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.
19 KiB
Bomberman (U) — Game Flow from Power-On
This document describes the execution flow of the disassembled Bomberman (U) PRG bank (16 KB, mapped at CPU $C000–$FFFF), starting from power-on. It is based entirely on copilot/prg.s (with header.s and chr.s for the iNES header and CHR data) in the repository.
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 | Vertical |
| PRG bank start | CPU $C000 |
| Source files | copilot/prg.s (7,553 lines, ~493 KB), header.s, chr.s |
| Output | reconstructed.nes (24,592 bytes) |
Interrupt vectors (CPU $FFFA–$FFFF)
| Vector | Address | Handler |
|---|---|---|
| NMI | $C01A | NmiHandler |
| RESET | $C000 | Reset |
| IRQ / BRK | $FFF9 | IrqHandler (just rti — unused) |
2. Build Status
make in copilot/ assembles and links successfully, producing reconstructed.nes (24,592 bytes).
Verification result: The reconstructed ROM is byte-identical to bomberman.nes — headers, CHR, and all 16,384 PRG bytes match exactly.
Naming fixes applied
| Change | Location | Reason |
|---|---|---|
RandomState0 kept at $54; added RandomStateAlt = $E4 |
locals.inc |
Zero-page reuse: $54 is the random-state byte used by most code; $E4 is a distinct byte decremented at CPU $E71B |
dec RandomState0 → dec RandomStateAlt |
prg.s (was main.s:6972) |
The original ROM has dec $E4 at CPU $E71B, not dec $54 |
ControllerState → ControllerState1 |
prg.s (16 refs) |
Clarifies this is controller port 1; added ControllerState2 = $13 for port 2 |
Main_HandleControl_C368 → MainGameLoop |
prg.s (3 refs) |
Main per-frame game loop entry point |
Gameplay_HandleControl_C79D → GameplayUpdate |
prg.s (4 refs) |
Gameplay object dispatcher/update |
Sound_HandleControl_E65F → SoundUpdate |
prg.s (3 refs) |
Sound engine update called from NMI |
Pass 3 symbol application (2026-10-19)
| Pass | Substitutions | Detail |
|---|---|---|
| locals.inc (single-name) | 354 operands | All zero-page addresses with exactly one name in locals.inc |
| locals.inc (multi-alias, site-resolved) | 8 operands | $E0/$E1: IndirectPtrLo/Hi in the RAM-clear loop (InitializeSystemAndRunMainLoop → Main_WriteSoundDispatchIndex_C317); SoundDelay0 (indexed, $E1,x) in sound engine (Gameplay_ReadSoundDelay0_E57B, InitializeApu, Sound_ReadSoundDelay0_E661) |
| symbols.inc (hardware) | 0 operands | prg.s already contains no numeric hardware operands ($2000–$4017) |
| In-file data-table labels | 24 operands | 24 ROM-space table reads (lda $C2E7,x → lda SystemPaletteData,x, etc.) substituted via reconstructed.lbl |
Residue: 758 numeric operands remain, addressing bytes not named in either .inc file: 505 zero-page (133 distinct addresses), 171 RAM $0100–$07FF (46 addresses), and 82 ROM table reads (54 addresses, 34 of which are interior bytes of labelled tables).
3. Reset — CPU $FFFC → $C000
Reset ($C000)
On power-on or reset:
sei— disable maskable interrupts.lda #$00 / sta PPUMASK / sta PPUCTRL— disable PPU rendering and NMI.cld— clear decimal mode.ldx #$FF / txs— initialize stack pointer to $FF.- Wait for two startup VBlanks —
WaitForFirstStartupVBlank($C00D) andWaitForSecondStartupVBlank($C012) each pollPPUSTATUS($2002) for the VBlank bit. jmp InitializeSystemAndRunMainLoop($C30C) — transfer control to the system initializer.
