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].
319 lines
14 KiB
Markdown
319 lines
14 KiB
Markdown
# Donkey Kong 3 (JUE) — Game Flow from Power-On
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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).
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---
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## 1. Reset Vector — CPU $FFFC → $C000
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**`ResetHandler`** ($C000–$C08C)
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On power-on or reset, the 6502 jumps to `$C000`. The reset routine performs cold-start hardware initialization and enters the main loop dispatcher:
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| Step | Code | Purpose |
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|------|------|---------|
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| 1–2 | `cld` / `sei` | Clear decimal mode, disable interrupts |
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| 3–6 | Poll `$2002` twice (`bpl *-3`) | Wait for two full VBlank periods (PPU warm-up) |
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| 7–8 | `ldx #$00` / `txs` | Initialize stack pointer to $01FF |
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| 9–11 | `ldx FrameCounter` / `ldy #$07` / `sty WorkPointerOrValueHi` | FrameCounter ($27) → X; Y=$07 → WorkPointerOrValueHi ($02) |
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| 12 | `ldy #$00` / `sty WorkPointerOrValueLo` | Y=$00 → WorkPointerOrValueLo ($01) |
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| 13–21 | Clear RAM $0000–$07FF | 8 pages via (WorkPointerOrValueLo),Y; dec WorkPointerOrValueHi loops pages |
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| 22 | `txa` / `bne FinishResetInitialization` | If FrameCounter was non-zero, skip full clear |
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| 23 | `ldx #$5F` | Alternate init value for warm start |
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| 24 | `stx Ram_06F0` | Store signature at $06F0 |
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| 25 | `jsr ClearNametable2400WithTileFF` ($C1A2) | Fill nametable $2400 with $FF |
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| 26 | `jsr HideAllOamSprites` ($C1EA) | Hide all 64 sprites (Y=$F4) |
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| 27 | `sty $2005` ×2 | PPUSCROLL = 0,0 |
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| 28 | `iny` / `sty GameMode` | Y=$01 → GameMode ($3A) = title mode |
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| 29 | `lda #$0F` / `sta $4015` | Enable all APU channels |
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| 30 | `lda #$90` / `sta $2000` / `sta PPUCTRL` | PPUCTRL: NMI on, sprite $0000, BG $1000, 8×8 sprites |
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**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=$5F.
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---
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## 2. Main Loop Dispatcher — `SelectMainLoopAudioPath` ($C047)
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After reset initialization, control flows to **`SelectMainLoopAudioPath`** ($C047), the main loop dispatcher:
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```
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SelectMainLoopAudioPath ($C047):
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lda GameMode ; $3A
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beq RunAudioOnlyFrame ; 0 = title/attract: audio only
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lda PlayerModeOrScreenPhase ; $3C
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cmp #$01
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bne RunMainGameFrame ; !=1: gameplay frame
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RunAudioOnlyFrame ($C051):
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jsr UpdateAudioEngine ; $F820 (banked audio)
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RunMainGameFrame ($C054):
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jsr DecrementGameplayTimers ; $C3B0
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jsr UpdateTitleAndGameplayState ; $C0BA
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jsr RequestNmiProcessing ; $C05F
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beq SelectMainLoopAudioPath ; loop until NMI signals frame ready
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```
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**`RequestNmiProcessing`** ($C05F): Sets `NmiFrameDelay` ($32) = 1, signaling NMI to do work.
