Files
disasm/NROM/MUSCLE (U)/README.md
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

24 KiB
Raw Blame History

MUSCLE (U) — Pass 3 (data names and structures)

ROM: MUSCLE (U)/M.U.S.C.L.E. (U).nes (24,592 bytes, iNES). Status: PASS 3 COMPLETE — byte-identical, including the bytecode VM layer. All three passes are done: Pass 1 split code from data, Pass 2 replaced every Label_XXXX and 87 zero-page aliases, Pass 3 named and structured every data region, finished the routine descriptions, and resolved the reused zero page and the unreachable stubs.

make regen in copilot/ replays Pass 1 → Pass 3 from prg.bin and is byte-for-byte reproducible. Every instruction still carries its ; CPU:$xxxx PRG:xxxx AA BB audit comment, so none of this touched a byte.

Result
Code 10,634 bytes (5,253 instructions) across 705 routines — 0 Label_XXXX remaining
Data 5,750 bytes across 69 named regions — 0 unlabelled blocks
Structured tables 127 .word entries emitted one per line with their resolved target
Routine descriptions 0 boilerplate ; Global: lines remaining (94 hand-written, 606 generated from call sites)
Zero page 163 aliases: 89 named, 1 reused byte carrying two names, 73 ZpXX
Build Byte-identical ROM verified.

ROM Facts

Property Value
Mapper 0 (NROM)
PRG 16 KB, mapped low at $8000–$BFFF (mirrored to $C000–$FFFF)
CHR 8 KB
Mirroring Vertical
Battery / trainer none
ROM SHA-256 d3da17f2b67d517e4d519659407d6f0e3cd7a2a4d89d31da6bb2727afce798dd
PRG SHA-256 c9061b6d3d06f56e3c2f89337d8e59c159f494ff9efad50852fcd19621f0b03e

The skeleton's $C000 assumption was wrong. A 16 KB NROM PRG is normally mirrored from $C000, but the RESET vector is $8000, so this image is wired to $8000 and every address in the source (and in linker.cfg) is $8000-based. The CPU still fetches the vectors from the mirror at $FFFA, which is why InterruptVectors is the last six bytes of the PRG.

Interrupt Vectors (PRG $3FFA–$3FFF)

Vector Target Note
NMI $86CB (NmiHandler) the entire per-frame update; see flow below
RESET $8000 (Reset) confirms the low mapping
IRQ $8764 (IrqHandler) a single RTI, shared with the NMI epilogue; see below

Power-On Flow

Reset ($8000):

  1. sei, ldx #$FF, stx $0320, txs — X points the stack at the top of page 1 and $0320 is set to $FF as the "an NMI already fired during init" latch.
  2. Two lda $2002 / bpl spin loops blank the PPU and confirm vblank. Each write is followed by a nop before its poll ($800D, $8018) — the align-before-read habit of the original assembler.
  3. $4017 = $40 (APU frame counter IRQ inhibit), $4010 = 0, and zero the DMC address/length pair at zero page $FA/$FB (the same two bytes the controller reader later reuses).
  4. Clear $0326, $032B, $032C, zero page $FF, then fill $0300-$032C with zero.
  5. Set SourcePointerLo/Hi = $9E/$B8 and DestinationPointerLo/Hi = $00/$04, then run UpdateNametableFromStream, which decodes the compressed nametable into $0400.
  6. If the stream actually changed VRAM, latch the tighter scroll bound into $0328-$032A, reset the frame counters to 0/1/2/3, and fall into StartStageSequence.

NmiHandler ($86CB):

  1. Push A, X, Y in that order.
  2. lda $0320 / beq $86D8 / jmp $8759. Reset leaves $0320 = $FF, so the first NMI skips the frame update entirely; from then on $0320 is cleared each frame (see 6) and this is a fall-through.
  3. Set $0320 = $FF and bump the 16-bit FrameCounterLo/Hi in zero page $24/$25.
  4. $2001 = 0 (blank rendering), $2003 = 0, $4014 = $02 — OAM DMA from $0200.
  5. Dispatch on the game state at $0322: zero goes to the SubModeFlag test, negative jumps to the object-list housekeeping at $86AD, positive falls into UpdateRoundLogic. The branches call PollControllerAndAdvance, UpdateStageActors, UpdateObjectCollisions, RunGameStateDispatcher, BuildOamList and PlayDeathSequence in turn.
  6. FinishNmiUpdates ($8751): lda $0321 / bne $8759 — the $0320 latch is cleared only when $0321 is zero, so a frame that requested continued work stays latched. Then lda $2002 to release the PPU address latch, jsr UpdateSoundFrame, and pla/tay/pla/tax/pla.

