Files
disasm/NROM/Urban Champion (JU)/label_map.tsv
T
tmerrittandClaude Opus 4.8 49e117bfcc Fix Pass 3 symbol application and add promotion criteria to PROMPTS.md
- Apply symbols.inc hardware register names to Defender 2 (U) (51 operands)
- Apply symbols.inc hardware register names to Donkey Kong 3 (JUE) (36 operands)
- Add APU register symbols (-) to Defender 2 (U) and Donkey Kong 3 (JUE) symbols.inc
- Apply symbols to Donkey Kong Jr. Math (U) (80 operands: 11 single + 69 hardware)
- Apply symbols to Excitebike (JU) (786 operands: 785 single + 1 hardware)
- Add promotion criteria to PROMPTS.md: symbol/local substitution,
  ROM-specific semantic naming, and verification checklist

Add branch/jump target naming requirement to PROMPTS.md

All branches and jumps must target symbolic labels with descriptive names
derived from program flow role (e.g., _Loop, _Next, _Done, _Store, _Return),
never raw address literals. Adds criterion 8 to verification checklist.

Rename all OVERVIEW.md to README.md; add root README content to top-level

- Rename all OVERVIEW.md files to README.md throughout the repo (47 files)
- Prepend README.md content to top-level OVERVIEW.md before rename
- Fix apply_symbols.py NAME_RE regex to handle spaced assignments
- Apply symbols.inc to Defender 2 (U) (51 hardware operands)
- Apply symbols.inc to Donkey Kong 3 (JUE) (36 hardware operands)
- Apply symbols.inc to Donkey Kong Jr. Math (U) (80 operands: 11 single + 69 hardware)
- Apply symbols.inc to Excitebike (JU) (786 operands: 785 single + 1 hardware)
- Add missing Zp18/FrameCounter aliases to Excitebike prg.s
- Build all 27 top-level projects: byte-identical

Promote Donkey Kong Jr. Math back to _wip tier

Moves code from `copilot` folder and verifies each builds after

Add pre-commit hook for byte-identical verification

Add .git/hooks/pre-commit that runs 'make' then 'make clean' in each
project directory before committing. This ensures every project builds
byte-identical before any commit is accepted.

Also includes all file moves from the Donkey Kong Jr. Math (U) demotion
and other file restructuring from the session.

moves code out of copilot folder, its all AI generated.
Moves NROM games into NROM folder

removes copilot folder from Lunar Pool
Adds makefile to build all projects recursively

Updates docs to reflect changes in layout

Repromotes Donkey Kong Jr Math
Repromotes Excitebike
Promotes Popeye (JU) (PRG 1)
Updates Makefile to provide summary of build failure/success

Promote Raid on Bungeling Bay (U): Pass 2/3 partial, whole-ROM byte-identical

Move _wip/NROM/Raid on Bungeling Bay (U) to NROM/ and switch the build
from a PRG-only compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to the space-containing original ROM name
  - Makefile builds header.o/prg.o/chr.o into reconstructed.nes and
    compares it against rom.nes ('Byte-identical ROM verified.')
  - one leftover neutral indirect operand jmp (Zp01) at $E2EC becomes
    jmp (IndDispatch01); apply_symbols.py reports 0 substitutions pending

README.md / TODO.md / AGENTS.md updated: 29 promoted, 7 in _wip/.

Pac-Man (U): Pass 2 complete (label renaming) + Pass 3 partial (ZP aliases, table names)

Pass 2 — fresh map derived from the committed split, not from any drafted
map (the drafted maps in other projects were audited and found not
applicable):

  - all 194 address-derived Label_XXXX definitions renamed to semantic
    routine-entry names plus <Routine>_<Role>_<addr> internal branch
    targets; zero Label_ remains
  - all 49 jsr/jmp call sites resolved from raw $XXXX to labels; zero
    raw $XXXX call operands remain
  - routinemap.tsv / derived_names.tsv record the derivation

Pass 3 (partial):

  - 15 proven semantic zero-page aliases added to locals.inc
    (GameState, NmiFlag, ScrollX/Y, PpuCtrlShadow, OamDmaPage,
    CocktailModeFlag, ActivePlayerFlag, GameplaySuspended, FrameCounter,
    StateTimer, Player1/2Input, ActiveInput, CopyrightVerified)
  - 112 operands substituted into prg.s (11 single + 101 hardware)
  - key data tables named: ProgrammerSig ($C0EB), GameStateDispatchTable
    ($C253), TitleScreenData ($C2FD), EntityPtrTable ($D912),
    AudioCommandTable ($EFDD)

Also corrects the README's claim that the RESET vector points at padding:
$FF00 holds real boot code (sei/cld, PPU off, double vblank wait, then
jmp ColdStart at $C042).

.gitignore: ignore reconstructed_prg.bin (build artifact of the _wip
Makefiles; '**/reconstructed.*' does not match the underscore form).

Promote Pac-Man (U): Pass 2/3 complete, whole-ROM byte-identical

Move _wip/NROM/Pac-Man (U) to NROM/ and switch the build from a PRG-only
compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Pac-Man (U) [!].nes' (the original ROM name
    contains a space and brackets)
  - Makefile builds header.o/prg.o/chr.o into reconstructed.nes and
    compares it against rom.nes
  - reconstructed.nes is 24,592 bytes, MD5 a69d310f8cae9397fbd39f204672b5c7
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Pass 3 residue closed.  The last 7 multi-alias zero-page operands are
resolved per site through a new sites.tsv, each proven from context
rather than guessed:

  - jmp ($0010) at $C250/$D3CA/$D90F/$D9B6 -> (DispatchPtrLo); each
    is immediately preceded by sta DispatchPtrLo/sta DispatchPtrHi
  - jmp ($00FE) at $EFDA -> (AudioHandlerPtrLo); preceded by
    sta AudioHandlerPtrLo/sta AudioHandlerPtrHi
  - sta a:$0000,y at $C048/$C089 -> a:Zp00,y; the literal zero-page
    base in the two ZP clear loops, so the neutral name is used rather
    than the semantic WorkPtrLo.  The 'a:' prefix survives the
    substitution, so the bytes stay 99 00 00 (sta abs,Y)

apply_symbols.py now reports 119 operands substituted (101 hardware,
11 single-name, 7 site) and 0 residue.

New tool _tools/align_audit_comments.py: re-aligns the audit comment to
column 35 after a substitution lengthens an operand (nesdis.py pads each
instruction to 31 characters).  Whitespace-only, so the byte identity
cannot change.  405 lines re-aligned in this project; all 2,387 audit
comments still match prg.bin at the stated PRG offset, 0 mismatches.

