Files
disasm/Pac-Man (USA) (Namco)/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

28 KiB
Raw Blame History

Pac-Man (USA) (Namco) — Game Flow from Power-On

This document describes the execution flow of the disassembled Pac-Man (USA) (Namco) 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 / NES 2.0
PRG 1 × 16 KB (mapped at CPU $C000–$FFFF)
CHR 1 × 8 KB
Mirroring Horizontal
PRG bank start CPU $C000
Source file copilot/prg.s (14,332 lines)
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 $C10E NmiHandler
RESET $C033 Reset
IRQ / BRK $C17E IrqHandler (just rti — unused)

Additional ROM data at $FFF6–$FFF9:

  • $FFF6/$FFF7 = $ECEC (little-endian), used by DrawMazeNametable as a source pointer ($00/$01)
  • $FFF8/$FFF9 = $C10E (little-endian)

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. Reset — CPU $FFFC → $C033

Reset ($C033)

On power-on or reset:

  1. ldx #$00 / stx PPUCTRL — disable PPU rendering/NMI.
  2. sei / cld — disable maskable interrupts, clear decimal mode.
  3. dex / txs — initialize stack pointer to $FF.
  4. nop x3 — three NOP padding bytes.
  5. Wait for two VBlanks — @WaitForPpu loop: set PPUMASK=$06, poll PPUSTATUS bit 7 twice (X counts down from 2). This is the PPU warm-up delay.
  6. Clear low RAM — @ClearLowRam: zero $0000–$003D.
  7. Clear RAM pages — @ClearRamPages: using indirect pointer at $00/$01, clear pages starting at $0100 upward until high byte reaches $08 (effectively clearing $0100–$07FF).
  8. PPUMASK=$06, scroll=$00 — enable background + sprites, reset scroll.
  9. Warm-start signature check — @CheckRamSignature: compare RAM at $0052 against the 15-byte string "HIROKI AOYAGI" plus $AA,$55 (stored at RamSignature, $C354–$C366):
    • If all 15 bytes match → warm start: skip full RAM clear, go to @SignatureAlreadyPresent.
    • If any byte differs → cold start: @InitializeRamSignature clears all of zero page, then copies the signature string to $0052–$0060.
  10. Set $64=$01 (some flag), set gameState=$00.
  11. Set $45=$07, then check cocktail/active-player flags at $46/$47. If both nonzero, perform a 16-byte swap loop (@SwapLoop) swapping bytes between $67,y and $77,y for Y=0..15.
  12. APUCTRL=$1F, APUFRAMECNT=$C0 — enable all APU channels, set frame counter mode.
  13. jsr InitializeAudioEngine ($E1F8 region) — clear audio request/channel state.
  14. jsr $EEB4 — audio/sound engine init.
  15. Set PPUCTRL=$88, ppuCtrlShadow=$88 — enable NMI, $2000 nametable base.
  16. Set $48=$FF (gameplay suspended flag), clear $023F and $024B (PPU update buffers).
  17. Set $36=$01 (some state flag).
  18. jmp MainEntry — transfer control to the main program.

RamSignature ($C354): .byte "HIROKI AOYAGI", $AA, $55 — developer credit / warm-start validation signature.


4. NMI / Frame Heartbeat — NmiHandler ($C10E)

The NMI fires once per frame and is the central real-time driver:

