Files
disasm/NES PowerPad Test Card (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

11 KiB
Raw Blame History

NES PowerPad Test Card (U) — Game Flow from Power-On

This document describes the execution flow of the disassembled NES PowerPad Test Card (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 (~1,650 lines with headers)
Output reconstructed.nes (whole ROM: 16-byte header + 16,384-byte PRG + 8,192-byte CHR)

Interrupt vectors (CPU $FFFA–$FFFF)

Vector Address Handler
NMI $E06E NmiHandler
RESET $E000 Reset
IRQ / BRK $E000 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 — reconstructed.nes matches rom.nes exactly (header + PRG + CHR).


3. Pass Status

Pass Status Description
Pass 1 Complete Code/data split — entire PRG bank classified as traced code (~7.2%) or explicit .byte data (~92.8%) with ; CPU:$xxxx PRG:$xxxx annotations
Pass 2 Complete Routine headers added for all labeled positions; key routines semantically named (Reset, NmiHandler, VramWrite, ReadPad, ProcessPads, etc.); zero-page aliases in locals.inc
Pass 3 Complete All data tables named: VramWriteSourcePointerTable ($F000, 9 streams), Player1TileTable/Player2TileTable ($E4B4/$E4C0), PaletteData ($E121), and all nine VramWrite payload streams (PowerPadSideAButtonGraphics, PanelFrameTiles, StatusMessageText, SideATestPromptText, …). Screen text decoded from CHR. Remaining 46 Label_Exxxx are internal loop/branch targets.

4. Reset — CPU $FFFC → $E000

Reset ($E000)

On power-on or reset:

  1. Calls a chain of initialization subroutines in sequence:
    • ResetInit ($E09B): sei/cld, disable PPU rendering, wait for two vblanks
    • ClearRAM ($E0C9): clear 8 pages of zero-page RAM
    • ClearVRAM ($E0EB): clear nametable memory
    • LoadPalette ($E107): load 32 bytes of palette data into PPU palette RAM
    • ClearVRAM_Fill23 ($E142): fill VRAM with $23 (blank tile attribute)
    • InitAPU ($E16B): initialize APU pulse/triangle channels
    • ClearVRAM_FillFF ($E187): fill VRAM with $FF
    • Five LoadPatternTable routines ($E19A–$E1CB): load pattern tables from $F000 region
    • SetPPUCTRL_NMI ($E219): enable NMI bit in PPUCTRL
  2. Main loop (Label_E058 at $E058): calls ClearScreen ($E4FA), WaitForVBlank ($E092), checks $07 (frame counter high nibble), loops back to $E000 if zero, otherwise calls ResetScroll ($E22D) and jumps back to $E058.

Key point: The main loop is driven by vblank waits and frame counter checks. All per-frame work (controller reading, pad processing, screen drawing) happens inside the NMI handler.


5. NMI / Frame Heartbeat — NmiHandler ($E06E)

The NMI fires once per frame:

  1. Save registers (PHA / TXA / PHA / TYA / PHA).
  2. Calls DisableNMI ($E1FB) — clears NMI bit in PPUCTRL shadow.
  3. Increments Zp03 (frame counter).
  4. Reads PPUSTATUS ($2002), stores to Zp02 (vblank flag).
  5. Calls ReadPad ($E338) — reads controller pad data.
  6. Calls ShiftPads ($E362) — shifts pad data into state variables.
  7. Calls ProcessPads ($E398) — processes pad transitions, updates scores.
  8. Calls DrawScore ($E3E1) — draws score digits.
  9. Calls DrawLives ($E407) — draws lives indicators.
  10. Restore registers (PLA / TAX / PLA / TAY / PLA / RTI).

6. Key Subroutines

Label Address Description
Reset $E000 Cold-start initialization and main loop entry
NmiHandler $E06E Per-frame NMI: pad read, process, score/lives draw
WaitForVBlank $E092 Waits for vblank flag, clears it
ResetInit $E09B Cold-start hardware init (PPU, APU, vblank waits)
ClearRAM $E0C9 Clears 8 pages of zero-page RAM
ClearVRAM $E0EB Clears nametable memory with zeros
LoadPalette $E107 Loads 32-byte palette into PPU palette RAM
ClearVRAM_Fill23 $E142 Fills VRAM with blank tile value $23
InitAPU $E16B Initializes APU pulse/triangle channels
ClearVRAM_FillFF $E187 Fills VRAM with $FF
LoadPatternTable1–5 $E19A–$E1CB Load pattern tables from $F000 region
VramWrite $E1CC Generic VRAM write via indirect pointer
EnableNMI $E1F1 Enables NMI bit in PPUCTRL shadow
DisableNMI $E1FB Disables NMI bit in PPUCTRL shadow
SetPPUCTRL_NMI $E219 Sets NMI bit ($80) in PPUCTRL shadow
ResetScroll $E22D Resets PPU scroll X/Y to zero
InitRoundParams $E236 Initializes round parameters
DrawPlayer1Pad $E270 Draws player 1 pad indicators
DrawPlayer2Pad $E2B0 Draws player 2 pad indicators
ClearRows $E2F0 Clears screen rows with blank tiles
ClearGameVars $E32D Clears game variables $06–$09
ReadPad $E338 Reads controller pad via shift register
ShiftPads $E362 Shifts pad data into state variables
ProcessPads $E398 Processes pad transitions, updates scores
DrawScore $E3E1 Draws score digits on screen
DrawLives $E407 Draws lives indicators on screen
ShiftVar1–4 $E433–$E47E Shift pad bits into score accumulators
UpdatePads $E47F Updates pad state, checks button transitions
LoadPatternTable6–7 $E4A0–$E4B3 Load additional pattern tables
ProcessPadBits $E4FA Process pad bit data for transitions
SetAPUNoise $E52E Sets APU noise channel
ClearAPUNoise $E534 Clears APU noise channel
ClearScreen $E53A Clears screen with blank tile $5F

