Files
disasm/Clu Clu Land (JU)/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

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# Clu Clu Land (JU) — Game Flow from Power-On
This document describes the execution flow of the disassembled Clu Clu Land (JU) 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` (9,150 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 | $C1F1 | `NMIHandler` |
| RESET | $C196 | `ResetEntry` |
| IRQ / BRK | $C196 | `IRQHandler` (reuses `ResetEntry`) |
---
## 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 → $C196
**`ResetEntry`** ($C196)
On power-on or reset:
1. `CLD` — clear decimal mode.
2. `LDA #$00 / STA PPUCTRL` — disable PPU rendering/NMI.
3. `SEI` — disable maskable interrupts.
4. `LDX #$FF / TXS` — initialize stack pointer to $FF.
5. **Wait for two VBlanks** — `InterruptPathLoop_C1A2` (`LDX #$02`, then poll `PPUSTATUS` bit 7 twice via `DEX`/`BNE`). This is the PPU warm-up delay.
6. **Clear RAM** — `LDY #$24` (or `$18` if `StartupPreserveFlag0`/$48 or `StartupPreserveFlag1`/$49 is nonzero), then `STA $0000,Y` in a loop clearing zero page + one page. The Y start value ($24 vs $18) is selected by the two preserve flags.
7. `JSR RunGameTaskRoutine_CBA6` ($C1C2) — run an initial game task routine with Y=$07, X=$06.
8. `LDA #$55 / STA FrameShiftRegister0` ($10) — initialize frame shift register 0.
9. `LDA #$12 / STA PPUCTRL / STA ShadowPPUCTRL` ($40) — set PPU control to $12 (NMI enabled, $2000 base) and shadow.
10. `LDA #$06 / STA PPUMASK / STA ShadowPPUMASK` ($41) — enable background + sprites, set mask shadow.
11. `LDA #$0F / STA APUSTATUS / STA $0100` — enable all four APU channels, write to $0100.
12. `JSR RunGameTaskRoutine_C3E4` ($C1DF) — run the C3E4 game task routine.
13. `LDA ShadowPPUCTRL / ORA #$80 / STA ShadowPPUCTRL / STA PPUCTRL` — set NMI enable bit in shadow and PPUCTRL (enables NMI).
14. Falls into **`InterruptPathDispatch_C1EB`** ($C1EB) — the permanent main loop.
---
## 4. Main Loop — `InterruptPathDispatch_C1EB` ($C1EB)
Once NMI is enabled, ResetEntry never returns. It enters an infinite loop:
```
InterruptPathDispatch_C1EB ($C1EB):
JSR EnginePath_F58D ; $C1EB: 20 8D F5 - frame/input processing
JMP InterruptPathDispatch_C1EB ; $C1EE: 4C EB C1 - loop forever
```
The real-time work happens in the **NMI** (see section 5). The main loop only repeatedly calls `EnginePath_F58D` and spins. `EnginePath_F58D` ($F58D) shifts the frame shift registers ($10–$17) right based on controller input bits ($10/$11 bit 2), producing a carry that drives rotation.
---
## 5. NMI / Frame Heartbeat — `NMIHandler` ($C1F1)
The NMI fires once per frame and is the central real-time driver. It:
1. **Save A** (`PHA`) and **save WorkPtr0Lo** ($00) onto the stack.
2. **PPU control**: `LDA ShadowPPUCTRL ($40) / AND #$7F` (clear NMI bit), store back to shadow and $2000 — this **temporarily disables NMI** during the handler to prevent re-entry.
3. **PPU mask**: `LDA ShadowPPUMASK ($41) / AND #$E7` (clear sprite/background enable bits), store to shadow and $2001 — rendering off during updates.
4. **Game state update**: `JSR UpdateGameStateRoutine_C996` ($C207) — core per-frame game state logic.
5. **OAM DMA**: write $00 to OAMADDR ($2003), then $02 to OAMDMA ($4014) — DMA $0200–$02FF to sprite RAM.