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**`WaitForFrameReady`** ($C063): Called after `RequestNmiProcessing` returns (via `beq` loop):
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```
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jsr AdvancePseudoRandomState ; $C42F (PRNG)
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lda FrameReadyFlag ; $30
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beq WaitForFrameReady ; wait for NMI to set it
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inc FrameCounter ; $27
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dec NmiFrameDelay ; $32
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lda #$00 / sta FrameReadyFlag ; clear for next frame
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rts
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```
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---
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## 3. Interrupt Vectors — CPU $FFFA–$FFFF
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Located at PRG offset $3FFA (end of 16 KB bank):
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| Vector | Address | Handler |
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|--------|---------|---------|
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| NMI | $C08D | `NmiHandler` |
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| RESET | $C000 | `ResetHandler` |
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| IRQ | $C000 | `ResetHandler` (reused — unused placeholder) |
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---
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## 4. NMI / Frame Heartbeat — `NmiHandler` ($C08D)
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The NMI fires once per frame and performs PPU updates, controller reading, and signals frame completion:
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```
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NmiHandler ($C08D):
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pha / txa / pha / tya / pha ; preserve A,X,Y
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lda #$00 / sta $2003 ; OAMADDR = 0
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lda #$02 / sta $4014 ; OAM DMA from $0200
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lda NmiFrameDelay ($32)
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beq CompleteNmiAndRestoreRegisters ; if 0: minimal NMI (title screen)
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jsr RunQueuedPpuTransfer ; $C1F5 — process queued PPU writes
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jsr UpdatePpuTransferQueue ; $C370 — update queue pointers
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jsr ResetPpuScroll ; $C424 — reset scroll registers
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jsr UpdateControllerState_C328 ; $C328 — read controllers
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ldy #$01 / sty FrameReadyFlag ; $30 = 1 (signal main loop)
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CompleteNmiAndRestoreRegisters ($C0B0):
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lda #$01 / sta NmiWorkMode ; $33 = 1 (signal NMI work done)
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pla / tay / pla / tax / pla / rti
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```
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**Two NMI modes:**
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- **NmiFrameDelay = 0** (title/attract): Only OAM DMA, no game logic.
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- **NmiFrameDelay = 1** (gameplay): Full PPU queue flush, controller read, scroll reset, sets `FrameReadyFlag`.
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---
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## 5. Title / Gameplay State Machine — `UpdateTitleAndGameplayState` ($C0BA)
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```
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UpdateTitleAndGameplayState ($C0BA):
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lda GameMode ($3A)
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bne HandleStartAndPlayerSelection ; !=0: player select
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lda ControllerButtons ($1A)
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and #$10 ; START button
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beq ClearScreenSubstate
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ldy ScreenSubstate ($36)
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bne DispatchCurrentScreenState
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iny / sty ScreenSubstate ; first START press: advance substate
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ldy CurrentScreenState ($3B)
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cpy #$0D / beq StartGameplayCountdown
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cpy #$06 / bne DispatchCurrentScreenState
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ldx #$07
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jsr CopyPlayerStateDefaults ; init player timers
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; ... sets CurrentScreenState=$0D, PPUMASK=$0E, PPUCTRL=$81
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jsr ClearAudioRequestFlags
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beq SelectAlternateAudioMode ; audio request $02
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ClearScreenSubstate ($C104):
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lda #$00 / sta ScreenSubstate
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DispatchCurrentScreenState ($C108):
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lda CurrentScreenState ($3B)
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jsr DispatchScreenStateHandler ($C3C6)
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ScreenStateHandlerTable ($C10D): 14 entries (2 bytes each)
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.word Handler_$C663, $C6AB, $C6D4, $C6EB, $C755, $C7C2, $C7DD, $C8C6, $C8C8
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.word $C93E, $C94B, $C998, $C9AF, $C9C7, $C07C
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```
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**GameMode = 0 (Title):**
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- Waits for START press (`ControllerButtons & $10`)
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- `ScreenSubstate` tracks first press vs. subsequent
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- `CurrentScreenState` selects which title screen handler (14 states)
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- State $0D = start gameplay countdown (sets `GameplayTimer`=$14, `CurrentScreenState`=$0C)
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- State $06 = player select (copies defaults, sets up audio)
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**GameMode ≠ 0 (Player Select / Gameplay):**
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- `HandleStartAndPlayerSelection` ($C129): reads START/SELECT, sets `GameMode`/`CurrentScreenState`
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- `DispatchGameModePhase` ($C142): dispatches on `PlayerModeOrScreenPhase` ($3C)
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- Screen state handlers at $C18D via second table ($C192): 15 entries for gameplay screens
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---
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## 6. Key Subsystems
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### 6.1 PPU Transfer Queue — `$C1F5` / `$C370`
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- `QueuedPpuTransferCount` ($34) tracks pending transfers
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- Source pages from `QueuedPpuTransferSourcePageTable` ($C20A)
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- Destination offsets from `QueuedPpuTransferDestinationOffsetTable` ($C206)
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- `RunQueuedPpuTransfer` processes one per NMI; `UpdatePpuTransferQueue` refills
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### 6.2 Controller Input — `UpdateControllerState_C328` ($C328)
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- Reads `$4016` (strobe) + shift register
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- Stores buttons in `ControllerButtons` ($1A), pressed edges in `ControllerPressedOrScriptInput` ($1B)
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- Second controller in `SecondControllerPressed` ($1D)
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### 6.3 Audio Engine — `UpdateAudioEngine` ($F820)
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- Banked at $F800+ (called via trampoline)
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- 4-channel sequencer: `AudioChannelStateArray` ($F0–$F3), sequence pointers ($F9/$FA)
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- Note/period tables at $F970, $FAB3
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- Sound effects via `StartSoundEffect` ($FAE6)
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### 6.4 Screen State Handlers — `DispatchScreenStateHandler` ($C3C6)
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- Title: 14 handlers (attract, copyright, high score, player select, etc.)