7. Zero-Page Aliases (locals.inc)

Alias Address Role
Zp00 $00 PPUCTRL shadow register
Zp01 $01 PPUMASK shadow register
Zp02 $02 VBlank flag
Zp03 $03 Frame counter / NMI tick
Zp05 $05 Score/digit temp
Zp06 $06 Pad 1 state byte 1
Zp07 $07 Pad 1 state byte 2
Zp08 $08 Pad 1 state byte 3
Zp09 $09 Pad 1 state byte 4
Zp0A $0A Pad 2 state byte 1
Zp0B $0B Pad 2 state byte 2
Zp0C $0C Pad temp / swap variable
Zp0D $0D Pad mode / draw flag
Zp0E $0E Shift counter / temp
Zp0F $0F Delay counter
Zp10 $10 VRAM pointer low byte
Zp11 $11 VRAM pointer high byte
Zp12 $12 Score digit 1 accumulator
Zp13 $13 Score digit 2 accumulator
Zp14 $14 Score digit 3 accumulator
Zp15 $15 Score digit 4 accumulator

Full list in copilot/locals.inc.


8. Data Tables

8.1 Direct tables

Table Address Size Description
PaletteData $E121 32 Palette loaded into PPU $3F00-$3F1F by LoadPalette
Player1TileTable $E4B4 12 PPUADDR low bytes for player 1, indexed Y=0..11
Player2TileTable $E4C0 12 Same for player 2; $00 = "skip this button"
VramWriteSourcePointerTable $F000 18 9 little-endian stream pointers, one per LoadPatternTable* / draw call site

8.2 VramWrite payload streams

VramWrite ($E1CC) reads records of <addr hi> <addr lo> <count> <count bytes>, terminated by a $00 at a record boundary. All nine streams tile $E4CC-$E7C2 with no gaps and no overlaps:

Slot Ptr Stream label Address Records Writes to
0 $F000 PowerPadSideAButtonGraphics $E54F 2 $2083, $20A3 — 52 tile graphics in pattern table 0
1 $F002 PowerPadButtonLabelTiles $E58A 4 $2136, $2156, $2236, $2256 — button captions
2 $F004 PanelFrameTiles $E5B3 8 $2124…$22C4 — panel borders for six indicator boxes
3 $F006 SideAPressedButtonRow $E64C 6 $2184…$22A4 — side-A button caps
4 $F008 SideAPanelButtonRow $E6BF 6 same rows, alternate layout
5 $F00A StatusMessageText $E732 3 $2121, $2163, $2183 — status messages
6 $F00C Player1ButtonIconStream $E4CC 2 $2196, $21B6
7 $F00E Player2ButtonIconStream $E4E3 2 $2296, $22B6
8 $F010 SideATestPromptText $E790 2 $2304, $2344 — the prompt rows

8.3 Screen text (decoded from CHR)

Font mapping read directly out of chr.bin pattern table 1: digits $30-$39 = '0'-'9', letters $3A-$52 = 'A'-'Z' (note W is absent from the A-Z run), $57 = -, $58 = /, $59 = \, $5F = space.

Address Text
$2121 CONNECT POWER PAD <$5D> CONTROLLER
$2163 <$60>IF POWER PAD IS CONNECTED<$62>
$2183 <$61> IC MAY BE BAD <$53> <$63>
$2304 PRESS A TO TEST SIDE-A
$2344 PRESS B TO TEST SIDE-B

Tiles $53-$5E are truncated glyph fragments in CHR ROM — including the W of POWER, which sits at $5E and renders incomplete. The original cartridge therefore displays partial marks at those positions; this is a ROM authoring artifact, reproduced faithfully.


9. Build

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

10. Notes

  • The 16 KiB PRG is two byte-identical 8 KiB halves. prg[0x0000:0x2000] == prg[0x2000:0x4000] is exactly true. Both halves hold the same program, pointer table, and vector set. The vectors point at $E06E/$E000/$E000, so the CPU always enters the $E000 copy; nothing references $C000-$DFFF, so the first copy is dead and is kept as classified .byte data rather than disassembled.
  • Unreached gaps inside the live code region decode as valid subroutines (PPUMASK show/hide background, PPUCTRL NMI-disable, frame-counter digit tiles, ldx #$80 / txs). Per Pass-1 policy they stay .byte data; each is decoded in the prg.s header comment block.
  • The PRG is approximately 7.2% code / 92.8% data. Most data is $FF padding from $E7C3-$EFFF and $F012-$FFF9.
  • The NMI handler drives per-frame updates; the main loop spins waiting for vblank and frame-counter changes.
  • IRQ vector points to $E000 (Reset) and is effectively unused.

11. Next Steps

  • Optional: refine the Zp05–Zp0F aliases now that ProcessPads/DrawScore/DrawLives semantics are known (pad-state bytes vs. shift counters).
  • Optional: $E4CC-$E4F9 holds two near-identical icon streams differing only in two bytes; could be collapsed to a parameterized table in a future reconstruction, but the byte form is preserved as-is.