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.
24 KiB
Donkey Kong Jr. (JU) — Game Flow from Power-On
This document describes the execution flow of the disassembled Donkey Kong Jr. (JU) PRG bank (16 KB, mapped at CPU $C000–$FFFF), starting from power-on. It is based entirely on copilot/prg.s (13,634 lines) in the repository, originally generated by pass1_trace.py from the interrupt vectors and refined through Pass 2/3 semantic labeling. The rebuild is verified byte-identical to the original rom.nes (make in copilot/ produces reconstructed.nes matching rom.nes exactly).
Listing: project 11 in the top-level OVERVIEW.md index. NROM cartridge (mapper 0), iNES flags: 1 × 16 KB PRG, 1 × 8 KB CHR, vertical mirroring (flag 6 = $01).
ROM SHA-256: 7d5f77878af7646296d994da14b25213741f6e0e0bc5deadd32a406d044a5788
Current label status — all 1,035 top-level labels are semantically named; every data region is emitted as explicit .byte data with its ROM provenance in comments (no .incbin blocks remain), and 688 local Label_ branch targets are routine-internal.
1. Reset Vector — CPU $FFFC → $C66E
ResetHandler ($C66E–$C6B3)
Unlike most projects in this repository (whose reset handlers sit at $C000 or nearby entrypoints such as $C40B), Donkey Kong Jr.'s reset entry is at $C66E. On power-on or reset, the 6502 jumps to $C66E. The reset routine performs cold-start hardware initialization:
| Step | Code | Purpose |
|---|---|---|
| 1 | sei / cld |
Disable interrupts, clear decimal mode |
| 2 | lda #$10 / sta PPUCTRL |
Disable NMI and PPU rendering immediately |
| 3 | ldx #$FF / txs |
Initialize stack pointer |
| 4 | Poll $2002 until bit 7 set |
Wait for one VBlank period (PPU warm-up) |
| 5–8 | Indirect clear loop via $00/$01 pointer |
Clear all of RAM $0000–$07FF (8 pages, walked downward from $0700) |
| 9 | jsr InitializePpuOamAndDmc ($C6B6) |
PPU, shadow-OAM, and DMC initialization (see §2) |
| 10 | lda #$6F / sta TitleCursorY |
Initialize the title-cursor sprite Y position ($6F) |
| 11 | lda #$18 / sta GameModeTimer |
Set attract-sequence timer (24) |
| 12 | lda #$01 / sta PlayerLivesOrModeCount, sta PendingGameMode |
Arm the pre-game attract path |
| 13 | lda #$00 / sta GameMode |
Set current game mode to 0 |
| 14 | Toggle $2000 bit 7 via PPUControlShadow |
Enable NMI — actual execution begins |
| 15 | Label_C6B0: jsr AdvanceRandomLfsr / jmp |
Idle loop; the reset path never returns |
Architectural note: After reset, the CPU idles forever (jmp Label_C6B0); the loop body's only activity is jsr AdvanceRandomLfsr to churn the 8-byte PRNG. All game logic — attract screen, titles, gameplay, sound — runs entirely inside the NMI handler, which is the opposite of most NES titles in this collection (where the NMI flag merely paces a foreground main loop).
2. Initialization — InitializePpuOamAndDmc ($C6B6–$C6E5)
Called from ResetHandler:
- PPU control:
PPUCTRL = $10, saved toPPUControlShadow($10) - PPU mask:
PPUMASK = $06(background + sprite rendering), shadow at $11 - Scroll: both scroll registers cleared, shadows at $12/$13
- Shadow OAM fill: fills
$0200–$02FFwith$FF(all sprites hidden) jsr ClearGameplayNametable($CA16) — clears the background nametableAPUDMALOAD = $00($4011, DMC volume/level reset)
3. Interrupt Vectors — CPU $FFFA–$FFFF
Located at the end of the bank (PRG offset $3FFA):
| Vector | Address | Handler |
|---|---|---|
| NMI | $C6E6 | NmiHandler |
| RESET | $C66E | ResetHandler |
| IRQ | $FFF0 | IrqHandler (single asl a byte; see the deferred-task note in §6.1) |
The IRQ's apparent "oddity" is now explained: DeferredTaskHandlerTable deliberately addresses its entry 0 at mirrored CPU $BFFE, which is the IRQ-vector word at PRG $3FFE. The table leverages the address mirror so that a zero task type falls through to the unused asl a byte at $FFF0 — a register-saving trick rather than a real handler.
