Files
disasm/Donkey Kong 3 (JUE)/OVERVIEW.md
T
tmerritt 9eb04ea7ef Adds overview for WIP projects
Promote Ice Climber (JE) and Ice Climber (U) to top-level

- git mv _wip/Ice Climber (JE) -> Ice Climber (JE)
- git mv _wip/Ice Climber (U) -> Ice Climber (U)

- Added header.s / chr.s (one-line .incbin each)
- Added HEADER/PRG/CHR linker.cfg with proper memory layout
- Added copilot/rom.nes symlink to original ROM
- Updated Makefile for whole-ROM build (reconstructed.nes vs rom.nes)
- Updated _tools paths from ../../../_tools/ to ../../_tools/

Both projects: Pass 1/2/3 complete, byte-identical at whole-ROM level (verified).

Root OVERVIEW.md updated:
- Inventory: Ice Climber JE/U moved from _wip/ rows 23-24 to top-level rows 21-22
- Tier split: BYTE-IDENTICAL now rows 1-22 (+36), PRG-IDENTICAL rows 23-35
- Summary table: Added Ice Climber JE/U as rows 21-22
- _wip/ section: count 17 -> 15
- verify_pass1.py scope: 19 -> 22 top-level projects

All 22 top-level projects verified byte-identical.

Promote Lode Runner (U) to top-level: Pass 2/3 complete, whole-ROM byte-identical

- git mv _wip/Lode Runner (U) -> Lode Runner (U)

- Added header.s / chr.s (one-line .incbin each)
- Added HEADER/PRG/CHR linker.cfg with proper memory layout
- Added copilot/rom.nes symlink to original ROM
- Updated Makefile for whole-ROM build (reconstructed.nes vs rom.nes)

Both projects: Pass 2/3 complete, byte-identical at whole-ROM level (verified).

Root OVERVIEW.md updated:
- Inventory: Lode Runner moved from _wip/ row 25 to top-level row 23
- Tier split: BYTE-IDENTICAL now rows 1-23 (+36), PRG-IDENTICAL rows 24-35
- Summary table: Added Lode Runner as row 23 with BYTE-IDENTICAL (Pass 2/3 complete)
- _wip/ section: count 15 -> 14
- verify_pass1.py scope: 22 -> 23 top-level projects
- Audit comment count: 19 -> 22 top-level projects
- Pass 3 symbols: 19 -> 22 top-level projects

All 23 top-level projects verified byte-identical.

TODO.md updated:
- Current state: 22 -> 23 top-level projects
- _wip/ count: 15 -> 14
- verify_pass1.py scope: 22 -> 23
- Audit comment count: 19 -> 22
- Pass 3 symbols: 19 -> 22
- Label residue table: Ice Climber JE/U removed, Lode Runner added
- Five false Pass 2 claims section updated with Ice Climber & Lode Runner completions

Promote Pinball (JU) to top-level: Pass 2/3 complete, whole-ROM byte-identical

- git mv _wip/Pinball (JU) -> Pinball (JU)

- Added header.s / chr.s (one-line .incbin each)
- Added HEADER/PRG/CHR linker.cfg with proper memory layout
- Added copilot/rom.nes symlink to original ROM
- Updated Makefile for whole-ROM build (reconstructed.nes vs rom.nes)

Both projects: Pass 2/3 complete, byte-identical at whole-ROM level (verified).

Root OVERVIEW.md updated:
- Inventory: Pinball moved from _wip/ row 30 to top-level row 24
- Tier split: BYTE-IDENTICAL now rows 1-24 (+36), PRG-IDENTICAL rows 25-35
- Summary table: Added Pinball as row 24 with BYTE-IDENTICAL (Pass 2/3 complete)
- _wip/ section: count 13, rows 25-35
- verify_pass1.py scope: 23 -> 24 top-level projects
- Audit comment count: 19 -> 22 top-level projects
- Pass 3 symbols: 19 -> 22 top-level projects

All 24 top-level projects verified byte-identical.

TODO.md updated:
- Current state: 23 -> 24 top-level projects
- _wip/ count: 14 -> 13
- verify_pass1.py scope: 23 -> 24
- Label residue table updated
- Documentation follow-ups updated

Promote Millipede (U) and Popeye (JU) (PRG 0) to top-level

Promote two _wip/ projects out of _wip/ into top-level folders, each now
verified whole-ROM byte-identical against the original ROM.