The IRQ vector word is the NMI epilogue's RTI. After the three plas the next byte is $8764, which is both IrqHandler and the rti that ends every NMI — one RTI serving two vectors. The game never re-enables interrupts, so the IRQ is unreachable in practice.

Architecture: this ROM dispatches by jump table, not by direct call

A plain recursive trace from the vectors reaches only 50.6% of the PRG. The gap is not dead code — it is reached through four dispatch tables and two zero-page indirect jumps that a static descender cannot follow. Resolving them took code coverage to 64.9%.

Mechanism Location Size Index
BytecodeProgramPointerTable $8CEF 38 × 16-bit (token & $3F) at $9AD8
BytecodeHandlerTable $9237 40 × 16-bit token - $C8 at $9AF9
SecondaryBytecodeHandlerTable $9F2B 16 × 16-bit (token & $0F) at $9F85
LevelVramWriterTable $AC35 3 × 16-bit the level byte $0326 at $AC28
DispatchThroughPointer jmp ($001C) at $9B05 — reached from the first three tables
jmp ($0010) $AC32 — reached from LevelVramWriterTable

RunBytecodeInterpreter ($9AE8) reads a token through (BytecodeStreamPointerLo),y; tokens $C8–$EF are converted to a handler address and dispatched through jmp ($001C); everything else is an operand consumed by the running handler.

The handler tables have holes. The interpreter masks the program index with $3F, so BytecodeProgramPointerTable is indexed 0–63 — but entry 38 already reads the first byte of BytecodeProgram_00, so the table is exactly 38 entries and the caller must guarantee a smaller index. BytecodeHandlerTable entries 0 and 2 hold $928D and $9287, which are the addresses of the code immediately after the table: slots the assembler never filled.

Pass 3 — Data Structure

All 69 data regions are labelled. The four composite regions from Pass 1 were split into their real tables using the readers in decoded code:

$8CEF–$9286 (1,432 bytes) → three structures

Region Size What it is
BytecodeProgramPointerTable $8CEF–$8D3A 76 38 × .word, targets printed per entry
BytecodeProgram_00 … BytecodeProgram_36 $8D3B–$9236 1,034 the 37 distinct programs, each labelled with the table indices that reach it
BytecodeHandlerTable $9237–$9286 80 40 × .word opcode handlers

The programs are recovered from the pointer table: sort the 38 entries, and each program runs from one entry to the next. The two duplicate entries account for 37 distinct programs.

$B0CB–$BFFF (3,893 bytes) → eleven structures

Region Size What it is
SoundNotePeriodTable $B0CB–$B0E2 24 12 × .word tone periods (cmp #$0C bounds the index)
SoundNoteDurationTable $B0E3–$B0F2 16 note durations, index duration - $F0
ApuChannelEnableBitsSet $B0F3–$B0F6 4 OR-ed into ApuEnableMask, indexed by channel*4
ApuChannelEnableBitsClear $B0F7–$B0FA 4 AND-ed into ApuEnableMask, same index
StageNametableAndObjectData $B0FB–$B91A + _1 $B971–$BD27 + _2 $BD2A–$BEBF 3,523 the per-stage payload
StageDataFiller $B91B–$B970 86 an 86-byte $FF pad between stage blocks
StageDataPointerLow $BD28–$BD29 2 one base offset per player; $32 apart
StageDataTail $BED0–$BF8F 192 tail of the stage block
InitialOamAttributes / InitialOamTiles $BEC0–$BECF 16 8 entries each, ldx #$07
VramBlockByteCounts / VramBlockSourceLowBytes $BF90–$BF9F 16 8 transfer blocks each; high byte always $02
SoundSequenceAndLevelData $BFA0–$BFFA 91 the $B1A1/$B1B0/$B2B9/$B3B2 sequences the sound engine points at
InterruptVectors $BFFB–$BFFF 5 NMI / RESET / IRQ

The stage payload is reached through StageDataPointerLow plus the 16-bit offset the bytecode stream carries, so no constant address indexes it and its record structure is not resolvable from a static trace. That is recorded in the source rather than guessed at.

