Files
disasm/Balloon Fight (JU)/OVERVIEW.md
T
tmerritt 71ada15de0 Promote Donkey Kong (JU): Pass 3 complete, whole-ROM byte-identical
Pass 3 named the 10 data regions in prg.s, then the project was promoted
out of _wip/ so `make` now proves header + PRG + CHR against the original
ROM instead of only the PRG bank.

Data regions named:
  LevelPtrTable        $C000-$C03B  (60 B)    level header data
  ObjectPtrTable       $C03C-$C043  (8 B)     4 pointer pairs
  LevelDataPtrTable    $C044-$C79D  (1882 B)  level data pointers
  SpriteInitPtrTable   labelled at $C4B0      see residue note
  UnreachedCode_D650   $D650-$D696  (71 B)    unreached code
  UnreachedCode_E144   $E144-$E165  (34 B)    unreached code
  MusicDataTable       $F55B-$FA47  (1261 B)  music/sound data
  APUDataTable         $FAE6-$FB74  (143 B)   APU pulse/noise tables
  SfxDataTable         $FE59-$FFEF  (407 B)   sound-effect data
  VectorTable          $FFF6-$FFFF  (10 B)    padding + NMI/RESET/IRQ

Promotion (per the AGENTS.md checklist):
  - git mv "_wip/Donkey Kong (JU)" "Donkey Kong (JU)"
  - add copilot/rom.nes -> ../Donkey Kong (JU).nes symlink
  - add header.s / chr.s (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000/16 B) and CHR ($0000/8 KB)
  - Makefile switched from `cmp reconstructed_prg.bin prg.bin` to
    `cmp reconstructed.nes rom.nes`
  - no _tools path change (this Makefile never referenced _tools/)
    and no `make regen` pipeline exists for it

Doc corrections:
  - project OVERVIEW.md said Mirroring Vertical; header byte 6 = $00
    means Horizontal (the root index was right) — fixed
  - root OVERVIEW.md: row 18 now BYTE-IDENTICAL, tier paragraph and
    summary table refreshed (they had drifted around the Lunar Pool and
    Urban Champion promotions), new per-project detail entry
  - counts corrected to 19 top-level / 17 _wip in OVERVIEW.md,
    TODO.md and AGENTS.md

Residue recorded rather than guessed:
  - Pass 2 is partial: 919 Label_ definitions remain (214 semantic
    labels applied); noted in TODO.md so nobody reads the promotion as
    full semantic naming
  - SpriteInitPtrTable's label sits at $C4B0: the routine at $C807 reads
    $C4A7,x/$C4A8,x, but that table starts mid-row and a label there
    would split the canonical 16-byte audit-comment line

Verification:
  make clean && make  -> "Byte-identical ROM verified."
  verify_pass1.py     -> 19/19 top-level build, Donkey Kong (JU) OK
                         (6014 instr / 12505 B), all comments canonical

Doc-drift sweep: build tiers, mirroring, and stale status tails

Reconciled the docs against verified reality after the Lunar Pool / Urban
Champion / Donkey Kong (JU) promotions and the 2026-10-19 audit-comment
standardization. No source behaviour changed except the two build fixes below.

Build tier (whole-ROM vs PRG-only)
  - AGENTS.md: the 17 `_wip/` projects are real disassemblies at the PRG-build
    tier, not "skeletons"; header.s/chr.s/rom.nes are promotion additions;
    verify_pass1.py covers the top-level projects.
  - Root OVERVIEW.md: `_wip` prose, audit-comment narrative and summary table
    refreshed (37.5% figure, SEEDED vs OK wording, re-trace false alarm).
  - Promoted projects whose build blocks still claimed `make` emits
    `reconstructed_prg.bin` compared to `prg.bin` (Balloon Fight, Baseball,
    CIRCUS, Clu Clu Land, Excitebike, NES PowerPad, Pac-Man (USA), Tennis):
    now describe the whole-ROM `reconstructed.nes` vs `rom.nes`.
  - Lunar Pool / Urban Champion / CIRCUS also had stale `cd "_wip/..."`
    build paths and "Promotion" items; retargeted to their top-level folders.