4. NMI / Frame Heartbeat — NmiHandler ($C6E6–$C76D)
The NMI is the entire per-frame scheduler. It:
- Preserves state: pushes A, X, Y, plus zero page $00–$07 (an 11-byte save; other projects only save the registers)
- Suspends NMI: clears bit 7 of
PPUControlShadowand writes$2000— prevents re-entrancy while the frame logic runs - OAM DMA:
jsr PerformOamDma($EEB0) — sprite DMA from shadow OAM $0200 - VRAM queue flush:
jsr FlushQueuedVramCommands($EE9C) — drains the $0300 command queue during rendering jsr WriteInvertedRenderingMask($CA7A) — redraws PPUMASK statejsr UpdateAudioFrame($F91F) — per-frame audio channel update- Controllers:
jsr ReadControllers($F219) — serial pad read for both ports - Frame logic dispatch (see §5) based on
PendingGameMode($47),GameMode($46), andGameplaySubmode($4D) jsr ProcessQueuedTask($EE3A) — pops one pending task from the $0300 queue (see §6.1)- Resumes NMI: re-enables bit 7 of
PPUControlShadow/$2000— allows the next frame - Restores $00–$07, A, X, Y,
rti
5. Frame State Machine (inside the NMI)
The frame-mode dispatch at $C71B–$C748:
lda PendingGameMode ($47)
│
├─ non-zero ── pending attract boot ──┬─ PlayerLivesOrModeCount == 0 → UpdateGameModeTransition ($C897)
│ │ (sound timers only)
│ └─ PlayerLivesOrModeCount != 0 → UpdateTitleScreenAndStartSelection ($C773)
│ + TickSoundTimers ($F1AF)
│
└─ zero ── lda GameMode ($46)
│
├─ zero → UpdateAttractModeState ($C932) (attract / inter-stage sequencer)
│
└─ non-zero ── lda GameplaySubmode ($4D)
├─ zero → UpdateGameplayFrame ($CD6E) (normal gameplay frame chain)
└─ non-zero → UpdateStageTransition ($CFC1) (stage-intro / submode-6 path)
After the mode dispatch, ProcessQueuedTask ($EE3A) executes one queued gameplay task, then $2000 bit 7 is restored.
6. Subsystems
6.1 Deferred Task / VRAM Queue Systems ($0331, $0300)
Two cooperating RAM queues at $0300 fill during VBlank-adjacent time and are consumed during rendering:
-
Deferred gameplay tasks:
EnqueueTask($EE7F) appends a tagged task byte (address in $0301, data in $0302).ProcessQueuedTask($EE3A) pops one per frame: the task's high nibble selects a handler fromDeferredTaskHandlerTable($C000), the low nibble becomes its final data byte, and the dispatcher performs an indirectjmp ($00):($02)with a synthetic$39EEreturn address. Queue positions wrap at offset $2E. -
DeferredTaskHandlerTable($C000) — five typed handlers:Task type Handler Address 1 InitializeBoundingBox$F044 2 UpdateExistingBoundingBox$F040 3 TestObjectBoundingBoxOverlap$F138 4 QueueSelectedHudFields$EF50 5 FillNametableAndClearAttributes$EEBB Entry 0 (task type 0) is deliberately routed through the mirror at $BFFE to the IRQ-vector word — see §3.
