Files
disasm/NROM/Hogan's Alley (JU)/routinemap.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

681 lines
18 KiB
Plaintext

# Hogan's Alley (JU) - Pass 2 name map
#
# Derived from this dump's own committed split (after the 2026-10-20 CDL
# re-classification). Every name below was read out of the code; nothing
# was carried over from another dump.
#
# Format: <CPU address><TAB><name>
#
# The game's vocabulary: the shootable objects are *targets*, the player's
# projectiles are *shots*, the moving characters are *actors*, and the
# bonus object is the *fruit*.
#
# Where a routine's role could not be established from the instructions
# around it, the honest address-derived `SubC<addr>` residue form is used
# instead of a guess - the same form the promoted `Raid on Bungeling Bay`
# dumps use for their opaque entries.
#
# The engine dispatches through two mechanisms:
# * `jmp ($0014)` at $C360 - an indirect call through the zero page;
# * `jmp ($0610)` / `jmp ($0612)` in the sound engine at $F927/$F941.
#
# The routine entries are the targets of a `jsr`/`jmp`, plus the entries
# the code reaches that the tracer had not labelled. The internal branch
# targets are derived from the branch that reaches them by
# _tools/derive_branch_names.py:
# beq -> OnZero bne -> OnNonzero
# bcc -> OnCarryClear bcs -> OnCarrySet
# bmi -> OnNegative bpl -> OnNonnegative
# bvc -> OnOverflowClear bvs -> OnOverflowSet
# a backwards branch (the target is below the branch) -> Loop
#
# ---- derived internal branch-target names ----
C000 Reset
C002 Reset_OnNonnegative
C01E Reset_OnNonzero
C02C Reset_Loop
C05A Reset_OnNonnegative2
C065 GameFrameDispatch
C06D GameFrameDispatch_Loop
C070 GameFrameDispatch_Loop2
C07E MainLoop
C088 NmiHandler
C0AB NmiHandler_Loop
C0B8 GameStateDispatch
C0BF GameStateDispatch_Loop
C0E4 InitGameplayRound
C0E6 InitGameplayRound_OnNonnegative
C106 InitGameplayRound_Loop
C10E RunGameplayFrame
C11A RunGameplayFrame_Loop
C11F RunGameplayFrame_Loop2
C14A CopyStackToOam
C14C CopyStackToOam_OnNonzero
C156 RunAlternateModeFrame
C17D RunAlternateModeFrame_Loop
C182 RunAlternateModeFrame_Loop2
C195 RunAlternateModeFrame_Loop3
C199 RunAlternateModeFrame_Loop4
C19E UpdateShots
C1A8 UpdateShots_Loop
C1AA UpdateShots_Loop2
C1B9 UpdateShots_Loop3
C1BF UpdateShots_Loop4
C1C8 AddScore
C1CD AddScore_Loop
C1D7 AddScore_Loop2
C1DE AddScore_OnNonnegative
C1EC AddScore_OnNonnegative2
C200 AddScore_OnNonnegative3
C214 AddScore_Loop3
C221 InitPpuAddress
C226 InitPpuAddress2
C228 SetPpuAddress
C231 InitPpuAndOam
C237 ClearOamShadow
C241 ClearOamShadow_OnNonzero
C247 SetOamPointer