4. System Initialization — InitializeSystemAndRunMainLoop ($C30C)
This is the main entry point after reset:
- Clear RAM — writes $00 to zero page via
Main_WriteZp00_C333($C333) and to $0100–$07FF via an indirect pointerIndirectPtrLo/IndirectPtrHi($E0/$E1) in a 7-page loop (Main_WriteSoundDispatchIndex_C317at $C317). jsr InitializeVideoSystem($C1F2) — disables rendering, clears shadow OAM, uploads the system palette, enables NMI.jsr InitializeApu($E642) — silences all APU channels, resets sound delay/state variables (SoundDelay0–SoundDelay2at $E1–$E3).- Writes zero to sound state variables ($E0–$E3).
- Sets stack pointer to $FF, enables APU ($4015 = $0F).
jsr ComposeStatusScreen($DE83) — draws the initial status/title screen.jsr EnableNmiInPpuControl($C2B0) — enables NMI via PPUCTRL shadow.- Sets
ScreenState($72) = $01. - Enters the main loop at
MainGameLoop($C368).
5. NMI / Frame Heartbeat — NmiHandler ($C01A)
The NMI fires once per frame and is the central real-time driver:
- Save registers (A, X, Y on stack).
- Set
FrameSyncFlag($0B) = $00. - Set OAM address to $00.
- Sprite DMA path — if $60 is zero, write OAM entry $0700–$0703 (sprite #0 at Y=$F8) and trigger OAMDMA ($4014 = $07).
- VRAM transfer path — if
VramReadOffset($14) ≠VramWriteLimit($15), transfer VRAM data from a table at $0600–$0607, indexing into pointer data at $D9C6–$D9C9. Handles both write and read packet types. - Screen state / NMI work pending — based on
ScreenState($72) andNmiWorkPending($60), transfers various VRAM data blocks (title screen, gameplay screen, etc.) usingSetPpuAddress($C196). - PPU status / audio — reads PPUSTATUS, commits PPU state and scroll via
CommitPpuStateAndScroll($C296), incrementsFrameCounter($33), handles audio channel timing at $69/$6A. jsr Ppu_WriteZp10_C19D($C19D) — reads and debounces both controller ports, stores results inControllerState1($12) andControllerState2($13).jsr Gameplay_ReadZpB2_E4C7($E4C7) — gameplay input handling.jsr SoundUpdate($E65F) — sound engine update.- DMC control — if $38 and
GameMode($59) are zero, starts DMC playback ($4010 = $0E, DMC address $C000, length $FF, enable channels). - PPU scroll wait — if $60 is set, waits for VBlank (polls PPUSTATUS bit 6), then applies scroll from $0E/$0F.
- Toggles
FrameParity($DB) withEOR #$05(frame parity / flip-flop flag). - Restore registers,
rti.
Controller reading (Ppu_ReadControllerAndReturnA_C1BF / $C1BF)
- Strobes
JOY1($4016) with $01 then $00. - Reads 8 bits per controller, shifting into X.
Ppu_HandleControl_C1EBmasks to the low 2 bits ($03) and increments X if non-zero (button press detection).- Port 1 result →
ControllerState1($12); port 2 result → $13 (ControllerState2).
6. Main Loop
The main loop starts at MainGameLoop ($C368):
MainGameLoop ($C368):
wait until ControllerState1 ($12) is nonzero (button pressed)
└─ branch on SELECT ($20) to toggle $5F
└─ decrement sub-delay $71 / main delay $70
└─ when delays expire, increment $59 (game mode / screen state)
Based on $59 and $5F, the loop dispatches to:
RunMenuSelectionScreen($DA8E) — title/menu screen- Gameplay initialization paths ($C3B6–$C5FF) — sets up object positions, stage, sound
Main_WriteStageCounter_C613($C613) — stage counter display
The core per-frame gameplay dispatch uses a state table at MainStateDispatchTable ($C75D–$C79C), which maps state indices to handler sub-indices ($00–$27). Gameplay object processing walks arrays at $03E6 (state), $0436, $0486 (X/Y position), $04D6, $0526 (timer/flags), with up to 80 ($4F) object slots.
