Files
disasm/Bomberman (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

19 KiB
Raw Blame History

Bomberman (U) — Game Flow from Power-On

This document describes the execution flow of the disassembled Bomberman (U) PRG bank (16 KB, mapped at CPU $C000–$FFFF), starting from power-on. It is based entirely on copilot/prg.s (with header.s and chr.s for the iNES header and CHR data) in the repository.


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 Vertical
PRG bank start CPU $C000
Source files copilot/prg.s (7,553 lines, ~493 KB), header.s, chr.s
Output reconstructed.nes (24,592 bytes)

Interrupt vectors (CPU $FFFA–$FFFF)

Vector Address Handler
NMI $C01A NmiHandler
RESET $C000 Reset
IRQ / BRK $FFF9 IrqHandler (just rti — unused)

2. Build Status

make in copilot/ assembles and links successfully, producing reconstructed.nes (24,592 bytes).

Verification result: The reconstructed ROM is byte-identical to bomberman.nes — headers, CHR, and all 16,384 PRG bytes match exactly.

Naming fixes applied

Change Location Reason
RandomState0 kept at $54; added RandomStateAlt = $E4 locals.inc Zero-page reuse: $54 is the random-state byte used by most code; $E4 is a distinct byte decremented at CPU $E71B
dec RandomState0 → dec RandomStateAlt prg.s (was main.s:6972) The original ROM has dec $E4 at CPU $E71B, not dec $54
ControllerState → ControllerState1 prg.s (16 refs) Clarifies this is controller port 1; added ControllerState2 = $13 for port 2
Main_HandleControl_C368 → MainGameLoop prg.s (3 refs) Main per-frame game loop entry point
Gameplay_HandleControl_C79D → GameplayUpdate prg.s (4 refs) Gameplay object dispatcher/update
Sound_HandleControl_E65F → SoundUpdate prg.s (3 refs) Sound engine update called from NMI

Pass 3 symbol application (2026-10-19)

Pass Substitutions Detail
locals.inc (single-name) 354 operands All zero-page addresses with exactly one name in locals.inc
locals.inc (multi-alias, site-resolved) 8 operands $E0/$E1: IndirectPtrLo/Hi in the RAM-clear loop (InitializeSystemAndRunMainLoop → Main_WriteSoundDispatchIndex_C317); SoundDelay0 (indexed, $E1,x) in sound engine (Gameplay_ReadSoundDelay0_E57B, InitializeApu, Sound_ReadSoundDelay0_E661)
symbols.inc (hardware) 0 operands prg.s already contains no numeric hardware operands ($2000–$4017)
In-file data-table labels 24 operands 24 ROM-space table reads (lda $C2E7,x → lda SystemPaletteData,x, etc.) substituted via reconstructed.lbl

Residue: 758 numeric operands remain, addressing bytes not named in either .inc file: 505 zero-page (133 distinct addresses), 171 RAM $0100–$07FF (46 addresses), and 82 ROM table reads (54 addresses, 34 of which are interior bytes of labelled tables).


3. Reset — CPU $FFFC → $C000

Reset ($C000)

On power-on or reset:

  1. sei — disable maskable interrupts.
  2. lda #$00 / sta PPUMASK / sta PPUCTRL — disable PPU rendering and NMI.
  3. cld — clear decimal mode.
  4. ldx #$FF / txs — initialize stack pointer to $FF.
  5. Wait for two startup VBlanks — WaitForFirstStartupVBlank ($C00D) and WaitForSecondStartupVBlank ($C012) each poll PPUSTATUS ($2002) for the VBlank bit.
  6. jmp InitializeSystemAndRunMainLoop ($C30C) — transfer control to the system initializer.