Docs: root README.md / TODO.md / AGENTS.md updated - 30 promoted, 6 in
_wip/; a per-project detail entry for Pac-Man (U) added; the stale
'Donkey Kong 3 (JUE) has no README.md' claim corrected (it has a
318-line one).

Promote Raid on Bungeling Bay (U) [a2]: Pass 3 complete, whole-ROM byte-identical

Move _wip/NROM/Raid on Bungeling Bay (U) [a2] to NROM/ and switch the build
from a PRG-only compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Raid on Bungeling Bay (U) [a2].nes' (the original
    ROM name contains spaces and brackets)
  - reconstructed.nes is 24,592 bytes, MD5 659d340a1e9d420eee28df13319b0094
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Pass 3 - 15 semantic zero-page aliases, each applied only at the sites
where its role is proven:

  - PpuCtrlShadow ($C2), 15 sites: the reset entry primes it right after
    'sta PPUCTRL', and every other use is an ora/and/eor followed by
    'sta PPUCTRL'
  - NmiPathSelector ($C4), 5 sites: written 1 at $C3E9 and 0 at $C962
  - GameState ($D6), 6 sites: 'cmp #$02' and used as an index at $C4C7
  - FrameSubCounter ($55), 6 sites: set to $0A at $C520, decremented per
    NMI at $C07B
  - PrngPeriodCounter ($EA) / PrngSeedB ($EB) / PrngState ($EC), 13 sites:
    the PRNG state
  - PtrLo ($00) / PtrHi ($01), 8 sites: the 16-bit pair $1C13 and $1610
    compared at $E785/$E791
  - IndDispatch01 ($01) / IndDispatch02 ($02), 3 sites: the computed
    dispatch at $E2EC
  - IndDispatch1B ($1B) / IndDispatch1C ($1C), 6 sites: the dispatch at
    $E7A3
  - IndDispatch17 ($17) / IndDispatch19 ($19): the dispatches at $E79D
    and $E7A0

Addresses that carry two names keep the neutral ZpXX name where the other
role applies - $01 is PtrHi at the 16-bit compare and IndDispatch01 at the
dispatch; $17 is IndDispatch17 at the dispatch and Zp17 for the absolute
RAM $0017 store in the copy loop at $E895/$E8D0.

New tool _tools/apply_zp_aliases.py does the per-site substitution:
apply_symbols.py only rewrites *numeric* operands, so it cannot rename an
operand that is already written as a neutral ZpXX name.  The tool keeps the
ca65 'a:' prefix (dropping it would turn 'sta a:Zp17,y' into a zero-page
store and change the bytes) and rewrites only the operand token, so the
audit comment survives byte for byte.

Naming correction in the promoted sibling.  Finishing this dump showed that
$EA was misnamed 'VBlankWaitCounter': the routine at $C412 is the game's
pseudo-random generator (the classic eor/asl/php/lsr/plp/rol scrambler,
called from thirteen gameplay sites, twice in a row at $CDF4/$CDF9 with the
second result masked #$07), so $EA is the scrambler's phase counter.
Renamed PrngPeriodCounter in both dumps and named $EB/$EC PrngSeedB /
PrngState.  The sibling's two 'sta a:IndDispatch17,y' operands were also
wrong - they are absolute stores to RAM $0017, not the dispatch pointer -
and are now 'a:Zp17,y', matching the file's 'a:' = absolute convention.

Audit-comment alignment re-done with _tools/align_audit_comments.py (1,040
lines here, 1,080 in the sibling).  Both files still match prg.bin at every
stated PRG offset: 5,467 and 5,483 audit comments, 0 mismatches.

Docs: root README.md / TODO.md / AGENTS.md updated - 31 promoted, 5 in
_wip/; per-project detail entries added for both Raid dumps.

Promote Pac-Man (Tengen) (U): Pass 2/3 from scratch, whole-ROM byte-identical

Move _wip/NROM/Pac-Man (Tengen) (U) to NROM/ and switch the build from a
PRG-only compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Pac-Man (Tengen) (U) [!].nes'
  - reconstructed.nes is 24,592 bytes, MD5 d34e7a74d8d2c231b6cc601210e28ad0
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Disassembled from scratch.  No name, map or file was carried over from the
sibling 'Pac-Man (U)' dump; the map was derived from this dump's own
committed split and the two were only compared afterwards.

Pass 2 (new tool _tools/apply_pass2_map.py):
  - all 194 Label_XXXX definitions renamed to semantic routine entries plus
    <Routine>_<Role> branch targets; zero Label_ remains
  - all 48 raw $XXXX jsr/jmp operands resolved to labels; zero raw $XXXX
    call or branch operands remain
  - the map is in routinemap.tsv

Pass 3:
  - 30 semantic zero-page aliases, each applied only at the sites where its
    role is proven (per-site choice in sites.tsv; the addresses that carry
    two roles keep the neutral ZpXX name elsewhere).  _tools/
    derive_zp_aliases.py records how the set was derived, and locals.inc
    records the reason for every remaining neutral slot
  - 28 data tables named (new tool _tools/name_data_region.py), including
    CharacterDataTable ($C66A) and CharacterNameStrings ($C67E), where the
    ROM itself names Blinky, Pinky, Inky and Clyde - which is why the four
    indexed entities are called ghosts and not 'actors'
  - apply_symbols.py reports 0 substitutions pending and 0 residue
  - audit-comment alignment re-done with _tools/align_audit_comments.py;
    all 2,479 audit comments still match prg.bin at the stated PRG offset

Pass 1 correction - six command handlers recovered (new tool
_tools/recode_region.py).  ScriptCommandTable ($EFDD) is read by the traced
instruction at $EFCC, and six of its entries point at $F00A, $F022, $F03A,
$F052, $F062 and $F072 - all of which the tracer had left as data, and two
of which it had mis-split across the 'jmp $EF61' at $F01F and $F04F.
Those 120 bytes are code here, decoded straight from the ROM; the six
handlers tile $F00A-$F081 exactly.  The same gap exists in the promoted
'Pac-Man (U)' dump, which has not been corrected - recorded in both READMEs.

