- 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>
542 lines
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542 lines
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128 PtrHi
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130 PtrLo
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142 PtrLo
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145 PtrHi
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176 VBlankTimer
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236 PtrLo
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238 PtrHi
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252 PtrLo
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254 VBlankTimer
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262 PtrLo
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264 PtrHi
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373 VBlankTimer
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377 PtrLo
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391 VBlankTimer
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438 PtrLo
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440 PtrHi
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627 SprIndex
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633 SprCount
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651 SprCount
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664 SprCount
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682 SprCount
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690 SprCount
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713 SprCount
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737 SprIndex
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752 SprCount
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774 SprIndex
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779 SprCount
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801 SprCount
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828 SprCount
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841 SprIndex
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854 SprCount
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868 SprCount
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921 PtrLo
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923 PtrHi
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937 SprIndex
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944 PtrLo
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946 PtrHi
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995 PtrLo
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1000 ObjIndex
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1024 SprIndex
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1029 SprIndex
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1080 SprIndex
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1084 GameState
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1098 SprIndex
|
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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 |