  1. Save registers (A, X, Y on stack).
  2. PPUMASK=$1E — enable background + sprites with specific emphasis settings.
  3. OAM DMA: write $00 to OAMADDR ($2003), $00 to $40, then lda $45 / sta OAMDMA ($4014) — DMA from page $45 (i.e., $4500–$45FF) to sprite RAM.
  4. jsr FlushGameplayPpuUpdates ($DE3B region) — flush pending PPU gameplay update blocks at $023F and $0245.
  5. jsr ReadNearbyNametableTiles — read nametable tile data around Pac-Man (likely for collision/tunnel logic).
  6. jsr UpdatePalettes — upload palette data from RAM buffers $0299 and $02A9 to PPU palette $3F00/$3F10 when those buffers are marked active ($0F marker).
  7. Restore scroll: write $41 and $42 to PPUSCROLL (two writes — horizontal then vertical).
  8. Construct PPUCTRL: lda $47 / and $46 / and #$01 / asl / ora $43 — builds the PPUCTRL value from shadow/flag bits, writes to PPUCTRL.
  9. Controller strobe: write $01 then $00 to JOY1 ($4016).
  10. Read both controllers — 8 iterations each:
    • Controller 1: read JOY1, mask with #$03, compare with #$01, rotate into $4D (currentInput).
    • Controller 2: read APUFRAMECNT ($4017), mask with #$03, compare with #$01, rotate into $4E.
  11. Select active controller: X = currentInput ($4D) by default; if cocktailModeFlag ($46) & activePlayerFlag ($47) both nonzero, X = newlyPressedInput ($4E). Store X to previousInput ($4F).
  12. inc frameCounter ($4B) — increment per-frame counter.
  13. $48 gate: if $48 (gameplaySuspended) != 0, skip to @NmiDone.
  14. jsr InitializeAudioChannels — scan and activate audio channel slots.
  15. @NmiDone: restore registers (Y, X, A), rti.

The label IrqHandler appears at the rti following NMI's register restore — it is the same code address, just an alternate entry label for the IRQ vector (which points to the same rti).

UpdatePalettes

Conditionally uploads 16-byte palette blocks from RAM $0299 (to PPU $3F00) and $02A9 (to PPU $3F10) when the corresponding buffer marker byte equals $0F. After upload, resets the marker and PPU address to $3000.


5. Main Entry — MainEntry ($C573)

After Reset, control transfers to MainEntry. This is the foreground state-machine entry:

  1. $40=$01 — set the NMI sync flag (NMI will clear it each frame).
  2. @WaitForInitialNmi — spin until NMI clears $40 to $00 (synchronize to first VBlank).
  3. PPUCTRL=$88 / ppuCtrlShadow=$88 — enable NMI.
  4. PPUMASK=$00 — disable rendering.
  5. Clear OAM page — fill $0700–$07FF with 0.
  6. cocktailModeFlag=$00, then call:
    • jsr ClearGameplayNametables
    • jsr InitializeNametableAttributes
    • jsr InitializeNametableData
    • jsr $E419 — additional init (address-named).
  7. Initialize palette buffers — copy 32 bytes from TitleScreenPalette to RAM $0299–$02B8.
  8. Set actorStatusDisplay ($6C–$6F) = $2D, set $023F=$FF, gameplaySuspended=$FF.
  9. Clear $47, $46, $42, $41, stateTimer ($4C), $87, $88.
  10. PPUCTRL selection: if gameState ($3F) != 0, use $8A; else use $8A as well (both paths end up with $8A; the bne is effectively a no-op in current code). Write to PPUCTRL and ppuCtrlShadow.
  11. MainDispatchLoop ($C645):
    • $40=$01, spin until NMI clears it (@WaitForNmi).
    • Y = gameState ($3F), load 16-bit handler address from MainStateHandlerTable ($C267) into $10/$11.
    • jmp ($0010) — indirect jump to the state handler.

MainStateHandlerTable ($C267–$C26E) — 4 entries, indexed by gameState as a byte offset (even values $00, $02, $04, $06):

Offset Handler Description
$00 InitialStateHandler Title/input-wait state
$02 PlayerSelectionState 1P/2P selection
$04 State04Handler Substate dispatch machine
$06 TimedStateTransition Timed state transition

6. Main State Handlers

TimedStateTransition ($C27A) — state offset $06

  • Decrement $0F countdown. If nonzero, return to MainDispatchLoop.
  • When zero: set gameState=$02, return to MainDispatchLoop.
  • This is a timed transitional state: another state places a duration in $0F and selects state $06; this handler counts down before advancing to state $02.