Residue (documented, not guessed): the unreached main game logic at
$C45A-$C55F is still .byte data.  It is code - the tracer's own decoder
walks it cleanly and the dispatch table at $C511 points into it - but
nothing reaches it, so it cannot be entered without a guess.  The same gap
exists in the promoted 'Pac-Man (U)' dump.  Re-deriving it is a Pass 1 job;
a Mesen Code Data Logger capture is the tool the repo uses for it.

Docs: root README.md / TODO.md / AGENTS.md updated - 32 promoted, 4 in
_wip/; a per-project detail entry added for the Tengen dump.

Promote Pyramid (U): Pass 1 corrected, Pass 2/3 complete, whole-ROM byte-identical

Move _wip/NROM/Pyramid (U) to NROM/ and switch the build from a PRG-only
compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Pyramid (U) (Sachen).nes'
  - reconstructed.nes is 24,592 bytes, MD5 aa285ff17f25dd05da5996b7466c59e2
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Pass 1 correction - the committed split was a strict subset of the correct
one.  This game dispatches through 'jmp' trampoline tables that live
*inside* the data regions, and the tracer cannot follow a jmp there, so
828 bytes of code were still marked as data.  Four such tables were found
($C01E 3 entries, $C02A 6, $C042 2, $C054 5) plus ten more entries at
$C000-$C01B; all sixteen targets decode as valid instructions.  Seeding
them, the $C800 boot mainline and six further code starts recovers the
whole lot, plus a five-byte stub at $DF89 (lda $33 / jmp $DECB) that sat
in a hole between two routines.  The re-trace loses NO committed code byte
and takes the split from 34.5% to 39.6% (3,130 instructions / 6,493 code
bytes).  'make regen' reproduces it, so the split stays verifiable.

Pass 2 - a fresh map derived from this dump's own committed split:
  - 428 Label_XXXX definitions renamed; zero Label_ residue
  - 320 raw $XXXX jsr/jmp operands resolved; zero raw $XXXX branch
    operands remain
  - 431 routine entries and the 32 data blocks named from the code
  - the internal branch-target names are derived mechanically from the
    branch that reaches them by the new _tools/derive_branch_names.py
    (beq -> OnZero, bne -> OnNonzero, bcc/bcs -> the carry cases, a
    backwards branch -> Loop)
  - recorded in routinemap.tsv

Pass 3:
  - 24 semantic zero-page aliases, each applied only where its role is
    proven; the 57 slots that stay neutral are each listed with the reason
    in locals.inc (the neutral set lives in zp_aliases.inc so that
    'make regen' can rebuild locals.inc from prg.bin)
  - 32 data tables named - TaskVectorTable1/2, LevelScriptData,
    MusicPeriodTable, SoundEnvelopeTable, the actor tables - recorded in
    data_region_names.tsv
  - apply_symbols.py reports 0 substitutions pending and 0 residue; no
    hardware register is left as a raw literal
  - the audit comments are now canonical on every line, data included
    (the old file carried only 'PRG:$xxxx' on its 1,358 data lines);
    all 3,762 audit comments match prg.bin at their stated PRG offset

Kept as-is, not 'cleaned up':
  - sta $4100 stays a raw operand.  The iNES header claims mapper 0 but
    the boot code writes past the NES register space; the ROM does not
    explain it, so it is recorded rather than guessed
  - the 'A'/'V' check on RAM $0120/$0121 and its seed/clear routines
    are named for what they do, not for what they are for
  - the ninth entry of the $C3A6 task vector table ($D820) is a junk
    slot and stays data

Docs: root README.md / TODO.md / AGENTS.md updated - 33 promoted, 3 in
_wip/; a per-project detail entry added.

Hogan's Alley (JU): Pass 1 correction, Pass 2, Pass 3, promoted to NROM/

The light-gun game whose engine dispatches through *inline* tables:
`IndirectCall` at $C34D pops the return address of the `jsr` that called
it and reads a 16-bit handler pointer from the word that follows, so all
six handler tables ($C124 19 entries, $C219 4, $C89C 14, $CDD1 1, $D234 2,
$D3D6 14) live inside the code stream and the static tracer cannot follow
them.

Pass 1 correction.  The committed split was a strict subset of the correct
one -- 41.8% of the PRG was classified as code.  A fresh Mesen Code Data
Logger capture was merged with the four captures already in the folder
(hogans_merged.cdl, the OR of five per-byte flag arrays, 6,544 code bytes)
and _tools/cdl_reclass.py rewrote the split to match what the CPU actually
fetched: 1,216 bytes moved from data to code, five the other way, 59 labels
emitted.  The split is now 49.1% code (3,950 instructions, 8,041 bytes).
The four branch targets the reclassifier could not prove were turned into
labels by the new _tools/resolve_raw_branches.py.

Pass 2.  206 routine entries hand-named from this dump's own code and 413
internal branch targets derived mechanically by _tools/derive_branch_names.py:
630 Label_XXXX definitions gone, 484 raw $XXXX call operands resolved, 15
call targets the tracer had never labelled given a label.  Recorded in
routinemap.tsv.  No SubC<addr> residue was needed -- every entry the engine
reaches is named after what it does.

Pass 3.  60 semantic zero-page aliases, each applied only where its role is
proven (zp_aliases.inc, zp_alias_sites.tsv); the slots that stay neutral are
each listed with the reason.  All 34 data blocks named
(data_region_names.tsv).  apply_symbols.py reports 1 residue: `sta a:$00B4,y`
at $C203, the same address as Zp40/ActorPalette but forced to absolute
addressing, so it must stay numeric.

Promotion.  header.s, chr.s and a HEADER/PRG/CHR linker.cfg added, rom.nes
symlinked to the original ROM; the whole-ROM cmp passes on the first
promoted build.  There is deliberately no `make regen` target: the Pass 1
split here is the static trace corrected by a CDL capture, and the base the
correction was applied to is not what the current _tools/nesdis.py
produces, so prg.s is the maintained source of truth.

Tools changed:
  nesdis.py             --split/--note/--provenance options, so a data
                          region can carry its own name and explanation;
                          a forced-data address is no longer reported as a
                          recovered routine entry
  apply_pass2_map.py    can create the label for a call target the tracer
                          left unlabelled; no longer double-labels it
  apply_zp_aliases.py   --at-file, an address-based per-site list
  derive_branch_names.py keeps the map's own header instead of writing a
                          fixed one
  resolve_raw_branches.py  new: turns `bXX *+$NN` operands into labels
  build_hogans_map.py   new: the hand-written Pass 2 map builder

The existing regen pipelines (MUSCLE (U), Urban Champion (JU)) still
reproduce prg.s byte for byte.

