Files
disasm/Joypad Test Cartridge (U)/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

16 KiB
Raw Blame History

Joypad Test Cartridge (U) — Game Flow from Power-On

This document describes the execution flow of the disassembled Joypad Test Cartridge (U) PRG bank (16 KB, mapped at CPU $C000–$FFFF), starting from power-on. It is based entirely on copilot/prg.s in the repository. The rebuild is verified byte-identical to the original prg.bin.


1. ROM and Memory Layout

Property Value
Format iNES
PRG 1 × 16 KB (mapped at CPU $C000–$FFFF)
CHR 1 × 8 KB
Mirroring Vertical
PRG bank start CPU $C000
Source file copilot/prg.s (4,516 lines with headers)
Output reconstructed.nes (24,592 bytes)

Interrupt vectors (CPU $FFFA–$FFFF)

Vector Address Handler
NMI $CCF7 NmiHandler
RESET $C000 Reset
IRQ / BRK $C000 Reuses Reset

2. Build Status

make in copilot/ assembles prg.s with ca65, links with ld65, and verifies against prg.bin.

Verification result: BYTE-IDENTICAL — make compares the whole reconstructed ROM against copilot/rom.nes and prints Byte-identical ROM verified. Byte accounting is exact: 3,836 code + 12,548 data = 16,384 of 16,384 bytes.


3. Pass Status

Pass Status Description
Pass 1 Redone Was badly truncated: 282 instructions / 580 bytes (3.5%). Now 1,773 instructions / 3,836 bytes (23.4%) — a 6.6x increase. Root cause: the tracer only knew the 151 official opcodes and halted at $C09E on DCP $3C20 ($CF), filing 3,256 bytes of real code as .byte. Verified against a fresh trace: 1,769 emitted instructions + 4 undocumented opcodes written as explicit bytes = 1,773, an exact match
Pass 2 Complete 202 labels, zero Label_Cxxxx remaining; 202 routine headers, all describing real behaviour (no "undetermined in Pass 1" boilerplate); locals.inc carries 99 aliases, half of them proven semantic names sitting beside the generated ZpXX entries
Pass 3 Complete The single data region $CF06–$FFFF has been broken into 20 named sub-blocks: VRAM command streams read by VramWriteLoop/RetAddrUpdate, seven 32-byte OAM table groups read by CopyOamFromTable/CopyOamFromTable70, the 32-byte sprite template read by CopySpriteTemplateTable, the 32-byte button OAM template read by PrepareButtonOam, and 10,517 bytes of $FF ROM padding. The RetAddrUpdate VRAM command stream opcode set has been decoded ($4C = jump, $60 = deferred PPUCTRL, bit-7-clear bytes = VRAM write with PPU addr + data, bit 6 of data = long/short command selector).

Why Pass 1 was truncated

The tracer descended from the three vectors, following direct jsr/jmp/branch targets. It stopped at $C09E, where the byte is $CF = DCP $3C20 — an undocumented read-modify-write op used here as ordinary code. Everything after that point was written out as data until a later run promoted it.

This cartridge is an unusually clear demonstration: nothing exotic is involved, just one undocumented opcode in the middle of the main loop. nesdis.py now takes --undocumented (default off, so other projects' make regen stays byte-stable) to decode all 105 undocumented NMOS opcodes.

ca65 V2.19 implements none of them, so the 4 affected instructions (DCP $3C20, LAX $20D4, NOP $C1,X, RRA ($D0),X) are emitted as explicit .byte with the disassembly in the comment. They stay in the code region, so the split and the audit trail are both preserved.


4. Reset — CPU $FFFC → $C000

Reset ($C000)

On power-on or reset:

  1. Wait for three PPU warm-up vblanks — WaitVblank2 ($C005) and WaitVblank3 ($C00A) each poll $2002 bit 7, following an initial poll at $C000.
  2. Clear RAM — ClearRAM1_Loop ($C013) clears pages $0000–$07FF via indirect indexed store (STA VramPtrLo,X / STA $0100,X etc.).
  3. Initialize PPU — InitPPU_1 ($C031): STA $2000 with $10 (PPUCTRL, NMI disabled), shadow in PpuCtrlShadow ($EF); STA $2001 with $00 (PPUMASK off), shadow in PpuMaskValue ($EE).
  4. OAM DMA — OamDma ($C03F): STA $4014 with $02 (DMA from $0200–$02FF).
  5. Clear controller state — ClearController ($C044): clears $2003 (OAMADDR) and state variables.
  6. JSR PpuScrollLatch ($CE3C) — latch scroll and control registers.
  7. LDX #$FF / TXS — initialize stack pointer.
  8. JSR PpuMaskSetup ($CD2F) — set PPUMASK from shadow.
  9. Clear RAM again — ClearRAM2_Loop ($C05D) clears pages $0000–$06FF.
  10. Re-initialize PPU — InitPPU_2 ($C078): same as InitPPU_1.
  11. VRAM write — VramWriteSetup1 ($C086): set up address/length for a VRAM write via VramWrite ($CDEE).
  12. JSR ClearOAM_Routine ($C174) — clear OAM with sprite flush value $F4.
  13. JSR VramPtrWrite ($CD3F) — write VRAM data via pointer table.
  14. ToggleFlag ($C095) — toggle VramToggleFlag ($CF).
  15. JSR PpuScrollLatch ($CE3C) and JSR VramPtrWrite ($CD3F) again.
  16. Main loop — spins, toggling $CF each iteration and calling PPU/VRAM update routines.

5. NMI / Frame Heartbeat — NmiHandler ($CCF7)

The NMI fires once per frame:

  1. Save registers (PHA / TXA / PHA / TYA / PHA).
  2. JSR PpuCtrlSetup ($CD17) — latch PPUSTATUS, clear NMI bit in PpuCtrlShadow ($EF), write to PPUCTRL.
  3. JSR OamDmaSetup ($CD24) — set OAMADDR=0, trigger OAM DMA ($4014=$02).
  4. Check $0300 (vblank flag) — if nonzero, JSR VramBurstWrite ($CE4F) to burst-write VRAM data from table at $0302.
  5. JSR PpuScrollLatch ($CE3C) — latch scroll and control.
  6. Clear NmiFlagByte ($E0) to 0.
  7. Restore registers (PLA / TAX / PLA / TAY / PLA / RTI).

6. Key Subroutines

Label Address Description
Reset $C000 Cold-start initialization: vblank waits, RAM clear, PPU init, OAM DMA
WaitVblank2 $C005 Wait for second PPU warm-up vblank
WaitVblank3 $C00A Wait for third PPU warm-up vblank
ClearRAM1_Loop $C013 Clear RAM pages $00–$07
InitPPU_1 $C031 Initialize PPUCTRL and PPUMASK
OamDma $C03F Trigger OAM DMA via $4014
ClearController $C044 Clear OAMADDR and controller state
PpuScrollLatch $CE3C Latch PPU scroll X/Y and control register
InitStack $C052 Initialize stack pointer to $FF
PpuMaskSetup $CD2F Set PPUMASK from shadow register
ClearRAM2_Loop $C05D Clear RAM pages $00–$06
InitPPU_2 $C078 Re-initialize PPU control and mask
VramWriteSetup1 $C086 Set up VRAM write parameters
ClearOAM_Call $C08F Call OAM clear routine
VramPtrWrite1 $C092 Write VRAM data via pointer table
ToggleFlag $C095 Toggle VramToggleFlag ($CF)
SetupScroll2 $C097 Latch PPU scroll and control
VramPtrWrite2 $C09A Write VRAM data via pointer table again
ClearOAM_Routine $C174 Clear OAM ($0200–$02FF) with $F4
NmiHandler $CCF7 Per-frame NMI: PPU updates, OAM DMA, VRAM burst write
NmiContinue $CD0A Continue NMI: latch PPU scroll, clear flag
PpuCtrlSetup $CD17 Latch PPUSTATUS, write PPUCTRL from shadow
OamDmaSetup $CD24 Set OAMADDR=0, trigger OAM DMA
PpuMaskSetup $CD2F Set PPUMASK from shadow
VramPtrWrite $CD3F Write VRAM via pointer table (uses RetAddrUpdate)
VramWriteLoop $CD45 Loop writing bytes from indirect pointer to PPUDATA
VramPtrTableRead $CD99 Read from pointer table at $0000
RetAddrUpdate $CDC8 Get return address from stack, advance by 2
VramWrite $CDEE Set PPU address, write data bytes to PPUDATA
VramBurstWrite $CE4F Burst-write VRAM from table at $0302

7. Zero-Page Aliases (locals.inc)

Alias Address Role
VramPtrLo $00 VRAM write pointer low byte
VramPtrHi $01 VRAM write pointer high byte
VramLen $02 VRAM write data length
PpuScrollX $03 PPU horizontal scroll
RetAddrTempLo $05 Return address temp lo
RetAddrTempHi $06 Return address temp hi
PpuMaskShadow $0E PPUMASK shadow
PpuCtrlShadow $EF PPUCTRL shadow (NMI bit cleared)
VramToggleFlag $CF Frame toggle flag
NmiFlagByte $E0 NMI flag byte
JoyBtnStateBase $4E Base for indexed button states
FrameCounterLo $53 Frame counter low byte
FrameCounterHi $54 Frame counter high byte

Full list in copilot/locals.inc.