InitialStateHandler ($C27A region, actually at $C27A? No — at $C27A is TimedStateTransition; InitialStateHandler is at $C27A? Let me re-check)

Actually from the listing:

  • TimedStateTransition is at $C27A
  • InitialStateHandler is at $C27A? No. Let me re-read:

Line 730: TimedStateTransition: is at $C27A (based on comment "$C27A-$C2A5: Timed State Transition Handler" — wait, the comment says $C27A but the code shows dec $0F at line 731. Then line 740: ; $C27A-$C2A5: Initial/Input State Handler and line 766: InitialStateHandler:.

So there's a discrepancy in comments. The actual code:

  • TimedStateTransition = dec $0F / bne MainDispatchLoop / lda #$02 / sta gameState / jmp MainDispatchLoop — this is state $06's handler.
  • InitialStateHandler = checks controller bits $0C; if set → gameState=$06, $0F=$5A, jump MainEntry. Else increment $42; if $42 reaches $F0 → reset $42, ppuCtrlShadow=$88, gameState=$06, $0F=$5A. Otherwise return to MainDispatchLoop.

PlayerSelectionState ($C546 region) — state offset $02

  • If $87|$88 != 0 → @AdvanceTimeout (16-bit timeout counter).
  • Else (first entry): copy PlayerCountSelectionDisplayData ($C507–$C50E) to RAM $024B until $FF terminator. Capture controller bits $04 and $08 into pacmanRequestedDirection ($50) and pacmanDirection ($51).
  • @AdvanceTimeout: increment 16-bit counter at $87/$88. If high byte reaches $02 → reset counter, set gameState=$04, jump MainDispatchLoop.
  • @CheckSelectionInput: if controller bit $04 changed → store as pacmanRequestedDirection, reset counter, set $87=$01, toggle activePlayerFlag ($47) between 0/1, update display marker tiles at $024D/$0251 from PlayerCountSelectionMarkerTiles ($C50F–$C511).
  • @CheckConfirmInput: if controller bit $08 changed → store as pacmanDirection. If bit $08 now active → clear gameplaySuspended, jsr $EEB4, jump GameModeEntry.

PlayerCountSelectionDisplayData ($C507): $22,$0A,$5C,$00, $22,$4A,$20,$FF — copied to $024B on entry. PlayerCountSelectionMarkerTiles ($C50F): $5C,$20,$5C — selection marker toggle data.

State04Handler ($C52E region) — state offset $04

  • If controller bits $0C set → gameState=$02, jump MainEntry (restart).
  • Else: Y = $87 (substate offset), load 16-bit handler from State04SubstateTable ($C52E), jump indirect via $10/$11.

State04SubstateTable ($C52E) — 12 entries indexed by even offsets $00–$16:

Offset Handler
$00 State04Initialize
$02–$12 State04TimedSubstate (shared, 6 entries)
$14 State04LongDelay
$16 State04FinalPhase
  • State04Initialize ($C573): sync to NMI via $40, PPUCTRL=$08, disable rendering, clear $88, call $C5D8, InitializeState04PpuData ($C608), LoadState04DisplayData ($C5A6), advance $87 by 2, PPUCTRL=$88, return to loop.
  • State04TimedSubstate ($C589): increment $88; at $30 frames → clear $88, call $C5A6, advance $87 by 2.
  • State04LongDelay ($C5A6): increment $88; at $80 frames → advance $87 by 2 to substate $16.
  • State04FinalPhase ($C5D7): sets $47=$01, tail-jumps to GameModeEntry.
  • SetSelectionFlagAndContinue ($C5D7): activePlayerFlag=$01, jmp GameModeEntry.

LoadState04DisplayData ($C5A6)

Uses $87 as offset into CharacterIntroDisplayDataTable ($C687), copies $FF-terminated stream to RAM $024B. Optional secondary copy of 16 bytes from CharacterIntroSpriteData based on substate offset.