Apply the symbols.inc register names at Pass 1; fix a dropped byte in cdl_reclass

nesdis.py now names the hardware registers as it renders the operands, so a
project's Pass 1 output already reads `lda PPUSTATUS` instead of `lda $2002`
and the Pass 3 apply_symbols.py step has nothing left to do for them.

  * nesdis.py --symbols FILE reads a symbols.inc-style file and substitutes
    the register names.  Only unambiguous entries in the $2000-$4017 window
    are used: $4017 is both JOY2 and APUFRAMECOUNTER, so it stays numeric
    and apply_symbols.py reports it as multi-alias residue, exactly as
    before.  The default is the symbols.inc next to --out, so a new project
    gets the names without asking; --no-symbols opts out.
  * The renderer records the operand's numeric value on the Insn, because
    operand_value() used to re-parse the operand text and could no longer
    read a name.
  * The controller bit masks in symbols.inc (PAD_A and friends) are
    constants, not addresses, and are still never substituted.

MUSCLE (U) and Urban Champion (JU) keep --no-symbols: their committed
prg.s was produced with the registers named by the Pass 3 apply_symbols.py
step, and the columns in those files reflect the in-place substitution.
Adding the missing apply_symbols.py step to both regen pipelines makes
them reproduce their committed prg.s byte for byte again - neither did
before this change (MUSCLE was 440 lines out, Urban Champion 772).

cdl_reclass.py had a bug that cost a byte: a region whose last source row
straddled the region's end was replaced by a regeneration of the region
only, so the tail of that row was dropped.  Mario Bros (JU) hit it at
$C595, where the rebuild came out one byte short and every label after it
shifted.  A region now covers the whole rows it replaces.

pass2.py reflow takes an optional column argument; the default is
unchanged (the ';' lands on the same column as before).

Mario Bros (JU): Pass 1 correction, Pass 2, Pass 3, promoted to NROM/

A two-player platformer whose handler tables are *inline*: the pointers sit
in the middle of the code stream, right after the `jsr` that reads them, so
the static tracer could never follow them.

Pass 1 correction.  The committed split was a strict subset of the correct
one -- only 72.0% of the PRG was classified as code.  A Mesen Code Data
Logger capture of this ROM (mario_mesen.cdl, 10,915 code bytes) showed
1,010 bytes the tracer had left as data were code; two branch targets the
capture never reached ($E4CB and $E639) were forced with --override for 57
more, so 1,067 bytes moved from data to code and 22 moved the other way.
The split is now 78.4% code (6,210 instructions, 12,847 bytes).  The three
branch targets the reclassifier could not prove were turned into labels by
_resolve_raw_branches.py, which now refuses to put a label on a `.byte` row.

Pass 2.  206 routine entries and 519 internal branch targets: 931
Label_XXXX definitions gone, 51 raw $XXXX call operands resolved and 12 call
targets the tracer had never labelled given a label.  Zero SubC residue --
the 185 entries a previous session had left as address-derived residue were
all named from this dump's own code.  Recorded in routinemap.tsv.

Pass 3.  25 semantic zero-page aliases, each applied only where its role is
proven (zp_aliases.inc); the slots that stay neutral are each listed with the
reason.  35 data tables named -- GameStateHandlerTable, EnemyBehaviourTable,
EnemyScriptTable, EnemyTypePointerTable, SoundRoutineTable,
NoteFrequencyTable and the rest -- and recorded in
data_region_names.tsv.  apply_symbols.py reports 0 residue.

Promotion.  header.s, chr.s and a HEADER/PRG/CHR linker.cfg added, rom.nes
symlinked to the original ROM; the whole-ROM cmp passes on the first
promoted build.  There is deliberately no `make regen` target: the Pass 1
split here is the static trace corrected by a CDL capture, and the base the
correction was applied to is not what the current _tools/nesdis.py
produces, so prg.s is the maintained source of truth.

Tools:
  apply_pass2_map.py     renames a label of any spelling -- SubC<addr> is
                          the honest residue form -- and its references
                          follow it; one combined pattern, so a 16,000-line
                          file does not need a substitution per label
  resolve_raw_branches.py refuses to label a data row
  build_mario_map.py      new: the hand-written Pass 2 map builder

Remove the old _wip/NROM/Mario Bros (JU) folder (promoted to NROM/)

Mario Bros (JU): add the promoted-tier header, CHR, rom.nes symlink and zero-page aliases

Moves _ROMS/<ROM> into _wip/<MAPPER>/<ROM>

Sync the docs and the skeleton tool with the 857-project _wip tier

The _wip/ tier now holds 857 projects across 30 mapper folders, all
building byte-identical for the whole ROM.  README.md, TODO.md and
AGENTS.md still described the old 39-project tier, so bring them in line
with WIP.md, which carries the tier's index.

The tier is no longer 39 projects of NROM-256 with a 16/32 KB PRG:
only two projects have a 16 KB PRG, 151 have 32 KB, 523 have 128 KB and
one has 1.5 MB, so most of it is a banked mapper whose image does not fit
the 6502's address space.  Those projects link their MEMORY areas at .nes
file offsets rather than CPU addresses, which is the only option and the
honest model; the 39 older projects keep the CPU-address layout because
their PRG really is one contiguous window.

make_skeleton.py gains the two layouts (--layout flat|cpu), the board
name for the mapper, and a fix for find_rom() mistaking the build
output reconstructed.nes for the source ROM.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-10-20 16:44:06 -04:00