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- Gameplay: 15 handlers (level intro, gameplay, bonus, intermission, game over, etc.)
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- Each handler manages its own objects, timers, and transitions
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### 6.5 Object / Actor System
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- `ObjectState` ($0300+): 16+ slots, fields for type, position, timer, animation
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- `ActorFlags` ($84), `ActorX` ($85), `ActorY` ($86), `ActorStateArray` ($70+)
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- Collision detection via `ScreenCollisionState` ($44), `CollisionMask` ($BF)
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### 6.6 PRNG — `AdvancePseudoRandomState` ($C42F)
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- Called once per frame in `WaitForFrameReady`
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- Used for enemy spawn patterns, bonus timing
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---
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## 7. Memory Map (Key Zero Page / RAM)
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| Address | Name (from `locals.inc`) | Use |
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|---------|--------------------------|-----|
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| $00 | `ControllerSerialBits` | Controller shift register bits |
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| $01–$02 | `WorkPointerOrValueLo/Hi` | General 16-bit pointer (RAM clear, PPU) |
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| $03 | `SourceRecordPointerLo` | PPU transfer source pointer |
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| $1A | `ControllerButtons` | Current button state |
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| $1B | `ControllerPressedOrScriptInput` | Edge-detected presses |
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| $20–$27 | `GameplayTimerArray` | 8 gameplay timers |
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| $21 | `GameplayTimer` | Main gameplay countdown |
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| $25 | `ScreenSelectionPositionOrDelay` | Menu cursor / delay |
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| $27 | `FrameCounter` | Global frame counter |
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| $28–$2F | `SavedGameplayTimerArray` | Backup timers |
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| $30 | `FrameReadyFlag` | Set by NMI, cleared by main loop |
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| $31 | `CollisionResultFlag` | Collision detection result |
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| $32 | `NmiFrameDelay` | NMI work trigger (0=skip, 1=do work) |
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| $33 | `NmiWorkMode` | NMI completion signal |
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| $34 | `QueuedPpuTransferCount` | Pending PPU transfers |
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| $36 | `ScreenSubstate` | Title screen sub-state |
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| $37 | `StartInputLatch` | START button latch |
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| $38 | `SelectedPlayerAndScreenFlags` | Player/screen selection |
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| $3A | `GameMode` | 0=title, 1=player select, 2+=gameplay |
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| $3B | `CurrentScreenState` | Active screen handler index |
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| $3C | `PlayerModeOrScreenPhase` | Player mode / screen phase |
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| $3D | `ReturnScreenState` | Return destination |
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| $40–$41 | `SelectedPlayerIndex`, `SelectedScreenVariant` | Menu selections |
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| $50+ | `GameplayObjectState`… | Object pool ($0300+) fields mirrored in ZP |
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| $F0–$FF | Audio engine ZP | Channel state, sequences, envelopes |
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| $0200 | `OamBuffer` | OAM DMA source (64 sprites) |
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| $0300+ | `ObjectState`… | Main object/actor array |
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| $06F0 | `Ram_06F0` | Warm-start signature |
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| $0700+ | Extended RAM | Actor timers, collision, audio buffers |
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---
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## 8. Data Tables
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| Table | Address | Description |
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|-------|---------|-------------|
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| `ScreenStateHandlerTable` | $C10D | 14 title screen handlers |
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| `ScreenStateHandlerTable` (gameplay) | $C192 | 15 gameplay screen handlers |
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| `QueuedPpuTransferSourcePageTable` | $C20A | PPU transfer source banks |
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| `QueuedPpuTransferDestinationOffsetTable` | $C206 | PPU dest offsets (alias at $C206) |
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| `PlayerStartXTable` | $8C | Player start X positions |
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| `PlayerStartYTable` | $8D | Player start Y positions |
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| `AudioPitchOrPeriodTable_F970` | $F970 | Note→period lookup |
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| `AudioSequenceIndexTable_FAB3` | $FAB3 | Sequence index table |
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| `IndexedGameplayLookupTable_FFC3` | $FFC3 | Gameplay bitmask/offset table |
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| `GameplayConstantTable_FF4C` | $FF4C | Level/gameplay constants |