Mirroring (header byte 6 bit 0: 0 = Horizontal, 1 = Vertical)
  - Corrected DK Jr. prose "horizontal mirroring (flag 6 = $01)" -> vertical,
    and both `_wip/Pac-Man` variant notes "Both use vertical mirroring" ->
    horizontal (both are byte-6 = $00).
  - Re-audited every project OVERVIEW: 0 rows and 0 prose claims now disagree.

Stale status tails
  - Retitled/restatused the `_wip` OVERVIEWs to their real `prg.s` (Golf,
    Ice Climber (U), Lode Runner, Millipede, Pac-Man Tengen, Pac-Man (U),
    Popeye 0/1, Raid, Raid a2, Hogan's Alley, Mario Bros); Golf's
    skeleton-era contents rows and Next Steps corrected.
  - Dropped the skeleton-era "## Next Steps (per `PROMPTS.md`)" heading and
    the "(from the skeleton)" wording across all project OVERVIEWs.
  - Rewrote Lunar Pool / Urban Champion Next Steps (both already Pass 1-3
    complete and promoted; their tails still described pending Pass 2 and
    promotion); fixed root row 13 (Wild Gunman) and row 20 (Duck Hunt).

Also lands two code fixes carried with this sweep:
  - `_wip/Hogan's Alley (JU)`: $E9F1-$E9FD and $EA13-$EA14 reclassified as
    data with canonical audit comments (the seeded build had decoded a data
    table base as code, breaking the build since 2ae09f7). `make` ->
    BYTE-IDENTICAL again; reconstructed_prg.bin/.lbl refreshed.
  - `_wip/Pyramid (U)`: `Label_D72E` -> `NMI:` (byte-identical).

Verification:
  make (Hogan's Alley, Pyramid)      -> BYTE-IDENTICAL, BYTE-IDENTICAL
  _tools/verify_pass1.py             -> 19/19 build, all canonical,
                                        "No truncated or unfaithful Pass 1"
  mirroring audit (rows + prose)     -> 0 mismatches

Donkey Kong (JU): complete Pass 2 — all 919 Label_ definitions named

The last non-zero Label_ residue in the repo is now gone. Every one of the
919 address-derived definitions in copilot/prg.s is replaced:

* 319 routine entry points (jsr/jmp targets):
  - 102 named from observed behaviour (LoadSpriteInitPointerToZp00 $C807,
    CopyVramDataToBuffer $CBDF, CheckSpriteListCollision $D8AD,
    UpdateRandomSeed $F4ED, ReadControllers $F50E, UpdateSoundEngine $FA48, ...)
  - 217 left as SubC<addr> — honest residue where the body is too
    context-dependent to name without guessing (Golf: 108, Mario Bros: 223)
  - the 77 already-named entries untouched
* 600 internal branch targets named <Routine>_Block / <Routine>_Block_n in
  address order within their owning routine (DK Jr./Balloon Fight convention).
  Ownership is control-flow containment, so a loop that physically precedes
  its own entry lands correctly (FlushPpuBuffer_Block $F1EC under $F228).
* Two proposal collisions disambiguated by indexing zero-page slot:
  UpdateObjectListZp5D/DispatchObjectStateZp5E ($DA16/$DA4C) vs
  UpdateObjectListZpAE/DispatchObjectStateZpAF ($E1E9/$E250).

jsr/jmp operands stay numeric (Wild Gunman style); only branch operands are
symbolic. Applied with _tools/pass2.py apply (919 defs + 2,622 refs rewritten,
comments re-aligned); the ROM still rebuilds byte-identically and
verify_pass1.py reports 19/19 canonical with no truncated split.

Docs synced: project OVERVIEW.md gains a Pass 2 Details section, root
OVERVIEW.md rows + conventions, TODO.md section 4 closed. dk_full_map.tsv now
records the complete applied map (its zp rows remain unapplied proposals).

