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