- 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>
Pac-Man (USA) (Namco) — Game Flow from Power-On
This document describes the execution flow of the disassembled Pac-Man (USA) (Namco) PRG bank (16 KB, mapped at CPU $C000–$FFFF), starting from power-on. It is based entirely on copilot/prg.s in the repository. The rebuild is verified byte-identical to the original prg.bin.
1. ROM and Memory Layout
| Property | Value |
|---|---|
| Format | iNES / NES 2.0 |
| PRG | 1 × 16 KB (mapped at CPU $C000–$FFFF) |
| CHR | 1 × 8 KB |
| Mirroring | Horizontal |
| PRG bank start | CPU $C000 |
| Source file | copilot/prg.s (14,332 lines) |
| Output | reconstructed.nes (whole ROM: 16-byte header + 16,384-byte PRG + 8,192-byte CHR) |
Interrupt vectors (CPU $FFFA–$FFFF)
| Vector | Address | Handler |
|---|---|---|
| NMI | $C10E | NmiHandler |
| RESET | $C033 | Reset |
| IRQ / BRK | $C17E | IrqHandler (just rti — unused) |
Additional ROM data at $FFF6–$FFF9:
- $FFF6/$FFF7 = $ECEC (little-endian), used by
DrawMazeNametableas a source pointer ($00/$01) - $FFF8/$FFF9 = $C10E (little-endian)
2. Build Status
make in copilot/ assembles prg.s with ca65, links with ld65, and verifies against prg.bin.
Verification result: BYTE-IDENTICAL — reconstructed.nes matches rom.nes exactly (header + PRG + CHR).
3. Reset — CPU $FFFC → $C033
Reset ($C033)
On power-on or reset:
ldx #$00 / stx PPUCTRL— disable PPU rendering/NMI.sei / cld— disable maskable interrupts, clear decimal mode.dex / txs— initialize stack pointer to $FF.nop x3— three NOP padding bytes.- Wait for two VBlanks —
@WaitForPpuloop: set PPUMASK=$06, poll PPUSTATUS bit 7 twice (X counts down from 2). This is the PPU warm-up delay. - Clear low RAM —
@ClearLowRam: zero $0000–$003D. - Clear RAM pages —
@ClearRamPages: using indirect pointer at $00/$01, clear pages starting at $0100 upward until high byte reaches $08 (effectively clearing $0100–$07FF). PPUMASK=$06, scroll=$00 — enable background + sprites, reset scroll.- Warm-start signature check —
@CheckRamSignature: compare RAM at $0052 against the 15-byte string"HIROKI AOYAGI"plus$AA,$55(stored atRamSignature, $C354–$C366):- If all 15 bytes match → warm start: skip full RAM clear, go to
@SignatureAlreadyPresent. - If any byte differs → cold start:
@InitializeRamSignatureclears all of zero page, then copies the signature string to $0052–$0060.
- If all 15 bytes match → warm start: skip full RAM clear, go to
- Set $64=$01 (some flag), set gameState=$00.
- Set $45=$07, then check cocktail/active-player flags at $46/$47. If both nonzero, perform a 16-byte swap loop (
@SwapLoop) swapping bytes between $67,y and $77,y for Y=0..15. APUCTRL=$1F,APUFRAMECNT=$C0— enable all APU channels, set frame counter mode.jsr InitializeAudioEngine($E1F8 region) — clear audio request/channel state.jsr $EEB4— audio/sound engine init.- Set PPUCTRL=$88,
ppuCtrlShadow=$88 — enable NMI, $2000 nametable base. - Set $48=$FF (gameplay suspended flag), clear $023F and $024B (PPU update buffers).
- Set $36=$01 (some state flag).
jmp MainEntry— transfer control to the main program.
RamSignature ($C354): .byte "HIROKI AOYAGI", $AA, $55 — developer credit / warm-start validation signature.
4. NMI / Frame Heartbeat — NmiHandler ($C10E)
The NMI fires once per frame and is the central real-time driver:
- Save registers (A, X, Y on stack).