C24E SetOamSlot
C253 SetOamSlot_Loop
C26A SetOamSlot_OnNonnegative
C276 SetOamSlot_Loop2
C277 BeginFrame
C282 ReadControllers
C28F ReadControllerBits
C291 ReadControllerBits_OnNonzero
C2B4 ReadControllerBits_Loop
C2B7 ClearOamEntry
C2BC ClearOamEntry_Loop
C2BD UpdateHud
C2D0 UpdateHud_OnNonzero
C2E6 UpdateHud_Loop
C2EE UpdateHud_OnNonzero2
C2F8 UpdateHud_Loop2
C304 UpdateHud_Loop3
C305 ResetPpuForFrame
C317 ResetPpuForFrame_OnNonzero
C32D ResetPpuForFrame_OnNonzero2
C337 ReadPlayerInput
C343 ReadPlayerInput_OnNonnegative
C349 ReadPlayerInput_Loop
C34D IndirectCall
C363 IndirectCall_OnNonzero
C379 IndirectCall_Loop
C385 IndirectCall_Loop2
C388 IndirectCall_OnNonzero2
C38B IndirectCall_Loop3
C39F WriteVramList
C3A8 SetScroll
C3C9 SetScroll_Loop
C3D0 CheckScrollFlip
C3D4 CheckScrollFlip_OnNonzero
C3E6 CheckScrollFlip_Loop
C3F7 CheckScrollFlip_Loop2
C3F8 UpdateAttractSprite
C41B UpdateAttractSprite_Loop
C41C SetActorTileIndex
C432 SetActorTileIndex_OnNonzero
C449 SetActorTileIndex_OnNonzero2
C473 WriteActorTileByte
C47C ClearActorTileByte
C483 ClearActorTileByte_Loop
C484 SetActorTileSlot
C48E SetActorTileSlot_OnNonzero
C4B3 SetActorTileSlot_OnNonzero2
C4B8 SetActorTileSlot_Loop
C4C8 SetActorTileSlot_Loop2
C4DB SetActorTileSlot_Loop3
C4E2 SetActorTileSlot2
C4ED DecodeActorTile
C51A DecodeActorTile_Loop
C530 ClampActorTile
C540 ClampActorTile_Loop
C551 ClampActorTile_Loop2
C564 ClampActorTile_OnNonzero
C569 ClampActorTile_Loop3
C579 ClampActorTile_Loop4
C584 ClampActorTile_Loop5
C586 ClampActorTile_Loop6
C596 ClampActorTile_Loop7
C599 ClampActorTile_Loop8
C59A ReadActorTileRecord
C5AB ReadActorTileRecord_Loop
C5AE RotateActorTile
C5D6 RotateActorTile_Loop
C5E1 RotateActorTile_Loop2
C5EA RotateActorTile_Loop3
C5FC RotateActorTile_Loop4
C5FF RotateActorTile_OnNonzero
C60F RotateActorTile_Loop5
C614 WriteActorTileTable
C61D WriteActorTileTable_OnNonzero
C642 WriteActorTileTable_OnNonzero2
C647 WriteActorTileTable_Loop
C662 WriteActorTileTable_Loop2
C66B ConvertCharCode
C676 ConvertCharCode_Loop
C683 ConvertCharCode_OnCarrySet
C687 ConvertCharCode_Loop2
C68C ConvertCharCode2
C69F ConvertCharCode2_Loop
C6AB ConvertCharCode2_Loop2
C6AE WriteCharCode
C6BD AttractModeTick
C6C8 AttractModeTick_OnNonnegative
C728 AttractModeTick_Loop
C72C AttractModeTick_Loop2
C743 AttractModeTick_Loop3
C745 AttractModeTick_Loop4
C746 UpdateTargets
C749 UpdateTargets_OnZero
C750 UpdateTargetsHelper
C753 UpdateTargetsHelper_OnZero
C758 UpdateTargetsHelper2
C75F UpdateTargetsHelper2_OnNonzero
C765 UpdateTargetsHelper3
C773 UpdateTargetsHelper3_OnNonzero
C78C UpdateTargetsHelper3_Loop