_wip status correction: five false "Pass 2 complete" claims + map audit

The `_wip` tier's "Pass 2 complete" headers counted their draft maps' rows, not
the names actually present in `prg.s`, and described the count of *neutral*
`ZpXX` slots in `locals.inc` as "zero-page semantic aliases". Verified against
the sources and corrected in the root inventory rows, the project OVERVIEWs and
TODO:

  project                named/total  Label_ left  drafted map
  Pinball (JU)           180 / 681    501          210 rows, 179 applied
  Ice Climber (JE)        76 / 973    897          255 rows,  76 applied
  Donkey Kong Jr. Math    64 / 1035   971          243 rows,  62 applied
  Duck Hunt (JUE)         31 / 472    441          272 rows,  31 applied
  Ice Climber (U)          2 / 973    971          none - Pass 2 not started

No `_wip` project is Pass 2 complete. Ice Climber (U) was the worst case: the
2026-10-19 sweep itself restated it "Pass 2 complete" while describing its 971
`Label_` definitions in the same paragraph - a copy-paste from (JE); (U) has no
map file at all.

Drafted maps audited row by row against the committed split: they are not
applicable. 100/243 (DK Jr. Math), 96/255 (Ice Climber (JE)) and 17/210
(Pinball) rows point at addresses that are not instruction boundaries - they
were built against an older code/data split - while most of the rest are
unlabelled boundaries that no operand references, or (Duck Hunt) competing
candidate names for one label (`Label_C2BF` alone carries 205). Rows that are
both insertable and corroborated by control flow: 0 in every map. Recorded as
stale and kept for provenance; Pass 2 here needs a fresh map derived from the
committed split.

Also corrected while verifying:
- Mario Bros entry counts (docs said 252 / 90 + 165 / 477 sites / 156 neutral
  slots; the file holds 262 distinct `jsr`/`jmp` targets = 39 semantic + 223
  `SubC<addr>`, 478 sites, 151 slots).
- root `_wip` prose line/label ranges (4,482-17,180 lines, 192-971 `Label_`,
  11,126 total) and the Ice Climber code figure (74.6% / 6,112 instr, not
  74.7% / 6,113).
- TODO §4 re-scoped to the promoted tier, with the `_wip` residue table added.

Verification: `make` across all 17 `_wip` projects -> BYTE-IDENTICAL (17/17);
`_tools/verify_pass1.py` -> 19/19 build, all canonical, "No truncated or
unfaithful Pass 1 found". No source bytes changed.

Balloon Fight (JU): apply locals.inc/symbols.inc names to prg.s (Pass 3)

Substitutes symbol names for 922 numeric operands: 125 hardware registers
(symbols.inc) and 797 of 813 zero-page/RAM operands (locals.inc). The 15
multi-alias addresses were resolved per routine; 16 operands stay numeric
because $13 is used there as a plain high-byte scratch beside Temp12 and
none of its three aliases fits.

- _tools/apply_symbols.py: the substitution tool (dry run by default;
  --sites supplies per-routine choices for multi-alias addresses, --report
  lists the residue). Only the operand token is rewritten, so the
  `; CPU:$.... PRG:....  XX XX` audit comments survive byte for byte.
- prg.s: operand tokens only. make prints "Byte-identical ROM verified."
- OVERVIEW.md (project): instruction quotes now match prg.s, new
  alias-reuse table, and section 10 rewritten from the stale "497 Label_"
  prose to the real naming state and the 16-site residue.
- OVERVIEW.md (root), TODO.md, AGENTS.md: status, counts, tool list.

verify_pass1.py: 19/19 OK, all audit comments canonical.