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label Label_C000 InitAPU_C000
label Label_C003 CheckControllerStart
label Label_C026 ScaleInputIndex
label Label_C04E SetAPUVolume
label Label_C056 SetAPUSweep
label Label_C058 InitAPUWaveform
label Label_C05E SaveXY
label Label_C063 InitSoundPointers
label Label_C06E UpdateControllerState
label Label_C087 InitControllerTables
label Label_C0A0 InitControllerTablesLoop
label Label_C0AE InitControllerTablesAlt
label Label_C0B1 InitControllerTablesExit
label Label_C0CF InitPPU
label Label_C0E0 InitPPULoop
label Label_C0F1 InitAPUFrameCounter
label Label_C0F8 InitAPUFrameCounterExit
label Label_C0FC InitPPUFinal
label Label_C18D LoadBackgroundData
label Label_C195 LoadBackgroundDataLoop
label Label_C199 LoadBackgroundDataAlt
label Label_C19B LoadBackgroundDataExit
label Label_C1A7 SetupSpriteData
label Label_C1B2 SetupSpriteDataLoop
label Label_C20F CopySpriteTables
label Label_C22C CopySpriteTablesLoop
label Label_C24D WaitVBlank
label Label_C288 WaitVBlankLoop
label Label_C2A5 InitGameVariables
label Label_C2DE ClearRAM
label Label_C30C ClearRAMPage
label Label_C30D ClearRAMPageLoop
label Label_C31B InitGameState
label Label_C327 InitGameStateExit
label Label_C332 InitAPUCall
label Label_C335 InitAPU
label Label_C352 ClearControllerState
label Label_C358 InitAPURegisters
label Label_C376 InitSpritesAlt1
label Label_C37D InitSpritesAlt2
label Label_C384 InitSpritesMain
label Label_C3A0 InitSpritesLoop
label Label_C3B3 InitSpritesExit_C3B3
label Label_C3C8 InitSpritesAlt3
label Label_C3E0 InitSpritesAlt4
label Label_C3F5 InitSpritesAlt5
label Label_C408 InitSpritesAlt6
label Label_C41E InitSpritesAlt7
label Label_C425 InitSpritesAlt8
label Label_C438 InitSpritesAlt9
label Label_C44E InitSpritesAlt10
label Label_C465 InitGameState2
label Label_C48A InitGameState2Exit
label Label_C508 InitGameState3
label Label_C533 InitGameState3Exit
label Label_C5D1 InitGameState4
label Label_C5FC InitGameState4Exit
label Label_C66E Reset
label Label_C66F ResetEntry
label Label_C69E InitSystem
label Label_CA02 WaitPPUReady
label Label_CA07 WaitPPUReadyLoop
label Label_CA0F InitStack
label Label_CA11 LoadGameConfig
label Label_CA14 InitVariables
label Label_CA17 SetupInitialState
label Label_CA19 SetupRAMPointer
label Label_CA1D ClearRAMStart
label Label_CA1F ClearRAMByte
label Label_CA21 ClearRAMLoop
label Label_CA2F StoreConfig
label Label_CA32 CallInitRoutines
label Label_CA35 CallInitRoutines2
label Label_CA38 SetupScroll
label Label_CA3A SetupScroll2
label Label_CA40 SetupGameMode
label Label_CA42 SetGameMode1
label Label_CA44 SetZpA5
label Label_CA46 InitAPURegisters2
label Label_CA48 InitAPURegisters2Exit
label Label_CA4B CallCheckControllerStart
label Label_CA4E CallE7EF
label Label_CA51 SetupPPUCtrl
label Label_CA53 SetupPPUCtrlExit
label Label_CA56 SetZp08
label Label_CA58 SetZp09
label Label_CA5C SetupX
label Label_CA5E CopyConfigData
label Label_CA69 TitleScreenLoop
label Label_CA6D CheckGameMode
label Label_CA6F CheckRoundIndex
label Label_CA73 CallInitAPU
label Label_CA76 GameplayFrame
label Label_CA87 MainGameLoop
label Label_CA8B CallCheckRoundEnd
label Label_CA8E MainGameLoopJump
label Label_CA91 NmiHandler
label Label_CA9B NmiFrameUpdate
label Label_CAA5 NmiVBlankOnly_CAA5
label Label_CAAC NmiFrameUpdate2
label Label_CAAF NmiFrameUpdate3
label Label_CAB2 NmiFrameUpdate4
label Label_CAB5 NmiExit
label Label_CAC2 NmiVBlankOnly_CAC2
label Label_CADA UpdateScroll
label Label_CBE2 InitSprites
label Label_CBF7 InitSpritesAlt
label Label_CC0B InitSpritesExit
label Label_CC46 UpdateSprites
label Label_CC61 UpdateSpritesExit
label Label_CC67 UpdateOAM_CC67
label Label_CC77 UpdateOAMExit
label Label_CC85 UpdateOAM_CC85
label Label_CC95 UpdateOAMExit2
label Label_CCAF UpdatePalettes
label Label_CCC6 UpdatePalettes2
label Label_CCCB UpdatePalettesExit
label Label_CCCE UpdatePalettesLoop
label Label_CCD0 UpdatePlayers
label Label_CCDA UpdatePlayersExit
label Label_CDE0 ProcessControllerInput
label Label_CE43 ScrollBackground
label Label_CE8B ScrollBackgroundExit
label Label_CF92 UpdateSpritePositions
label Label_CFA1 CheckRoundEnd
label Label_CFAB CheckRoundEndExit
label Label_CFC3 HandleKO
label Label_CFD3 HandleKOExit
label Label_CFE5 HandleTimeout
label Label_CFF8 HandleTimeoutExit
label Label_D01A UpdateRoundTimerInit
label Label_D027 UpdateRoundTimerInitExit
label Label_D057 UpdateRoundTimer
label Label_D08E SpriteDMA
label Label_D09D DrawBackground
label Label_D174 UpdatePPUMask
label Label_D187 UpdatePPUMaskExit
label Label_D1A7 UpdatePPUMaskAlt
label Label_D1C6 UpdatePPUMaskLoop
label Label_D216 UpdateHUD
label Label_D2E2 UpdateHUDExit
label Label_D30A UpdateScore
label Label_D3FA UpdateScoreLoop
label Label_D40E UpdateScoreExit
label Label_D469 DrawRoundNumber