C7AA SetRoundTimer
C7BB CopyActorPalette
C7BD CopyActorPalette_OnNonnegative
C7C9 CopyActorPalette_OnNonzero
C7E3 CopyActorPalette_Loop
C7E5 CopyActorPalette_OnNonzero2
C7EE ResetActorsForRound
C816 InitActorState
C82A InitActorState_Loop
C83C InitActorState_Loop2
C84E InitActorState_Loop3
C877 InitActorState_Loop4
C880 InitActorState_Loop5
C883 DrawActorTile
C885 DrawActorTile_OnNonnegative
C897 DrawActorTileHelper
C8B8 UpdateActorState
C8BF UpdateActorState_Loop
C8CC UpdateActorState_Loop2
C8EE UpdateActorState_Loop3
C8F0 UpdateActorState_Loop4
C8F8 ResetActorState
C8FA ResetActorState_OnNonnegative
C903 ReadActorTileTable
C905 ReadActorTileTable_OnNonzero
C910 ReadActorTileTable_Loop
C916 AdvanceActorFrame
C928 AdvanceActorFrame_Loop
C935 AdvanceActorFrame_Loop2
C939 AdvanceActorFrame_Loop3
C972 AdvanceActorFrame_Loop4
C974 AdvanceActorFrame_Loop5
C98E AdvanceActorFrame_Loop6
C996 AdvanceActorFrame_OnNonzero
C99F AdvanceActorFrame_Loop7
C9C4 AdvanceActorFrame_OnNonzero2
C9CE AdvanceActorFrame_Loop8
C9D0 AdvanceActorFrame_Loop9
C9D2 AdvanceActorFrame_Loop10
C9F0 PlaceActor
C9F4 PlaceActor_Loop
CA00 InitActorFields
CA1B InitActorFields_Loop
CA2B InitActorFields_Loop2
CA2D InitActorFields_Loop3
CA30 SelectActorTile
CA32 SelectActorTile_OnNonnegative
CA43 SelectActorTile_Loop
CA4B SelectActorTile_Loop2
CA4C UpdateActorSpriteState
CA68 UpdateActorSpriteState_Loop
CA6B UpdateActorSprite
CA71 UpdateActorSprite_OnZero
CA7C UpdateActorSprite_Loop
CA85 UpdateActorSprite_Loop2
CA88 UpdateActorLife
CA9E UpdateActorLife_Loop
CAA4 UpdateActorSpriteHelper
CAAE UpdateActorSpriteHelper_Loop
CAB1 ClearActorFlags
CABB ClearActorFlags_Loop
CABC UpdateActorTileTable
CAC1 UpdateActorTileTable_OnNonzero
CAC6 UpdateActorTileHelper
CAD1 UpdateActorTileHelper_Loop
CAD4 ResetActorMovement
CAE4 ResetActorMovement_Loop
CAE7 UpdateActorTileHelper2
CAF2 UpdateActorTileHelper2_Loop
CAF7 ReadActorTileIndex
CAFD ReadActorTileIndex_OnZero
CB08 ReadActorTileIndex_Loop
CB0D ReadActorTileIndex_Loop2
CB10 StartActorBehaviour
CB2F StartActorBehaviour_Loop
CB31 StartActorBehaviour_Loop2
CB5F StartActorBehaviour_Loop3
CB68 StartActorBehaviour_Loop4
CB7E StartActorBehaviour_Loop5
CB89 StartActorBehaviour_Loop6
CB8E SetActorPosition
CB97 UpdateActorTileHelper3
CB9E UpdateActorTileHelper3_OnNonnegative
CBB0 UpdateActorTileHelper3_OnNonzero
CBB8 UpdateActorTileHelper3_Loop
CBB9 UpdateFruitPosition
CBC5 UpdateFruitPosition_Loop
CBC9 UpdateFruitPosition_OnZero
CBD4 UpdateFruitPosition_Loop2
CBD9 UpdateFruitPosition_Loop3
CBDC SetFruitIndex
CBE0 SetFruitIndex_OnNonzero
CBEC ReadFruitTile