Key main-loop subroutines:
Main_ReadGameMode_C60B($C60B) — waits forFrameDelay($B5) to reach zero.Main_WriteStageCounter_C613($C613) — updates stage counter, handles START button to begin gameplay.GameplayUpdate($C79D) — main gameplay object dispatcher (80 slots).Gameplay_Dispatch_C7A4/Gameplay_Dispatch_C835— object state dispatch.Stage_WriteObjectWorkX_D8FC($D8FC) — object work initialization.
7. Gameplay Systems
Object management
- Up to 80 object slots ($00–$4F), tracked by state at $03E6,X.
- Position arrays: $0436,X / $0486,X (X/Y), $04D6,X (state/flags), $0526,X (timer/direction).
Stage_WriteObjectWorkX_D8FC($D8FC) initializes object work fields.- Objects are processed in a loop with
dex/index retreat patterns ($C756, $C8A6).
Bomb / explosion / player mechanics
Referenced throughout the gameplay code:
Gameplay_HandleControl_C96A,Gameplay_HandleControl_CA1B,GameplayUpdate— player/bomb input and state.Object_WriteStageProgress_CFB0($CFB0) — stage progress tracking.Frame_ReadObjectIndex_CE5B($CE5B),Frame_ReadObjectX_CDD4($CDD4) — frame-based object reading.
Stage system
Stage_ReadZp58_D69A($D69A) — stage data lookup.- Stage counter display via
Main_WriteStageCounter_C613.
8. Audio / Sound Engine
InitializeApu ($E642)
- Clears DMC direct register ($4011), sound delays
SoundDelay0–SoundDelay2($E1–$E3). - Silences pulse 1, pulse 2, triangle, noise channel controls ($4000, $4004, $4008, $400C).
- Enables APU channels ($4015 = $0F).
SoundUpdate ($E65F)
- Loops over 3 sound channels (X = 2 down to 0).
- Decrements per-channel delay at
SoundDelay0,x($E1,X). - When delay expires, reads sound command state from
SoundCommandState($DF):- If $DF < 0 → read sound RAM pointer ($E6BC table).
- If $DF == 3 → write sound command state.
- Otherwise → return or handle based on $E0 (indirect pointer).
- Calls into sound dispatch via
SoundDispatchAddressTable($E6AD–$E6C8).
Sound dispatch table (SoundDispatchAddressTable, $E6AD)
A jump table of 14 sound handler addresses (e.g., $E641, $E6C8, $E6CC, $E6DE, $E727, $E766, $E792, $E7AB, etc.), each handling a specific sound effect or music channel.
Channel-specific sound paths
Sound_UpdateAudioChannelPath_E6CF($E6CF) — noise channel ($400E–$400F).Sound_UpdateAudioChannelPath_E6DF($E6DF) — pulse 2 channel: sets sweep ($4005 = $84), timer lo/hi ($4006/$4007), noise period/length.Sound_UpdateAudioChannelPath_E70B($E70B) — decrementsRandomState0, reconfigures pulse 2 when expired.
Sound state (zero page)
| Address | Symbol | Use |
|---|---|---|
| $DF | SoundCommandState |
Sound command / state |
| $E0 | IndirectPtrLo / SoundDispatchIndex |
Indirect pointer low; sound dispatch index |
| $E1–$E3 | SoundDelay0–SoundDelay2 |
Per-channel sound delays |
9. PPU / Rendering
InitializeVideoSystem ($C1F2)
jsr DisableRendering($C257) — wait for VBlank, turn off PPUMASK.jsr Ppu_HandleControl_C2B9($C2B9) — apply PPUCTRL shadow with NMI disabled.- Set
PpuCtrlShadow($0C) = $10, clear $0E/$0F/$14/$15. jsr HideAllSprites($C268) — fills $0700–$07FF with $F8 (offscreen) in 32-byte strides.jsr UploadSystemPalette($C2C3) — uploads 32 bytes of palette data fromSystemPaletteData($C2E7) to $3F00–$3F1F.jsr EnableNmiInPpuControl($C2B0) — enable NMI.