8. Data Regions

The PRG is 23.4% code / 76.6% data (3,836 / 12,548 bytes). The data region $CF06–$FFFF has been broken into 20 named sub-blocks:

Address Size Name Contents
$CF06–$CF28 35 B VramCommandStream1 VRAM command stream start — PPU addr/data pairs read by VramWriteLoop
$CF29 1 B VramStream1Terminator $FF terminator ending first command stream
$CF2A–$CF3F 22 B VramCommandInlineCode Inline code after jsr $CE98 — lax $20D4, nop $C1,X, $61 padding
$CF40–$D061 290 B VramCommandBlock2 VRAM command/data block — PPU writes and OAM attribute patterns
$D062 1 B VramStream2Terminator $FF terminator ending second command stream
$D063–$D1F3 401 B VramCommandBlock3 VRAM command/data block — continues command stream patterns
$D1F4 1 B VramStream3Terminator $FF terminator ending third command stream
$D1F5–$D4AD 697 B VramCommandBlock4 Largest VRAM command/data block — 697 bytes of command stream
$D4AE 1 B OamTableStreamTerminator $FF terminator before OAM gap data
$D4AF–$D4E1 51 B OamTableGap Gap data before OAM table at $D4E3
$D4E2 1 B OamTable1Terminator $FF terminator before OAM table group 1
$D4E3–$D5C2 224 B OamTableGroups1 OAM table groups 1-7 (CopyOamFromTable reads $D4E3) — 7×32 byte tables, each with 8 entries of Y/tile/attr/X
$D5C3 1 B OamTableStream2Terminator $FF terminator before second OAM table group
$D5C4–$D603 64 B OamTableGroups2 OAM table groups 1-2 (CopyOamFromTable70 reads $D5C4) — 2×32 byte tables
$D604–$D643 64 B OamSpritePadding 64 bytes of $F4 sprite off-screen padding
$D644–$D6A3 96 B OamTableGroups3 OAM table groups 3-5 — 3×32 byte tables before sprite template
$D6A4 1 B SpriteTableTerminator $FF terminator before sprite template table
$D6A5–$D6C4 32 B SpriteTemplateTable Sprite template — 8×4 Y/tile/attr/X entries (CopySpriteTemplateTable reads $D6A5)
$D6C5–$D6E4 32 B ButtonOamTemplateTable Button OAM template — 8×4 Y/tile/attr/X entries (PrepareButtonOam reads $D6C5)
$D6E5–$FFF9 10,517 B RomPadding $FF ROM padding
$FFFA–$FFFF 6 B ResetVectors Reset/NMI/IRQ vectors

The previous Pass 3 claimed four data regions totalling ~15.8 KB, including $C09E–$C173 and $C17F–$CCF6. Both are code. Those claims were an artefact of the truncated Pass 1 and have been removed.

VRAM Command Stream Format

The VRAM command stream is read by VramWriteLoop ($CD45), dispatched through VramPtrTableRead ($CD99) and RetAddrUpdate ($CDC8). The stream uses the RetAddrUpdate return-address modification trick: jsr $CE98 (DispatchVramOp) pushes a return address, RetAddrUpdate advances it by 2 to skip the command byte, and execution resumes inline after the dispatch returns.

Command byte format (read by DispatchVramOp at $CE98):

  • Low 4 bits: data length (number of bytes following)
  • High 4 bits: command type

Opcodes:

  • $4C (HandleJmpOpcode): jump — reads 2-byte address from stream, rewrites dispatch pointer
  • $60 (HandlePpuCtrlOpcode): deferred PPUCTRL write — pops return address from stack as new stream pointer
  • Bit 7 clear, not $4C/$60 (VramWriteLoop): VRAM write — opcode byte = PPU addr high, next byte = PPU addr low, then data bytes. Bit 6 of each data byte selects short (1 byte) vs long (multiple bytes) command.
  • Bit 7 set: end of stream

OAM Table Structure

OAM tables consist of 8 entries of 4 bytes each (Y, tile, attr, X), matching the NES OAM layout:

  • SpriteTemplateTable ($D6A5): Y=$79 for all entries, player sprite tiles
  • ButtonOamTemplateTable ($D6C5): Y=$79 for all entries, button indicator tiles
  • OamTableGroups1 ($D4E3): 7 groups with varying Y values ($37, $67, $57, $97, $87, $C7, $B7, $5F, $6F)
  • OamTableGroups2 ($D5C4): 2 groups with Y values $37 and $67
  • OamTableGroups3 ($D644): 3 groups with Y values $27, $37, $57, $67

Notable data structures (addresses from the code that reads them):

  • VRAM pointer at $00/$01, read indirectly by VramPtrTableRead ($CD99), WriteVramStreamByte ($CD74) and DispatchVramOp ($CE98)
  • VRAM burst command table at $0302, read by VramBurstWrite ($CE4F) and written by StoreVramOpResult ($CEB2); SetBurstWriteIndex primes it with $22
  • VRAM op length limit at $0300, tested by VramOpLengthCheck ($CEF3)
  • Sprite template tables at $D6A5 (CopySpriteTemplateTable) and $D6C5 (PrepareButtonOam), copied into the OAM shadow at $02E0
  • Further OAM tables at $D4E3 (CopyOamFromTable) and $D5C4 (CopyOamFromTable70)

9. Build

cd "Joypad Test Cartridge (U)/copilot"
make        # → ca65 + ld65 + cmp reconstructed.nes rom.nes → "Byte-identical ROM verified."

10. Notes

  • The NMI handler drives per-frame updates; the main loop spins waiting for NMI phase changes.
  • RetAddrUpdate ($CDC8) implements a return-address modification trick: it reads the return address from the stack, advances it by 2, and stores it back. This is used with VramPtrWrite ($CD3F) to implement runtime-computed control flow (effectively a coroutine/threaded dispatch).
  • The IRQ vector points to $C000 (Reset) and is effectively unused.
  • Large portions of the PRG are test pattern and button mapping data, not executable code.
  • PollExpansionPortLoop reads $4017 and compares bits 0-1, but nothing consumes the result — the branch is always taken the same way. The read is present but inert.
  • MarkerVar01–MarkerVar12 (zero page $5A, $5B, $56–$5F, $60, $61, $63, $64) drive the twelve MarkerUpdateN` indicator groups. Which player and button each belongs to is not established, so they are named by position rather than by button.
  • A draft Pass 2 locals.inc called $55 a "P1 Down timer". The instructions do not support that: ApplyMarkerValueEnableAudio stores $70/$88/$A0 there and DispatchOnMarkerValue compares it against $70 and $88. It is MarkerValue.

11. Next Steps

  • Pass 3 is complete. All 20 data sub-blocks are named (section 8), the VRAM command stream opcode set is decoded, and the OAM table structure is documented.
  • MarkerVar mapping (from locals.inc and DispatchButtonBits trace):
    • MarkerVar01 = $60 → HandleButtonPress6 → OAM $0216 (sprite 6)
    • MarkerVar02 = $5B → HandleButtonPress2 → OAM $0206 (sprite 2)
    • MarkerVar03 = $56 → HandleButtonPress3 → OAM $020E (sprite 4)
    • MarkerVar04 = $61 → HandleButtonPress4 → OAM $020A (sprite 3)
    • MarkerVar05 = $5C → HandleButtonPress5 → OAM $0212 (sprite 5)
    • MarkerVar06 = $57 → HandleButtonPress6 → OAM $0216 (sprite 6)
    • MarkerVar07 = $63 → HandleButtonPress7 → OAM $021A (sprite 7)
    • MarkerVar08 = $5E → HandleButtonPress8 → OAM $021E (sprite 8)
    • MarkerVar09 = $59 → no HandleButtonPress maps here directly
    • MarkerVar10 = $64 → no HandleButtonPress maps here directly
    • MarkerVar11 = $5F → no HandleButtonPress maps here directly
    • MarkerVar12 = $5A → no HandleButtonPress maps here directly
  • OAM tile order (from HandleButtonPress1–8):
    • HandleButtonPress1 → $0202 (sprite 1)
    • HandleButtonPress2 → $0206 (sprite 2)
    • HandleButtonPress3 → $020E (sprite 4) ← out of order
    • HandleButtonPress4 → $020A (sprite 3) ← out of order
    • HandleButtonPress5 → $0212 (sprite 5)
    • HandleButtonPress6 → $0216 (sprite 6)
    • HandleButtonPress7 → $021A (sprite 7)
    • HandleButtonPress8 → $021E (sprite 8)
    • Sprites 3 and 4 are swapped: button 3 writes to sprite 4's slot and button 4 writes to sprite 3's slot. This is a genuine quirk of the game's OAM layout, not a disassembly error.