- Millipede (U): moves all copilot files up, adds header.s, chr.s,
  linker.cfg with PRG+HEADER+CHR areas, rom.nes copy, and switches the
  Makefile from PRG-only cmp to whole-ROM cmp. Makefile _tools depth
  adjusted (../../../../_tools/ -> ../../_tools/).
- Popeye (JU) (PRG 0): same promotion treatment.
- AGENTS.md: update layout notes (19 top-level projects mention the
  canonical audit format; update tier counts 27->29 top-level / 9->7 _wip).
- OVERVIEW.md: root inventory table updated with the two promotions and
  re-numbered _wip rows.
- TODO.md: handoff updates.
- Remaining _wip projects: assorted pass 2/3 edits (prg.s, locals.inc,
  reconstructed.lbl, reconstructed_prg.bin) for Popeye (JU) (PRG 1),
  Pyramid (U), Raid on Bungeling Bay (U), Raid on Bungeling Bay (U) [a2].
2026-10-19 19:58:41 -04:00

14 KiB
Raw Blame History

Donkey Kong 3 (JUE) — Game Flow from Power-On

This document describes the execution flow of the disassembled Donkey Kong 3 (JUE) 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 ROM (whole-ROM compare).


1. Reset Vector — CPU $FFFC → $C000

ResetHandler ($C000–$C08C)

On power-on or reset, the 6502 jumps to $C000. The reset routine performs cold-start hardware initialization and enters the main loop dispatcher:

Step Code Purpose
1–2 cld / sei Clear decimal mode, disable interrupts
3–6 Poll $2002 twice (bpl *-3) Wait for two full VBlank periods (PPU warm-up)
7–8 ldx #$00 / txs Initialize stack pointer to $01FF
9–11 ldx FrameCounter / ldy #$07 / sty WorkPointerOrValueHi FrameCounter ($27) → X; Y=$07 → WorkPointerOrValueHi ($02)
12 ldy #$00 / sty WorkPointerOrValueLo Y=$00 → WorkPointerOrValueLo ($01)
13–21 Clear RAM $0000–$07FF 8 pages via (WorkPointerOrValueLo),Y; dec WorkPointerOrValueHi loops pages
22 txa / bne FinishResetInitialization If FrameCounter was non-zero, skip full clear
23 ldx #$5F Alternate init value for warm start
24 stx Ram_06F0 Store signature at $06F0
25 jsr ClearNametable2400WithTileFF ($C1A2) Fill nametable $2400 with $FF
26 jsr HideAllOamSprites ($C1EA) Hide all 64 sprites (Y=$F4)
27 sty $2005 ×2 PPUSCROLL = 0,0
28 iny / sty GameMode Y=$01 → GameMode ($3A) = title mode
29 lda #$0F / sta $4015 Enable all APU channels
30 lda #$90 / sta $2000 / sta PPUCTRL PPUCTRL: NMI on, sprite $0000, BG $1000, 8×8 sprites

Warm-start signature: FrameCounter ($27) and Ram_06F0 survive the RAM clear. If FrameCounter ≠ 0 on reset, the game skips the full 2 KB clear and uses X=$5F.


2. Main Loop Dispatcher — SelectMainLoopAudioPath ($C047)

After reset initialization, control flows to SelectMainLoopAudioPath ($C047), the main loop dispatcher:

SelectMainLoopAudioPath ($C047):
    lda GameMode           ; $3A
    beq RunAudioOnlyFrame  ; 0 = title/attract: audio only
    lda PlayerModeOrScreenPhase  ; $3C
    cmp #$01
    bne RunMainGameFrame   ; !=1: gameplay frame
RunAudioOnlyFrame ($C051):
    jsr UpdateAudioEngine  ; $F820 (banked audio)
RunMainGameFrame ($C054):
    jsr DecrementGameplayTimers      ; $C3B0
    jsr UpdateTitleAndGameplayState  ; $C0BA
    jsr RequestNmiProcessing         ; $C05F
    beq SelectMainLoopAudioPath      ; loop until NMI signals frame ready

RequestNmiProcessing ($C05F): Sets NmiFrameDelay ($32) = 1, signaling NMI to do work.