- PPUMASK=$1E — enable background + sprites with specific emphasis settings.
- OAM DMA: write $00 to OAMADDR ($2003), $00 to $40, then
lda $45 / sta OAMDMA($4014) — DMA from page $45 (i.e., $4500–$45FF) to sprite RAM. jsr FlushGameplayPpuUpdates($DE3B region) — flush pending PPU gameplay update blocks at $023F and $0245.jsr ReadNearbyNametableTiles— read nametable tile data around Pac-Man (likely for collision/tunnel logic).jsr UpdatePalettes— upload palette data from RAM buffers $0299 and $02A9 to PPU palette $3F00/$3F10 when those buffers are marked active ($0F marker).- Restore scroll: write $41 and $42 to PPUSCROLL (two writes — horizontal then vertical).
- Construct PPUCTRL:
lda $47 / and $46 / and #$01 / asl / ora $43— builds the PPUCTRL value from shadow/flag bits, writes to PPUCTRL. - Controller strobe: write $01 then $00 to JOY1 ($4016).
- Read both controllers — 8 iterations each:
- Controller 1: read JOY1, mask with #$03, compare with #$01, rotate into $4D (
currentInput). - Controller 2: read
APUFRAMECNT($4017), mask with #$03, compare with #$01, rotate into $4E.
- Controller 1: read JOY1, mask with #$03, compare with #$01, rotate into $4D (
- Select active controller: X =
currentInput($4D) by default; ifcocktailModeFlag($46) &activePlayerFlag($47) both nonzero, X =newlyPressedInput($4E). Store X topreviousInput($4F). inc frameCounter($4B) — increment per-frame counter.- $48 gate: if $48 (
gameplaySuspended) != 0, skip to@NmiDone. jsr InitializeAudioChannels— scan and activate audio channel slots.@NmiDone: restore registers (Y, X, A),rti.
The label IrqHandler appears at the rti following NMI's register restore — it is the same code address, just an alternate entry label for the IRQ vector (which points to the same rti).
UpdatePalettes
Conditionally uploads 16-byte palette blocks from RAM $0299 (to PPU $3F00) and $02A9 (to PPU $3F10) when the corresponding buffer marker byte equals $0F. After upload, resets the marker and PPU address to $3000.
5. Main Entry — MainEntry ($C573)
After Reset, control transfers to MainEntry. This is the foreground state-machine entry:
$40=$01— set the NMI sync flag (NMI will clear it each frame).@WaitForInitialNmi— spin until NMI clears $40 to $00 (synchronize to first VBlank).- PPUCTRL=$88 / ppuCtrlShadow=$88 — enable NMI.
- PPUMASK=$00 — disable rendering.
- Clear OAM page — fill $0700–$07FF with 0.
cocktailModeFlag=$00, then call:jsr ClearGameplayNametablesjsr InitializeNametableAttributesjsr InitializeNametableDatajsr $E419— additional init (address-named).
- Initialize palette buffers — copy 32 bytes from
TitleScreenPaletteto RAM $0299–$02B8. - Set
actorStatusDisplay($6C–$6F) = $2D, set $023F=$FF,gameplaySuspended=$FF. - Clear $47, $46, $42, $41,
stateTimer($4C), $87, $88. - PPUCTRL selection: if
gameState($3F) != 0, use $8A; else use $8A as well (both paths end up with $8A; thebneis effectively a no-op in current code). Write to PPUCTRL andppuCtrlShadow. MainDispatchLoop($C645):$40=$01, spin until NMI clears it (@WaitForNmi).Y = gameState($3F), load 16-bit handler address fromMainStateHandlerTable($C267) into $10/$11.jmp ($0010)— indirect jump to the state handler.