CommitPpuStateAndScroll ($C296)
- Writes
PpuMaskShadow($0D) to PPUMASK ($2001). - Sets PPU address to $0000, writes $00 to $2005 twice (scroll).
- Writes
PpuCtrlShadow($0C) to PPUCTRL ($2000).
Palette data (SystemPaletteData, $C2E7)
32 bytes of NES palette colors starting at $3F00.
10. Zero-Page / RAM Symbols
The symbol table lives in copilot/locals.inc (hardware constants are in copilot/symbols.inc). Every address it names is used by name in prg.s:
| Address | Symbol | Use |
|---|---|---|
| $0B | FrameSyncFlag |
Main-thread/NMI frame handoff |
| $0C | PpuCtrlShadow |
Software copy of PPUCTRL |
| $0D | PpuMaskShadow |
Software copy of PPUMASK |
| $12 | ControllerState1 |
Controller port 1 sample |
| $13 | ControllerState2 |
Controller port 2 sample |
| $14 | VramReadOffset |
NMI VRAM-transfer index into the $0600 table |
| $15 | VramWriteLimit |
Upper limit compared against $14 |
| $16 | NmiPathSelector |
$60=0 → sprite DMA path; $60≠0 → VRAM data path |
| $1F | ObjectScreenX |
Object coordinate temporaries used by object processing |
| $20 | ObjectScreenY |
|
| $28 | ObjectSpawnParam |
Object spawn parameters |
| $29 | ObjectSpawnY |
|
| $2A | ObjectSpawnX |
|
| $2B | ObjectSpawnWidth |
|
| $2C | ObjectSpawnHeight |
|
| $33 | FrameCounter |
Frame counter |
| $54–$57 | RandomState0–RandomState3 |
Four-byte PRNG state used by AdvanceRandomState |
| $59 | GameMode |
Game mode / screen selector |
| $5C | ObjectStateFlags |
Object state trio |
| $5D | ObjectStateTimer |
|
| $5E | ObjectStateExtra |
|
| $60 | NmiWorkPending |
Nonzero → the NMI performs VRAM transfers |
| $70 | MainDelay |
Main-loop delay counter |
| $71 | SubDelay |
Secondary delay counter |
| $72 | ScreenState |
Screen state flag |
| $73 | ObjectXLimit |
Object X limit |
| $93 | StageCounter |
Stage counter |
| $9C–$9F | ObjectWork0–ObjectWork3 |
Object work fields |
| $A4 | BonusTimer |
Bonus timer |
| $AC–$AF | AudioPtrLo/Hi, AudioArgLo/Hi |
Audio data / argument pointers |
| $B0 | GameModeCounter |
Game-mode counter |
| $B1 | ObjectType |
Object type |
| $B5 | FrameDelay |
Frame delay |
| $DB | FrameParity |
Frame-parity toggle, flipped by the NMI each frame |
| $DF | SoundCommandState |
Sound command state |
| $E0 | IndirectPtrLo / SoundDispatchIndex |
Indirect pointer for the RAM-clear loop; sound dispatch index in the sound engine |
| $E1 | IndirectPtrHi / SoundDelay0 |
Indirect pointer high byte; per-channel delay base (indexed by X) |
| $E2–$E3 | SoundDelay1 / SoundDelay2 |
Remaining per-channel delays |
| $E4 | RandomStateAlt |
Distinct byte decremented at CPU $E71B (zero-page reuse) |
Aliases. Two addresses carry two names each; prg.s uses the one that matches the calling routine. $E0/$E1 are IndirectPtrLo/Hi in the RAM-clear loop (InitializeSystemAndRunMainLoop / Main_WriteSoundDispatchIndex_C317) and in the sound engine's pointer work, but $E1 is SoundDelay0 wherever the sound engine indexes the per-channel delay table (SoundDelay0,x, i.e. $E1–$E3).
Unnamed residue. Most zero-page/RAM bytes the game touches have no entry in locals.inc and stay numeric — 758 operands address 179 distinct addresses outside the table above (e.g. the $34/$35 indirect pointer used by gameplay data writes). Naming them is Pass-3 semantic work, not a substitution.
