Files
disasm/Excitebike (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

22 KiB
Raw Blame History

Excitebike (JU) — Game Flow from Power-On

This document describes the execution flow of the disassembled Excitebike (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 Vertical
PRG bank start CPU $C000
Source file copilot/prg.s (14,111 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 $C23B NMI
RESET $C184 Reset
IRQ / BRK $FFF0 ($FFF0 — points into audio data region, unused)

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 (headers, CHR, and all PRG bytes).

Build fix applied

The original source contained a bpl LookupTableEntry_FAF5 branch at CPU $FAB4 (line 9425 of prg.s), but the symbol LookupTableEntry_FAF5 was undefined. The branch target CPU $FAF5 fell in the middle of what the disassembler classified as lda #$16 (A9 at $FAF4, 16 at $FAF5). The fix:

  • Replaced bpl LookupTableEntry_FAF5 with bne *-$1B at CPU $FAB4, producing the exact original bytes d0 e3 (the disassembler had mislabeled bne as bpl).

3. Reset — CPU $FFFC → $C184

Reset ($C184)

On power-on or reset:

  1. sei — disable maskable interrupts.
  2. cld — clear decimal mode.
  3. lda #$00 / sta PPUCTRL — disable PPU rendering and NMI.
  4. ldx #$FF / txs — initialize stack pointer to $FF.
  5. Wait for two VBlanks — poll PPUSTATUS bit 7 twice (@vblank1, @vblank2). This is the PPU warm-up delay.
  6. Reset magic check — compare ResetMagic1 ($05CE) against $A5 and ResetMagic2 ($05CF) against $5A:
    • If both match → warm start: set Y = $04 (preserve more RAM)
    • If either mismatches → cold start: set Y = $07 (clear more RAM)
  7. Clear RAM — clear zero page and one page ($0000–$00FF, or $0000–$06FF depending on warm/cold start) using indirect pointer at $00/$01.
  8. Persistent RAM init — if reset magic was valid, jsr InitializePersistentRam ($C278):
    • Copy 31-byte template (PersistentRecordInitialDataC091 at $C091) to both PersistentRecord0 ($0580) and PersistentRecord1 ($05A3)
    • Fill PersistentBuffer ($06E0) with $40, set byte at $07AF to $09
    • Set reset magic bytes to $A5/$5A
    • Zero tail bytes of both persistent records
  9. sta APUDMALOAD — disable DMC.
  10. lda #$06 / sta PPUMASK / sta $18 — enable background + sprites, set $18.
  11. jsr InitializeRuntimePpuState — fill OAM shadow with $F8, process PPU entries, zero scroll/render fields.
  12. lda #$90 / jsr SetPpuControl — set PPUCTRL = $90 (NMI enabled, $2000 base).
  13. Falls into @main ($C1A4) — the permanent main loop.

4. Main Loop — @main ($C1A4)

After reset, Reset never returns. It enters the infinite main loop:

@main ($C1A4):
    jsr ShiftRuntimeState        ; $E8BC — shift runtime bytes $18-$1F right
    lda NmiSyncState             ; $48
    bmi @main                    ; loop if $FF (NMI_SYNC_PENDING)
    beq @main                    ; loop if $00
    ; NmiSyncState == $01 (NMI_SYNC_COMPLETE): proceed
    jsr DisableNmi               ; $C362 — clear NMI bit in PPUCTRL
    lda NmiSyncState
    cmp #NMI_SYNC_COMPLETE       ; $01
    bne @alternate               ; if not complete, receive instead
    jsr TransmitRuntimeDataCode  ; $C6C8 — serial transmit runtime data
    jmp @finish
@alternate:
    jsr ReceiveRuntimeDataCode   ; $C739 — serial receive runtime data
@finish:
    lda #NMI_SYNC_PENDING        ; $FF
    sta NmiSyncState             ; $48 — reset sync flag for next frame
    jsr WaitForVblankEndAndEnableNmi  ; wait for VBlank, set NMI bit
    jmp @main                    ; loop forever

The main loop is NMI-synchronized: it blocks until NmiSyncState ($48) becomes $01 (set by NMI each frame), then performs serial I/O (transmit or receive runtime data), resets the sync flag to $FF, waits for the next VBlank, enables NMI, and repeats.