MainStateHandlerTable ($C267–$C26E) — 4 entries, indexed by gameState as a byte offset (even values $00, $02, $04, $06):
| Offset | Handler | Description |
|---|---|---|
| $00 | InitialStateHandler |
Title/input-wait state |
| $02 | PlayerSelectionState |
1P/2P selection |
| $04 | State04Handler |
Substate dispatch machine |
| $06 | TimedStateTransition |
Timed state transition |
6. Main State Handlers
TimedStateTransition ($C27A) — state offset $06
- Decrement
$0Fcountdown. If nonzero, return toMainDispatchLoop. - When zero: set
gameState=$02, return toMainDispatchLoop. - This is a timed transitional state: another state places a duration in
$0Fand selects state $06; this handler counts down before advancing to state $02.
InitialStateHandler ($C27A region, actually at $C27A? No — at $C27A is TimedStateTransition; InitialStateHandler is at $C27A? Let me re-check)
Actually from the listing:
TimedStateTransitionis at $C27AInitialStateHandleris at $C27A? No. Let me re-read:
Line 730: TimedStateTransition: is at $C27A (based on comment "$C27A-$C2A5: Timed State Transition Handler" — wait, the comment says $C27A but the code shows dec $0F at line 731. Then line 740: ; $C27A-$C2A5: Initial/Input State Handler and line 766: InitialStateHandler:.
So there's a discrepancy in comments. The actual code:
TimedStateTransition=dec $0F / bne MainDispatchLoop / lda #$02 / sta gameState / jmp MainDispatchLoop— this is state $06's handler.InitialStateHandler= checks controller bits $0C; if set → gameState=$06, $0F=$5A, jump MainEntry. Else increment $42; if $42 reaches $F0 → reset $42, ppuCtrlShadow=$88, gameState=$06, $0F=$5A. Otherwise return to MainDispatchLoop.
PlayerSelectionState ($C546 region) — state offset $02
- If $87|$88 != 0 →
@AdvanceTimeout(16-bit timeout counter). - Else (first entry): copy
PlayerCountSelectionDisplayData($C507–$C50E) to RAM $024B until $FF terminator. Capture controller bits $04 and $08 intopacmanRequestedDirection($50) andpacmanDirection($51). @AdvanceTimeout: increment 16-bit counter at $87/$88. If high byte reaches $02 → reset counter, set gameState=$04, jump MainDispatchLoop.@CheckSelectionInput: if controller bit $04 changed → store aspacmanRequestedDirection, reset counter, set $87=$01, toggleactivePlayerFlag($47) between 0/1, update display marker tiles at $024D/$0251 fromPlayerCountSelectionMarkerTiles($C50F–$C511).@CheckConfirmInput: if controller bit $08 changed → store aspacmanDirection. If bit $08 now active → cleargameplaySuspended,jsr $EEB4, jumpGameModeEntry.
PlayerCountSelectionDisplayData ($C507): $22,$0A,$5C,$00, $22,$4A,$20,$FF — copied to $024B on entry.
PlayerCountSelectionMarkerTiles ($C50F): $5C,$20,$5C — selection marker toggle data.
State04Handler ($C52E region) — state offset $04
- If controller bits $0C set → gameState=$02, jump MainEntry (restart).
- Else:
Y = $87(substate offset), load 16-bit handler fromState04SubstateTable($C52E), jump indirect via $10/$11.
State04SubstateTable ($C52E) — 12 entries indexed by even offsets $00–$16:
| Offset | Handler |
|---|---|
| $00 | State04Initialize |
| $02–$12 | State04TimedSubstate (shared, 6 entries) |
| $14 | State04LongDelay |
| $16 | State04FinalPhase |
State04Initialize($C573): sync to NMI via $40, PPUCTRL=$08, disable rendering, clear $88, call$C5D8,InitializeState04PpuData($C608),LoadState04DisplayData($C5A6), advance $87 by 2, PPUCTRL=$88, return to loop.State04TimedSubstate($C589): increment $88; at $30 frames → clear $88, call$C5A6, advance $87 by 2.State04LongDelay($C5A6): increment $88; at $80 frames → advance $87 by 2 to substate $16.State04FinalPhase($C5D7): sets $47=$01, tail-jumps toGameModeEntry.SetSelectionFlagAndContinue($C5D7):activePlayerFlag=$01,jmp GameModeEntry.
