- 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>
269 lines
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# Pac-Man (Tengen) (U) — Pass 2 name map
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#
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# Derived from the committed split of THIS dump only (prg.s / prg.bin).
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# No name, map or file was carried over from the sibling `Pac-Man (U)` dump:
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# every entry below was read out of the Tengen code itself.
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#
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# Format: <CPU address><TAB><name>
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#
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# Naming rules used here:
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# * routine entry points (the target of a jsr/jmp) get a semantic name
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# describing what the routine does;
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# * internal branch targets get <Owner>_<Role>, where <Owner> is the
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# routine they belong to and <Role> says what the branch is for;
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# * where the role could not be established from the code, the honest
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# address-derived SubC<addr> form is used instead of a guess.
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# --- reset / cold start ----------------------------------------------------
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C033 Reset
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C03D WaitForVBlank
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C048 ClearZeroPage
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C054 ClearHighRAMPages
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C077 CheckCopyrightSig
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C086 CopyrightMismatch
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C089 ClearAllZeroPage
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C091 CopyCopyrightToRAM
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C0A0 InitGameState
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C0B2 SwapEntityBuffers
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C0C7 InitAudioAndPPU
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# --- NMI frame heartbeat ---------------------------------------------------
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C0FA NmiHandler
|
|
C13B ReadControllers
|
|
C15A NmiSelectActiveInput
|
|
C165 NmiEpilogue
|
|
C16A IrqHandler
|
|
|
|
# --- palette upload --------------------------------------------------------
|
|
C16B UploadPalette1
|
|
C181 UploadPalette1_Loop
|
|
C18C UploadPalette2
|
|
C1A2 UploadPalette2_Loop
|
|
C1AD CheckPaletteNeedsUpdate
|
|
C1BC ClearPaletteBuffers
|
|
|
|
# --- level / game initialisation ------------------------------------------
|
|
C1D3 RequestNMI
|
|
C1D7 WaitForNMIComplete
|
|
C1EB InitLevel
|
|
C201 InitLevelState
|
|
C235 PpuCtrlValue_Game
|
|
C237 StorePpuCtrl
|
|
C23C RequestNMI_Dispatch
|
|
C240 WaitForNMIComplete_Dispatch
|
|
|
|
# --- maze graphics ---------------------------------------------------------
|
|
C27D DrawMazeGraphics
|
|
C28B DrawMazeGraphics_Screen
|
|
C29C DrawMazeGraphics_Block
