Files
disasm/NROM/Donkey Kong Jr. Math (U)/sites.tsv
T
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

542 lines
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Plaintext

128 PtrHi
130 PtrLo
142 PtrLo
145 PtrHi
176 VBlankTimer
236 PtrLo
238 PtrHi
252 PtrLo
254 VBlankTimer
262 PtrLo
264 PtrHi
373 VBlankTimer
377 PtrLo
391 VBlankTimer
438 PtrLo
440 PtrHi
627 SprIndex
633 SprCount
651 SprCount
664 SprCount
682 SprCount
690 SprCount
713 SprCount
737 SprIndex
752 SprCount
774 SprIndex
779 SprCount
801 SprCount
828 SprCount
841 SprIndex
854 SprCount
868 SprCount
921 PtrLo
923 PtrHi
937 SprIndex
944 PtrLo
946 PtrHi
995 PtrLo
1000 ObjIndex
1024 SprIndex
1029 SprIndex
1080 SprIndex
1084 GameState
1098 SprIndex
1130 GameState
1178 Ptr2Lo
1213 PtrLo
1215 PtrHi
1217 Ptr2Lo
1218 ObjIndex
1225 PtrLo
1237 SprIndex
1253 PtrLo
1255 PtrHi
1257 Ptr2Lo
1258 ObjIndex
1265 PtrLo
1358 ObjIndex
1363 ObjIndex
1386 BtnState
1441 BtnState
1491 VBlankTimer
1494 VBlankTimer
1524 GameState
1556 GameState
1563 ObjIndex
1573 BtnState
1585 GameState
1603 BtnState
1616 GameState
1711 SprIndex
1715 PtrLo
1717 PtrHi
1719 Ptr2Lo
1732 VBlankTimer
1734 VBlankTimer
1830 VBlankTimer
1832 VBlankTimer
1837 SprIndex
1841 PtrLo
1843 PtrHi
1845 Ptr2Lo
1949 BtnState
1952 BtnState
1967 ObjIndex
1998 ObjIndex
2024 Ptr2Lo
2049 SprIndex
2061 SprIndex
2075 SprIndex
2123 GameState
2207 GameState
2234 SprIndex
2242 ObjIndex
2255 GameState
2276 SprCount
2279 GameState
2292 GameState
2307 GameState
2327 ObjIndex
2355 SprIndex
2397 SprIndex
2409 SprIndex
2431 SprCount
2446 ObjIndex
2463 ObjIndex
2489 Ptr2Lo
2492 SprCount
2508 SprIndex
2565 FrameCounter
2576 ObjIndex
2595 FrameCounter
2647 ObjIndex
2695 Ptr2Lo
2711 ObjIndex
2780 ObjIndex
2839 PtrLo
2857 BtnState
2861 BtnState
2886 SprIndex
2902 GameState
2909 BtnState
2984 BtnState
2990 BtnState
3110 ObjIndex
3185 SprIndex
3227 ObjIndex
3240 ObjIndex
3257 ObjIndex
3303 FrameCounter
3320 FrameCounter
3322 ObjIndex
3336 PtrLo
3340 PtrHi
3371 Ptr2Lo
3385 PtrHi
3386 BtnState
3414 PtrLo
3433 Ptr2Lo
3435 PtrHi
3580 FrameCounter
3597 BtnState
3637 BtnState
3652 SprIndex
3686 PtrHi
3712 Ptr2Lo
3714 PtrLo
3733 FrameCounter
3783 FrameCounter
3824 BtnState
3890 SprCount
3892 BtnState
3922 BtnState
3925 SprCount
3941 BtnState
3973 SprCount
3986 BtnState
4015 BtnState
4151 BtnState
4167 BtnState
4183 FrameCounter
4207 PtrHi
4209 BtnState
4230 PtrLo
4231 BtnState
4236 PtrLo
4250 PtrLo
4261 PtrLo
4263 Ptr2Lo
4278 BtnState
4327 ObjIndex
4422 PtrLo
4434 Ptr2Lo
4456 PtrLo
4470 PtrLo