$A5F4–$A65F (108 bytes) → two structures

StageDescriptorPointerTable ($A5F4–$A617, 18 × .word) and StageDescriptorData ($A618–$A65F). Two readers share the table: one reads (A & $1E) from entry 0, the other starts at entry 9, and entry 18 already reads descriptor text — so it is exactly 18 entries. The targets sit twelve bytes apart ($A618, $A624, $A630, $A63C, $A648) with a final ten-byte record at $A654; each is a short header followed by a descending run of tile indices.

Remaining tables

Region Size What it is
AttributeBlockDeltaTable $8B7D–$8B91 21 7 × 3-byte {source lo, source hi, destination lo} deltas
OamShadowTemplate $9EF4–$9F13 32 the initial OAM block copied into $0300
VramRunFillValues $ACBD–$ACC8 12 the 12 fill values the VRAM run tokens $B8–$C3 select
AnimationFrameCollisionBits $AE35–$AE44 16 animation frame → collision flag bits
StandaloneBytecodeProgram … _3 194 four token programs not in BytecodeProgramPointerTable

What Pass 3 settled

The $14/$15 reuse. These are both the 16-bit block counter for the compressed-VRAM transfer and the accumulator for the collision bit flags. locals.inc carries both names, and zero_page_ranges.tsv applies StreamBlockCountHi only inside AdvanceCountWord, so the same byte is not mislabelled at all 53 of its other uses. This is the alias pattern AGENTS.md asks for — RandomStateAlt = $E4 beside RandomState0 = $54 — done with a range instead of a blind rename.

The four hand-seeded entries are provably dead. $8644, $8653, $9CAD and $ABF7 have no 16-bit reference anywhere in the image except jsr $8644 at $8654, and none of them appears in either bytecode handler table. They are kept as code — rts-terminated and register-plausible — but their headers now say so explicitly rather than leaving a reader to wonder.

$AF37–$AF3A stays data. lda $E9 / bne $AF34 sits right after the rts that ends InitializeSoundEngine and branches back into the middle of it. Unreachable, incoherent as a routine, and referenced by nothing. It is labelled UnreachableSoundInitIsland so the decision is visible.

Every routine header now says something. The 94 subsystem routines keep hand-written descriptions; the other 606 get a generated line naming the routine and its visible call sites, which is factual. Nothing still reads "Contextual control-flow entry identified from its parent routine".

copilot/ Contents

File Purpose
rom.nes symlink to ../M.U.S.C.L.E. (U).nes
prg.bin / header.bin / chr.bin split image (_tools/splitnes.py)
prg.s fully classified and named PRG source (12,922 lines)
header.s / chr.s incbin of the untouched header and CHR
symbols.inc shared NES hardware constants
locals.inc 163 zero-page aliases with read/write counts and referencing addresses
routine_names.tsv Pass 2 routine names (address → name)
label_names.tsv generated: the full Label_XXXX → final name map
zero_page_names.tsv Pass 2 zero-page names with usage notes
zero_page_ranges.tsv Pass 3 range-scoped names for reused bytes
data_regions.tsv Pass 3 data-region labels, record formats and notes
routine_purposes.tsv the 94 hand-written ; Global: descriptions
linker.cfg HEADER at $0000, PRG at $8000, CHR at $0000
Makefile all builds and byte-compares; pass1 / pass2 / pass3 / regen regenerate

