- 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>
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681 lines
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# Hogan's Alley (JU) - Pass 2 name map
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#
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# Derived from this dump's own committed split (after the 2026-10-20 CDL
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# re-classification). Every name below was read out of the code; nothing
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# was carried over from another dump.
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#
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# Format: <CPU address><TAB><name>
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#
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# The game's vocabulary: the shootable objects are *targets*, the player's
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# projectiles are *shots*, the moving characters are *actors*, and the
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# bonus object is the *fruit*.
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#
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# Where a routine's role could not be established from the instructions
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# around it, the honest address-derived `SubC<addr>` residue form is used
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# instead of a guess - the same form the promoted `Raid on Bungeling Bay`
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# dumps use for their opaque entries.
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#
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# The engine dispatches through two mechanisms:
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# * `jmp ($0014)` at $C360 - an indirect call through the zero page;
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# * `jmp ($0610)` / `jmp ($0612)` in the sound engine at $F927/$F941.
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#
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# The routine entries are the targets of a `jsr`/`jmp`, plus the entries
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# the code reaches that the tracer had not labelled. The internal branch
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# targets are derived from the branch that reaches them by
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# _tools/derive_branch_names.py:
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# beq -> OnZero bne -> OnNonzero
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# 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
|
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D9D2 SetActorSlot2_OnNonnegative
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D9DA SetActorSlot2_OnNonnegative2
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D9EB SetActorSlot2_Loop
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D9F2 SetActorSlot2_OnNonzero
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D9FD SetActorSlot5
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DA01 SetActorSlot5_OnNonzero
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DA09 SetActorSlot5_Loop
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DA20 SetActorSlot5_Loop2
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DA2F SetActorSlot5_Loop3
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DA31 SetActorSlot5_Loop4
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DA39 SetActorSlot5_Loop5
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DA3A SetActorFieldIndex7
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DA3E ReadActorField4
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DA5A ReadActorField4_Loop
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DA73 ReadActorField4_Loop2
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DA8B ReadActorField4_OnCarrySet
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DA97 ReadActorField4_Loop3
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DAC0 ReadActorField4_Loop4
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DAC1 LookupActorTable
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DAD4 LookupActorTable_Loop
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|
DADB GetActorSpeed
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DAEA NegateActorValue
|
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DAF5 SearchActorTable
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DB02 SearchActorTable_Loop
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DB0B SearchActorTable_Loop2
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DB0C SearchActorTable2
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DB1A SearchActorTable2_Loop
|
|
DB1C ScaleActorValue
|
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DB23 ScaleActorSpeed
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DB2D ScaleActorSpeed_Loop
|
|
DB38 WriteShotOam
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DB43 WriteShotOam_OnNonnegative
|
|
DB57 WriteShotOam_Loop
|
|
DB58 SetActorValue0A
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|
DB5A SetActorValue0A_OnNonzero
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|
DB65 SetActorValue0A_Loop
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DB76 SetActorValue0A_Loop2
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|
DB85 SetActorSpeed
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DB8D SetActorSpeed_OnNonzero
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DB9F SetActorSpeed_OnNonzero2
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DBB6 SetActorSpeed_Loop
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|
DBB7 InitActorSpeed
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DBCB InitActorSpeed_OnNonnegative
|
|
DC10 SetActorState9
|
|
DC19 InitActorPosition
|
|
DC27 SetActorStateIndex
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|
DC2D SetActorStateIndex_OnNonnegative
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|
DC37 SetActorStateIndex_Loop
|
|
DC3E SetActorStateIndex_Loop2
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|
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
|