label Label_D5D1 DrawRoundNumberExit
label Label_D7DB UpdatePlayerPositions
label Label_D80C UpdatePlayerPositionsExit
label Label_DAA7 CheckCollisions
label Label_DADD CheckCollisionsExit
label Label_DBCB UpdateTimers
label Label_DBDC UpdateTimersExit
label Label_DBFD ProcessInputs
label Label_DE03 ProcessInputsExit
label Label_DE24 ProcessInputsAlt
label Label_DE2E ProcessInputsAltExit
label Label_DEC9 UpdateRoundState
label Label_DEE3 UpdateRoundStateExit
label Label_DF4C UpdateRoundStateAlt
label Label_DF5E UpdateRoundStateAltExit
label Label_E00F HandlePlayer1
label Label_E02B HandlePlayer1Exit
label Label_E048 HandlePlayer2
label Label_E064 HandlePlayer2Exit
label Label_E076 HandlePlayer1Alt
label Label_E08D HandlePlayer1Entry
label Label_E11D HandlePlayer2Entry
label Label_E223 HandlePlayer1Logic
label Label_E2B9 HandlePlayer2Logic
label Label_E2C9 HandlePlayerLogicExit
label Label_E350 HandleGameOver
label Label_E3B2 HandleGameOverExit
label Label_E3E0 HandleRoundStart
label Label_E40E HandleRoundStartExit
label Label_E459 UpdateSound
label Label_E48B UpdateSoundExit
label Label_E4A4 UpdateSoundAlt
label Label_E4E2 UpdateSoundAltExit
label Label_E506 PlaySoundEffect
label Label_E535 PlaySoundEffectExit
label Label_E54A PlaySoundEffectAlt
label Label_E5B2 UpdateMusic
label Label_E617 UpdateMusicExit
label Label_E61B UpdateMusicAlt
label Label_E6D4 UpdateMusicLoop
label Label_E6FA UpdateMusicLoopExit
label Label_E793 InitSpriteData
label Label_E7B6 InitSpriteDataExit
label Label_E7EF InitSound
label Label_E7FE InitSoundExit
label Label_C39A InitSpritesLoop
label Label_C3AD InitSpritesAltExit
label Label_C3C3 InitSpritesCheckE6
label Label_C3E3 InitSpritesSetE4
label Label_C3E9 InitSpritesSetE6
label Label_C3FF InitSpritesCallChain
label Label_C405 InitSpritesClearEF
label Label_C40E InitSpritesCheckF1
label Label_C40F InitSpritesSetF3
label Label_C444 InitSpritesCheckF2
label Label_C44A InitSpritesSetF2
label Label_C478 InitSpritesAlt1Entry
label Label_C49C InitSpritesAlt1Loop
label Label_C4A4 InitSpritesAlt2Entry
label Label_C4A5 InitSpritesAlt2Loop
label Label_C4BB InitSpritesCheck10B
label Label_C4C3 InitSpritesInc10B
label Label_C4CA InitSpritesCheck10BMax
label Label_C4E3 InitSpritesCheck10C
label Label_C4E6 InitSpritesCheck10CAF
label Label_C4F4 InitSpritesSetF4
label Label_C512 InitGameState3CheckE6
label Label_C520 InitGameState3Loop
label Label_C52D InitGameState3Alt
label Label_C542 InitGameState4CheckF2
label Label_C55A InitGameState4Loop
label Label_C590 InitGameState4ClearEF
label Label_C593 InitGameState4MaskF3
label Label_C5A4 InitGameState4MaskEF
label Label_C5AB InitGameState4CheckF9
label Label_C5C5 InitGameState4DecD8
label Label_C5CA InitGameState4CheckF2Alt
label Label_C5F5 WaitVBlankLoop_C5F5
label Label_C5F6 WaitVBlankDecD8
label Label_C5F9 WaitVBlankDecD9
label Label_C5FF WaitVBlankCheckFF
label Label_C605 WaitVBlankCheckFA
label Label_C60B WaitVBlankStore
label Label_C622 WaitVBlankCallC1B2
label Label_C637 WaitVBlankCallC1B2Alt
label Label_C63D WaitVBlankCallC1B2Alt2
label Label_C644 WaitVBlankJmpC20F
label Label_C647 WaitVBlankZeroE4
label Label_C64E WaitVBlankCallC1B2Zero
label Label_CAE1 TitleScreenCheckMode
label Label_CB06 CheckControllerStartEntry
label Label_CB0F CheckControllerStartLoop
label Label_CB31 CheckControllerStartExit
label Label_CB4B CheckControllerStartWait
label Label_CB4E CheckControllerStartJmp
label Label_CB51 GameplayFrameCallD012
label Label_CB55 GameplayFrameCallE70C
label Label_CB61 TitleScreenLoopCallInitAPU
label Label_CB66 UpdateScrollEntry
label Label_CBB6 InitSpritesSetPos
label Label_CBC0 InitSpritesZero5FF
label Label_CBDA UpdateScrollLogic
label Label_CBFB InitSpritesBeqCBFB
label Label_CC02 UpdateScrollCheckZp1F
label Label_CC15 InitSpritesIncY
label Label_CC1B InitSpritesCpy02
label Label_CC24 InitSpritesSet5FD
label Label_CC29 UpdateScrollReadDispatch
label Label_CC3A UpdateScrollCheckDispatch
label Label_CC3E UpdateScrollReadZpA4
label Label_CC42 UpdateScrollCheckDispatchAlt
label Label_CC5C UpdateScrollCheckZpA4
label Label_CC6E UpdateOAMSetPointer
label Label_CC7B UpdateOAMClear200
label Label_CC97 UpdateOAMCheckZp23
label Label_CCAE UpdateOAMDecrement
label Label_CCC3 UpdateOAMCheckZp27
label Label_CCCF UpdateOAMZeroY
label Label_CCE3 UpdatePalettesCheckZp27
label Label_CCF3 UpdatePalettesZeroY
label Label_CCFB ProcessControllerInputLoop
label Label_CCFD ProcessControllerInputStore
label Label_CD22 RoundLogicCheckZp21
label Label_CD33 RoundLogicBeqCD84
label Label_CD38 RoundLogicSet21
label Label_CD41 ProcessControllerInputEntry
label Label_CD5D ProcessControllerInputRead2002
label Label_CD6C ProcessControllerInputAndFB
label Label_CD76 ProcessControllerInputStaZp08
label Label_CD84 ProcessControllerInputRead2002Alt
label Label_CD85 ProcessControllerInputRead2002Alt2