CharacterIntroDisplayDataTable ($C687) — 10 pointers to display streams for characters/nicknames (SHADOW, BLINKY, SPEEDY, PINKY, etc.) plus scoring legend.


7. Game Mode Entry — GameModeEntry ($C328)

Reached from SetSelectionFlagAndContinue (state $04 final phase). This transitions from the attract/selection sequence into gameplay:

  1. PPUCTRL=$88, ppuCtrlShadow=$88.
  2. Wait for VBlank.
  3. PPUMASK=$00, gameState=$00, cocktailModeFlag=$00, $69=$00, $4A=$00.
  4. jsr ClearGameplayNametables, jsr DrawGameplayHudLabels, jsr DrawGameplayScoreFields.
  5. If gameplaySuspended != 0 → roundNumber=$01 (continue existing game).
  6. Else → clear 32 bytes starting at roundNumber ($67–$86), set roundNumber=$03, $77=$03, clear $0600/$0601.
  7. Common init: roundDisplayValue=$FF, $78=$FF, $0245=$FF, ppuCtrlShadow=$88, PPUCTRL=$88.
  8. GameModeFrameSync ($C360): $40=$01, wait for NMI clear ($@WaitForNmi`), then:
    • If gameplaySuspended != 0 AND controller bits $0C set → gameState=$02, jump MainEntry (restart).
    • If stateTimer ($4C) != 0 → decrement, return to @WaitForNextFrame.
    • Else @DispatchState: Y = gameState, load handler from GameModeStateTable ($CAD7) into $10/$11, indirect jump.

GameModeStateTable ($CAD7) — 8 entries indexed by even offsets $00–$0E:

Offset Handler
$00 GameModeState00
$02 GameModeState02
$04 GameModeState04
$06 GameModeState06
$08 GameModeState08
$0A GameModeState0A
$0C GameModeState0C
$0E InitializeGameplayTransitionState

GameModeState04 ($CAE9) — pause/per-frame handler

  • If $060F != 0 → return to GameModeFrameSync.
  • Else: edge-detect controller bit $08 using $49 as previous state. On new press → increment $4A, install pause display commands at $024B, toggle pause display via bit 0 of $4A.
  • When not paused and bit 0 of $4A clear → call gameplay helper chain before returning to GameModeFrameSync.
  • Adjacent data at $CB5B contains tile values for "PAUSE" text — confirms this is the pause-state handler.

8. PPU / Rendering

DrawMazeNametable ($E2E4)

Draws the maze nametable using compressed data:

  • PPU destination selected based on cocktail mode ($47 & $46): $2000 or $2080.
  • Source pointer from MazeDataPointerBytes at $FFF6–$FFF7 ($ECEC → points to ROM data).
  • Each row: set PPU address, decode 2-bit-run-length-encoded bytes from the source (2 bits = repeat count-1, 6 bits = tile value), write $16 (22) bytes per row.
  • Advance PPU destination by $20 per row.

FlushGameplayPpuUpdates ($DE3B)

  • If $48 (gameplaySuspended) == 0 → process update block at $023F (6 bytes + terminator to PPU).
  • Else → jump to UpdateAnimatedGameplayPpuFields.
  • Block at $0245 processed similarly if nonzero.

9. Audio System

InitializeAudioEngine ($E1F8):

  • Clear audio request pointer ($F0/$F1 = $0006), channel table pointer ($F2/$F3 = $0620), sequence table pointer from ROM $F100/$F101.
  • audioWorkValue=$40, APUSTATUS=$1F, APUFRAMECNT=$C0.
  • Clear 16 bytes through ($F0), clear 16 entries at 8-byte stride through ($F2).

InitializeAudioChannels ($EED0):

  • Clear audio channel flags and work values, scan 16 eight-byte slots through ($F2).
  • Slots with values $01–$04 activate a channel: copy 4-byte parameters through indirect pointer $F6.
  • Falls through to runtime command processing at $EF2D.