6. **Resource/level data**: `JSR ResourceAndLevelData` ($F20B) — PPU command buffer processing / nametable updates.
7. **Object paths**: `JSR ObjectPath_E113` ($E113), then `JSR ObjectPath_DDC1` ($DDC1) — object movement/collision.
8. **Restore PPU**: write ShadowPPUCTRL ($40) to $2000; `LDA ShadowPPUMASK / ORA #$18` (re-enable background + sprites), store to shadow and $2001 — rendering back on.
9. **Audio driver**: `JSR AudioDriverCode` ($F7C1) — process all audio channels.
10. **Engine path**: `JSR EnginePath_F5AE` ($F5AE) — controller strobing + input processing (`ProcessResourceStateRoutine_F5BE`).
11. **Object path**: `JSR ObjectPath_DDC1` ($DDC1) again.
12. **Game task**: `JSR RunGameTaskRoutine_C368` ($C368) — main game task dispatcher.
13. **PPU status poll**: `NMIReadPPUStatus_C234` — read PPUSTATUS (reset address latch).
14. **Re-enable NMI**: `LDA ShadowPPUCTRL / ORA #$80 / STA ShadowPPUCTRL / STA PPUCTRL`.
15. **Restore**: `PLA / STA WorkPtr0Lo ($00)`, `PLA`, `RTI`.
### AudioDriverCode ($F7C1)
Called from NMI. Processes four audio state routines in sequence:
- `ProcessAudioStateRoutine_F898`
- `ProcessAudioStateRoutine_FA2E`
- `ProcessAudioStateRoutine_FACF`
- `ProcessAudioStateRoutine_FB22`
Then clears audio request bytes $FB–$FF, handles the noise channel ($07FE, $4011), and returns.
---
## 6. Game Task Dispatcher — `RunGameTaskRoutine_C368` ($C368)
Called each NMI frame. This is the primary gameplay dispatcher with multiple entry points ($C368, $C3BC, $C3E4, $C402, $C463, $C47A, etc.). It branches on game state variables ($92, $B0, $8A, $8D, $8C, etc.) to:
- `ProcessResourceStateRoutine_F577` — resource processing
- `CoreGameCode` ($C245) — the large central object-processing routine (see section 7)
- `RunGameTaskRoutine_C6BE`, `C7EF`, `C7F3`, `C809`, `C816`, `C81A`, `C824`, `C830`, `C84B` — various sub-tasks
- `ProcessResourceStateRoutine_F40C / F408 / F31A / F77D` — resource/command buffer updates
The dispatcher uses a dense network of `CorePath*` / `UpdateGameState*` / `UpdatePlayerState*` / `RunGameTaskDispatch_*` branch targets driven by zero-page state ($8A–$8F, $90–$93, $A7, $AC–$AF, $B0, etc.).
---
## 7. Core Object Processing — `CoreGameCode` ($C245)
The largest single routine in the bank. Called from the task dispatcher. It processes objects in two main phases:
**Phase 1** ($C245–$C264):
- `JSR RunGameTaskRoutine_CBB9`
- `JSR ObjectPath_D34E`
- `JSR UpdateObjectRecord_D27D`
- Object record reads from `CurrentObjectPtrLo/Hi` ($08/$09): `ReadObjectRecord_DADA`, `ReadObjectRecord_CD7B`, `ReadObjectRecord_D11E`
**Phase 2** ($C264–$C2C2):
- `JSR ObjectPath_D06D`, `RunGameTaskRoutine_CBC6`, `ObjectPath_D34E`, `UpdateObjectRecord_D27D`
- Second set of object record reads
- Long chain of object buffer/update routines: `ObjectPath_D08F`, `ObjectPath_DD10`, `ObjectPath_DC5A`, `UpdateObjectBuffer_DB52`, `ObjectPath_D856`, `ObjectPath_D8BA`, `UpdateObjectBuffer_D64F`, `ObjectPath_D97B`, `UpdateObjectBuffer_D0C8`, `ObjectPath_CFA1`, `ObjectPath_D0B1`, `ProcessObjectStateRoutine_E6F3`, `ObjectPath_DA91`, `UpdateObjectBuffer_DBC7`, `ObjectPath_D0DF`, `ObjectPath_D1D6`, `UpdateObjectBuffer_DD8F`, `UpdateObjectBuffer_D0F6`, `UpdateGameStateRoutine_C47A`, `ObjectPath_D209`, then `RTS`.