label Label_CD94 ProcessControllerInputAnd04
label Label_CDAA ProcessControllerInputOra18
label Label_CDC3 ProcessControllerInputStaZp09
label Label_CDCA RoundLogicEntry
label Label_CDD6 RoundLogicDecZp2A
label Label_CDDC RoundLogicBplCDD6
label Label_CDFE RoundLogicSaveXY
label Label_CE14 ScrollBackgroundEntry
label Label_CE20 ScrollBackgroundIncX
label Label_CE23 ScrollBackgroundTXA_CE23
label Label_CE26 ScrollBackgroundCmp6F_CE26
label Label_CE3A ScrollBackgroundRead2002
label Label_CE55 ScrollBackgroundSetZp21
label Label_CE6C ScrollBackgroundLoop
label Label_CE83 ScrollBackgroundInx
label Label_CEAD ScrollBackgroundTXA_CEAD
label Label_CEBD ScrollBackgroundCmp6F_CEBD
label Label_CEBE ScrollBackgroundAdc01
label Label_CEC5 ScrollBackgroundAnd0F
label Label_CECE ScrollBackgroundStaZp01
label Label_CEF1 ScrollBackgroundAdcZp01_CEF1
label Label_CEF5 ScrollBackgroundCmp0A_CEF5
label Label_CF23 ScrollBackgroundSbcZp01_CF23
label Label_CF25 ScrollBackgroundStaZp01Alt
label Label_CF4E ScrollBackgroundCallCF92
label Label_CF4F ScrollBackgroundCallCF92Entry
label Label_CF5A ScrollBackgroundAdcZp01_CF5A
label Label_CF67 ScrollBackgroundCmp0A_CF67
label Label_CF6B ScrollBackgroundSbcZp01_CF6B
label Label_CF70 ScrollBackgroundCallCF92Alt
label Label_CF83 ScrollBackgroundCallCF92Alt2
label Label_CF8F ScrollBackgroundStaZp01Alt2
label Label_CFB3 CheckRoundEndEntry
label Label_D012 UpdateRoundTimerCallD057
label Label_D015 UpdateRoundTimerBeq
label Label_D030 DrawBackgroundEntry
label Label_D034 DrawBackgroundSetZpA2
label Label_D040 DrawBackgroundSetZpA2Alt
label Label_D044 DrawBackgroundLdx0
label Label_D050 UpdateRoundTimerInitSetPtr
label Label_D05E UpdateRoundTimerInitSetZp09
label Label_D066 UpdateRoundTimerInitCallCE3A
label Label_D07A SetupInitialStateEntry
label Label_D07E SetupInitialStateLoop
label Label_D084 SpriteDMAEntry
label Label_D086 SpriteDMALoop_D086
label Label_D088 SpriteDMASetZp00
label Label_D1A4 UpdatePPUMaskCheckZp85
label Label_D1AE UpdatePPUMaskASL
label Label_D1C4 UpdatePPUMaskEntry
label Label_D1CA UpdatePPUMaskCheckZp8B
label Label_D1E8 UpdatePPUMaskBCS
label Label_D1EA UpdatePPUMaskLdx01
label Label_D1F9 UpdatePPUMaskSetZp88
label Label_D213 UpdatePlayersCheckZp00
label Label_D243 UpdatePlayersBitZp00
label Label_D254 UpdatePlayersCpyZp43
label Label_D261 UpdatePlayersStxZp31
label Label_D27B UpdatePlayersEntry
label Label_D289 UpdatePlayersCpyZp43Alt
label Label_D29E UpdatePlayersStyZp43
label Label_D2A5 UpdatePlayersEntryAlt
label Label_D2A7 UpdatePlayersStxZp31Alt
label Label_D2A9 UpdatePlayersStyZp43Alt
label Label_D2AD UpdatePlayersCallE4E2
label Label_D2AF UpdatePlayersCallE4E2Alt
label Label_D2B2 UpdatePlayersCallE5AC
label Label_D2C4 UpdatePlayersCallE462
label Label_D2CA UpdatePlayersCheckZp1F
label Label_D300 UpdateScoreEntry
label Label_D301 UpdateScoreCheckZp88
label Label_D304 UpdateScoreSetZp31
label Label_D313 UpdateScoreLoadZp1F
label Label_D31F UpdateScoreBeqD31F
label Label_D327 UpdateScoreLdxZp89
label Label_D332 UpdateScoreCallE2B9
label Label_D341 UpdateScoreCallE459
label Label_D34B UpdateScoreCallE462
label Label_D35E UpdateScoreCpy0D
label Label_D367 UpdateScoreSetZp31Alt
label Label_D392 UpdateScoreLdx02
label Label_D3A4 UpdateScoreCheckZp88Alt
label Label_D3BD UpdateScoreSetZp31Alt2
label Label_D3C3 UpdateScoreBneD408
label Label_D3CE UpdateScoreCallE46E
label Label_D3D1 UpdateScoreBneD40E
label Label_D3F3 UpdateScoreSetZp31Alt3
label Label_D408 UpdateScoreBneD3CE
label Label_D411 UpdateScoreLDY02
label Label_D436 DrawRoundNumberCalc
label Label_D444 DrawRoundNumberClc
label Label_D447 DrawRoundNumberADC06
label Label_D45B DrawRoundNumberCallE7A7
label Label_D463 DrawRoundNumberCallE4E2
label Label_D7FC UpdatePlayerPositionsCheckZp84
label Label_D807 UpdatePlayerPositionsSetZp32
label Label_D825 UpdatePlayerPositionsEntry
label Label_D828 UpdatePlayerPositionsStxZp31
label Label_DA25 TitleScreenSetMode
label Label_DAB3 SpriteDMACheckZp96
label Label_DB57 SpriteDMACmp02
label Label_DB7D SpriteDMALoopEntry
label Label_DB8E SpriteDMALdx0A
label Label_DB91 SpriteDMABeqDB91
label Label_DB92 SpriteDMALdy0A
label Label_DB9E SpriteDMALdaF940
label Label_DBA6 SpriteDMALoop_DBA6
label Label_DBAA SpriteDMADex
label Label_DBBF SpriteDMACheckZp93
label Label_DBDD SpriteDMACallCDE0
label Label_DBEF SpriteDMACallDD8C
label Label_DBF0 SpriteDMARTS
label Label_DCF6 UpdateTimersEntry
label Label_DCFF UpdateTimersBeqDD33
label Label_DD00 UpdateTimersCmp02
label Label_DD33 UpdateTimersBeqDD33Alt
label Label_DD34 UpdateTimersBeqDD34
label Label_DD3B UpdateTimersCmp02Alt
label Label_DD8C UpdateTimersAnd1F
label Label_DD96 UpdateTimersBneDDAB
label Label_DDAB UpdateTimersCallCDE0
label Label_DE1C ProcessInputsEntry
label Label_DE35 ProcessInputsCheckZp1F
label Label_DF53 HandleKOEntry