WaitForFrameReady ($C063): Called after RequestNmiProcessing returns (via beq loop):

    jsr AdvancePseudoRandomState  ; $C42F (PRNG)
    lda FrameReadyFlag            ; $30
    beq WaitForFrameReady         ; wait for NMI to set it
    inc FrameCounter              ; $27
    dec NmiFrameDelay             ; $32
    lda #$00 / sta FrameReadyFlag ; clear for next frame
    rts

3. Interrupt Vectors — CPU $FFFA–$FFFF

Located at PRG offset $3FFA (end of 16 KB bank):

Vector Address Handler
NMI $C08D NmiHandler
RESET $C000 ResetHandler
IRQ $C000 ResetHandler (reused — unused placeholder)

4. NMI / Frame Heartbeat — NmiHandler ($C08D)

The NMI fires once per frame and performs PPU updates, controller reading, and signals frame completion:

NmiHandler ($C08D):
    pha / txa / pha / tya / pha           ; preserve A,X,Y
    lda #$00 / sta $2003                   ; OAMADDR = 0
    lda #$02 / sta $4014                   ; OAM DMA from $0200
    lda NmiFrameDelay  ($32)
    beq CompleteNmiAndRestoreRegisters    ; if 0: minimal NMI (title screen)
    jsr RunQueuedPpuTransfer       ; $C1F5 — process queued PPU writes
    jsr UpdatePpuTransferQueue     ; $C370 — update queue pointers
    jsr ResetPpuScroll             ; $C424 — reset scroll registers
    jsr UpdateControllerState_C328 ; $C328 — read controllers
    ldy #$01 / sty FrameReadyFlag  ; $30 = 1 (signal main loop)
CompleteNmiAndRestoreRegisters ($C0B0):
    lda #$01 / sta NmiWorkMode     ; $33 = 1 (signal NMI work done)
    pla / tay / pla / tax / pla / rti

Two NMI modes:

  • NmiFrameDelay = 0 (title/attract): Only OAM DMA, no game logic.
  • NmiFrameDelay = 1 (gameplay): Full PPU queue flush, controller read, scroll reset, sets FrameReadyFlag.

5. Title / Gameplay State Machine — UpdateTitleAndGameplayState ($C0BA)

UpdateTitleAndGameplayState ($C0BA):
    lda GameMode ($3A)
    bne HandleStartAndPlayerSelection  ; !=0: player select
    lda ControllerButtons ($1A)
    and #$10        ; START button
    beq ClearScreenSubstate
    ldy ScreenSubstate ($36)
    bne DispatchCurrentScreenState
    iny / sty ScreenSubstate           ; first START press: advance substate
    ldy CurrentScreenState ($3B)
    cpy #$0D / beq StartGameplayCountdown
    cpy #$06 / bne DispatchCurrentScreenState
    ldx #$07
    jsr CopyPlayerStateDefaults        ; init player timers
    ; ... sets CurrentScreenState=$0D, PPUMASK=$0E, PPUCTRL=$81
    jsr ClearAudioRequestFlags
    beq SelectAlternateAudioMode       ; audio request $02
ClearScreenSubstate ($C104):
    lda #$00 / sta ScreenSubstate
DispatchCurrentScreenState ($C108):
    lda CurrentScreenState ($3B)
    jsr DispatchScreenStateHandler ($C3C6)
ScreenStateHandlerTable ($C10D): 14 entries (2 bytes each)
    .word Handler_$C663, $C6AB, $C6D4, $C6EB, $C755, $C7C2, $C7DD, $C8C6, $C8C8
    .word $C93E, $C94B, $C998, $C9AF, $C9C7, $C07C

GameMode = 0 (Title):

  • Waits for START press (ControllerButtons & $10)
  • ScreenSubstate tracks first press vs. subsequent
  • CurrentScreenState selects which title screen handler (14 states)
  • State $0D = start gameplay countdown (sets GameplayTimer=$14, CurrentScreenState=$0C)
  • State $06 = player select (copies defaults, sets up audio)

GameMode ≠ 0 (Player Select / Gameplay):

  • HandleStartAndPlayerSelection ($C129): reads START/SELECT, sets GameMode/CurrentScreenState
  • DispatchGameModePhase ($C142): dispatches on PlayerModeOrScreenPhase ($3C)
  • Screen state handlers at $C18D via second table ($C192): 15 entries for gameplay screens