Bomberman (U): apply locals.inc/symbols.inc names to prg.s (Pass 3)

Substitutes 362 zero-page operands in copilot/prg.s with the names already
declared in copilot/locals.inc: 354 from single-name addresses and 8 from the
two multi-alias addresses, resolved per site:

  $E0/$E1  IndirectPtrLo/Hi in the RAM-clear loop
              (InitializeSystemAndRunMainLoop -> Main_WriteSoundDispatchIndex_C317,
              which writes $00 across $0100-$07FF via (ptr),y),
              SoundDelay0 (the base of the per-channel delay table, indexed by X)
              in the sound engine;

No symbols.inc substitution was needed: copilot/prg.s contains no numeric
hardware operands ($2000-$4017) at all. All 362 operands were already written
with two hex digits, so no ca65 `a:` prefix was required.

make -> Byte-identical ROM verified. Operand token only; mnemonics, spacing and
the trailing `; CPU:$.... PRG:....  XX XX` audit comments are untouched.

Remaining numeric operands (758) address bytes that no .inc file names:
505 zero-page (133 addresses), 171 RAM $0100-$07FF (46 addresses) and 82
table reads in $8000+ (54 addresses).

Bomberman (U): substitute 24 in-file table labels at ROM operand sites

Uses the new `--labels` option of `apply_symbols.py` with the
ld65 `-Ln` output (`reconstructed.lbl`). Only labels that prg.s
actually defines and that live in the PRG (+) are considered,
so CHR/header segment labels cannot leak in.

24 numeric operands (`lda ,x`, `adc ,y`, etc.) now read
`lda SystemPaletteData,x`, `adc GameplayObjectClassTable,y`, etc.
All 24 point at exact label addresses; the remaining 58 ROM-space
numeric operands point at interior bytes or unlabelled tables and
stay numeric.

make -> Byte-identical ROM verified.

Bomberman (U): update docs for Pass 3 symbol application

- Project OVERVIEW.md: corrected source file from main.s to prg.s/header.s/chr.s;
  output name from reconstructed_bomberman.nes to reconstructed.nes;
  rewritten §10 Zero-Page/RAM Symbols table to match locals.inc (with aliases
  and unnamed residue documented);
  fixed §4 step 1/4 to use IndirectPtrLo/Hi and SoundDelay0 names;
  fixed §11 InesHeader location (now header.s);
  added §2 Pass 3 summary table;
  added §13 notes on legacy main.s and Main_WriteSoundDispatchIndex_C317 misnomer.

- Root OVERVIEW.md §3: updated source line count (7,553), file list, and added
  Pass 3 summary.

Both builds verified byte-identical.

Pass 3 symbol application to all 19 top-level projects (2026-10-19)

Ran _tools/apply_symbols.py --write on all 19 promoted projects to substitute
symbolic names from symbols.inc (hardware registers) and locals.inc (zero-page
RAM aliases, forward references) into prg.s operands. The tool preserves the
canonical audit comments (; CPU:$XXXX PRG:XXXX AA BB) and preserves byte
identity — all projects still rebuild byte-identical to their original ROMs.

Per-project operand substitutions:
  Baseball (UE)             121  (85 single + 36 hardware)
  Tennis (JU)                18  (18 single)
  Pac-Man (USA) (Namco)     524  (524 single; 727 multi-alias residues)
  CIRCUS                    118  (38 single + 80 hardware; 23 multi-alias residues)
  Wild Gunman (U)            76  (11 single + 65 hardware)
  Joypad Test Cartridge (U)  47  (47 hardware)
  NES PowerPad Test Card (U) 89  (89 hardware)
  MUSCLE (U)                220  (91 single + 129 hardware)
  Lunar Pool (U)             45  (18 single + 27 hardware)
  Donkey Kong (JU)           75  (17 single + 58 hardware)
  Urban Champion (JU)        70  (4 single + 66 hardware)

Already had symbols applied: Balloon Fight, Bomberman, Burger Time,
Clu Clu Land, Defender 2, Donkey Kong 3, Donkey Kong Jr.

Skipped: Excitebike (JU) — inline prg.s definitions conflict with locals.inc
values and source operands don't match ROM byte encodings; automatic
substitution breaks byte identity.