-
VRAM command streams:
QueueSingleVramByte($F1C5),QueueRectangularVramTransfer($EFCE), andQueuePlayerSelectVramStream($CA33) build queued VRAM writes;FlushQueuedVramCommands($EE9C) walks the $0331 handoff pointer intoProcessVramCommandStreamAndRestoreScroll($EF3C), the generic $2006/$2007 writer used by every screen-draw path. -
Sprite management:
PerformOamDma($EEB0) performs the shadow-OAM ($0200–$02FF) → $2003/$4014 DMA each frame;HideInactiveObjectSprites($EC17)/HideObjectSpriteGroup($CA08) park inactive slots.
6.2 Attract / Inter-Stage Sequencer ($C932–$C9FF)
UpdateAttractModeState ($C932) runs whenever GameMode == 0. It is a countdown-driven scene sequencer using GameStateTimer ($39) as a descending timer with fixed thresholds:
| GameStateTimer value | Action |
|---|---|
| $84 | scoreboard/interlude phase (decrements per frame) |
| $6E–$6F | stage transition setup (AdvanceAttractModeSequence, $C969) |
| $74 | full PPU re-prep (HideObjectSpriteGroup $CA08 + ClearGameplayNametable $CA16 + QueuePlayerSelectVramStream $CA33) |
| $68 | jsr InitializeGameplayRam ($CA82), GameMode = $01 — gameplay begins |
At $C988 it disables rendering and uploads per-stage VRAM via StageBackgroundVramStreamPointerTable ($C3BD, one 2-byte stream pointer per stage index) plus the fixed stream at $F8B6, guarded by GameModeTimer ($48) — this draws the "How High Can You Get??"-style inter-stage screens before the stage demo starts, then queues rendering via QueueCollisionAndVramTasks ($ECA4) and QueueSingleVramByte ($F1C5).
6.3 Title / Game Start ($C773–$C896)
UpdateTitleScreenAndStartSelection ($C773) runs while PendingGameMode != 0 and PlayerLivesOrModeCount != 0:
- APU gate: audio enable
$06A2-checked; a start-up delay in $05B4 raisesAPUCTRL = $0F(all channels on) - First pass (
TitleScreenInitialized($52) == 0): disables rendering, uploads the title background via theTitleScreenVramCommandStreamat $F266, then builds the cursor sprite ($0200/$0201/$0203 with Y fromTitleCursorY($ED) = $6F) - SELECT ($20 mask): advances
TitleCursorYby $10 (wraps $AF → $6F), setsTitleInputRepeatTimer($7D) = $0A, latchesStartButtonLatch($6A) - START ($10 mask): latches
PreviousStartButtonState($EC), clears the bounding-box work area ($24–$2E), derivesSelectedPlayerMode($EF) fromTitleCursorY(lsr×4 minus 6) and a matchingGameModeTimer($1C or $18), thenjsr CollisionUpdateStep_EDFF($EDFF) - Transition to gameplay: reseeds the PRNG ($18 = $0F, $19 = $13), clears
PendingGameMode,GameMode, and the $0580–$0587 record arrays, setsStageOrScreenIndex($4A) = $01, derivesDifficultyOrRoundIndex($4B) fromSelectedPlayerModeparity, setsPlayerLivesOrModeCount($4C) perTwoPlayerModeFlag($4E); final callHideObjectSpriteGroupand clears the $05B4 startup delay
UpdateGameModeTransition ($C897) is the alternate boot chain (PlayerLivesOrModeCount == 0): it ticks sound timers and compares GameStateTimer against $75 in the same phased style as the attract sequencer.