4. System Initialization — InitializeSystemAndRunMainLoop ($C30C)

This is the main entry point after reset:

  1. Clear RAM — writes $00 to zero page via Main_WriteZp00_C333 ($C333) and to $0100–$07FF via an indirect pointer IndirectPtrLo/IndirectPtrHi ($E0/$E1) in a 7-page loop (Main_WriteSoundDispatchIndex_C317 at $C317).
  2. jsr InitializeVideoSystem ($C1F2) — disables rendering, clears shadow OAM, uploads the system palette, enables NMI.
  3. jsr InitializeApu ($E642) — silences all APU channels, resets sound delay/state variables (SoundDelay0–SoundDelay2 at $E1–$E3).
  4. Writes zero to sound state variables ($E0–$E3).
  5. Sets stack pointer to $FF, enables APU ($4015 = $0F).
  6. jsr ComposeStatusScreen ($DE83) — draws the initial status/title screen.
  7. jsr EnableNmiInPpuControl ($C2B0) — enables NMI via PPUCTRL shadow.
  8. Sets ScreenState ($72) = $01.
  9. Enters the main loop at MainGameLoop ($C368).

5. NMI / Frame Heartbeat — NmiHandler ($C01A)

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

  1. Save registers (A, X, Y on stack).
  2. Set FrameSyncFlag ($0B) = $00.
  3. Set OAM address to $00.
  4. Sprite DMA path — if $60 is zero, write OAM entry $0700–$0703 (sprite #0 at Y=$F8) and trigger OAMDMA ($4014 = $07).
  5. VRAM transfer path — if VramReadOffset ($14) ≠ VramWriteLimit ($15), transfer VRAM data from a table at $0600–$0607, indexing into pointer data at $D9C6–$D9C9. Handles both write and read packet types.
  6. Screen state / NMI work pending — based on ScreenState ($72) and NmiWorkPending ($60), transfers various VRAM data blocks (title screen, gameplay screen, etc.) using SetPpuAddress ($C196).
  7. PPU status / audio — reads PPUSTATUS, commits PPU state and scroll via CommitPpuStateAndScroll ($C296), increments FrameCounter ($33), handles audio channel timing at $69/$6A.
  8. jsr Ppu_WriteZp10_C19D ($C19D) — reads and debounces both controller ports, stores results in ControllerState1 ($12) and ControllerState2 ($13).
  9. jsr Gameplay_ReadZpB2_E4C7 ($E4C7) — gameplay input handling.
  10. jsr SoundUpdate ($E65F) — sound engine update.
  11. DMC control — if $38 and GameMode ($59) are zero, starts DMC playback ($4010 = $0E, DMC address $C000, length $FF, enable channels).
  12. PPU scroll wait — if $60 is set, waits for VBlank (polls PPUSTATUS bit 6), then applies scroll from $0E/$0F.
  13. Toggles FrameParity ($DB) with EOR #$05 (frame parity / flip-flop flag).
  14. Restore registers, rti.

Controller reading (Ppu_ReadControllerAndReturnA_C1BF / $C1BF)

  • Strobes JOY1 ($4016) with $01 then $00.
  • Reads 8 bits per controller, shifting into X.
  • Ppu_HandleControl_C1EB masks to the low 2 bits ($03) and increments X if non-zero (button press detection).
  • Port 1 result → ControllerState1 ($12); port 2 result → $13 (ControllerState2).

6. Main Loop

The main loop starts at MainGameLoop ($C368):

MainGameLoop ($C368):
    wait until ControllerState1 ($12) is nonzero (button pressed)
    └─ branch on SELECT ($20) to toggle $5F
    └─ decrement sub-delay $71 / main delay $70
    └─ when delays expire, increment $59 (game mode / screen state)

Based on $59 and $5F, the loop dispatches to:

  • RunMenuSelectionScreen ($DA8E) — title/menu screen
  • Gameplay initialization paths ($C3B6–$C5FF) — sets up object positions, stage, sound
  • Main_WriteStageCounter_C613 ($C613) — stage counter display

The core per-frame gameplay dispatch uses a state table at MainStateDispatchTable ($C75D–$C79C), which maps state indices to handler sub-indices ($00–$27). Gameplay object processing walks arrays at $03E6 (state), $0436, $0486 (X/Y position), $04D6, $0526 (timer/flags), with up to 80 ($4F) object slots.