Documentation updated:
  OVERVIEW.md — added Pass 3 symbol notes to all 19 project entries,
  added Urban Champion as section #36
  TODO.md — current state now reflects complete symbol application across
  the promoted tier

Verification: python3 _tools/verify_pass1.py reports all 19 projects OK/SEEDED,
all canonical comments, no truncated or unfaithful Pass 1.
2026-10-19 14:55:08 -04:00

15 KiB
Raw Blame History

Balloon Fight (JU) — Game Flow from Power-On

This document describes the execution flow of the disassembled Balloon Fight (JU) 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. Reset Vector — CPU $FFFC → $C000

Reset ($C000–$C07E)

On power-on or reset, the 6502 jumps to $C000. The reset routine performs cold-start hardware initialization:

Step Code Purpose
1 lda #$00 / sta PPUCTRL Disable NMI and PPU rendering
2 lda #$00 / sta PPUMASK Disable screen output
3–6 Poll $2002 twice Wait for two full VBlank periods (PPU warm-up)
7 sei / cld Disable interrupts, clear decimal mode
8 ldx #$FF / txs Initialize stack pointer
9–13 Clear Zero Page Zero all of RAM $00–$FF
14–21 Warm-start signature check Compare RAM $07FA–$07FC against "HAL" ($C082–$C084). If valid, skip full memory clear
22–31 Initialize memory Clear zero page + stack page ($0700–$07FF via SortedRecordTable, x = 0), set SpawnPixelPosition = $32, run block-init loop (jsr InitializeOrQueueObject 50 times), jsr SortOrInitializeRecords
32–44 Copy initialization data Copy 15 bytes from $C085 to $0629 (initial game state table)
45–51 Clear local variables Zero the five-byte CurrentRecord at $03–$07
52–56 Copy saved signature Re-store "HAL" to $07FA–$07FC
57 jmp MainInitialization Transfer control to $F1D4

Warm-start signature: "HAL" stored at $C082; RAM copy at $07FA. This lets the game resume state after a soft reset without re-initializing everything.


2. Main Initialization

MainInitialization is at $F1D4 (forward-referenced in locals.inc). It sets up the first round, initializes object pools, and enters the main loop. Its body lives in the upper bank region (not fully shown in the decoded $C000–$C07E range).


3. Interrupt Vectors — CPU $FFFA–$FFFF

Located at the end of the bank (PRG offset $3FFA):

Vector Address Handler
NMI $C094 NmiHandler
RESET $C000 Reset
IRQ $C0F7 IrqHandler (self-loop jmp IrqHandler — unused)

4. NMI / Frame Heartbeat — NmiHandler ($C094)

The NMI fires once per frame and drives the frame pacing. It:

  1. Preserves registers (A, X, Y on stack)
  2. OAM DMA: writes $00 to OAMADDR, then $02 to OAMDMA (DMA from $0200–$02FF)
  3. PPU command buffer flush: compares read/write offsets at $52/$53; if data pending, calls FlushPpuCommandPreserved ($C17C)
  4. Transfer sources: jsr UpdatePpuTransferSources ($D60D)
  5. Build OAM: jsr BuildFrameOam ($D798)
  6. Frame counter: inc FrameCounter ($19)
  7. Scroll/rendering setup: sets the PPUADDR/PPUSCROLL registers, conditionally waits for VBlank if rendering disabled (polling PPUSTATUS), writes PPUCTRL
  8. Audio: jsr UpdateAudioFrame ($FFF7 bank call → Sound_F758)
  9. Sets NmiCompletedFlag ($02 = $01)
  10. Restores registers, rti

The main game loop runs during VBlank and waits for this flag.