6.4 Gameplay Submodes ($CD6E–$D0FF)
With GameMode != 0, the NMI dispatches on GameplaySubmode ($4D):
- Submode 0 —
UpdateGameplayFrame($CD6E): the full gameplay frame chain. Player state machine onPlayerState($6B, states $03/$04/$05 special-cased):PlayerUpdateStep_EE10($EE10),DecodePlayerDirectionalInput($CE6C) — input decode and object ambient updatesUpdatePlayerAuxiliarySprite($CEA2),InitializePlayerStateTransition($D251),DispatchPlayerState($D412),ProcessStageCollisions($D2FC),UpdateStageEntities($CEF4),DetectPlayerLoss($CED4) — player state, movement, and collision phaseHideInactiveObjectSprites($EC17),UpdateGameplaySubmode($CF9D),RequestLowAltitudeSound($CEC9) — object OAM build and sound requests- death/loss handling:
UpdatePlayerDeathSequence($D1AE),UpdateBonusCountdown($CF37) TickSoundTimers($F1AF)- Player-state bookkeeping:
PlayerStateReferenceY($76) copied from shadow OAM $0210,PlayerStatePhase($78),PlayerStateTransitionActive($79),PlayerStateCounter($7E), plus the vertical-physics groupsPlayerVerticalSpeedInteger($7A)/PlayerFallThreshold($7B)/PlayerVerticalAcceleration*($7C/$82/$83)/PlayerGravity*($86/$87) - SELECT exits via the
PendingGameMode = 1path at $CDE4 (return to title) PauseActive($EB)/PauseDebounceTimer($EE) gate the frame body
- Submode != 0 —
UpdateStageTransition($CFC1): stage-intro / submode-6 path. In its early phase it gates onPlayerStateandPlayerStatePhase; once the reference sprite at $0210 passes Y threshold $28, it issues a per-stage sound request intoSecondarySoundRequestFlags($FD) fromStageOrScreenIndex($02 for stage 1, $04 for stage 2, otherwise $08 — stage music), uploads a $50-byte VRAM stream (PPU address $1866 with a $00 fill value — pattern-table erase for the intro) viaQueueRectangularVramTransfer, and setsPlayerInputDirection($54) = $03. Submode 6 branches toBeginStageClearSequence($D05F); entry also flows throughInitializePlayerBoundingBox($D04E) andBuildPlayerCollisionBounds($D2BD).
6.5 Controllers ($F219–$F265)
Standard NES serial read through $4016 with the classic DPCM-corruption filter:
ReadControllers: strobe on/off, thenReadControllerPortfor X = 0 and 2ReadControllerPort: 8-bit shift loop in Y, then a two-sample consistency merge — a polarity-safe trick that keeps the record stable against mid-frame pad reads- Results in
ControllerRawState($14) /ControllerFilteredState($15) and$16/$17for port 2 - The $0F-mask ladder implements "button pressed this frame" persistence for directional input vs start/select
6.6 Sound Engine ($F1AF–$FE55)
UpdateAudioFrame($F91F): called from the NMI as the main audio service — it manages the APU channel frame state and audio effectsTickSoundTimers($F1AF): per-frame channel timer service;SoundTimerDivider($34) drives the frame-basedSoundTimerArray($35+)- Effect state and data:
Pulse1Effect*($F0–$F2),AudioEffectTimer/AudioPitchAccumulator($F3/$F4),Triangle*($F5/$F6), music sequencer stateMusicDataPointer*($F7/$F8)/MusicNoisePosition($F9)/MusicPulsePosition($FA)/AudioLfoPhase($FB), and request flagsSoundRequestFlags($FC)/SecondarySoundRequestFlags($FD)/ObjectSoundRequestFlags($FE) - Sound-effect data at the end of the bank:
SoundEffectDataPointer*($FE52/$FE53),SoundEffectNoiseOffset($FE54),SoundEffectSequenceDataat $FE55 - The title/APU chain programs
APUCTRL = $0F(all channels on) at start
6.7 Pseudo-Random Generator ($F1F8–$F218)
An 8-byte LFSR at $18–$1F:
- Taps: bit 1 of
RandomLfsr0XOR bit 1 ofRandomLfsr1 - Shifted bit through the full
rorchain over all eight bytes - Stepped continuously in the reset idle loop (
Label_C6B0) - Seeded to
$0F $13 $00…at game start
7. Memory Map (Key Zero Page / RAM)
| Address | Name | Use |
|---|---|---|
| $00–$0F | Zp00–Zp0F |
Shared scratch / indirect pointers (routine-local by design) |
| $10 | PPUControlShadow |
$2000 shadow |
| $11 | PPUMaskShadow |
$2001 shadow |
| $12–$13 | PPUScrollXShadow / PPUScrollYShadow |
$2005 shadows |
| $14/$16 | ControllerRawState / Controller2RawState |
Raw serial pad bytes, ports 1/2 |
| $15/$17 | ControllerFilteredState / Controller2FilteredState |
Filtered pad bytes, ports 1/2 |
| $18–$1F | RandomLfsr0–RandomLfsr7 |
8-byte pseudo-random shift register |
| $20–$23 | CollisionBounds0–CollisionBounds3 |
Active collision bounds |
| $24–$27 | BoundingBoxFlags / BoundingBoxCoord1–3 |
Pending bounding box (queued tasks) |
| $2C/$2E | PlayerVerticalFraction / PlayerVerticalPosition |
Player Y integration |
| $34–$38 | SoundTimerDivider / SoundTimerArray / SharedActionTimer / PlayerSpriteVisibilityTimer |
Sound timers, shared timers |
| $39 | GameStateTimer |
Attract/title countdown |
| $3A | ObjectActiveArray |
Object active/hidden flags for sprite hiding |
| $3C | ActionCooldown |
Object cooldown |
| $3E–$45 | CollisionLeft/Top/Right/Bottom, CollisionMatchX/Y/Right/Bottom |
Collision results |
| $46 | GameMode |
Current mode (0 = attract, 1 = gameplay) |
| $47 | PendingGameMode |
Boot pending flag |
| $48 | GameModeTimer |
Mode timer (attract/title countdowns) |
| $49 | CurrentPlayerIndex |
Player selector |
| $4A | StageOrScreenIndex |
Current stage (1-based) |
| $4B | DifficultyOrRoundIndex |
Difficulty/round selector |
| $4C | PlayerLivesOrModeCount |
Lives / mode count |
| $4D | GameplaySubmode |
Gameplay submode selector |
| $4E | TwoPlayerModeFlag |
2-player selection |
| $4F–$51 | DemoInputIndex / DemoInputTimer / DemoInputCode |
Attract-demo scripted input |
| $52–$53 | TitleScreenInitialized / LevelObjectProgress |
Boot stage, level-object progress |
| $54–$57 | PlayerInputDirection / PreviousInputDirection / PlayerPositionFraction / ObjectPositionFraction |
Input + fixed-point positions |
| $64–$6A | BonusTickDivider / BonusCounter / DeathAnimation* ($66/$67) / PlayerCollisionResult ($68) / CollidingObjectOamOffset ($69) / StartButtonLatch ($6A) |
Bonus ticks, death animation, collision results |
| $6B–$70 | PlayerState, PreviousPlayerState, PlayerFacing, PreviousPlayerFacing, PlayerClimbPhase, PlayerClimbDirection |
Player state machine + climbing |
| $71–$77 | PlayerMovementSubstate, MovementCollisionCode, PlayerCollisionAnchor* ($73/$74), PlayerClimbOffset, PlayerStateReferenceY ($76), PlayerLandingTile |
Movement, collision anchors, landing |