label Label_DF74 HandleKOLda05EC
label Label_DF75 HandleKOAnd07
label Label_DF7A HandleKOLoop
label Label_DF8D HandleKOCmp07
label Label_DF9E HandleKOCheckZp88
label Label_DFAE HandleKOBeqDFB7
label Label_DFB7 HandleKOLda0321
label Label_DFDA HandleKODex
label Label_DFDF HandleKODexBne
label Label_DFE4 HandleKOCheckZp1F
label Label_DFE5 HandleKOBeqDFE4
label Label_E040 HandlePlayer1CheckZpC0
label Label_E052 HandlePlayer1BeqE075
label Label_E056 HandlePlayer1LdxZp89
label Label_E06D HandlePlayer1CallE1CD
label Label_E073 HandlePlayer1CallE1FD
label Label_E075 HandlePlayer1Entry
label Label_E0B4 HandlePlayer1CheckZp87
label Label_E0B7 HandlePlayer1BeqE235
label Label_E11A HandlePlayer2CallE1FD
label Label_E11C HandlePlayer2Entry
label Label_E1CD HandlePlayer2CallE1FDEntry
label Label_E1FD HandlePlayer2Dex
label Label_E207 HandlePlayer1LogicLdxZp36
label Label_E20D HandlePlayer1LogicInx
label Label_E21E HandlePlayer1LogicLda0258
label Label_E235 HandlePlayer1LogicBeq
label Label_E236 HandlePlayer1LogicLdaZp87
label Label_E24A HandlePlayer1LogicCallE4E2
label Label_E255 HandlePlayer1LogicCallE5AC
label Label_E26C HandlePlayer1LogicCallE4E2Alt
label Label_E290 HandlePlayer2LogicEntry
label Label_E29C HandlePlayer2LogicCpyZp43
label Label_E2A3 HandlePlayer2LogicStxZp31
label Label_E2B8 HandlePlayer2LogicCallE4E2
label Label_E2C1 HandlePlayer2LogicCallE5AC
label Label_E2D8 HandlePlayer2LogicCallE4E2Alt
label Label_E2E5 HandlePlayer2LogicCallE4E2Alt2
label Label_E2FF HandlePlayer2LogicCallE4E2Alt3
label Label_E30F HandleGameOverEntry
label Label_E312 HandleGameOverCallE4E2
label Label_E31E HandleGameOverCallE5AC
label Label_E334 HandleGameOverCallE4E2Alt
label Label_E346 HandleGameOverCallE4E2Alt2
label Label_E34F HandleGameOverCallE4E2Alt3
label Label_E418 HandleRoundStartEntry
label Label_E41A HandleRoundStartCallE4E2
label Label_E42A HandleRoundStartCallE5AC
label Label_E438 HandleRoundStartCallE4E2Alt
label Label_E450 HandleRoundStartCallE4E2Alt2
label Label_E458 HandleRoundStartCallE4E2Alt3
label Label_E461 HandleRoundStartCallE4E2Alt4
label Label_E462 UpdateSoundEntry
label Label_E469 UpdateSoundCallE4E2
label Label_E46E UpdateSoundCallE5AC
label Label_E479 UpdateSoundCallE4E2Alt
label Label_E48A UpdateSoundCallE4E2Alt2
label Label_E496 UpdateSoundCallE4E2Alt3
label Label_E4AE UpdateSoundCallE5ACAlt
label Label_E4BD UpdateSoundCallE4E2Alt5
label Label_E4BF UpdateSoundCallE4E2Alt6
label Label_E4EA UpdateSoundCallE5ACAlt2
label Label_E4F6 UpdateSoundCallE4E2Alt7
label Label_E50A PlaySoundEffectEntry
label Label_E52A PlaySoundEffectCallE4E2
label Label_E52B PlaySoundEffectCallE5AC
label Label_E52F PlaySoundEffectCallE4E2Alt
label Label_E543 PlaySoundEffectCallE4E2Alt2
label Label_E549 PlaySoundEffectCallE5ACAlt
label Label_E56B PlaySoundEffectCallE4E2Alt3
label Label_E582 PlaySoundEffectCallE5ACAlt2
label Label_E594 PlaySoundEffectCallE4E2Alt4
label Label_E595 PlaySoundEffectCallE5ACAlt3
label Label_E5AB UpdateMusicEntry
label Label_E5AC UpdateMusicCallE4E2
label Label_E5CD UpdateMusicCallE5AC
label Label_E5D9 UpdateMusicCallE4E2Alt
label Label_E5E4 UpdateMusicCallE4E2Alt2
label Label_E5E5 UpdateMusicCallE5ACAlt
label Label_E5FB UpdateMusicCallE5ACAlt2
label Label_E60E UpdateMusicCallE4E2Alt3
label Label_E62D UpdateMusicCallE5ACAlt3
label Label_E62F UpdateMusicCallE4E2Alt4
label Label_E630 UpdateMusicCallE5ACAlt4
label Label_E641 UpdateMusicCallE4E2Alt5
label Label_E65A UpdateMusicCallE5ACAlt5
label Label_E669 UpdateMusicCallE4E2Alt6
label Label_E695 UpdateMusicLoopEntry
label Label_E6A8 UpdateMusicLoopCallE4E2
label Label_E6BE UpdateMusicLoopCallE5AC
label Label_E6CE UpdateMusicLoopCallE4E2Alt
label Label_E6DD UpdateMusicLoopCallE4E2Alt2
label Label_E6E3 UpdateMusicLoopCallE5ACAlt
label Label_E6E6 UpdateMusicLoopCallE4E2Alt3
label Label_E6F2 UpdateMusicLoopCallE5ACAlt2
label Label_E6F9 UpdateMusicLoopCallE4E2Alt4
label Label_E70C InitSpriteDataEntry
label Label_E72D InitSpriteDataLoop
label Label_E749 InitSpriteDataCallE4E2
label Label_E753 InitSpriteDataCallE5AC
label Label_E764 InitSpriteDataCallE4E2Alt
label Label_E768 InitSpriteDataCallE5ACAlt
label Label_E777 InitSpriteDataCallE4E2Alt2
label Label_E77C InitSpriteDataCallE5ACAlt2
label Label_E7A7 InitSpriteDataCallE4E2Alt3
label Label_E7AB InitSpriteDataCallE5ACAlt3
label Label_E7AF InitSpriteDataCallE4E2Alt4
label Label_E7B1 InitSpriteDataCallE5ACAlt4
label Label_E7BE InitSpriteDataCallE4E2Alt5
label Label_E7C6 InitSpriteDataCallE5ACAlt5
label Label_E7D6 InitSpriteDataCallE4E2Alt6
label Label_E7DB InitSpriteDataCallE5ACAlt6
label Label_E7F7 InitSoundEntry
label Label_E7F9 InitSoundCallE4E2
label Label_E80B InitSoundCallE5AC
label Label_E80C InitSoundExit_E80C
label Label_D2C7 UpdatePlayersCallE462_CF
label Label_DB48 SpriteDMACheckZp96_DB48
label Label_DFBC HandleKOCheckZp1F_DFBC