ShiftRuntimeState ($E8BC)

Shifts runtime state bytes $18–$1F right by one bit. The carry-in is derived from controller bit 1 ($19 bit 2), enabling serial/data shifting tied to controller input.


5. NMI / Frame Heartbeat — NMI ($C23B)

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

  1. jsr DisableNmi ($C362) — clear bit 7 of PpuControlShadow ($10), write to PPUCTRL ($2000). NMI is disabled during the handler to prevent re-entry.
  2. PPU mask: if $45 == 0, PPUMASK = PpuMaskShadow | $1A (enable background + sprites); otherwise skip.
  3. OAM DMA: write $00 to OAMADDR ($2003), then $02 to OAMDMA ($4014) — copy $0200–$02FF to sprite RAM.
  4. jsr NmiPpuUpdate ($C27E) — process one PPU update command stream (indexed by $45), then reset $0300/$0301/$45 and PPU address to $3F00.
  5. Optional rider/lane update: if $47 != 0, jsr UpdateRiderLanePositionStates and jsr NmiRuntimeUpdate.
  6. Runtime counters: if $03B1 | $03B2 == 0, increment $3F and jsr UpdateRuntimeCounters.
  7. jsr ReadControllers ($E8E5) — read both controller ports ($4016/$4017), update Controller1Held ($14), Controller1Pressed ($15), Controller2Held ($16), Controller2Pressed ($17).
  8. jsr UpdateAudio ($F8DE) — update all four APU channels (Pulse 1, Pulse 2, Noise, Sound Effect) plus sound effects and DMA.
  9. jsr DispatchNmiState ($C2A9) — dispatch to the current NMI state handler (see below).
  10. Read PPUSTATUS ($2002) to reset the address latch.
  11. jsr WaitForVblankEndAndEnableNmi — wait for VBlank end, set NMI bit in PPUCTRL.
  12. rti — return from interrupt.

NmiPpuUpdate ($C27E)

Processes a single PPU update command:

  • Load pointer from PpuUpdatePointerLow/High ($C0F6/$C111 tables) indexed by $45.
  • Call ProcessPpuUpdateStream ($D3C1) which reads the command stream and writes bytes to $2007.
  • Zero out $0300, $0301, and $45.
  • Reset PPU address to $3F00 (four writes to $2006).

6. NMI State Machine — DispatchNmiState ($C2A9)

The NMI dispatcher supports two modes based on NmiDispatchMode ($40):

Mode 0 — Direct state dispatch (DispatchNmiState @ $C2A9)

If NmiDispatchMode == 0:

  • Load NmiState ($41), double it, use as index into NmiStateHandlerTable ($C000–$C01B).
  • Jump indirect through zero-page $00/$01 (high byte left in A, stored to $01 by code at $CB36).

NMI State Handler Table ($C000–$C01B) — 14 entries for states $00–$0D:

State Handler Address Purpose
$00 NmiState00 Menu/title — selection handling
$01 $C395 Menu horizontal input
$02 UpdateGameplayRuntime Main gameplay update
$03 DispatchNmiSequenceStep Sequence step dispatch
$04 NmiState04_07 Shared state $04/$07 handler
$05 UpdateGameplayRuntime Main gameplay update
$06 DispatchNmiSequenceStep Sequence step dispatch
$07 NmiState04_07 Shared state $04/$07 handler
$08 $C3BD Menu vertical input
$09 UpdateRaceRuntime Race gameplay update
$0A UpdateGameplayRuntime Main gameplay update
$0B DispatchNmiSequenceStep Sequence step dispatch
$0C $C43D Serial handshake state $0C
$0D $C41C Serial handshake state $0D

Mode 1 — Sequence dispatch

If NmiDispatchMode != 0:

  • Disable PPU rendering.
  • Wait until $30 == 0 (not busy).
  • Look up sequence pointer from NmiStateToSequenceIndex + NmiSequencePointerLow/High tables.
  • Call the sequence handler at the current NmiSequenceStep ($44).
  • If step < 0 (after increment/decrement), go to InitializeRuntimePpuState.