6. Key Subsystems

6.1 PPU Transfer Queue — $C1F5 / $C370

  • QueuedPpuTransferCount ($34) tracks pending transfers
  • Source pages from QueuedPpuTransferSourcePageTable ($C20A)
  • Destination offsets from QueuedPpuTransferDestinationOffsetTable ($C206)
  • RunQueuedPpuTransfer processes one per NMI; UpdatePpuTransferQueue refills

6.2 Controller Input — UpdateControllerState_C328 ($C328)

  • Reads $4016 (strobe) + shift register
  • Stores buttons in ControllerButtons ($1A), pressed edges in ControllerPressedOrScriptInput ($1B)
  • Second controller in SecondControllerPressed ($1D)

6.3 Audio Engine — UpdateAudioEngine ($F820)

  • Banked at $F800+ (called via trampoline)
  • 4-channel sequencer: AudioChannelStateArray ($F0–$F3), sequence pointers ($F9/$FA)
  • Note/period tables at $F970, $FAB3
  • Sound effects via StartSoundEffect ($FAE6)

6.4 Screen State Handlers — DispatchScreenStateHandler ($C3C6)

  • Title: 14 handlers (attract, copyright, high score, player select, etc.)
  • Gameplay: 15 handlers (level intro, gameplay, bonus, intermission, game over, etc.)
  • Each handler manages its own objects, timers, and transitions

6.5 Object / Actor System

  • ObjectState ($0300+): 16+ slots, fields for type, position, timer, animation
  • ActorFlags ($84), ActorX ($85), ActorY ($86), ActorStateArray ($70+)
  • Collision detection via ScreenCollisionState ($44), CollisionMask ($BF)

6.6 PRNG — AdvancePseudoRandomState ($C42F)

  • Called once per frame in WaitForFrameReady
  • Used for enemy spawn patterns, bonus timing

7. Memory Map (Key Zero Page / RAM)

Address Name (from locals.inc) Use
$00 ControllerSerialBits Controller shift register bits
$01–$02 WorkPointerOrValueLo/Hi General 16-bit pointer (RAM clear, PPU)
$03 SourceRecordPointerLo PPU transfer source pointer
$1A ControllerButtons Current button state
$1B ControllerPressedOrScriptInput Edge-detected presses
$20–$27 GameplayTimerArray 8 gameplay timers
$21 GameplayTimer Main gameplay countdown
$25 ScreenSelectionPositionOrDelay Menu cursor / delay
$27 FrameCounter Global frame counter
$28–$2F SavedGameplayTimerArray Backup timers
$30 FrameReadyFlag Set by NMI, cleared by main loop
$31 CollisionResultFlag Collision detection result
$32 NmiFrameDelay NMI work trigger (0=skip, 1=do work)
$33 NmiWorkMode NMI completion signal
$34 QueuedPpuTransferCount Pending PPU transfers
$36 ScreenSubstate Title screen sub-state
$37 StartInputLatch START button latch
$38 SelectedPlayerAndScreenFlags Player/screen selection
$3A GameMode 0=title, 1=player select, 2+=gameplay
$3B CurrentScreenState Active screen handler index
$3C PlayerModeOrScreenPhase Player mode / screen phase
$3D ReturnScreenState Return destination
$40–$41 SelectedPlayerIndex, SelectedScreenVariant Menu selections
$50+ GameplayObjectState… Object pool ($0300+) fields mirrored in ZP
$F0–$FF Audio engine ZP Channel state, sequences, envelopes
$0200 OamBuffer OAM DMA source (64 sprites)
$0300+ ObjectState… Main object/actor array
$06F0 Ram_06F0 Warm-start signature
$0700+ Extended RAM Actor timers, collision, audio buffers

8. Data Tables

Table Address Description
ScreenStateHandlerTable $C10D 14 title screen handlers
ScreenStateHandlerTable (gameplay) $C192 15 gameplay screen handlers
QueuedPpuTransferSourcePageTable $C20A PPU transfer source banks
QueuedPpuTransferDestinationOffsetTable $C206 PPU dest offsets (alias at $C206)
PlayerStartXTable $8C Player start X positions
PlayerStartYTable $8D Player start Y positions
AudioPitchOrPeriodTable_F970 $F970 Note→period lookup
AudioSequenceIndexTable_FAB3 $FAB3 Sequence index table
IndexedGameplayLookupTable_FFC3 $FFC3 Gameplay bitmask/offset table
GameplayConstantTable_FF4C $FF4C Level/gameplay constants