CBF0 ReadFruitTile_OnNonzero
CBFC SetFruitFlag
CC10 SetFruitFlag_OnZero
CC11 IncrementActorCounter
CC27 IncrementActorCounter_Loop
CC29 IncrementActorCounter_Loop2
CC32 IncrementActorCounter_Loop3
CC37 IncrementActorCounter_Loop4
CC45 IncrementActorCounter_Loop5
CC47 IncrementActorCounter_Loop6
CC50 IncrementActorCounter_Loop7
CC52 ReadActorSlot
CC66 ReadActorSlot_Loop
CC87 ReadActorIndex
CC8E ReadActorByte
CCB6 ReadActorData
CCBA ReadActorData_OnNonnegative
CCD4 ReadActorData_Loop
CCD5 DispatchActorEvent
CCE2 DispatchActorEvent_OnNonnegative
CCF6 DispatchActorEvent_OnNonnegative2
CCFF DispatchActorEvent_Loop
CD00 SelectActorEntry0
CD1B SelectActorEntry0_Loop
CD1F SelectActorEntry0_Loop2
CD28 SelectActorEntry0_Loop3
CD2A SelectActorEntry0_Loop4
CD30 InitRoundData
CD4A InitRoundData_Loop
CD5D InitRoundData_Loop2
CD5F InitRoundData_Loop3
CD60 InitRoundData2
CD6F InitRoundData2_Loop
CD77 InitRoundData3
CD90 ReadActorCount
CDAB ReadActorLimit
CDB4 InitRoundState
CDBD InitRoundState_Loop
CDCC DispatchActorUpdate
CE03 DispatchActorUpdate_OnZero
CE04 ReadActorIndex2
CE0B ReadActorIndex2_Loop
CE20 ReadActorIndex2_Loop2
CE3B WriteActorOam
CE3F WriteActorOam_OnNonzero
CE48 WriteActorOam_OnZero
CE4B SpawnTarget
CE64 ReadTargetList
CEAB ReadTargetList_Loop
CEAF NextTargetEntry
CEB0 ScanTargetList
CEC1 ScanTargetList_Loop
CECE ScanTargetList_Loop2
CED3 ScanTargetList_Loop3
CEFE ReadActorLimit2
CF06 SetTilePointer
CF38 InvertSoundParam
CF3E ReadZapper
CF49 ReadZapper_OnZero
CF4D ReadZapper_OnNonzero
CF4E ReadZapper_Loop
CF5E ReadZapper_Loop2
CF6C ReadTargetCount
CF72 ReadTargetCount_OnZero
CF73 ReadTargetCount_Loop
CF90 ReadTargetCount_Loop2
CFAE ReadShotOam
CFBA ReadShotOam_Loop
CFBB ReadShotOam_Loop2
CFC0 ReadShotOam_Loop3
CFC3 ReadShotOam_OnNonzero
CFD1 ReadShotOam_Loop4
CFE4 ReadShotOam_Loop5
CFEE ReadShotList
CFF4 ReadShotList_OnZero
CFFE ReadShotList_Loop
D000 ReadShotList_Loop2
D010 ReadShotList_Loop3
D013 ReadShotList_OnNonzero
D026 ReadShotList_OnNonzero2
D02F ReadShotState
D032 ReadShotState_OnZero
D039 ReadShotState_Loop
D044 ReadShotState_Loop2
D04C ReadShotState_Loop3
D04F ReadShotIndex
D059 ReadShotIndex_Loop
D061 ReadShotIndex_OnZero
D06C ReadShotIndex_Loop2
D07D ReadShotCounter
D087 ReadShotTile
D0A4 ReadScriptByte
D0AB ReadScriptByte_Loop
D0CF DispatchTargetType
D0F2 DispatchTargetType_Loop
D0F5 DispatchTargetType_Loop2
D0F6 DispatchTargetType_Loop3
D10C DispatchTargetType_Loop4
D124 SetActorPointer
D133 ReadActorTileData
D14E ReadActorFrame
D154 ReadActorFrame_OnZero
D160 ReadActorFrame_Loop
D183 ReadActorFrame_Loop2
D184 SetupRoundScreen