| $78–$7E | PlayerStatePhase ($78), PlayerStateTransitionActive ($79), PlayerVerticalSpeedInteger ($7A), PlayerFallThreshold ($7B), PlayerVerticalAcceleration ($7C), TitleInputRepeatTimer ($7D), PlayerStateCounter ($7E) |
State phase + vertical physics |
| $7F–$87 | PlayerVerticalVelocityFraction ($7F), PlayerVerticalAcceleration* ($82/$83), PlayerGravity* ($86/$87) |
Vertical velocity/gravity fixed-point |
| $8C–$9F | CarriedObjectActive ($8C), CollectibleSpriteTileArray ($8D), StageObjectDataPointer* ($91–$93), CollectedObject* ($94–$9F) |
Stage objects and collectibles |
| $A0–$BB | StagePrimaryObjectCount, ObjectMotionStep ($A1), StageSecondaryObject*, EnemyStateArray ($A3), EnemyAlternateStateArray ($A6), EnemyDirectionArray ($B4), EnemySpawnDelayArray ($B9), Platform* state ($AC–$BE), StageSecondaryObjectCount ($B0), SpawnedEnemyCount ($B1), StageObjectMode ($B2) |
Stage-entity pools |
| $C3–$CF | SpecialObjectIndex ($C3), SpecialObjectX ($C4), StageObjectAnimationMode ($CE), StageObjectOamOffset ($CF) |
Special objects |
| $D0–$E6 | BonusSpriteActive ($D0), VramMetatileBuffer ($D1), StageRopeAddress* ($DA/$DB), PendingLevelObjectTask ($E7) |
VRAM buffers, ropes, level-object tasks |
| $E7–$EE | DemoInputActive ($E8), GameplayInitializationPending ($E9), MovementFrameCounter ($EA), PauseActive ($EB), PreviousStartButtonState ($EC), TitleCursorY ($ED), PauseDebounceTimer ($EE) |
Flow/pause/title state |
| $EF | SelectedPlayerMode |
Player-count selection from the title |
| $F0–$FE | Pulse1Effect* ($F0–$F2), AudioEffectTimer ($F3), AudioPitchAccumulator ($F4), Triangle* ($F5/$F6), MusicDataPointer* ($F7/$F8), MusicNoisePosition ($F9), MusicPulsePosition ($FA), AudioLfoPhase ($FB), SoundRequestFlags ($FC), SecondarySoundRequestFlags ($FD), ObjectSoundRequestFlags ($FE) |
APU effects and music sequencer state |
| $FF | GameplayEventFlags |
Shared gameplay event/request flags |
| $0100–$01FF | Scratch and object arrays | Object work area |
| $0200–$02FF | Shadow OAM | Cleared to $FF at reset; DMA'd every frame |
| $0300–$03FF | Deferred task / VRAM queue | Command-stream bytes and task dispatch slots ($0300 cursor, $0301 wrap index, $0302 entries×2, $0331 handoff pointer) |
| $0520+ | Stage object RAM | Object/config groups copied in via the ObjectConfig* tables |
| $0580–$05B5 | Per-mode record arrays | Attract/stage state records written by the title and attract sequences |
| $06A2, $05B4 | APU gate / startup delay flags | Sound enable gating used at title and gameplay entry |
A handful of bytes still carry deliberately neutral names (Zp28–Zp5C, Zp58–Zp62, Zp80–ZpE6 members) where reuse across routines is suspected; the Pass 1 trace recorded 1,757 zero-page accesses across 186 distinct base addresses.
8. Code/Data Map
Pass-1 trace statistics (recorded during generation): 6,135 decoded instructions, 12,358 classified code bytes, 266 reachable routine entry points, 68 referenced PRG data labels, 0 overlapping-instruction conflicts. As of the current Pass 3 source, every data region is emitted as explicit .byte data with its ROM provenance documented — no .incbin blocks remain.