9. Summary of Execution Flow

Power On / Reset
    │
    ▼
ResetHandler ($C000) ────► cld/sei, wait 2 VBlanks, init stack
    │
    ├─ Clear $0000–$07FF (8 pages via WorkPointerOrValueLo/Hi)
    │     └─ Warm-start: if FrameCounter≠0, skip clear, X=$5F
    │
    ├─ stx Ram_06F0 (signature)
    ├─ jsr ClearNametable2400WithTileFF ($C1A2)
    ├─ jsr HideAllOamSprites ($C1EA)
    ├─ PPUSCROLL = 0,0
    ├─ GameMode = 1 (title)
    ├─ APU enable ($4015=$0F)
    ├─ PPUCTRL = $90 (NMI on)
    │
    ▼
SelectMainLoopAudioPath ($C047) ─────────────────────────────┐
    │                                                         │
    ├─ GameMode=0: jsr UpdateAudioEngine ($F820), loop       │
    │                                                         │
    └─ GameMode≠0:                                            │
         jsr DecrementGameplayTimers ($C3B0)                  │
         jsr UpdateTitleAndGameplayState ($C0BA)              │
         jsr RequestNmiProcessing ($C05F)  → NmiFrameDelay=1  │
         jsr WaitForFrameReady ($C063)  ◄── wait for NMI ────┘
              │
              ├─ jsr AdvancePseudoRandomState ($C42F)
              ├─ wait for FrameReadyFlag ($30)
              ├─ inc FrameCounter ($27), dec NmiFrameDelay
              └─ clear FrameReadyFlag, rts
         beq SelectMainLoopAudioPath (loop)

NMI ($C08D) [once per frame]
    ├─ Preserve A,X,Y
    ├─ OAM DMA ($4014 from $0200)
    ├─ lda NmiFrameDelay ($32)
    │     ├─ 0: CompleteNmiAndRestoreRegisters (title)
    │     └─ 1: RunQueuedPpuTransfer ($C1F5)
    │           UpdatePpuTransferQueue ($C370)
    │           ResetPpuScroll ($C424)
    │           UpdateControllerState_C328 ($C328)
    │           ldy #$01 / sty FrameReadyFlag ($30)
    ├─ lda #$01 / sta NmiWorkMode ($33)
    └─ Restore A,X,Y, rti

Title Screen ($C0BA, GameMode=0)
    ├─ Wait for START (ControllerButtons & $10)
    ├─ ScreenSubstate tracks first/second press
    ├─ CurrentScreenState selects handler (14 states at $C10D)
    ├─ State $0D: StartGameplayCountdown → GameplayTimer=$14, State=$0C
    └─ State $06: CopyPlayerStateDefaults → init timers, audio

Player Select / Gameplay ($C129, GameMode≠0)
    ├─ HandleStartAndPlayerSelection: START/SELECT → GameMode, CurrentScreenState
    ├─ DispatchGameModePhase ($C142): PlayerModeOrScreenPhase ($3C) → handler
    ├─ DispatchScreenState ($C18D): 15 gameplay handlers ($C192 table)
    └─ Gameplay loop: objects, collision, scoring, level progression

10. Naming and Residue

Pass 1/2/3 complete — prg.s has zero Label_ definitions. All routines carry semantic names from Pass 2 (ResetHandler, NmiHandler, UpdateTitleAndGameplayState, DispatchScreenStateHandler, etc.) and internal branch targets use <Routine>_Block[_n] convention.

Pass 3 symbols applied (2026-10-19): _tools/apply_symbols.py substituted 75 operands (17 single-name + 58 hardware) from symbols.inc/locals.inc. Zero residue.

Overlapping table aliases (expressed as relocatable symbols):

  • QueuedPpuTransferDestinationOffsetTable = RunQueuedPpuTransfer + $11 ($C206)
  • AudioPitchOrPeriodTable_F970 = Flow_F96F + $01 ($F970)
  • AudioSequenceIndexTable_FAB3 = Flow_FA85 + $2E ($FAB3)

Vectors at PRG $3FFA: .word NmiHandler, ResetHandler, ResetHandler

Build verification: make in copilot/ produces reconstructed.nes, compared whole-ROM against rom.nes (byte-identical).