Key main-loop subroutines:

  • Main_ReadGameMode_C60B ($C60B) — waits for FrameDelay ($B5) to reach zero.
  • Main_WriteStageCounter_C613 ($C613) — updates stage counter, handles START button to begin gameplay.
  • GameplayUpdate ($C79D) — main gameplay object dispatcher (80 slots).
  • Gameplay_Dispatch_C7A4 / Gameplay_Dispatch_C835 — object state dispatch.
  • Stage_WriteObjectWorkX_D8FC ($D8FC) — object work initialization.

7. Gameplay Systems

Object management

  • Up to 80 object slots ($00–$4F), tracked by state at $03E6,X.
  • Position arrays: $0436,X / $0486,X (X/Y), $04D6,X (state/flags), $0526,X (timer/direction).
  • Stage_WriteObjectWorkX_D8FC ($D8FC) initializes object work fields.
  • Objects are processed in a loop with dex/index retreat patterns ($C756, $C8A6).

Bomb / explosion / player mechanics

Referenced throughout the gameplay code:

  • Gameplay_HandleControl_C96A, Gameplay_HandleControl_CA1B, GameplayUpdate — player/bomb input and state.
  • Object_WriteStageProgress_CFB0 ($CFB0) — stage progress tracking.
  • Frame_ReadObjectIndex_CE5B ($CE5B), Frame_ReadObjectX_CDD4 ($CDD4) — frame-based object reading.

Stage system

  • Stage_ReadZp58_D69A ($D69A) — stage data lookup.
  • Stage counter display via Main_WriteStageCounter_C613.

8. Audio / Sound Engine

InitializeApu ($E642)

  • Clears DMC direct register ($4011), sound delays SoundDelay0–SoundDelay2 ($E1–$E3).
  • Silences pulse 1, pulse 2, triangle, noise channel controls ($4000, $4004, $4008, $400C).
  • Enables APU channels ($4015 = $0F).

SoundUpdate ($E65F)

  • Loops over 3 sound channels (X = 2 down to 0).
  • Decrements per-channel delay at SoundDelay0,x ($E1,X).
  • When delay expires, reads sound command state from SoundCommandState ($DF):
    • If $DF < 0 → read sound RAM pointer ($E6BC table).
    • If $DF == 3 → write sound command state.
    • Otherwise → return or handle based on $E0 (indirect pointer).
  • Calls into sound dispatch via SoundDispatchAddressTable ($E6AD–$E6C8).

Sound dispatch table (SoundDispatchAddressTable, $E6AD)

A jump table of 14 sound handler addresses (e.g., $E641, $E6C8, $E6CC, $E6DE, $E727, $E766, $E792, $E7AB, etc.), each handling a specific sound effect or music channel.

Channel-specific sound paths

  • Sound_UpdateAudioChannelPath_E6CF ($E6CF) — noise channel ($400E–$400F).
  • Sound_UpdateAudioChannelPath_E6DF ($E6DF) — pulse 2 channel: sets sweep ($4005 = $84), timer lo/hi ($4006/$4007), noise period/length.
  • Sound_UpdateAudioChannelPath_E70B ($E70B) — decrements RandomState0, reconfigures pulse 2 when expired.

Sound state (zero page)

Address Symbol Use
$DF SoundCommandState Sound command / state
$E0 IndirectPtrLo / SoundDispatchIndex Indirect pointer low; sound dispatch index
$E1–$E3 SoundDelay0–SoundDelay2 Per-channel sound delays

9. PPU / Rendering

InitializeVideoSystem ($C1F2)

  • jsr DisableRendering ($C257) — wait for VBlank, turn off PPUMASK.
  • jsr Ppu_HandleControl_C2B9 ($C2B9) — apply PPUCTRL shadow with NMI disabled.
  • Set PpuCtrlShadow ($0C) = $10, clear $0E/$0F/$14/$15.
  • jsr HideAllSprites ($C268) — fills $0700–$07FF with $F8 (offscreen) in 32-byte strides.
  • jsr UploadSystemPalette ($C2C3) — uploads 32 bytes of palette data from SystemPaletteData ($C2E7) to $3F00–$3F1F.
  • jsr EnableNmiInPpuControl ($C2B0) — enable NMI.