UpdateAudioChannels ($EF2D):

  • For each active slot: decrement countdown, fetch command byte from sequence table, decode command ($F0+ = special, $C0+ = delay, else = note/frequency), update APU registers ($4000–$400F).

UpdateAudio ($F8DE):

  • APUFRAMECNT=$C0, update Pulse 1, Pulse 2, Noise, Sound Effect channels.
  • Clear $FF–$FB; if $07FF != 0 → APUDMALOAD, decrement $07FF.

Audio data tables at $FF00–$FFF5 (period/mask tables), $FF64–$FFEA (sequences/instruments), $F450–$F49A (runtime command data).


10. Zero-Page / RAM Symbols

Address Symbol Use
$00–$01 workPtr0/1 General indirect pointers
$02–$09 workValue0–5 General scratch values
$0A pathCompareValue Maze pathfinding
$0B pathFallbackValue Maze pathfinding
$0C legalDirections Maze pathfinding
$10 dispatchVector State dispatch indirect pointer
$12–$15 arithmeticValue/Operand 16-bit arithmetic
$1A–$2D pacmanMotion–ghost4Motion Actor motion records (4 bytes each)
$2E–$2F pacmanTargetRow/Column Pac-Man maze target
$32 pacmanSpriteFrame Pac-Man sprite frame
$33 ghostSpriteFrames Ghost sprite frames
$39 ghostDirectionFlags Ghost direction/control state
$3F gameState Main gameplay state
$40 — NMI sync flag ($01=pending, NMI clears to $00)
$41 ppuCtrlShadow PPUCTRL mirror
$42 — Second PPUSCROLL write
$46 cocktailModeFlag Cocktail cabinet mode
$47 activePlayerFlag Active player (0/1)
$48 gameplaySuspended Gameplay suspended flag
$4B frameCounter Per-frame counter
$4C stateTimer State countdown timer
$4D currentInput Controller 1 input
$4E newlyPressedInput Newly pressed input
$4F previousInput Previous input state
$50 pacmanRequestedDirection Requested direction
$51 pacmanDirection Current direction
$61 highScoreDigits High score digits
$67 roundNumber Round number
$68 roundDisplayValue Round display value
$6A pelletsRemaining Pellets remaining
$6B extraLifeAwarded Extra life flag
$6C–$6F actorStatusDisplay Actor status display
$70 playerScoreDigits Player score digits
$F0–$F7 audioRequestPtr…audioWorkValue Audio engine pointers/values
$F8 audioChannelFlags Audio channel flags
$FC audioRequestIndex Audio request index
$FD audioChannelOffset Audio channel offset
$FE–$FF audioIndirectPtr Audio indirect pointer

11. Data Tables

Label Address Description
CopyrightText $C004 "COPYRIGHT 1980 1993 NAMCO LTD. ALL RIGHTS RESERVED"
RamSignature $C354 "HIROKI AOYAGI" $AA $55 — warm-start signature
MainStateHandlerTable $C267 4 main state handler pointers
State04SubstateTable $C52E 12 state-$04 substate handler pointers
GameModeStateTable $CAD7 8 game-mode state handler pointers
CharacterIntroDisplayDataTable $C687 10 display data pointers for character intro
TitleScreenTileBlock $C326 6 rows × $17 bytes of title tile data
TitleScreenPpuRecords $C3B0 9 PPU update records for title screen
TitleScreenPalette $C43F 32-byte initial palette
TitleScreenAttributeData $C45F $18 attribute bytes
PlayerCountSelectionDisplayData $C507 8 bytes for player-count display
PlayerCountSelectionMarkerTiles $C50F $5C,$20,$5C marker toggle
CharacterIntroPalette $C667 32-byte character intro palette
CharacterIntroDisplayDataTable $C687 Character intro display pointers
CharacterNicknameHeaderData $C69B "CHARACTER ; NICKNAME" display data
MazeDataPointerBytes $FFF6 $EC,$EC,$0E,$C1 — maze data pointer ($C10E)
Audio tables $FF00–$FFEA Period/mask tables, sequences, instruments