11. Data Tables
| Label | Address | Description |
|---|---|---|
InesHeader |
$000000–$00000F (header segment) | iNES header (in header.s) |
SystemPaletteData |
$C2E7–$C306 | 32-byte palette for $3F00 |
MainStateDispatchTable |
$C75D–$C79C | 64-byte gameplay state dispatch table |
SoundDispatchAddressTable |
$E6AD–$E6C8 | 14-entry sound handler jump table |
PatternTableGraphics |
$004010+ (CHR segment) | CHR pattern table data (in chr.s) |
12. Summary of Execution Flow
Power On / Reset
│
▼
Reset ($C000) ───────────────────────────────────────┐
│ sei, disable PPU, cld, stack=$FF │
│ wait 2× VBlank │
▼ │
jmp InitializeSystemAndRunMainLoop ($C30C) │
│ │
├─ clear RAM ($0000–$07FF) │
├─ InitializeVideoSystem ($C1F2) │
│ ├─ DisableRendering │
│ ├─ HideAllSprites │
│ ├─ UploadSystemPalette ($3F00–$3F1F) │
│ └─ EnableNmiInPpuControl │
├─ InitializeApu ($E642) — silence all channels │
├─ ComposeStatusScreen ($DE83) │
├─ EnableNmiInPpuControl │
└─ MainGameLoop ($C368) ◄─────────────┘
│
MainGameLoop ($C368) ─────────────────────────────────┤
│ │
├─ wait for controller button press │
├─ handle SELECT / delay counters ($70,$71) │
├─ increment game mode ($59) │
├─ RunMenuSelectionScreen ($DA8E) [title] │
├─ gameplay init ($C3B6–$C5FF) │
├─ GameplayUpdate ($C79D) │
│ │ 80 object slots ($03E6 state array) │
│ ├─ object position ($0436/$0486) │
│ ├─ object timer ($0526) │
│ └─ object dispatch via StateDispatchTable │
└─ eventually → back to MainGameLoop │
│
NMI ($C01A) [every frame] │
│ │
├─ OAM setup + DMA ($4014) │
├─ VRAM transfer from $0600 table │
├─ screen state transfer ($D9C6–$D9C9 pointers) │
├─ controller read & debounce ($C1BF) │
├─ Gameplay_ReadZpB2_E4C7 ($E4C7) │
├─ SoundUpdate ($E65F) │
├─ DMC start ($4010–$4013) │
├─ PPU state & scroll commit ($C296) │
├─ frame parity toggle ($DB) │
└─ rti │
│
Sound Engine ($E65F) [from NMI] │
├─ per-channel delay countdown ($E1–$E3) │
├─ SoundDispatchAddressTable ($E6AD) │
├─ pulse 2, noise, DMC channel control │
└─ RandomStateAlt ($E4) decrement │
13. Notes
- Build is byte-identical: The apparent one-byte difference (
dec $E4vsdec $54at CPU $E71B) was resolved by recognizing zero-page reuse —$54isRandomState0used by most code, while$E4is a distinct byte (RandomStateAlt) decremented at that one location. Both are now separately named inlocals.inc. - Source annotation:
prg.suses the canonical; CPU:$C123 PRG:0123 AD 21 03audit comment format on every instruction, enabling direct comparison with the binary. - Code organization: Code is organized as reachable routines traced from the NMI/RESET/IRQ control-flow graph; unreachable bytes are classified as explicit data regions.
- Legacy file:
copilot/main.s(8,070 lines) is a pre-standardization duplicate kept for reference; the build usesprg.s+header.s+chr.s. - Vectors confirm NMI at $C01A and RESET at $C000, matching the reset handler location.
- Known misnomer:
Main_WriteSoundDispatchIndex_C317($C317) is actually the RAM-clear loop (writes $00 to $0100–$07FF viaIndirectPtrLo/Hi), not a sound-dispatch write. The name reflects a prior pass's assumption; the operands now correctly useIndirectPtrLo/Hi. Renaming the label is a follow-up task.