D1A1 SetupRoundScreen_OnNonnegative
D1D4 SetupRoundScreen_Loop
D1D6 SetupRoundScreen_Loop2
D214 SetupRoundScreen_OnNonnegative2
D22C SetupRoundScreen_Loop3
D22E SetupRoundScreen_Loop4
D22F DispatchActorCommand
D260 ClearFrameFlags
D267 SyncSubState
D26F SyncSubState_Loop
D270 SetActorDirection
D279 ReadActorList
D27C ReadActorList_OnNonzero
D283 WriteActorOam2
D287 ClearActorState
D289 ClearActorState_Loop
D28B ClearActorState_OnNonzero
D291 SetSoundFlagBit01
D295 SetSoundFlagBit02
D299 SetSoundFlagBit04
D29D SetSoundFlagBit08
D2A1 SetSoundFlagBit10
D2A5 SetSoundFlagBit20
D2A9 SetSoundFlagBit40
D2AD SetSoundFlagBit80
D2AF SetSoundFlagBit80_Loop
D2B4 SetSoundFlag2Bit01
D2B8 SetSoundFlag2Bit02
D2BC SetSoundFlag2Bit04
D2C0 SetSoundFlag2Bit08
D2C4 SetSoundFlag2Bit10
D2C8 SetSoundFlag2Bit20
D2CC SetSoundFlag2Bit40
D2D0 SetSoundFlag2Bit80
D2D2 SetSoundFlag2Bit80_Loop
D2D4 SetSoundFlag2Bit80_OnZero
D2D7 SetSoundFlag3Bit01
D2DB RedrawTargetsSetSoundFlag3Bit02
D2E2 SetSoundFlag3Bit04
D2E6 SetSoundFlag3Bit08
D2EA SetSoundFlag3Bit40
D2EE SetSoundFlag3Bit80
D2F0 SetSoundFlag3Bit80_Loop
D2F2 SetSoundFlag3Bit80_OnZero
D2F9 ClearSoundFlag2
D2FD RedrawTargets
D35F ReadZapperAndStartRound
D36C InitActorRound
D382 InitActorRound_Loop
D394 InitActorRound_Loop2
D3AC InitActorRound_Loop3
D3B2 InitActorRound_Loop4
D3B5 CheckTargetActive
D3BF CheckTargetActive_OnNonnegative
D3D0 CheckTargetActive_Loop
D3D1 ReadActorSlotIndex
D3FA ReadActorSlotIndex_Loop
D407 ReadActorSlotIndex_Loop2
D408 AttractModeFrame
D417 AttractModeFrame_Loop
D433 AttractModeFrame_Loop2
D436 AttractModeFrame_Loop3
D43D SoundEffectTrigger
D455 SoundEffectTrigger_Loop
D45E SoundEffectTrigger_Loop2
D45F ReadActorEvent
D476 ReadActorEvent_OnNonnegative
D496 ReadActorEvent_Loop
D499 ReadActorEvent_Loop2
D49B ReadActorEvent_OnNonnegative2
D4B0 UpdateActorAttract
D4C1 UpdateActorAttract_Loop
D4E4 UpdateActorAttract_Loop2
D4E7 ReadActorBit0Inverted
D4F1 SpawnNextTarget
D505 SpawnNextTarget_OnNonzero
D50C SpawnNextTarget_Loop
D520 ReadActorCounter2
D532 ReadActorCounter2_Loop
D538 UpdateTargetNegative
D54B UpdateTargetNegative_Loop
D559 UpdateTargetNegative_Loop2
D55B UpdateTargetNegative_OnNonzero
D57B UpdateTargetPositive
D585 UpdateTargetPositive_Loop
D595 ClearActorBuffer
D59E ClearActorBuffer_Loop
D5A1 UpdateTargetSideways
D5C1 UpdateTargetSideways_Loop
D5DF UpdateTargetSideways_Loop2
D5F4 UpdateTargetSideways_Loop3
D5F8 UpdateTargetSideways_Loop4
D5FA UpdateTargetSideways_Loop5
D5FD ReadSoundParam3
D605 ReadSoundParam3_Loop
D606 ReadSoundParam4
D609 ReadSoundParam5
D60B ReadSoundParam5_OnNonnegative
D623 ReadSoundParam5_OnNonnegative2