5. Main Game Loop — $C209

After initialization, control reaches the per-frame loop at $C209:

UpdateGameplayObjects      ($E691)   ; update all 20 gameplay-object slots
UpdateSpecialObjectSystem  ($C6F9)   ; every other frame (frame counter / 2)
[round spawner / HUD / spawning logic]
[object physics & collision]
[particle system]
[OAM sorting / sprite setup]
WaitForFrame               ($F465)   ; wait for NMI-completed flag
jmp back to $C209

Key flow details:

  • Scroll handling ($C227): if PpuScrollX ($17) is non-zero, toggles PpuControlBase bit 0 (screen scroll page flip), decrements scroll X.
  • Carrier/rescue sequence ($C233): updates carrier position ($0488), target player, sound requests.
  • Effect object pool (8 slots, $055D–$0584): updates timers, respawns offscreen.
  • Gameplay object pool (20 slots, $0530–$055C): movement, position integration.
  • Round spawner ($C790): on frame boundaries, counts down RoundSpawnDelay, finds free slots, spawns round objects from tables ($C88F–$C8B5), plays spawn sound.
  • HUD updates ($C831): when spawn delay reaches 1, writes round HUD digits to PPU buffer.
  • Sprite sorting: SortOrInitializeRecords ($C579) maintains a sorted table of up to 50 five-byte records ($0700–$07F9) for OAM priority.

6. Subsystems

6.1 PPU Command Buffer ($C12D–$C1C4)

A buffered PPU update system. Commands are staged at $0300 with format:

  • Byte 0: PPU address high | $20
  • Byte 1: PPU address low
  • Byte 2: length (number of data bytes following)

Routines:

  • AppendBytesToPpuBuffer ($C131) — appends raw bytes
  • AppendLengthPrefixedPpuData ($C139) — appends with length prefix
  • BuildPpuCommand ($C154, formerly Sub_C154) — formats address+length command
  • FlushPpuCommandPreserved ($C17C, formerly Sub_C17C) — drains buffer to $2006/$2007, preserving X/Y
  • Special handling for palette writes ($3Fxx range)

6.2 Round Spawning ($C77A–$C88A)

  • ChooseRoundSpawnIndex ($C77A): picks a random spawn index below RoundSpawnRandomLimit, rejecting zero
  • UpdateRoundSpawner ($C790): timer-driven spawning; initializes object position, velocity (from tables at $C89F–$C8B1), flip flags, aux state; increments SpawnSelector; requests spawn sound ($F0 bit $04)
  • UpdateRoundHud / ConfigureRoundPresentation ($C831–$C88A): writes round number / HUD tiles to PPU buffer

Spawn tables ($C88F–$C8B5): flip X/Y, X/Y offsets, parameter, velocity Y, position hi, velocity X — six entry types.

6.3 Gameplay Objects ($C8B7–$C9DC)

UpdateRoundObjectSpritesAndPhysics ($C8B7) updates slots 1 and 0:

  • Builds 3-sprite OAM per object from tile tables ($C9DD–$CA33)
  • Integrates fixed-point position ($C9B6)
  • Bounds testing (TestGameplayObjectAgainstBounds, $CA67) against rectangular regions
  • Velocity reflection on collision (BounceGameplayObjectX/Y, $CA4F/$CA37)
  • Object removal when offscreen

6.4 Bonus Objects ($CB74–$CCCA)

  • UpdateBonusObjectSystem ($CB74): per-frame phase/timer advance for the single active bonus slot
  • TestBonusObjectPlayerOverlap ($CBB2): rectangle overlap vs both players; applies horizontal/vertical impulses, collision sound
  • TestBonusObjectCollection ($CC3A): phase-3 collection; starts bonus timer
  • TriggerBonusObjectEffect ($CCBF): increments effect counter, calls ApplyBonusEffect ($E983)
  • DrawBonusObjectHud ($CCCB): 3-row HUD tile display from phase tables ($CD26–$D046)

6.5 Carrier / Rescue Sequence ($C5C3–$C715)

  • UpdateCarrierSequence ($C6F9): advances carrier target X while idle; finds eligible player; starts sequence
  • FindEligiblePlayerForCarrier ($C614): scans player slots 7→0, finds one at lower screen boundary ($B4+) matching carrier target X
  • BeginCarrierTargetSequence ($C6C4): captures player position/state, resets timer
  • UpdateCarrierArrivalSequence ($C658): moves carrier down, checks contact, transitions player to hit/rescue state, sound request
  • UpdateCarrierObjectDisplay ($C5C3): builds 8-sprite carrier metasprite, updates target player position relative to carrier
  • Tables: NormalDisplayModeTable ($C5B7), AlternateDisplayModeTable ($C5BB), CarrierAnimationSequenceTable ($C6B8)

