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].
14 KiB
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) ScreenSubstatetracks first press vs. subsequentCurrentScreenStateselects 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, setsGameMode/CurrentScreenStateDispatchGameModePhase($C142): dispatches onPlayerModeOrScreenPhase($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($C206) RunQueuedPpuTransferprocesses one per NMI;UpdatePpuTransferQueuerefills
6.2 Controller Input — UpdateControllerState_C328 ($C328)
- Reads
$4016(strobe) + shift register - Stores buttons in
ControllerButtons($1A), pressed edges inControllerPressedOrScriptInput($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, animationActorFlags($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).