LoadState04DisplayData ($C5A6)
Uses $87 as offset into CharacterIntroDisplayDataTable ($C687), copies $FF-terminated stream to RAM $024B. Optional secondary copy of 16 bytes from CharacterIntroSpriteData based on substate offset.
CharacterIntroDisplayDataTable ($C687) — 10 pointers to display streams for characters/nicknames (SHADOW, BLINKY, SPEEDY, PINKY, etc.) plus scoring legend.
7. Game Mode Entry — GameModeEntry ($C328)
Reached from SetSelectionFlagAndContinue (state $04 final phase). This transitions from the attract/selection sequence into gameplay:
- PPUCTRL=$88, ppuCtrlShadow=$88.
- Wait for VBlank.
- PPUMASK=$00, gameState=$00, cocktailModeFlag=$00, $69=$00, $4A=$00.
jsr ClearGameplayNametables,jsr DrawGameplayHudLabels,jsr DrawGameplayScoreFields.- If
gameplaySuspended!= 0 → roundNumber=$01 (continue existing game). - Else → clear 32 bytes starting at roundNumber ($67–$86), set roundNumber=$03, $77=$03, clear $0600/$0601.
- Common init: roundDisplayValue=$FF, $78=$FF, $0245=$FF, ppuCtrlShadow=$88, PPUCTRL=$88.
GameModeFrameSync($C360):$40=$01, wait for NMI clear ($@WaitForNmi`), then:- If
gameplaySuspended!= 0 AND controller bits $0C set → gameState=$02, jump MainEntry (restart). - If
stateTimer($4C) != 0 → decrement, return to@WaitForNextFrame. - Else
@DispatchState:Y = gameState, load handler fromGameModeStateTable($CAD7) into $10/$11, indirect jump.
- If
GameModeStateTable ($CAD7) — 8 entries indexed by even offsets $00–$0E:
| Offset | Handler |
|---|---|
| $00 | GameModeState00 |
| $02 | GameModeState02 |
| $04 | GameModeState04 |
| $06 | GameModeState06 |
| $08 | GameModeState08 |
| $0A | GameModeState0A |
| $0C | GameModeState0C |
| $0E | InitializeGameplayTransitionState |
GameModeState04 ($CAE9) — pause/per-frame handler
- If $060F != 0 → return to
GameModeFrameSync. - Else: edge-detect controller bit $08 using $49 as previous state. On new press → increment $4A, install pause display commands at $024B, toggle pause display via bit 0 of $4A.
- When not paused and bit 0 of $4A clear → call gameplay helper chain before returning to
GameModeFrameSync. - Adjacent data at $CB5B contains tile values for "PAUSE" text — confirms this is the pause-state handler.
8. PPU / Rendering
DrawMazeNametable ($E2E4)
Draws the maze nametable using compressed data:
- PPU destination selected based on cocktail mode ($47 & $46): $2000 or $2080.
- Source pointer from
MazeDataPointerBytesat $FFF6–$FFF7 ($ECEC → points to ROM data). - Each row: set PPU address, decode 2-bit-run-length-encoded bytes from the source (2 bits = repeat count-1, 6 bits = tile value), write $16 (22) bytes per row.
- Advance PPU destination by $20 per row.
FlushGameplayPpuUpdates ($DE3B)
- If $48 (
gameplaySuspended) == 0 → process update block at $023F (6 bytes + terminator to PPU). - Else → jump to
UpdateAnimatedGameplayPpuFields. - Block at $0245 processed similarly if nonzero.
9. Audio System
InitializeAudioEngine ($E1F8):
- Clear audio request pointer ($F0/$F1 = $0006), channel table pointer ($F2/$F3 = $0620), sequence table pointer from ROM $F100/$F101.
- audioWorkValue=$40, APUSTATUS=$1F, APUFRAMECNT=$C0.