6.6 Particle System ($CD4A–$CEAD)

  • InitializeParticleSlots ($CD4A): 10 slots, offscreen Y ($F0)
  • SpawnTimedParticle ($CD5A): random timer, finds free slot, assigns position/velocity from ParticleInitialVelocityTable ($CEAE)
  • UpdateParticleSystem ($CDAA): integrates signed motion, applies scroll delta, retires offscreen particles
  • DrawParticleSprites ($CE2F): 3-sprite OAM per particle with animation/attribute masking

6.7 Sound Driver ($FFF7 region, bank-switched)

  • UpdateAudioFrame jumps to Sound_F758 in another bank
  • Sound sequence pointer table at $3BCA (32 entries)
  • Encoded sequence data $3BCA–$3FF1 (note/duration bytes with $02/$FF/$8x control codes)
  • APU channel init at $F7xx region (InitializeApuChannelState, SilencePulseChannels)
  • Sound request flags: $F0 (flags 0), $F1 (flags 1), $F2 (flags 2), $F3 (flags 3)

7. Memory Map (Key Zero Page / RAM)

Address Name Use
$00 PpuControlShadow $2000 mirror
$01 PpuMaskShadow $2001 mirror
$02 NmiCompletedFlag VBlank sync flag
$12–$13 RecordIndex / ReverseRecordIndex Sorted-record insertion (see reuse note below)
$14–$15 SpawnParameter / SpawnPixelPosition Spawn args
$16 RenderingDisabledFlag Rendering state
$17 PpuScrollX Scroll X
$18 PpuControlBase Base PPU control
$19 FrameCounter Frame tick
$1B RandomState PRNG state
$1D–$1E RecordPtrLo/Hi Record table pointer
$23–$24 SpawnCommandPointerLo/Hi Command stream pointer
$25–$26 DispatchPointerLo/Hi Spawn dispatch indirect jump
$52–$53 Ppu buffer read/write offsets Command buffer
$54–$56 Ppu command address/length Pending PPU command
$7F PlayerLifecycleState Per-player lifecycle
$88 PlayerSlotState Per-player active state
$91 PlayerPosX / Player0PosX Player X
$99 CarrierTargetX Carrier target
$9A PlayerPosY / Player0PosY Player Y
$A2 CarrierPosY Carrier Y
$BD PlayerCollisionDisable Collision immunity
$F0–$F3 Sound request flags 0–3 Audio requests
$0300–$03FF PPU command buffer Staged PPU updates
$0489–$048D Carrier sequence state Active, mode, target, drop, timer
$0490–$0530 Gameplay object pool (20 slots) State, pos, velocity
$055D–$0584 Effect object pool (8 slots) State, pos
$0558–$05CE Particle / sequence state 10-slot particle pool
$05D1–$060E Bonus object state Timer, phase, pos, HUD
$0700–$07F9 Sorted record table 50 × 5-byte OAM sort records
$07FA–$07FC Warm-start signature "HAL"

Alias reuse. Several zero-page addresses serve more than one subsystem, so locals.inc defines several names per address; prg.s uses whichever fits the routine reading it:

Address Names used in prg.s
$12 RecordIndex (sort), Temp12 (generic scratch), CollisionDeltaX, MotionDeltaLo
$13 ReverseRecordIndex (sort), CollisionDeltaY, MotionDeltaHi
$23–$26 SpawnCommandPointerLo/Hi + DispatchPointerLo/Hi, BoundsLeftPtrLo/Hi + BoundsRightPtrLo/Hi (stage-collision bounds)
$27–$2A BoundsTopPtrLo/Hi + BoundsBottomPtrLo/Hi (stage-collision bounds)
$3E SequencePlayerIndex (bonus accumulation) / CurrentObjectIndex (object loops)
$57–$5A PpuCommandData0/1/2 (PPU command buffer) / HudCommandTile0; RoundHudCommandAddressHi/Lo + RoundHudCommandLength + RoundHudTile in DrawRoundStatusPanel
$55D/$567/$57B EffectObjectState / EffectObjectPosX / EffectObjectPosY (spawn effects) vs ParticleState / ParticlePosX / ParticlePosY (particles)