Build

cd "MUSCLE (U)/copilot"
make          # header.o + prg.o + chr.o -> reconstructed.nes, cmp vs rom.nes
# "Byte-identical ROM verified."
make pass1    # re-run _tools/nesdis.py with the recorded classification flags
make pass2    # pass1 + naming + descriptions + data structuring + locals.inc
make pass3    # pass2 + _tools/bytecode_dis.py token listings over the 42 VM programs
make regen    # same as pass3; the whole pipeline is byte-for-byte reproducible

Pass 3b — the bytecode VM, decoded

The 42 token programs (BytecodeProgram_00–_25 plus StandaloneBytecodeProgram–_3) are the game's scripting layer. Each now carries a byte-for-byte token listing above its unchanged .byte data, produced by _tools/bytecode_dis.py (wired in as make pass3).

The encoding

RunBytecodeInterpreter ($9AE8) is the whole dispatch:

$9AEA  lda ($1A),y          ; fetch one byte
$9AEC  iny
$9AED  cmp #$F0 / bcs $9B08  ; >= $F0 -> literal
$9AF1  cmp #$C8 / bcc $9B08  ; <  $C8 -> literal
$9AF5  sbc #$C8 / asl a / tax
$9AF9  lda $9237,x  / sta $1C ; BytecodeHandlerTable
$9AFE  lda $9238,x  / sta $1D
$9B05  jmp ($001C)            ; run the handler

and the literal path ($9B08) pushes the byte onto the operand list:

$9B08  pha
$9B09  lda ($1A),y / iny      ; the operand byte itself
$9B0C  jsr $94C8             ; save stream position, restore the operand index
...
$9B22  sta $0033,Y           ; operand list
$9B25  jsr $9CBB             ; block/stream bookkeeping

So the encoding is one byte per element: a byte in $C8–$EF selects one of the 40 BytecodeHandlerTable entries, and every other byte is a literal operand appended to $0033[Y] (and accumulated into $003C[Y]). There are no variable-length opcodes except four.

Four opcodes take one inline operand byte. Their handler's first instructions are lda ($1A),Y / iny, so the byte after the token is consumed by the opcode itself:

Opcode Handler Inline byte stored in Meaning
$CB $946D $7C,X (count) and $7E,X (body address) LOOP_BEGIN
$D1 $950B $43,X SET_RATE
$D7 $937C used as a count for the $A660 blit DRAW_SPRITE
$E1 $9465 $7A,X SET_WAIT

$CB/$C9 are the loop pair: LOOP_BEGIN marks the stream position and loads the counter, and LOOP_END ($9477) decrements $7C,X and, if still non-zero, reloads Y from $7E,X — which rewinds the interpreter to the top of the loop body.

What was decoded

Programs listed 42 (37 in BytecodeProgramPointerTable + 4 standalone, one shared)
Opcodes decoded 377
Literal operands 937
Opcodes defined / used 40 / 40 — the opcode set is complete, nothing unused

Two of the four standalone programs (_1, 24 bytes; _3, 84 bytes) contain no byte in $C8–$EF, so the interpreter takes the literal path for every byte and the whole block is operand data rather than an instruction stream. The listing says so explicitly rather than implying they are code.

Confidence

Each mnemonic was read off its handler's own straight-line path, stopping at the handler's first jmp $9AE8 / jmp $9B25. Mnemonics that describe register-level behaviour (ACC_ADD_1_STEP, STEP_ACCUM, ROT_STEP_SUB, …) are read directly off the instructions. Those that merely tail-call a game routine are named for that routine (VM_CALL_82E1, PLAY_SEQ_BD20) rather than guessed at, because the semantic content lives in the callee, not the handler.


Pass 3c — tracing the stage payload

Static analysis cannot reach this region, and the trace confirms why. Across all 16 KB of code there is exactly one operand in $B0FB–$BEBF:

operands in $B0FB-$BEBF : 1
  -> $BD28    StageDataPointerLow, the literal pointer table itself

The real address is formed at runtime, $A062:

$A062  clc
$A063  adc $BD28,X      ; A (a value carried in the bytecode stream) + table byte
$A066  sta $12

so the readers are indexed by a runtime value and cannot be enumerated by searching the code.