12. Summary of Execution Flow

Power On / Reset
    │
    ▼
Reset ($C033) ───────────────────────────────────────────────┐
    │ sei, cld, disable PPU, wait 2× VBlank                   │
    │ clear RAM $0000–$003D, clear pages $0100–$07FF          │
    │ PPUMASK=$06, scroll=$00                                 │
    │ check warm-start signature "HIROKI AOYAGI" + $AA,$55    │
    │   valid → skip full clear; invalid → clear + save sig   │
    │ set flags, optional 16-byte swap ($67↔$77)              │
    │ APUCTRL=$1F, APUFRAMECNT=$C0                            │
    │ jsr InitializeAudioEngine, jsr $EEB4                    │
    │ PPUCTRL=$88 (NMI enabled), $48=$FF (suspended)          │
    │ jmp MainEntry                                           │
    │                                                         │
MainEntry ($C573)                                             │
    │ $40=$1, wait for NMI to clear it                        │
    │ PPUCTRL=$88, PPUMASK=$00, clear OAM                     │
    │ clear cocktail/player flags, $41/$42/$4C/$87/$88        │
    │ init nametables, attributes, palette buffers            │
    │ select PPUCTRL ($8A), set ppuCtrlShadow                 │
    │                                                         │
MainDispatchLoop ($C645) ─────────────────────────────────────┤
    │ $40=$1, wait for NMI                                    │
    │ Y = gameState ($3F)                                     │
    │ load handler from MainStateHandlerTable ($C267)         │
    │ jmp ($0010) → state handler                             │
    │                                                         │
    ├─ State $00: InitialStateHandler                         │
    │   ├─ controller bits $0C → gameState=$06, $0F=$5A      │
    │   │   → jump MainEntry (restart sync)                  │
    │   └─ else inc $42; if $42==$F0 → reset, gameState=$06 │
    │                                                         │
    ├─ State $02: PlayerSelectionState                        │
    │   ├─ 1P/2P selection via controller bits $04/$08       │
    │   ├─ timeout ($87/$88 reaches $0200) → gameState=$04   │
    │   └─ confirm (bit $08) → clear suspended, jsr $EEB4,   │
    │       jmp GameModeEntry                                 │
    │                                                         │
    ├─ State $04: State04Handler                              │
    │   ├─ controller bits $0C → gameState=$02, restart      │
    │   └─ Y=$87 → dispatch via State04SubstateTable ($C52E) │
    │       ├─ $00: State04Initialize (PPU setup, $87+=2)    │
    │       ├─ $02–$12: State04TimedSubstate ($30 frames)    │
    │       ├─ $14: State04LongDelay ($80 frames)            │
    │       └─ $16: State04FinalPhase → $47=$1,              │
    │           jmp GameModeEntry                             │
    │                                                         │
    └─ State $06: TimedStateTransition                        │
        │ dec $0F; if nonzero → MainDispatchLoop              │
        │ else gameState=$02 → MainDispatchLoop               │
    │                                                         │
    └─ loop back to MainDispatchLoop                          │
    │                                                         │
GameModeEntry ($C328) [from SetSelectionFlagAndContinue]      │
    │                                                         │
    ├─ PPUCTRL=$88, wait VBlank, PPUMASK=$00                  │
    ├─ clear gameplay state, HUD labels, score fields         │
    ├─ if not suspended: clear player state, roundNumber=$3   │
    │   else: roundNumber=$1                                  │
    ├─ common init: roundDisplayValue=$FF, PPUCTRL=$88       │
    │                                                         │
GameModeFrameSync ($C360) ────────────────────────────────────┤
    │ $40=$1, wait for NMI                                    │
    │                                                         │
    ├─ if suspended && controller bits $0C → gameState=$02,  │
    │   jmp MainEntry (restart)                               │
    │                                                         │
    ├─ if stateTimer != 0 → dec, return to @WaitForNextFrame │