- Clear 16 bytes through ($F0), clear 16 entries at 8-byte stride through ($F2).
InitializeAudioChannels ($EED0):
- Clear audio channel flags and work values, scan 16 eight-byte slots through ($F2).
- Slots with values $01–$04 activate a channel: copy 4-byte parameters through indirect pointer $F6.
- Falls through to runtime command processing at $EF2D.
UpdateAudioChannels ($EF2D):
- For each active slot: decrement countdown, fetch command byte from sequence table, decode command ($F0+ = special, $C0+ = delay, else = note/frequency), update APU registers ($4000–$400F).
UpdateAudio ($F8DE):
- APUFRAMECNT=$C0, update Pulse 1, Pulse 2, Noise, Sound Effect channels.
- Clear $FF–$FB; if $07FF != 0 → APUDMALOAD, decrement $07FF.
Audio data tables at $FF00–$FFF5 (period/mask tables), $FF64–$FFEA (sequences/instruments), $F450–$F49A (runtime command data).
10. Zero-Page / RAM Symbols
| Address | Symbol | Use |
|---|---|---|
| $00–$01 | workPtr0/1 | General indirect pointers |
| $02–$09 | workValue0–5 | General scratch values |
| $0A | pathCompareValue | Maze pathfinding |
| $0B | pathFallbackValue | Maze pathfinding |
| $0C | legalDirections | Maze pathfinding |
| $10 | dispatchVector | State dispatch indirect pointer |
| $12–$15 | arithmeticValue/Operand | 16-bit arithmetic |
| $1A–$2D | pacmanMotion–ghost4Motion | Actor motion records (4 bytes each) |
| $2E–$2F | pacmanTargetRow/Column | Pac-Man maze target |
| $32 | pacmanSpriteFrame | Pac-Man sprite frame |
| $33 | ghostSpriteFrames | Ghost sprite frames |
| $39 | ghostDirectionFlags | Ghost direction/control state |
| $3F | gameState | Main gameplay state |
| $40 | — | NMI sync flag ($01=pending, NMI clears to $00) |
| $41 | ppuCtrlShadow | PPUCTRL mirror |
| $42 | — | Second PPUSCROLL write |
| $46 | cocktailModeFlag | Cocktail cabinet mode |
| $47 | activePlayerFlag | Active player (0/1) |
| $48 | gameplaySuspended | Gameplay suspended flag |
| $4B | frameCounter | Per-frame counter |
| $4C | stateTimer | State countdown timer |
| $4D | currentInput | Controller 1 input |
| $4E | newlyPressedInput | Newly pressed input |
| $4F | previousInput | Previous input state |
| $50 | pacmanRequestedDirection | Requested direction |
| $51 | pacmanDirection | Current direction |
| $61 | highScoreDigits | High score digits |
| $67 | roundNumber | Round number |
| $68 | roundDisplayValue | Round display value |
| $6A | pelletsRemaining | Pellets remaining |
| $6B | extraLifeAwarded | Extra life flag |
| $6C–$6F | actorStatusDisplay | Actor status display |
| $70 | playerScoreDigits | Player score digits |
| $F0–$F7 | audioRequestPtr…audioWorkValue | Audio engine pointers/values |
| $F8 | audioChannelFlags | Audio channel flags |
| $FC | audioRequestIndex | Audio request index |
| $FD | audioChannelOffset | Audio channel offset |
| $FE–$FF | audioIndirectPtr | Audio indirect pointer |
11. Data Tables
| Label | Address | Description |
|---|---|---|
CopyrightText |
$C004 | "COPYRIGHT 1980 1993 NAMCO LTD. ALL RIGHTS RESERVED" |
RamSignature |
$C354 | "HIROKI AOYAGI" $AA $55 — warm-start signature |
MainStateHandlerTable |
$C267 | 4 main state handler pointers |
State04SubstateTable |