|
|
C2BE WriteAttributeTable
|
|
C2CF WriteAttributeTable_Run
|
|
C2DC WriteAttributeTable_NextScreen
|
|
C2E2 WriteBorderPattern
|
|
C2F1 WriteBorderPattern_Loop
|
|
|
|
# --- level data ------------------------------------------------------------
|
|
C560 GameTick
|
|
C589 GetGhostDataPointer
|
|
C597 CopyGhostData
|
|
C5A6 CopyGhostData_OnEnd
|
|
C5B0 CopyGhostData_CopyTiles
|
|
|
|
# --- ghost AI / fruit ------------------------------------------------------
|
|
C89B UpdateGhosts
|
|
C8AA UpdateGhostTarget
|
|
C8AF UpdateGhostTarget_Search
|
|
C8BB UpdateGhostTarget_Scan
|
|
C8C4 UpdateGhostTarget_Next
|
|
C8CF UpdateGhostTarget_Found
|
|
C8ED ShiftGhostPositions
|
|
C8F7 ShiftGhostPositions_Copy
|
|
C929 CopyGhostBlock2
|
|
C94F CopyGhostBlock3
|
|
C966 CopyGhostBlock4
|
|
C977 UpdateFruit
|
|
C97E UpdateFruit_Setup
|
|
C98A UpdateFruit_Copy
|
|
C9B9 UpdateFruit_Place
|
|
C9C1 UpdateFruit_Place_Set
|
|
C9DA UpdateFruit_Place_Check
|
|
C9E2 UpdateFruit_Place_Index
|
|
C9EF UpdateFruit_Place_Loop
|
|
C9F9 UpdateFruit_Place_End
|
|
|
|
# --- actor slots -----------------------------------------------------------
|
|
D249 ResetGhostSlots
|
|
D24B ResetGhostSlots_Loop
|
|
D254 ResetGhostSlots_Next
|
|
|
|
# --- actor movement / behaviour dispatch -----------------------------------
|
|
D365 UpdatePlayerDirection
|
|
D381 UpdatePlayerDirection_Set
|
|
D388 UpdatePlayerDirection_Keep
|
|
D395 DispatchPlayerBehaviour
|
|
D39D DispatchPlayerBehaviour_Index
|
|
D3B4 DispatchPlayerBehaviour_Dispatch
|
|
|
|
# --- actor animation -------------------------------------------------------
|
|
D4C5 UpdatePlayerAnimation
|
|
D4D6 UpdatePlayerAnimation_Tail
|
|
|
|
# --- tile collision --------------------------------------------------------
|
|
D723 CheckGhostCollision
|
|
D754 CheckGhostCollision_OnNoHit
|
|
D75C CheckGhostCollision_Store
|
|
D75F CheckGhostCollision_Compare
|
|
D779 CheckGhostCollision_DeltaY
|
|
D78F CheckGhostCollision_DeltaY2
|
|
D799 CheckGhostCollision_Scale
|
|
D7A2 CheckGhostCollision_Table
|
|
D7A9 CheckGhostCollision_Table_Loop
|
|
D7C2 CheckGhostCollision_Next
|
|
D7D5 CheckGhostCollision_Next2
|
|
|
|
# --- actor tile selection --------------------------------------------------
|
|
D7E0 SelectGhostTile
|
|
D7FA SelectGhostTile_Copy
|
|
D803 SelectGhostTile_Default
|
|
D815 SelectGhostTile_Alternate
|
|
D81E SelectGhostTile_Masked
|
|
D827 SelectGhostTile_None
|
|
|
|
# --- all actors ------------------------------------------------------------
|
|
D8D3 UpdateAllGhosts
|
|
D8E9 UpdateAllGhosts_Loop
|
|
D903 DispatchGhostToTable
|
|
|
|
# --- actor states ----------------------------------------------------------
|
|
D98B UpdateGhostStates
|
|
D99A UpdateGhostStates_Set
|
|
D99E UpdateGhostStates_Loop
|
|
D9AA DispatchGhostState
|
|
|
|
# --- maze tile update ------------------------------------------------------
|
|
DAB0 UpdateMazeTiles
|
|
DAC4 UpdateMazeTiles_Row
|
|
DAC9 UpdateMazeTiles_Cell
|
|
DAD3 UpdateMazeTiles_Offset
|
|
DAD7 UpdateMazeTiles_Store
|
|
DB10 UpdateMazeTiles_Case0
|
|
DB33 UpdateMazeTiles_Case1
|
|
DB56 UpdateMazeTiles_Case2
|
|
DB76 UpdateMazeTiles_StoreCase
|
|
DB80 UpdateMazeTiles_Offset2
|
|
DB84 UpdateMazeTiles_StoreByte
|
|
DB9A UpdateMazeTiles_NextRow
|
|
DBAC UpdateMazeTiles_End
|
|
|
|
# --- sprite / VRAM update -------------------------------------------------
|
|
DE3D UpdateSprites
|
|
DE44 UpdateSprites_VramQueue1
|
|
DE5C UpdateSprites_VramQueue1_Loop
|
|
DE73 UpdateSprites_VramQueue2
|
|