4481 SprIndex
4484 BtnState
4533 PtrHi
4603 GameState
4623 ObjIndex
4626 Ptr2Lo
4666 Ptr2Lo
4671 ObjIndex
4698 PtrHi
4701 PtrLo
4703 Ptr2Lo
4709 SprIndex
4727 FrameCounter
4741 PtrHi
4744 PtrLo
4746 Ptr2Lo
4751 ObjIndex
4769 PtrHi
4771 FrameCounter
4773 PtrLo
4775 Ptr2Lo
4790 FrameCounter
4802 SprIndex
4808 GameState
4815 PtrHi
4817 PtrLo
4819 Ptr2Lo
4884 FrameCounter
4897 PtrHi
4899 PtrLo
4915 Ptr2Lo
4918 SprCount
4958 ObjIndex
4992 PtrLo
4996 PtrHi
4998 Ptr2Lo
5005 BtnState
5119 PtrLo
5123 PtrHi
5234 Ptr2Lo
5248 SprIndex
5301 PtrLo
5303 PtrHi
5305 Ptr2Lo
5359 ScorePtrHi
5362 ScorePtrLo
5371 ScorePtrHi
5373 ScorePtrLo
5376 ScorePtrLo
5379 ScorePtrLo
5523 ObjIndex
5601 PtrLo
5603 PtrHi
5605 Ptr2Lo
5655 SprIndex
5661 Ptr2Lo
5723 SprIndex
5729 Ptr2Lo
5773 Ptr2Lo
5775 PtrHi
5777 PtrLo
5794 SprIndex
5800 Ptr2Lo
5816 BtnState
5902 PtrHi
5904 PtrHi
5909 PtrHi
5911 PtrHi
5981 PtrHi
5983 PtrLo
6026 PtrLo
6028 PtrHi
6144 PtrHi
6146 PtrLo
6163 Ptr2Lo
6194 Ptr2Lo
6244 PtrHi
6264 PtrLo
6271 PtrLo
6317 Ptr2Lo
6361 PtrHi
6381 PtrLo
6384 PtrLo
6426 PtrLo
6427 PtrHi
6429 Ptr2Lo
6483 ObjIndex
6518 ObjIndex
6531 ObjIndex
6536 BtnState
6564 PtrLo
6566 PtrHi
6570 ObjIndex
6576 PtrHi
6614 PtrLo
6616 PtrHi
6632 Ptr2Lo
6664 ObjIndex
6687 PtrLo
6693 PtrLo
6706 BtnState
6759 ObjIndex
6778 ObjIndex
6814 PtrHi
6954 PtrLo
7036 Ptr2Lo
7041 Ptr2Lo
7044 Ptr2Lo
7047 Ptr2Lo
7128 Ptr2Lo
7130 PtrLo
7134 Ptr2Lo
7136 PtrHi
7458 PtrLo
7462 PtrHi
7566 PtrLo
7570 PtrHi
7734 ScorePtrLo
7736 ScorePtrHi
7789 ScorePtrLo
7821 PtrLo
7823 PtrHi
7825 Ptr2Lo
7885 ScorePtrHi
7887 ScorePtrLo
7919 ScorePtrHi
7921 ScorePtrLo
7970 ScorePtrHi
7972 ScorePtrLo
8208 PtrLo
8240 PtrLo
8244 PtrLo
8373 PtrHi
8375 PtrLo
8377 Ptr2Lo
8479 PtrLo
8481 PtrHi
8483 Ptr2Lo
8503 PtrLo
8604 SprIndex
8641 SprIndex
8680 PtrLo
8682 PtrHi
8694 PtrLo
8696 PtrHi
8711 Ptr2Lo
8747 PtrLo
8749 PtrHi
8900 PtrLo
8902 PtrHi
8916 Ptr2Lo
9016 PtrLo
9033 PtrLo
9125 PtrLo
9140 PtrLo
9146 PtrLo
9149 PtrLo
9264 SprCount
9271 PtrLo
9273 PtrHi
9275 Ptr2Lo
9350 SprIndex
9614 PtrHi
9643 PtrHi
9647 PtrHi
9686 ObjIndex
9698 BtnState
9775 SndChannel
9808 SndChannel
9983 SndChannel
10096 PtrHi
10103 GameState
10171 PtrLo
10186 Ptr2Lo
10395 GameState
10411 SndChannel
10479 SndChannel
10533 SndChannel
10619 SndChannel
10839 SndChannel
11005 FrameCounter
11009 SndChannel
11096 SndChannel
11208 ObjIndex
11239 GameState
11241 ObjIndex
11465 GameState
11566 SndChannel
11640 GameState
11670 GameState
11685 SndChannel
11687 SndChannel
11704 GameState
11721 PtrHi
11725 PtrLo