D630 AdvanceTargetState
D63E SetTargetSlot5
D640 SetTargetSlot5_OnNonnegative
D656 WriteHudValue
D661 UpdateTargetCounter
D674 UpdateTargetCounter_Loop
D69B SetActorPosition2
D6BA SetActorPosition2_Loop
D6CD SetActorPosition2_Loop2
D6D9 SetActorPosition2_Loop3
D6EA SetActorPosition2_Loop4
D6EB ReadActorEvent2
D6ED ReadActorEvent2_OnZero
D6FA ReadActorEvent2_Loop
D701 UpdateTargetCount
D70F UpdateTargetCount_OnNonzero
D718 UpdateTargetCount_Loop
D71E UpdateTargetCount_Loop2
D726 SetScrollY20
D72A SetScrollOffset
D731 SetScrollOffset_Loop
D73F SetScrollOffset_OnNonzero
D74C SetActorTileAddress
D762 SetActorTileAddress_Loop
D770 SetActorTileAddress_Loop2
D774 SetActorTileAddress_Loop3
D783 CheckBonusCounter
D78D CheckBonusCounter_OnNonzero
D7AA CheckBonusCounter_Loop
D7B1 NextTargetEntry2
D7C0 NextTargetEntry2_Loop
D7C3 InitTargetType
D7CD InitTargetType_OnZero
D7D8 InitTargetType_Loop
D7DD InitTargetType_Loop2
D7E0 ReadActorRecord
D7E5 ReadActorRecord_OnNonnegative
D7F0 ReadActorRecord_OnNonnegative2
D7FA DrawNextTargetTile
D820 DrawNextTargetTile_Loop
D82C DrawNextTargetTile_Loop2
D843 DrawNextTargetTile_Loop3
D844 FlipPpuCtrlMirror
D84B GetTileTablePointer
D859 DrawTargetTileRow
D86E RedrawActorRow
D882 SetupRoundScene
D9B3 InitActorMovement
D9C8 UpdateActorIfActive
D9CF UpdateActorIfActive_Loop
D9D0 SetActorSlot2
D9D2 SetActorSlot2_OnNonnegative
D9DA SetActorSlot2_OnNonnegative2
D9EB SetActorSlot2_Loop
D9F2 SetActorSlot2_OnNonzero
D9FD SetActorSlot5
DA01 SetActorSlot5_OnNonzero
DA09 SetActorSlot5_Loop
DA20 SetActorSlot5_Loop2
DA2F SetActorSlot5_Loop3
DA31 SetActorSlot5_Loop4
DA39 SetActorSlot5_Loop5
DA3A SetActorFieldIndex7
DA3E ReadActorField4
DA5A ReadActorField4_Loop
DA73 ReadActorField4_Loop2
DA8B ReadActorField4_OnCarrySet
DA97 ReadActorField4_Loop3
DAC0 ReadActorField4_Loop4
DAC1 LookupActorTable
DAD4 LookupActorTable_Loop
DADB GetActorSpeed
DAEA NegateActorValue
DAF5 SearchActorTable
DB02 SearchActorTable_Loop
DB0B SearchActorTable_Loop2
DB0C SearchActorTable2
DB1A SearchActorTable2_Loop
DB1C ScaleActorValue
DB23 ScaleActorSpeed
DB2D ScaleActorSpeed_Loop
DB38 WriteShotOam
DB43 WriteShotOam_OnNonnegative
DB57 WriteShotOam_Loop
DB58 SetActorValue0A
DB5A SetActorValue0A_OnNonzero
DB65 SetActorValue0A_Loop
DB76 SetActorValue0A_Loop2
DB85 SetActorSpeed
DB8D SetActorSpeed_OnNonzero
DB9F SetActorSpeed_OnNonzero2
DBB6 SetActorSpeed_Loop
DBB7 InitActorSpeed
DBCB InitActorSpeed_OnNonnegative
DC10 SetActorState9
DC19 InitActorPosition
DC27 SetActorStateIndex
DC2D SetActorStateIndex_OnNonnegative
DC37 SetActorStateIndex_Loop