8. Object Pools

Pool Slots State array Purpose
Gameplay objects 20 ($00–$13) $0530 Round enemies/objects, movement & physics
Effect objects 8 ($00–$07) $055D Short-lived spawn effects
Particles 10 ($00–$09) $055D Visual particles (shared state array, different offset interpretation)

Slot state convention: negative ($FF) = inactive/free, zero or positive = active.


9. Summary of Execution Flow

Power On / Reset
    │
    ▼
Reset ($C000) ────► hardware init, clear RAM, validate "HAL" signature
    │
    ▼
jmp MainInitialization ($F1D4)
    │
    ▼
[first-round setup, object pool init]
    │
    ▼
Main Loop ($C209) ──────────────────────────────────────────────┐
    │                                                           │
    ├─ UpdateGameplayObjects ($E691)                            │
    ├─ UpdateSpecialObjectSystem ($C6F9) [alt frames]           │
    ├─ Carrier sequence ($C6F9 family)                          │
    ├─ Round spawner ($C790) + HUD ($C831)                      │
    ├─ Object physics & collision ($C8B7, $CA67)                │
    ├─ Bonus object system ($CB74)                              │
    ├─ Particle system ($CDAA)                                  │
    ├─ OAM sort ($C579)                                         │
    ├─ WaitForFrame ($F465)  ◄──────── waits for NMI flag ──────┘
    │
    ▼ (loop back to $C209)

NMI ($C094) [once per frame]
    ├─ OAM DMA ($4014)
    ├─ Flush PPU command buffer ($C17C)
    ├─ Update transfer sources ($D60D)
    ├─ Build frame OAM ($D798)
    ├─ Frame counter++, scroll setup
    ├─ UpdateAudioFrame ($FFF7 → Sound_F758)
    └─ Set NmiCompletedFlag, rti

10. Naming and Residue

Pass 2 (2026-10-19) replaced every address-derived definition with a semantic name — Sub_Cxxx for the routines that had no behavioural name yet, <Routine>_Block[_n] for internal branch targets — so prg.s now contains zero Label_ definitions. The 77 Sound_Fxxx entry points keep their addresses as names in the banked audio region.

Pass 3 applies the two symbol tables to the instruction stream:

  • symbols.inc — the NES hardware constants (PPUCTRL … APUFRAMECNT). All 125 numeric register operands are now symbolic.
  • locals.inc — zero-page/RAM names plus forward-reference aliases for routine addresses (AbsoluteDifference = $F08E, MainInitialization = $F1D4, …). All but 16 numeric operands are now symbolic.

Placeholder names renamed during the same work:

  • Sub_C154 → BuildPpuCommand
  • Sub_C17C → FlushPpuCommandPreserved
  • Sub_C40C → SpawnRandomObject
  • SpawnCommandStreamData_C4AD → RoundSpawnCommandStream (format documented)

Residue. $13 carries three aliases (ReverseRecordIndex, CollisionDeltaY, MotionDeltaHi), none of which fits the 16 sites where it is used as an ordinary high-byte scratch beside Temp12 — in LoadStageObjectData, ReadPpuStreamByte, CreateBonusResultSprites, RenderObjectSprites_Load, ResolveObjectCollisionPair and SwapObjectIndexes. Those operands are deliberately left numeric rather than given a speculative name; a neutral $13 companion to Temp12 would close them.

Build verification: make in copilot/ produces reconstructed.nes, compared whole-ROM against rom.nes (byte-identical).