Method

FCEUX's Lua API has no memory-read hook — only registerexec, registerexecute, registerrun and registerwrite — so it cannot observe these reads either, and with no static list of readers there is nothing to hook. _tools/trace_stage_payload.py therefore uses py65, whose ObservableMemory.subscribe_to_read fires on every read of a range and can report the CPU's PC from inside the hook.

py65 is only a 6502 core, so the tracer adds the minimum hardware to get the game running: a scanline counter driven off processorCycles, $2002 vblank asserted at scanline 241 and cleared on read, NMI fired at the same scanline (MUSCLE does its per-frame work in NmiHandler $86CB), $4014 OAM DMA, and the $2005/$2006/$2007 latches.

Without NMI the game never leaves $80E0: lda $0321 / beq $80E0, because $0321 is the flag the bytecode VM raises — so the stage data is only reachable once interrupts work.

Results (300 frames, 26.8M cycles, 4,071 NMIs)

Payload reads captured 2,548
Distinct reader PCs 44
Unique payload addresses touched 914 of 3,421 bytes in range

Reader PCs are 1-2 bytes above the real instruction, because py65 advances PC past the opcode before fetching the effective address.

What the access pattern shows

1. The payload is read through indirect pointers, confirming the static finding. The hottest reader resolves to $AC82:

$AC82  lda ($10),Y
$AC84  cmp #$C0
$AC86  bne $AC96
$AC88  lda $10 / clc / adc #$01 / sta $10    ; advance the stream pointer

This is the compressed-VRAM RLE decoder - it walks the payload sequentially (1,046 of its 1,128 reads advance by exactly +1), comparing each byte against $C0. That matches the $AC82 RLE decoder already named in the data section.

2. There is a second, backward-copy reader. $9B51 resolves to

$9B50  lda ($12),Y
$9B52  ldy $14
$9B54  sta ($10),Y
$9B56  dey

and its reads step by -1, sixty times - a reverse copy between two buffers.

3. The payload contains 8-byte-aligned record arrays. 107 distinct 8-byte blocks had all eight bytes read, and the spacing between consecutive blocks is dominated by $08:

$B1F0 $B1F8 $B200 $B208 $B210 $B218 ...   (stride $08)
$B3B8 $B3C0 $B3C8 $B3D0 ... $B5A0          (a long $08-strided run - the object lists)
$B600 $B608 $B610 ... $B638
$B8A0 $B8A8 $B8B0 ... $B910

with a second, sparser group on a $D0 stride:

$BBE0  $BCB0  $BD80  $BE50

so at least two record tables exist: a dense 8-byte-stride array and a $D0-stride array.

4. Readers use three access disciplines - sequential forward (+1), sequential backward (-1), and variable stride (+$15/+$14/+$11 at $ACB2, +2/+$4D at $AF5B/$B03D), the last consistent with a field-at-fixed-offset walk across records.

Still open

  • Which reader corresponds to which semantic field is not yet pinned down; the trace gives the geometry (8-byte records, $08 and $D0 strides) but not the field names.
  • Only 914 of 3,421 bytes were touched, because the run never entered every stage. A longer run that cycles through all stages would cover more and may reveal further strides.
  • The compressed-VRAM payload and the object-list records are interleaved in one block; the boundary between them is not yet resolved.

FCEUX remains useful as an independent oracle for any of these conclusions - it is a complete, correct emulator where this tracer is a deliberately partial one.


Pass 3d — the payload is a shared pool, not stage data

Pass 3c assumed $B0FB–$BEBF was per-stage level data and that "cycle all stages" would cover it. A longer, properly-clocked run disproves that. Coverage plateaus near 40% no matter how many stages are entered, and forcing every actor index to run adds zero new bytes.

Two tracer bugs, both of which were suppressing everything

1. NMI re-armed by $2002 reads. The vblank flag must be cleared once per frame, not on every read of $2002. The main loop polls $2002 and spins on the bytecode VM flag at MainGameLoop_OnZero_8226 (lda $0321 / beq $8235); each poll clears bit 7, re-arming NMI inside the same scanline. Guarding only on not vblank produced 40,900 NMIs across 3,000 frames and silently corrupted all game state. A separate per-frame nmi_fired flag restores exactly one NMI per frame — verified: 600 frames → 600 NMIs.