    │                                                         │
    └─ Y = gameState → dispatch via GameModeStateTable ($CAD7)│
        │                                                     │
        ├─ $00: GameModeState00                               │
        ├─ $02: GameModeState02                               │
        ├─ $04: GameModeState04 (pause/input handler)         │
        │     ├─ $060F != 0 → return to frame sync            │
        │     ├─ edge-detect controller bit $08 ($49)         │
        │     │   → new press: inc $4A, install pause cmds   │
        │     │   → bit 0 of $4A toggles pause display        │
        │     └─ not paused, bit0 of $4A clear → gameplay     │
        │       helper chain → return to frame sync           │
        ├─ $06–$0C: GameModeState06/08/0A/0C                  │
        └─ $0E: InitializeGameplayTransitionState             │
        │                                                     │
        └─ loop back to GameModeFrameSync                     │
    │                                                         │
    └─ (eventually enters gameplay via $0E handler)           │
                                                              │
NMI ($C10E) [once per frame]                                  │
    │                                                         │
    ├─ save A, X, Y                                           │
    ├─ PPUMASK=$1E                                            │
    ├─ OAM DMA ($4500–$45FF → $0200–$02FF)                   │
    ├─ jsr FlushGameplayPpuUpdates ($DE3B)                   │
    ├─ jsr ReadNearbyNametableTiles                           │
    ├─ jsr UpdatePalettes ($3F00/$3F10 from $0299/$02A9)     │
    ├─ restore scroll ($41,$42 → PPUSCROLL)                   │
    ├─ construct PPUCTRL from $47,$46,$43                     │
    ├─ strobe JOY1, read both controllers (8 bits each)       │
    │   → $4D (current), $4E (newly pressed)                  │
    ├─ select active controller → $4F (previousInput)         │
    ├─ inc frameCounter ($4B)                                 │
    ├─ if $48==0: jsr InitializeAudioChannels                │
    ├─ restore registers, rti                                 │
    │                                                         │
IrqHandler ($C17E): rti (unused)                              │
                                                              │
Audio Engine (from NMI via InitializeAudioChannels/$EEB4)     │
    ├─ 16 eight-byte channel slots scanned                    │
    │   │ values $01–$04 activate a channel                   │
    │   │ 4-byte parameters copied via $F6 pointer            │
    ├─ UpdateAudioChannels ($EF2D):                           │
    │   │ decrement countdowns, fetch command bytes,          │
    │   │ decode ($F0+=special, $C0+=delay, else=note),       │
    │   │ write APU registers $4000–$400F                     │
    └─ UpdateAudio ($F8DE): 4 channels + SFX + DMA trigger    │

13. Notes

  • Build verification: make in copilot/ produces reconstructed.nes, compared whole-ROM against rom.nes.
  • Vectors confirm NMI at $C10E, RESET at $C033, IRQ at $C17E (a bare rti, unused).
  • The foreground main loop (MainDispatchLoop at $C645) is strictly NMI-synchronized via $40: NMI clears it each frame, and the main code spins waiting for it to clear before dispatching to the next state handler.
  • GameModeEntry ($C328) is a second, separate state machine entered from the state-$04 final phase. It has its own frame sync ($40) and its own 8-state dispatch table (GameModeStateTable at $CAD7), leading into gameplay initialization.
  • State $04 contains a nested secondary state machine (State04SubstateTable at $C52E) with 12 substate offsets, implementing a timed character-introduction sequence (GHOST names, nicknames, scoring legend).
  • The warm-start signature "HIROKI AOYAGI" at $0052 allows the game to preserve RAM across a soft reset.
  • Many routine labels are address-based (State04TimedSubstate, LoadState04DisplayData, etc.) reflecting the automated first-pass disassembly; semantic naming is provisional.
  • symbols.inc (embedded at the top of prg.s) provides NES hardware register names, controller masks, and extensive zero-page symbol definitions.