11727 Ptr2Lo
11732 SndChannel
11757 PtrLo
11761 PtrLo
11763 PtrHi
11765 Ptr2Lo
11974 GameState
12030 GameState
12055 PtrLo
12057 PtrHi
12077 Ptr2Lo
12130 GameState
12156 FrameCounter
12194 GameState
12208 GameState
12276 GameState
12296 SndChannel
12383 GameState
12501 FrameCounter
12512 SndChannel
12516 ScorePtrHi
12518 ScorePtrLo
12521 SndChannel
12567 ScorePtrHi
12569 ScorePtrLo
12585 ScorePtrHi
12587 ScorePtrLo
12603 ScorePtrHi
12605 ScorePtrLo
12626 ScorePtrHi
12645 ScorePtrLo
12658 ScorePtrLo
12672 SndChannel
12685 SndChannel
12808 SndChannel
12901 SndChannel
13018 SndChannel
13166 PtrLo
13168 PtrHi
13170 Ptr2Lo
13177 PtrLo
13179 PtrHi
13181 Ptr2Lo
13196 SndChannel
13242 PtrLo
13272 Ptr2Lo
13275 PtrLo
13297 PtrLo
13298 Ptr2Lo
13376 SndChannel
13438 SndChannel
13451 SndChannel
13457 SndChannel
13479 SndChannel
13485 SndChannel
13584 SndChannel
13661 ScorePtrHi
13665 ScorePtrLo
13667 ScorePtrHi
13704 ScorePtrLo
13705 ScorePtrLo
13730 ScorePtrLo
13731 ScorePtrLo
13746 PtrLo
13748 PtrHi
13761 Ptr2Lo
13764 ScorePtrHi
13765 PtrHi
13766 ScorePtrLo
13767 PtrLo
13849 SndChannel
13865 SndChannel
13880 SndChannel
13884 SndChannel
13975 SndChannel
13978 SndChannel
14045 SndChannel
14075 SndChannel
14081 SndChannel
14113 SndChannel
14117 ScorePtrHi
14119 ScorePtrLo
14162 GameState
14188 GameState
14206 GameState
14233 SndChannel
14251 GameState
14297 GameState
14300 SndChannel
14321 GameState
14337 GameState
14363 GameState
14423 GameState
14493 SndChannel
14506 GameState
14585 Ptr2Lo
14591 PtrHi
14616 PtrLo
14617 Ptr2Lo
14643 PtrHi
14684 VBlankTimer
14687 VBlankTimer
14701 PtrHi
14703 Ptr2Lo
14725 Ptr2Lo
14758 PtrLo
14761 PtrLo
14764 VBlankTimer
14779 VBlankTimer
14820 PtrLo
14826 PtrLo
14827 PtrLo
14829 PtrHi
14830 PtrHi
14843 PtrLo
14869 PtrLo
14881 PtrLo
14913 Ptr2Lo
14926 PtrHi
14929 PtrHi
14952 PtrHi
14963 PtrHi
14978 Ptr2Lo
15020 Ptr2Lo
15023 Ptr2Lo
15040 PtrHi
15043 PtrLo
15062 Ptr2Lo
15069 PtrLo
15070 PtrLo
15072 PtrHi
15073 PtrHi
15173 PtrHi
15187 PtrLo
15189 PtrHi
15339 PtrHi
15354 Ptr2Lo
15355 Ptr2Lo
15358 Ptr2Lo
15397 PtrHi
15398 PtrHi
15401 PtrHi
15402 Ptr2Lo
15404 Ptr2Lo
15418 Ptr2Lo
15432 PtrHi
15446 PtrHi
15449 Ptr2Lo
15520 PtrLo
15523 PtrLo
15592 PtrLo
15594 PtrLo
15600 PtrLo
15601 PtrLo
15602 PtrLo
15604 PtrLo
15608 PtrLo
15738 FrameCounter
15774 PtrLo
15779 PtrLo
15792 PtrLo
15905 PtrLo
15908 PtrLo
16237 FrameCounter
16241 FrameCounter
16245 FrameCounter
16249 FrameCounter
16253 FrameCounter
16257 FrameCounter
16261 FrameCounter
16265 FrameCounter
16269 FrameCounter