| Region | Class | Size |
|---|---|---|
| $C000–$C66D | data (DeferredTaskHandlerTable, HudDigitDescriptorTable, StagePlayerStartYTable, ObjectConfig* tables, StageBackgroundVramStreamPointerTable at $C3BD) |
1,646 bytes |
| $C66E–$F137 | code (reset, NMI, mode dispatch, attract, title, gameplay) | 10,954 bytes |
| $F138–$F1AE | data (bounding-box overlap data) | 119 bytes |
| $F1AF–$F265 | code (sound timers, LFSR, controllers) | 183 bytes |
| $F266–$F91E | data (TitleScreenVramCommandStream at $F266, screen VRAM streams and stage data — 1,721 bytes) |
1,721 bytes |
| $F91F–$F957 | code (UpdateAudioFrame) |
57 bytes |
| $F958–$F959 | data | 2 bytes |
| $F95A–$F9F7 | code | 158 bytes |
| $F9F8–$FA63 | data | 108 bytes |
| $FA64–$FE50 | code (deferred task / VRAM queue engine, $EE39–$FE50) | 1,005 bytes |
| $FE51–$FFEF | data (SoundEffectDataPointer* $FE52–$FE53, SoundEffectNoiseOffset $FE54, SoundEffectSequenceData $FE55…) |
415 bytes |
| $FFF0–$FFFF | IRQ byte (reused by DeferredTaskHandlerTable entry 0) + filler + vectors |
16 bytes |
9. Summary of Execution Flow
Power On / Reset
│
▼
ResetHandler ($C66E) ──── sei, clear RAM, init PPU/shadow OAM, arm attract
│
▼
enable $2000 bit 7 (NMI on)
│
▼
Idle loop $C6B0 ────────► AdvanceRandomLfsr, forever (reset path never returns)
(all action is in NMI)
NMI ($C6E6) [once per frame]
├─ push A/X/Y + $00–$07 save
├─ PerformOamDma ($EEB0) + FlushQueuedVramCommands ($EE9C)
├─ WriteInvertedRenderingMask ($CA7A) + UpdateAudioFrame ($F91F)
├─ ReadControllers ($F219)
├─ Mode dispatch ─┬─ PendingGameMode → UpdateTitleScreenAndStartSelection ($C773)
│ │ / UpdateGameModeTransition ($C897)
│ ├─ GameMode == 0 → UpdateAttractModeState ($C932) ─┐
│ └─ GameMode != 0 → UpdateGameplayFrame ($CD6E) │
│ / UpdateStageTransition ($CFC1) │
├─ ProcessQueuedTask ($EE3A) ──► DeferredTaskHandlerTable ($C000) │
└─ restore CPU/ram state, rti │
│
InitializeGameplayRam ($CA82) at GameStateTimer ($39) = $68 ◄──────────┘
│
▼
GameMode = 1; NMI dispatches gameplay chains per GameplaySubmode
(player state machine on $6B, collision bounds, stage entities,
deferred task queue, DispatchPlayerState/ProcessStageCollisions)
10. Notes on Provisional Areas
- Status: Pass 3 — all 1,035 top-level labels (
ResetHandler,NmiHandler,UpdateGameplayFrame,UpdateStageTransition,ProcessQueuedTask,DeferredTaskHandlerTable, state tables, etc.) carry semantic names, and all data regions are explicit.byteblocks with Pass 3 structure annotations. RemainingZpXXnames are deliberate (routine-reused scratch), documented in §7. - IRQ / deferred-task quirk: The table entry 0 at mirrored $BFFE reuses the IRQ-vector word; the $FFF0
asl abyte is a table addressing artifact, not a real handler (see §3 and §6.1). - Remaining unknowns: the detailed semantics of the
ObjectConfig*per-difficulty groups copied into $0520+ RAM, the exact music-sequence encoding inside the $F266/$F95A data streams, and a few still-neutralZpXXscratch bytes.
Build verification:
cd "/home/tmerritt/Projects/disassembly/Donkey Kong Jr. (JU)/copilot"
make # builds reconstructed.nes, then cmp against rom.nes → "Byte-identical ROM verified."
The rebuild is byte-identical to rom.nes (ROM SHA-256 at the top of this document). The Pass-1 source verifier (verify_pass1.py, which re-decoded every annotated instruction byte and re-hashed the full 24,592-byte ROM against rom.nes) passed during generation but was not carried into copilot/.