$C52E | 12 state-$04 substate handler pointers |
GameModeStateTable |
$CAD7 | 8 game-mode state handler pointers |
CharacterIntroDisplayDataTable |
$C687 | 10 display data pointers for character intro |
TitleScreenTileBlock |
$C326 | 6 rows × $17 bytes of title tile data |
TitleScreenPpuRecords |
$C3B0 | 9 PPU update records for title screen |
TitleScreenPalette |
$C43F | 32-byte initial palette |
TitleScreenAttributeData |
$C45F | $18 attribute bytes |
PlayerCountSelectionDisplayData |
$C507 | 8 bytes for player-count display |
PlayerCountSelectionMarkerTiles |
$C50F | $5C,$20,$5C marker toggle |
CharacterIntroPalette |
$C667 | 32-byte character intro palette |
CharacterIntroDisplayDataTable |
$C687 | Character intro display pointers |
CharacterNicknameHeaderData |
$C69B | "CHARACTER ; NICKNAME" display data |
MazeDataPointerBytes |
$FFF6 | $EC,$EC,$0E,$C1 — maze data pointer ($C10E) |
| Audio tables | $FF00–$FFEA | Period/mask tables, sequences, instruments |
12. Summary of Execution Flow
Power On / Reset
│
▼
Reset ($C033) ───────────────────────────────────────────────┐
│ sei, cld, disable PPU, wait 2× VBlank │
│ clear RAM $0000–$003D, clear pages $0100–$07FF │
│ PPUMASK=$06, scroll=$00 │
│ check warm-start signature "HIROKI AOYAGI" + $AA,$55 │
│ valid → skip full clear; invalid → clear + save sig │
│ set flags, optional 16-byte swap ($67↔$77) │
│ APUCTRL=$1F, APUFRAMECNT=$C0 │
│ jsr InitializeAudioEngine, jsr $EEB4 │
│ PPUCTRL=$88 (NMI enabled), $48=$FF (suspended) │
│ jmp MainEntry │
│ │
MainEntry ($C573) │
│ $40=$1, wait for NMI to clear it │
│ PPUCTRL=$88, PPUMASK=$00, clear OAM │
│ clear cocktail/player flags, $41/$42/$4C/$87/$88 │
│ init nametables, attributes, palette buffers │
│ select PPUCTRL ($8A), set ppuCtrlShadow │
│ │
MainDispatchLoop ($C645) ─────────────────────────────────────┤
│ $40=$1, wait for NMI │
│ Y = gameState ($3F) │
│ load handler from MainStateHandlerTable ($C267) │
│ jmp ($0010) → state handler │
│ │
├─ State $00: InitialStateHandler │
│ ├─ controller bits $0C → gameState=$06, $0F=$5A │
│ │ → jump MainEntry (restart sync) │
│ └─ else inc $42; if $42==$F0 → reset, gameState=$06 │
│ │
├─ State $02: PlayerSelectionState │
│ ├─ 1P/2P selection via controller bits $04/$08 │
│ ├─ timeout ($87/$88 reaches $0200) → gameState=$04 │
│ └─ confirm (bit $08) → clear suspended, jsr $EEB4, │
│ jmp GameModeEntry │
│ │
├─ State $04: State04Handler │
│ ├─ controller bits $0C → gameState=$02, restart │
│ └─ Y=$87 → dispatch via State04SubstateTable ($C52E) │
│ ├─ $00: State04Initialize (PPU setup, $87+=2) │
│ ├─ $02–$12: State04TimedSubstate ($30 frames) │
│ ├─ $14: State04LongDelay ($80 frames) │
│ └─ $16: State04FinalPhase → $47=$1, │
│ jmp GameModeEntry │
│ │
└─ State $06: TimedStateTransition │
│ dec $0F; if nonzero → MainDispatchLoop │
│ else gameState=$02 → MainDispatchLoop │
│ │
└─ loop back to MainDispatchLoop │
│ │
GameModeEntry ($C328) [from SetSelectionFlagAndContinue] │
│ │
├─ PPUCTRL=$88, wait VBlank, PPUMASK=$00 │
├─ clear gameplay state, HUD labels, score fields │
├─ if not suspended: clear player state, roundNumber=$3 │
│ else: roundNumber=$1 │
├─ common init: roundDisplayValue=$FF, PPUCTRL=$88 │