**Object loop** (`CorePathLoop_C2C3` at $C2C3):
- `JSR RunGameTaskRoutine_C84B`
- Clears $0080–$009F (32 bytes) via indexed store
- `RoundOrSubstate` ($88) = 0
- Player/game state initialization based on `ContextIndex` ($4A)
---
## 8. PPU Command / Nametable Processing — `ResourceAndLevelData` ($F20B)
Called from NMI. Processes an embedded command stream at $0301:
- Reads PPU address high/low from $0301,Y
- Writes a counted block of bytes to $2007 (PPUDATA)
- Handles $3F-prefixed commands (palette) specially — re-writes PPUADDR
- This is the nametable/palette update pipeline driven during VBlank.
Supporting PPU helpers:
- `SetDefaultScroll` ($FFEB) — writes $08, $00 to PPUSCROLL
- `LoadPalette` style routines via `ProcessResourceStateRoutine_F40C/F408/F31A/F77D`
- `UpdateCommandBufferRoutine_F3A1`
---
## 9. Object System
Object processing is spread across many `ObjectPath_*` and `UpdateObjectBuffer_*` / `UpdateObjectRecord_*` / `ReadObjectRecord_*` / `ProcessObjectState*` routines in the $C000–$EFFF range:
| Group | Address Range | Purpose |
|-------|---------------|---------|
| ObjectPath_D06D / D08F / D0B1 / D0DF / D1D6 / D209 | $Cxxx | Object coordinate/state update |
| ObjectPath_D34E | $CD3E | Object processing core |
| ObjectPath_D856 / D8BA / D97B | $CDxx | Object buffer/rendering |
| ObjectPath_DC5A / DD10 / DDC1 | $CDxx–$DDxx | Object collision/movement |
| ObjectPath_E113 | $E113 | Object entry (called from NMI) |
| UpdateObjectRecord_D27D | $CD27D | Object record maintenance |
| ReadObjectRecord_DADA / CD7B / D11E | $CDxx–$DAxx | Object record reading |
| ProcessObjectStateRoutine_E6F3 / D1CE / D211 / D42C / D44A / D94D / DA26 | $CDxx–$E6xx | Object state machine dispatch |
| UpdateObjectBuffer_DB52 / D64F / DBC7 / DD8F / D0F6 | $CDxx–$DDxx | OAM buffer writes |
| ProcessCurrentObjectRoutine_CBE3 | $CBE3 | Current object processing |
Objects use `CurrentObjectPtrLo/Hi` ($08/$09) and `CurrentObjectIndex` ($0A) for indirect access. Object state arrays live in zero page ($90–$AF, $D0–$D8) and RAM ($0400–$07FF).