2. Input went to the wrong port. The poll routine at $AA69 is

$AA69  ldx #$01 / stx $4016 / dex / stx $4016 / ldy #$08 / lda $4016,X / and #$03 / cmp #$01

so the observed reads are of $4017 (X=1) and only bits 0-1 are ever compared. Driving $4017 therefore consumes nothing: all three masks tested gave byte-identical traces. The game reads joy1 on $4016, and needs a real latch/shift register — a write with bit0 set latches, reads shift A,B,Select,Start,Up,Down,Left,Right out LSB-first. With that, START visibly matters: 47.7% coverage vs 39.0% for other masks.

Reaching a match takes two discrete START presses — title → character select → match. Rapid re-tapping does not work, and each press must be held ~3 frames.

What $BD28 actually indexes

$BD28 is not a stage table. The one operand in the window feeds:

$A04A  lda $0324 / beq $A062
$A04F  lda ActorIndex ($1E) / beq $A062
$A063  adc $BD28,X              ; X = ActorIndex
$A06A  lda PlayerActiveFlag,X ($78,X)
$A071  adc #$32                 ; +$32 when that actor is active

$BD28 = 6B 6B 6E 75 75 80 5A 78 is an 8-entry per-actor entry-offset table, and $B0FB + $BD28,n is where actor n's bytecode starts. Observed ActorIndex values over a 2,400-frame match are $00–$04, so the live actor set is 0–4.

The sound engine reads the same window

With input working, the reader list gained PCs inside $B0FB–$BEBF. These are not new code — they are the sound engine's own stream reader:

$B03C  lda (SoundReadPointerLo),Y
$B03E  cmp #$F0
$B040  bcc StoreShortNoteDuration
$B043  sbc #$F0 / tay / lda $B0E3,y     ; NoteDurationTable at $B0E3

SoundReadPointerLo ($EE/$EF) points into the payload while music plays, and the $F0 compare plus the $B0E3 duration lookup is note decoding. This is why the windows' bytes carry so many $FF terminators — $FF/$F0 are the high-nibble codes of the note stream.

So $B0FB–$BEBF is a shared data pool, mixing at least three things: per-actor bytecode scripts, the compressed-VRAM RLE stream ($AC82), and music note streams. It is not stage-specific, which is why stage cycling cannot raise coverage past ~40%.

Coverage summary

Run Frames NMIs Payload reads Readers Coverage
Pass 3c (NMI broken) 300 4,071 2,548 44 26.3%
NMI fixed, no input 600 600 29,808 14 39.0%
Two START presses 2,000 2,000 79,192 21 40.9%
Actor sweep 0–7 2,400 2,400 98,392 14 38.7%

Largest unreached spans after the two-START run (2,161 B in 15 runs) are $BC00–$BEBF (704 B), $B980–$BB0F (400 B), $BB20–$BBEF (208 B), $B0FB–$B1A0 (166 B) and $B81E–$B89D (128 B).

What would actually close the gap

Not stage cycling. The remaining bytes need other music tracks playing and actors 2–4 in their non-default states. Both need a scripted match (moves, grapples, ring-outs), not a button-tap sequence — i.e. gameplay simulation, which is well beyond a coverage tracer.

$0326 is not a level byte: it never changes from $00 in any run, including a confirmed match. $0320 toggles $00/$FF and behaves as a boolean, not a screen-state machine.


Still Open

  • Promote to the numbered inventory. Done — promoted to top-level MUSCLE (U)/ and added as #16 in the root inventory. copilot/Makefile tool paths moved from ../../../_tools/ to ../../_tools/ for NESDIS/PASS2/BYTECODE; make and make regen both verified after the move.
  • The payload record structure is partially decoded ($B0FB–$BEBF, 3,525 bytes) — see "Pass 3d" above for what the emulator run established. It is a shared pool (per-actor bytecode + compressed VRAM + music note streams), not per-stage data; the per-record field names and the boundaries between the three uses are still unresolved.