DC3E SetActorStateIndex_Loop2
DC45 SelectActorEntry0Alt
DC56 SelectActorEntry0Alt_Loop
DC66 InitRoundData4
DC83 InitRoundData4_Loop
DC90 InitRoundData4_Loop2
F776 SetNoteOffset00
F77A SetNoteOffset08
F77E SetNoteOffset0C
F782 SetNoteOffset04
F784 SetNoteOffset04_Loop
F790 SetNoteOffset04_OnNonzero
F79B GetNoteIndex
F7E9 WriteApuPeriod
F80F UpdateNoteTimer
F83A UpdateNoteTimer_Loop
F843 UpdateNoteTimer_Loop2
F848 UpdateNoteTimer_Loop3
F84A UpdateNoteTimer_Loop4
F851 UpdateNoteTimer_Loop5
F86C UpdateNoteTimer_Loop6
F875 UpdateNoteTimer_Loop7
F877 UpdateNoteTimer_Loop8
F87E UpdateNoteTimer_Loop9
F8A9 UpdateNoteTimer_Loop10
F8B4 UpdateNoteTimer_Loop11
F8BF UpdateNoteTimer_Loop12
F8C8 UpdateNoteTimer_Loop13
F8CA UpdateNoteTimer_Loop14
F8D1 UpdateNoteTimer_Loop15
F8FA UpdateNoteTimer_Loop16
F901 UpdateNoteTimer_Loop17
F902 WriteApuNoiseTable
F91B WriteApuNoiseTable_Loop
F91C CheckNotePriority
F92A CheckNotePriority_Loop
F936 CheckNotePriority_Loop2
F941 CheckNotePriority_Loop3
F944 GetVolumeLevel
F950 ResetVolumeIndex
F952 ResetVolumeIndex_OnNonzero
F963 ResetVolumeIndex_Loop
F964 SelectApuChannel4
F968 SelectApuChannel8
F96C AudioUpdate
F984 AudioInit
F98D AudioState
F99A AudioState_OnCarrySet
F9B2 AudioState_OnCarrySet2
F9D0 AudioState_Loop
F9D1 AudioWrite
F9D7 WriteApuEnvelopes
F9ED WriteApuEnvelopes_OnCarrySet
F9FF AudioCommand
FA1A AudioCommand_Loop
FA32 AudioCommand_Loop2
FA43 AudioCommand_OnNonzero
FA48 AudioCommand_Loop3
FA65 AudioCommand_OnNonzero2
FA7A AudioCommand_OnNonzero3
FA7D AudioCommand_Loop4
FA8D AudioCommand_Loop5
FA90 AudioBranch
FA94 AudioBranch_Loop
FAA3 AudioBranch_Loop2
FAA8 AudioBranch_Loop3
FAD9 AudioState2
FAEF AudioState2_OnNonzero
FAFC AudioState3
FB02 AudioState3_Loop
FB13 AudioState3_Loop2
FB21 AudioState3_Loop3
FB25 AudioState3_Loop4
FB2D AudioState3_Loop5
FB49 AudioState3_OnNonzero
FB4A AudioState3_OnCarrySet
FB63 AudioState3_OnNonzero2
FB64 AudioState3_OnCarrySet2
FB91 AudioState3_OnCarrySet3
FBAA AudioCommand2
FBC2 AudioCommand2_Loop
FBD7 AudioCommand2_OnNonzero
FBD8 AudioCommand2_Loop2
FBF2 AudioCommand3
FBFF AudioCommand3_Loop
FC10 AudioCommand3_OnNonzero
FC11 AudioCommand3_Loop2
FC2F AudioCommand3_OnCarrySet
FC36 AudioCommand3_OnCarrySet2
FC3C AudioCommand3_OnCarrySet3
FC42 AudioCommand3_OnCarrySet4
FC48 AudioState4
FC6F AudioState4_Loop
FC72 AudioState4_Loop2
FC78 AudioState4_Loop3
FC7E AudioState4_Loop4
FC84 AudioState4_Loop5
FC8A AudioState4_Loop6
FC90 AudioState4_Loop7
FC96 AudioState4_Loop8
FC9F AudioState4_Loop9
FCA8 AudioState4_Loop10
FCAF AudioState4_Loop11
FCB9 AudioCommand4
FFF4 AudioUpdateTrampoline
FFF7 AudioInitTrampoline