoutine_CBA6 (init task)         │
    │ FrameShiftRegister0=$55, PPUCTRL=$12 (NMI on)   │
    │ PPUMASK=$06 (bg+sprites on), APU=$0F            │
    │ JSR RunGameTaskRoutine_C3E4                     │
    │ enable NMI bit in PPUCTRL                       │
    ▼                                                 │
InterruptPathDispatch_C1EB ($C1EB) ───────────────────┤
    │                                                 │
    ├─ JSR EnginePath_F58D   (frame shift regs)       │
    └─ JMP InterruptPathDispatch_C1EB   ◄─────────────┘   (spin forever)
                                                        │
NMI ($C1F1) [once per frame]                          │
    │                                                 │
    ├─ save A, WorkPtr0Lo ($00)                       │
    ├─ PPUCTRL = shadow & #$7F  (NMI off during H)    │
    ├─ PPUMASK = shadow & #$E7 (rendering off)        │
    ├─ JSR UpdateGameStateRoutine_C996  ($C996)       │
    ├─ OAM DMA ($0200–$02FF → $4014)                  │
    ├─ JSR ResourceAndLevelData ($F20B)  [PPU cmds]   │
    ├─ JSR ObjectPath_E113   ($E113)                  │
    ├─ JSR ObjectPath_DDC1   ($DDC1)                  │
    ├─ PPUCTRL = shadow; PPUMASK = shadow | #$18      │
    │         (rendering back on)                     │
    ├─ JSR AudioDriverCode ($F7C1)  [4 channels]      │
    ├─ JSR EnginePath_F5AE   ($F5AE)  [controller I/O]│
    ├─ JSR ObjectPath_DDC1   ($DDC1)  [again]         │
    ├─ JSR RunGameTaskRoutine_C368 ($C368) [game task]│
    │                                                 │
    ├─ read PPUSTATUS                                 │
    ├─ PPUCTRL = shadow | #$80  (re-enable NMI)       │
    ├─ restore A, WorkPtr0Lo ($00)                    │
    └─ RTI                                            │

Game Task Dispatcher ($C368) [from NMI]
    ├─ branches on $92,$B0,$8A,$8D,$8C,$8F,...        │
    ├─ CoreGameCode ($C245) — main object processor   │
    ├─ many RunGameTaskRoutine_* / ProcessResource*   │
    └─ returns to NMI (which continues to RTI)

14. Notes

  • Build verification: make in copilot/ produces reconstructed.nes, compared whole-ROM against rom.nes.
  • Vectors confirm NMI at $C1F1 and both RESET/IRQ at $C196 (IRQ reuses the reset handler).
  • The main loop (InterruptPathDispatch_C1EB) is a tight infinite loop calling only EnginePath_F58D; all substantive per-frame work is done in the NMI handler.
  • NMI temporarily disables itself (AND #$7F on PPUCTRL) and rendering (AND #$E7 on PPUMASK) while it updates PPU state and objects, then re-enables both before RTI — a classic NES VBlank update pattern.
  • Many routine labels carry address-based names (ObjectPath_D34E, RunGameTaskRoutine_C368, ProcessObjectStateRoutine_E6F3, etc.) reflecting the automated first-pass disassembly; semantic naming is provisional.
  • The disassembly includes extensive inline .byte data blocks interleaved with code; boundaries are marked as "conservative Pass-1 classifications."
  • locals.inc provides verified zero-page names; symbols.inc provides the NES hardware register set.