CommitPpuStateAndScroll ($C296)

  • Writes PpuMaskShadow ($0D) to PPUMASK ($2001).
  • Sets PPU address to $0000, writes $00 to $2005 twice (scroll).
  • Writes PpuCtrlShadow ($0C) to PPUCTRL ($2000).

Palette data (SystemPaletteData, $C2E7)

32 bytes of NES palette colors starting at $3F00.


10. Zero-Page / RAM Symbols

The symbol table lives in copilot/locals.inc (hardware constants are in copilot/symbols.inc). Every address it names is used by name in prg.s:

Address Symbol Use
$0B FrameSyncFlag Main-thread/NMI frame handoff
$0C PpuCtrlShadow Software copy of PPUCTRL
$0D PpuMaskShadow Software copy of PPUMASK
$12 ControllerState1 Controller port 1 sample
$13 ControllerState2 Controller port 2 sample
$14 VramReadOffset NMI VRAM-transfer index into the $0600 table
$15 VramWriteLimit Upper limit compared against $14
$16 NmiPathSelector $60=0 → sprite DMA path; $60≠0 → VRAM data path
$1F ObjectScreenX Object coordinate temporaries used by object processing
$20 ObjectScreenY
$28 ObjectSpawnParam Object spawn parameters
$29 ObjectSpawnY
$2A ObjectSpawnX
$2B ObjectSpawnWidth
$2C ObjectSpawnHeight
$33 FrameCounter Frame counter
$54–$57 RandomState0–RandomState3 Four-byte PRNG state used by AdvanceRandomState
$59 GameMode Game mode / screen selector
$5C ObjectStateFlags Object state trio
$5D ObjectStateTimer
$5E ObjectStateExtra
$60 NmiWorkPending Nonzero → the NMI performs VRAM transfers
$70 MainDelay Main-loop delay counter
$71 SubDelay Secondary delay counter
$72 ScreenState Screen state flag
$73 ObjectXLimit Object X limit
$93 StageCounter Stage counter
$9C–$9F ObjectWork0–ObjectWork3 Object work fields
$A4 BonusTimer Bonus timer
$AC–$AF AudioPtrLo/Hi, AudioArgLo/Hi Audio data / argument pointers
$B0 GameModeCounter Game-mode counter
$B1 ObjectType Object type
$B5 FrameDelay Frame delay
$DB FrameParity Frame-parity toggle, flipped by the NMI each frame
$DF SoundCommandState Sound command state
$E0 IndirectPtrLo / SoundDispatchIndex Indirect pointer for the RAM-clear loop; sound dispatch index in the sound engine
$E1 IndirectPtrHi / SoundDelay0 Indirect pointer high byte; per-channel delay base (indexed by X)
$E2–$E3 SoundDelay1 / SoundDelay2 Remaining per-channel delays
$E4 RandomStateAlt Distinct byte decremented at CPU $E71B (zero-page reuse)

Aliases. Two addresses carry two names each; prg.s uses the one that matches the calling routine. $E0/$E1 are IndirectPtrLo/Hi in the RAM-clear loop (InitializeSystemAndRunMainLoop / Main_WriteSoundDispatchIndex_C317) and in the sound engine's pointer work, but $E1 is SoundDelay0 wherever the sound engine indexes the per-channel delay table (SoundDelay0,x, i.e. $E1–$E3).

Unnamed residue. Most zero-page/RAM bytes the game touches have no entry in locals.inc and stay numeric — 758 operands address 179 distinct addresses outside the table above (e.g. the $34/$35 indirect pointer used by gameplay data writes). Naming them is Pass-3 semantic work, not a substitution.