---
## 10. Zero-Page / RAM Symbols
| Address | Symbol | Use |
|---------|--------|-----|
| $00–$01 | WorkPtr0Lo/Hi | General indirect pointer (also saved across NMI) |
| $02–$03 | WorkPtr1Lo/Hi | Secondary pointer |
| $04–$05 | DataPtrLo/Hi | Data pointer |
| $06–$07 | ListPtrLo/Hi | List pointer |
| $08–$09 | CurrentObjectPtrLo/Hi | Current object pointer |
| $0A | CurrentObjectIndex | Current object index |
| $0B–$0C | AlternateObjectPtrLo/Hi | Alternate object pointer |
| $0D–$0E | TempDirection / TempClass | Temporary direction/class |
| $0F | LoopCounter | Loop counter |
| $10–$17 | FrameShiftRegister0–7 | Frame shift registers (input/frame state) |
| $20–$23 | CollisionRecordA0–A3 | Collision records |
| $24–$27 | VectorComponent0–3 | Vector components |
| $2C–$2F | TempField2C–2F | Temporary fields |
| $33–$34 | TempField33/34 | Temporary fields |
| $3F | TempField3F | Temporary field |
| $40 | ShadowPPUCTRL | $2000 mirror |
| $41 | ShadowPPUMASK | $2001 mirror |
| $42–$43 | ScrollOrRenderState0/1 | Scroll/render state |
| $44–$47 | ControllerButtonsBase/AltBase | Controller state ($44,$46 indexed) |
| $48–$49 | StartupPreserveFlag0/1 | Startup preserve flags |
| $4A | ContextIndex | Context index |
| $4B | ModeToggleFlag | Mode toggle |
| $4C | ActiveContext | Active context |
| $4D | PendingStateIndex | Pending state index |
| $4E | StateTransitionFlag | State transition flag |
| $4F | InputLockFlag | Input lock flag |
| $50 | GlobalTickDivider | Global tick divider |
| $51–$68 | TimerArrayBase / GameVar* | Timers and gameplay variables |
| $75–$7D | PlayerTimerBase / PlayerTimer1/2 / StateTimer / InputRepeatDelay | Player timers |
| $80–$8F | MatchState80–StateCounter8F | Match/game state (RoundOrSubstate=$88, GameState=$8A, GameSubstate=$8B) |
| $90–$93 | PlayerStateBase / PlayerState1 / CountdownValue / CountdownDivider | Player state |
| $9F | ObjectStateArray9F | Object state array |
| $A0–$A9 | StateVarA0–A9 | State variables |
| $AC–$AF | StateVarAC–AF | State variables |
| $B0 | ToggleStateB0 | Toggle state |
| $B2 | StateVarB2 | State variable |
| $D0–$D8 | ObjectVarD0–D8 | Object variables |
| $DA | ObjectVarDA | Object variable |
| $E9–$EF | ObjectVarE9–EF | Object variables |
| $F0–$F3 | AudioPulse1State–AudioNoiseState | Audio channel states |
| $F4 | AudioPeriodOrEnvelope | Audio period/envelope |
| $F5–$F6 | AudioSequencePtrLo/Hi | Audio sequence pointer |
| $F7 | AudioSequenceCursor | Audio sequence cursor |
| $F8–$F9 | AudioChannelCursor/Index | Audio channel state |
| $FA | AudioSequenceState | Audio sequence state |
| $FB–$FF | AudioRequest0–4 | Audio request flags |
---
## 11. Audio System
**AudioDriverCode** ($F7C1) — NMI-called audio driver:
- Strobes JOY2 ($4017 = $FF) to select noise mode
- Calls four channel processors: $F898, $FA2E, $FACF, $FB22 (pulse 1, pulse 2, triangle, noise)
- Clears audio request flags $FB–$FF
- Noise channel: reads $07FE, applies envelope from AudioNoiseState ($F3), writes to $4011
Audio workspace ($F0–$FF): channel states, sequence pointers/cursors, request flags.
Audio data tables (`AudioDataTables` at $F441 / $FF34): pitch/envelope lookup tables at $FF34–$FF40 and $FF51–$FFF0.