DE8B UpdateSprites_VramQueue2_Loop
|
|
DEA0 UpdateSprites_ScoreArea
|
|
DEBD UpdateSprites_ScoreArea_Loop
|
|
DECA UpdateSprites_ScoreArea_Space
|
|
DECC UpdateSprites_ScoreArea_Loop2
|
|
DED4 UpdateSprites_Palette
|
|
DEE6 UpdateSprites_Palette_Loop
|
|
DF01 UpdateSprites_Finish
|
|
DF06 UpdateSprites_Finish_Scan
|
|
DF18 UpdateSprites_Finish_Write
|
|
DF27 UpdateSprites_Finish_End
|
|
|
|
# --- BCD to digit ----------------------------------------------------------
|
|
E18D BcdToDigit
|
|
E196 BcdToDigit_Hex
|
|
|
|
# --- tile position ---------------------------------------------------------
|
|
E222 ComputeTilePosition
|
|
E259 ComputeTilePosition_TwoPlayer
|
|
|
|
# --- actor positions ------------------------------------------------------
|
|
E261 ReadGhostPositions
|
|
E268 ReadGhostPositions_Loop
|
|
|
|
# --- score -----------------------------------------------------------------
|
|
E285 AddScore
|
|
E293 SubScore
|
|
|
|
# --- VRAM clear ------------------------------------------------------------
|
|
E344 ClearVRAM
|
|
E355 ClearVRAM_Page
|
|
E363 ClearVRAM_Fill
|
|
E37A ClearVRAM_NextPage
|
|
E38E ClearVRAM_SetupTile
|
|
E39F ClearVRAM_SetupRow
|
|
E3A2 ClearVRAM_Loop
|
|
E3AF ClearVRAM_NextTile
|
|
|
|
# --- score text ------------------------------------------------------------
|
|
E3D8 DrawScoreText
|
|
E3EA DrawScoreText_Offset
|
|
E3F5 DrawScoreText_Setup
|
|
E3F9 DrawScoreText_Loop
|
|
E42E DrawScoreText_Next
|
|
E432 DrawScoreText_End
|
|
|
|
# --- BCD to text -----------------------------------------------------------
|
|
E433 WriteBcdDigits
|
|
E435 WriteBcdDigits_Skip
|
|
E445 WriteBcdDigits_Next
|
|
E447 WriteBcdDigits_Convert
|
|
E450 WriteBcdDigits_Last
|
|
|
|
# --- tile collision detail -------------------------------------------------
|
|
E470 CheckTileCollision
|
|
E47B CheckTileCollision_Loop
|
|
E489 CheckTileCollision_Store
|
|
E48D CheckTileCollision_Next
|
|
E4A3 CheckTileCollision_Compact
|
|
E4A5 CheckTileCollision_Compact_Loop
|
|
E4B7 CheckTileCollision_Compact_Next
|
|
|
|
# --- maze cell state -------------------------------------------------------
|
|
E9D8 UpdateMazeCellState
|
|
E9EA UpdateMazeCellState_Cell
|
|
EA03 UpdateMazeCellState_SetMask
|
|
EA0D UpdateMazeCellState_ClearMask
|
|
EA19 UpdateMazeCellState_Check
|
|
EA21 UpdateMazeCellState_Clear
|
|
EA2F UpdateMazeCellState_Clear2
|
|
EA33 UpdateMazeCellState_NextCell
|
|
|
|
# --- fruit position --------------------------------------------------------
|
|
EB5E SetFruitPosition
|
|
EB65 SetFruitPosition_Check
|
|
EB6F SetFruitPosition_High
|
|
EB71 SetFruitPosition_Store
|
|
|
|
# --- audio / level script --------------------------------------------------
|
|
EE4B InitAudio
|
|
EE73 InitAudio_ClearBuffer1
|
|
EE77 InitAudio_ClearBuffer1_Loop
|
|
EE82 InitAudio_ClearBuffer2
|
|
EE8F RunLevelScript
|
|
EEA1 RunLevelScript_Cell
|
|
EEB6 RunLevelScript_Move
|
|
EED3 RunLevelScript_Copy
|
|
EEE1 RunLevelScript_NextCell
|
|
EEF2 RunLevelScript_Pair
|
|
EEFB RunLevelScript_Draw
|
|
EF52 RunLevelScript_Erase
|
|
EF61 RunLevelScript_Process
|
|
EF83 RunLevelScript_Shift
|
|
EF8A RunLevelScript_Merge
|
|
EFAA RunLevelScript_Store
|
|
EFB7 RunLevelScript_Next
|
|
EFCB RunLevelScript_End
|
|
EFCC DispatchScriptCommand
|
|
F001 ScriptCommand_Store
|
|
F00A ScriptCommand_MergeMask3F
|
|
F022 ScriptCommand_MergeMaskCF
|
|
F03A ScriptCommand_MergeMaskF0
|
|
F052 ScriptCommand_StoreAt2
|
|
F062 ScriptCommand_StoreAt4
|
|
F072 ScriptCommand_StoreAt1
|
|
F082 ReadScriptParam
|