│ │
GameModeFrameSync ($C360) ────────────────────────────────────┤
│ $40=$1, wait for NMI │
│ │
├─ if suspended && controller bits $0C → gameState=$02, │
│ jmp MainEntry (restart) │
│ │
├─ if stateTimer != 0 → dec, return to @WaitForNextFrame │
│ │
└─ Y = gameState → dispatch via GameModeStateTable ($CAD7)│
│ │
├─ $00: GameModeState00 │
├─ $02: GameModeState02 │
├─ $04: GameModeState04 (pause/input handler) │
│ ├─ $060F != 0 → return to frame sync │
│ ├─ edge-detect controller bit $08 ($49) │
│ │ → new press: inc $4A, install pause cmds │
│ │ → bit 0 of $4A toggles pause display │
│ └─ not paused, bit0 of $4A clear → gameplay │
│ helper chain → return to frame sync │
├─ $06–$0C: GameModeState06/08/0A/0C │
└─ $0E: InitializeGameplayTransitionState │
│ │
└─ loop back to GameModeFrameSync │
│ │
└─ (eventually enters gameplay via $0E handler) │
│
NMI ($C10E) [once per frame] │
│ │
├─ save A, X, Y │
├─ PPUMASK=$1E │
├─ OAM DMA ($4500–$45FF → $0200–$02FF) │
├─ jsr FlushGameplayPpuUpdates ($DE3B) │
├─ jsr ReadNearbyNametableTiles │
├─ jsr UpdatePalettes ($3F00/$3F10 from $0299/$02A9) │
├─ restore scroll ($41,$42 → PPUSCROLL) │
├─ construct PPUCTRL from $47,$46,$43 │
├─ strobe JOY1, read both controllers (8 bits each) │
│ → $4D (current), $4E (newly pressed) │
├─ select active controller → $4F (previousInput) │
├─ inc frameCounter ($4B) │
├─ if $48==0: jsr InitializeAudioChannels │
├─ restore registers, rti │
│ │
IrqHandler ($C17E): rti (unused) │
│
Audio Engine (from NMI via InitializeAudioChannels/$EEB4) │
├─ 16 eight-byte channel slots scanned │
│ │ values $01–$04 activate a channel │
│ │ 4-byte parameters copied via $F6 pointer │
├─ UpdateAudioChannels ($EF2D): │
│ │ decrement countdowns, fetch command bytes, │
│ │ decode ($F0+=special, $C0+=delay, else=note), │
│ │ write APU registers $4000–$400F │
└─ UpdateAudio ($F8DE): 4 channels + SFX + DMA trigger │
13. Notes
- Build verification:
makeincopilot/producesreconstructed.nes, compared whole-ROM againstrom.nes. - Vectors confirm NMI at $C10E, RESET at $C033, IRQ at $C17E (a bare
rti, unused). - The foreground main loop (
MainDispatchLoopat $C645) is strictly NMI-synchronized via$40: NMI clears it each frame, and the main code spins waiting for it to clear before dispatching to the next state handler. GameModeEntry($C328) is a second, separate state machine entered from the state-$04 final phase. It has its own frame sync ($40) and its own 8-state dispatch table (GameModeStateTableat $CAD7), leading into gameplay initialization.- State $04 contains a nested secondary state machine (
State04SubstateTableat $C52E) with 12 substate offsets, implementing a timed character-introduction sequence (GHOST names, nicknames, scoring legend). - The warm-start signature
"HIROKI AOYAGI"at $0052 allows the game to preserve RAM across a soft reset. - Many routine labels are address-based (
State04TimedSubstate,LoadState04DisplayData, etc.) reflecting the automated first-pass disassembly; semantic naming is provisional. symbols.inc(embedded at the top ofprg.s) provides NES hardware register names, controller masks, and extensive zero-page symbol definitions.