---
## 12. Data Regions
| Label | Address | Description |
|-------|---------|-------------|
| `DeveloperCreditText` | $C000 | "T.SAWANO." encoded credit string |
| `ResourceScriptPointerTable` | $C008 | 16 pointers into upper-PRG script area ($E75D–$EF91, $F117/$F11D) |
| `TitleOrMessageTileString` | $C044 | Encoded title/message tile values |
| `ResourceDescriptorData_C058` | $C058 | Variable-length resource descriptor records |
| `DirectionAndCoordinateTables_C0B4` | $C0B4 | Direction, coordinate, and signed-offset lookup tables |
| `StartupObjectTemplateData_C0E9` | $C0E9 | Startup object/template records |
| `MovementTables` | $C7BD | Movement-related tables |
| `ObjectEngineCodeAndTables` | $CCC8 | Object engine code + embedded tables |
| `AudioDataTables` | $F441 | Audio pitch/envelope tables |
| VectorTable | $FFFA–$FFFF | NMI=$C1F1, RESET=$C196, IRQ=$C196 |
---
## 13. Summary of Execution Flow
```
Power On / Reset
│
▼
ResetEntry ($C196) ───────────────────────────────────┐
│ CLD, disable PPU/NMI, SEI, stack=$FF │
│ wait 2× VBlank (PPU warm-up) │
│ clear RAM (zero page + one page) │
│ JSR RunGameTaskRoutine_CBA6 (init task) │
│ FrameShiftRegister0=$55, PPUCTRL=$12 (NMI on) │
│ PPUMASK=$06 (bg+sprites on), APU=$0F │
│ JSR RunGameTaskRoutine_C3E4 │
│ enable NMI bit in PPUCTRL │
▼ │
InterruptPathDispatch_C1EB ($C1EB) ───────────────────┤
│ │
├─ JSR EnginePath_F58D (frame shift regs) │
└─ JMP InterruptPathDispatch_C1EB ◄─────────────┘ (spin forever)
│
NMI ($C1F1) [once per frame] │
│ │
├─ save A, WorkPtr0Lo ($00) │
├─ PPUCTRL = shadow & #$7F (NMI off during H) │
├─ PPUMASK = shadow & #$E7 (rendering off) │
├─ JSR UpdateGameStateRoutine_C996 ($C996) │
├─ OAM DMA ($0200–$02FF → $4014) │
├─ JSR ResourceAndLevelData ($F20B) [PPU cmds] │
├─ JSR ObjectPath_E113 ($E113) │
├─ JSR ObjectPath_DDC1 ($DDC1) │
├─ PPUCTRL = shadow; PPUMASK = shadow | #$18 │
│ (rendering back on) │
├─ JSR AudioDriverCode ($F7C1) [4 channels] │
├─ JSR EnginePath_F5AE ($F5AE) [controller I/O]│
├─ JSR ObjectPath_DDC1 ($DDC1) [again] │
├─ JSR RunGameTaskRoutine_C368 ($C368) [game task]│
│ │
├─ read PPUSTATUS │
├─ PPUCTRL = shadow | #$80 (re-enable NMI) │
├─ restore A, WorkPtr0Lo ($00) │
└─ RTI │
Game Task Dispatcher ($C368) [from NMI]
├─ branches on $92,$B0,$8A,$8D,$8C,$8F,... │
├─ CoreGameCode ($C245) — main object processor │
├─ many RunGameTaskRoutine_* / ProcessResource* │
└─ returns to NMI (which continues to RTI)
```
---
## 14. Notes
- **Build verification:** `make` in `copilot/` produces `reconstructed.nes`, compared whole-ROM against `rom.nes`.
- Vectors confirm NMI at $C1F1 and both RESET/IRQ at $C196 (IRQ reuses the reset handler).
- The main loop (`InterruptPathDispatch_C1EB`) is a tight infinite loop calling only `EnginePath_F58D`; all substantive per-frame work is done in the NMI handler.
- NMI temporarily disables itself (`AND #$7F` on PPUCTRL) and rendering (`AND #$E7` on PPUMASK) while it updates PPU state and objects, then re-enables both before RTI — a classic NES VBlank update pattern.
- Many routine labels carry address-based names (`ObjectPath_D34E`, `RunGameTaskRoutine_C368`, `ProcessObjectStateRoutine_E6F3`, etc.) reflecting the automated first-pass disassembly; semantic naming is provisional.
- The disassembly includes extensive inline `.byte` data blocks interleaved with code; boundaries are marked as "conservative Pass-1 classifications."
- `locals.inc` provides verified zero-page names; `symbols.inc` provides the NES hardware register set.