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---
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## 9. Summary of Execution Flow
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```
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Power On / Reset
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│
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▼
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ResetHandler ($C000) ────► cld/sei, wait 2 VBlanks, init stack
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│
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├─ Clear $0000–$07FF (8 pages via WorkPointerOrValueLo/Hi)
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│ └─ Warm-start: if FrameCounter≠0, skip clear, X=$5F
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│
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├─ stx Ram_06F0 (signature)
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├─ jsr ClearNametable2400WithTileFF ($C1A2)
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├─ jsr HideAllOamSprites ($C1EA)
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├─ PPUSCROLL = 0,0
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├─ GameMode = 1 (title)
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├─ APU enable ($4015=$0F)
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├─ PPUCTRL = $90 (NMI on)
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│
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▼
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SelectMainLoopAudioPath ($C047) ─────────────────────────────┐
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│ │
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├─ GameMode=0: jsr UpdateAudioEngine ($F820), loop │
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│ │
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└─ GameMode≠0: │
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jsr DecrementGameplayTimers ($C3B0) │
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jsr UpdateTitleAndGameplayState ($C0BA) │
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jsr RequestNmiProcessing ($C05F) → NmiFrameDelay=1 │
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jsr WaitForFrameReady ($C063) ◄── wait for NMI ────┘
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│
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├─ jsr AdvancePseudoRandomState ($C42F)
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├─ wait for FrameReadyFlag ($30)
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├─ inc FrameCounter ($27), dec NmiFrameDelay
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└─ clear FrameReadyFlag, rts
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beq SelectMainLoopAudioPath (loop)
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NMI ($C08D) [once per frame]
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├─ Preserve A,X,Y
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├─ OAM DMA ($4014 from $0200)
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├─ lda NmiFrameDelay ($32)
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│ ├─ 0: CompleteNmiAndRestoreRegisters (title)
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│ └─ 1: RunQueuedPpuTransfer ($C1F5)
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│ UpdatePpuTransferQueue ($C370)
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│ ResetPpuScroll ($C424)
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│ UpdateControllerState_C328 ($C328)
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│ ldy #$01 / sty FrameReadyFlag ($30)
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├─ lda #$01 / sta NmiWorkMode ($33)
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└─ Restore A,X,Y, rti
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Title Screen ($C0BA, GameMode=0)
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├─ Wait for START (ControllerButtons & $10)
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├─ ScreenSubstate tracks first/second press
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├─ CurrentScreenState selects handler (14 states at $C10D)
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├─ State $0D: StartGameplayCountdown → GameplayTimer=$14, State=$0C
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└─ State $06: CopyPlayerStateDefaults → init timers, audio
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Player Select / Gameplay ($C129, GameMode≠0)
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├─ HandleStartAndPlayerSelection: START/SELECT → GameMode, CurrentScreenState
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├─ DispatchGameModePhase ($C142): PlayerModeOrScreenPhase ($3C) → handler
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├─ DispatchScreenState ($C18D): 15 gameplay handlers ($C192 table)
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└─ Gameplay loop: objects, collision, scoring, level progression
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```
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---
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## 10. Naming and Residue
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**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.
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**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.
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**Overlapping table aliases** (expressed as relocatable symbols):
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- `QueuedPpuTransferDestinationOffsetTable = RunQueuedPpuTransfer + $11` ($C206)
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- `AudioPitchOrPeriodTable_F970 = Flow_F96F + $01` ($F970)
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- `AudioSequenceIndexTable_FAB3 = Flow_FA85 + $2E` ($FAB3)
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**Vectors** at PRG $3FFA: `.word NmiHandler, ResetHandler, ResetHandler`
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Build verification: `make` in `copilot/` produces `reconstructed.nes`, compared whole-ROM against `rom.nes` (byte-identical). |