NMI Sequence Pointers ($C03C–$C07F) — 9 sequences:

Index Address Handlers
0 $C03C $C2BD, $C514
1 $C040 SetSerialUpdateSelector06, $C3F3, $C514
2 $C046 SerialUpdateSelectorCluster, ClearRuntimeZeroPage, InitializeCourseRuntime, SetSerialUpdateSelector17, SetSerialUpdateSelector0E, InitializeGameRuntime
3 $C052 SetSerialUpdateSelector06, SetSerialUpdateSelector04, SelectNmiUpdateForState, CallC92CWithZero, CompareAndUpdateRecord
4 $C05C SetSerialUpdateSelector06, SetSerialUpdateSelector09, Prepare0300Structure, $C514
5 $C064 $C551, ClearRuntimeZeroPage, InitializeCourseRuntime, SetSerialUpdateSelector17, $C562, $C5C2
6 $C070 SetSerialUpdateSelector06, $C575, $C514
7 $C07A ClearRuntimeZeroPage, RestoreWorkingRecordFields, $C518
8 $C076 $C582, $C518

7. Key NMI State Handlers

NmiState00 ($C346)

Title/menu state:

  • If $31 == 0: initialize $43, $4A = 0, $03F7 = $0F, NmiState = 2 (gameplay).
  • Else: jsr UpdateMenuSelection with count 3; if no input change, set sprite 0 Y from MenuInitialYTable; otherwise handle selection done and advance state.

NmiState01 ($C397)

Menu horizontal input:

  • Filter controller buttons, jsr UpdateMenuSelection (count 5).
  • If input changed, move horizontal marker; else store MenuSelectionIndex to $43 and advance to next NMI state, entering sequence mode.

NmiState08 ($C3BD)

Menu vertical input:

  • jsr UpdateMenuSelection (count 6).
  • Based on selection: advance state, jump to sequence entry, or handle choice 5 (reset runtime, preserve selection).

NmiState04_07 ($C465)

Shared handler for states $04/$07:

  • If $34 == 0: advance NMI state and enter sequence mode; clamp state to max 7.
  • Else: jsr $C92C, check bit 4 of $3F, either return or jmp StateHelperCAFA.

NmiState0C / NmiState0D ($C41C / $C43D)

Serial handshake states:

  • State $0C: if sequence step == 0, set sync complete; else if sync pending, copy record tails and continue handshake.
  • State $0D: similar handshake with persistent record synchronization.

8. Gameplay Runtime

UpdateGameplayRuntime ($C99A)

Called from NMI states $02, $05, $0A:

  • jsr $CA08 (update four rider slots).
  • If $03B1 | $03B2 != 0: jump to PPU update tail.
  • Otherwise: jsr $D918, jsr $DD8D, jsr UpdateAllRiderScriptStateE733, jsr $E927.
  • If $52 != 0: jsr StateHelperCA9B.
  • If $03F2 != 0: optional updates ($DA9F, $DBC4, $DEBB).
  • jsr UpdateGlobalCounters, jsr BuildGlobalDisplayEAC5, jsr CompareRuntimeSlots, jsr CheckSlotState.
  • jsr UpdateTriggeredSlots, jsr UpdateFourSlots, jsr UpdateFourSlotPositionsE96C, jsr UpdateDisplayState, jsr UpdateFourSlot8CE836, jsr BuildFourSlotSpritesEA44, jsr ProcessCourseDefinition, jsr UpdateSlotPairState, jsr UpdateGlobalFC, jsr UpdateGlobalDisplay, jsr ProcessRuntimeEntries, jsr PrepareSortedSlots, jsr UpdateRuntimeSlots, jsr UpdateRiderCourseStateE70B, jsr UpdatePpuState, jsr ProcessRiderSlots, jmp ProcessSortedSlots.