11. Data Tables

Label Address Description
InesHeader $000000–$00000F (header segment) iNES header (in header.s)
SystemPaletteData $C2E7–$C306 32-byte palette for $3F00
MainStateDispatchTable $C75D–$C79C 64-byte gameplay state dispatch table
SoundDispatchAddressTable $E6AD–$E6C8 14-entry sound handler jump table
PatternTableGraphics $004010+ (CHR segment) CHR pattern table data (in chr.s)

12. Summary of Execution Flow

Power On / Reset
    │
    ▼
Reset ($C000) ───────────────────────────────────────┐
    │ sei, disable PPU, cld, stack=$FF               │
    │ wait 2× VBlank                                 │
    ▼                                                │
jmp InitializeSystemAndRunMainLoop ($C30C)           │
    │                                                │
    ├─ clear RAM ($0000–$07FF)                       │
    ├─ InitializeVideoSystem ($C1F2)                 │
    │     ├─ DisableRendering                        │
    │     ├─ HideAllSprites                          │
    │     ├─ UploadSystemPalette ($3F00–$3F1F)       │
    │     └─ EnableNmiInPpuControl                   │
    ├─ InitializeApu ($E642) — silence all channels  │
    ├─ ComposeStatusScreen ($DE83)                   │
    ├─ EnableNmiInPpuControl                         │
    └─ MainGameLoop ($C368) ◄─────────────┘
                                                      │
MainGameLoop ($C368) ─────────────────────────────────┤
    │                                                │
    ├─ wait for controller button press              │
    ├─ handle SELECT / delay counters ($70,$71)      │
    ├─ increment game mode ($59)                     │
    ├─ RunMenuSelectionScreen ($DA8E) [title]        │
    ├─ gameplay init ($C3B6–$C5FF)                   │
    ├─ GameplayUpdate ($C79D)                        │
    │     │ 80 object slots ($03E6 state array)      │
    │     ├─ object position ($0436/$0486)           │
    │     ├─ object timer ($0526)                    │
    │     └─ object dispatch via StateDispatchTable  │
    └─ eventually → back to MainGameLoop             │
                                                      │
NMI ($C01A) [every frame]                            │
    │                                                │
    ├─ OAM setup + DMA ($4014)                       │
    ├─ VRAM transfer from $0600 table                │
    ├─ screen state transfer ($D9C6–$D9C9 pointers)  │
    ├─ controller read & debounce ($C1BF)            │
    ├─ Gameplay_ReadZpB2_E4C7 ($E4C7)                │
    ├─ SoundUpdate ($E65F)                           │
    ├─ DMC start ($4010–$4013)                       │
    ├─ PPU state & scroll commit ($C296)             │
    ├─ frame parity toggle ($DB)                     │
    └─ rti                                           │
                                                      │
Sound Engine ($E65F) [from NMI]                      │
    ├─ per-channel delay countdown ($E1–$E3)         │
    ├─ SoundDispatchAddressTable ($E6AD)             │
    ├─ pulse 2, noise, DMC channel control           │
    └─ RandomStateAlt ($E4) decrement                │

13. Notes

  • Build is byte-identical: The apparent one-byte difference (dec $E4 vs dec $54 at CPU $E71B) was resolved by recognizing zero-page reuse — $54 is RandomState0 used by most code, while $E4 is a distinct byte (RandomStateAlt) decremented at that one location. Both are now separately named in locals.inc.
  • Source annotation: prg.s uses the canonical ; CPU:$C123 PRG:0123 AD 21 03 audit comment format on every instruction, enabling direct comparison with the binary.
  • Code organization: Code is organized as reachable routines traced from the NMI/RESET/IRQ control-flow graph; unreachable bytes are classified as explicit data regions.
  • Legacy file: copilot/main.s (8,070 lines) is a pre-standardization duplicate kept for reference; the build uses prg.s + header.s + chr.s.
  • Vectors confirm NMI at $C01A and RESET at $C000, matching the reset handler location.
  • Known misnomer: Main_WriteSoundDispatchIndex_C317 ($C317) is actually the RAM-clear loop (writes $00 to $0100–$07FF via IndirectPtrLo/Hi), not a sound-dispatch write. The name reflects a prior pass's assumption; the operands now correctly use IndirectPtrLo/Hi. Renaming the label is a follow-up task.