UpdateRaceRuntime ($C8D6)

Race-specific update:

  • jsr $CA1B, jsr UpdateGlobalRuntimeEB17, jsr UpdateAccumulator, jsr UpdateGlobalPosition, jsr UpdateRiderCourseStateE70B, jsr ProcessCourseDefinition, jsr $F68D, jsr $F755, jsr $C229, then jmp UpdatePpuState.

9. Audio System

UpdateAudio ($F8DE) — called from NMI:

  1. APUFRAMECNT ($4017) = $C0.
  2. jsr UpdatePulse1Channel, jsr UpdatePulse2Channel, jsr UpdateNoiseChannel, jsr UpdateSoundEffect.
  3. Zero out $FF, $FE, $FD, $FB.
  4. If $07FF != 0: sta APUDMALOAD ($4011), decrement $07FF.

Audio channel configuration uses tables at $FF00+ (period tables) and $FF3E+ (mask tables). Audio sequence/data lives at $FF64–$FFE9.


10. Serial I/O System

Excitebike uses the controller port $4016 for serial communication (likely the Famicom 3D System or a similar serial peripheral — peripheral identity unknown):

Transmit path (TransmitRuntimeDataCode at $C6C8):

  • Configure a 64-byte block from $0060, transmit it.
  • Configure a 20-byte block from $05E0 (working buffer), transmit it.
  • Uses pulse-length encoding: long pulse = 1, short pulse = 0, MSB first.
  • Preamble: short pulses, then long pulses, then short pulses, then one long pulse.

Receive path (ReceiveRuntimeDataCode at $C739):

  • Disable NMI, configure receive blocks, receive data.
  • Validate 5-byte header against ReceiveHeaderTableBaseC17F ($C17F: $E8).
  • If valid: set state variables ($A0–$A3), set $45 = $1A, wait for NMI update.
  • Receive second block (working buffer), validate checksum, return success/failure.

Serial helpers: TransmitByte ($C66E), ReceiveByte ($C6A5), TransmitPulseShort ($C64E), TransmitPulseLong ($C653), ReceiveSerialBit ($C691), SerialWaitPulse ($C639).


11. Zero-Page / RAM Symbols

Address Symbol Use
$00–$01 TMP00/TMP01 General scratch / indirect pointer
$08–$09 SerialBitCountLo/Hi Serial bit counter
$0E SerialBlockPtr Serial block pointer
$0D SerialBlockLength Serial block length
$10 PpuControlShadow $2000 mirror
$11 PpuMaskShadow $2001 mirror
$12–$1F — Runtime state bytes (shifted each frame by ShiftRuntimeState)
$14 Controller1Held Controller 1 held buttons
$15 Controller1Pressed Controller 1 newly pressed
$16 Controller2Held Controller 2 held buttons
$17 Controller2Pressed Controller 2 newly pressed
$31 — Menu/timing state
$34 — Menu selection state
$3F — Runtime counter
$40 NmiDispatchMode NMI dispatch mode (0=direct, 1=sequence)
$41 NmiState Current NMI state ($00–$0D)
$42 MenuSelectionIndex Current menu selection
$43–$4A — State/temp variables
$44 NmiSequenceStep Current NMI sequence step
$45 — PPU update index
$47 — Optional update flag
$48 NmiSyncState $FF=PENDING, $01=COMPLETE
$49 InputActionLatch Menu input latch
$A4 RiderMotionState Rider motion state ($01=disabled, $02=active, $03=transition, $04=complete)
$0100 — DMA/APU scratch
$0200 OamBuffer OAM shadow / sprite DMA source
$0300–$0301 — PPU update command structure pointer
$03B1–$03B2 — Timed update flag
$0580 PersistentRecord0 First persistent record (31 bytes + tails)
$05A3 PersistentRecord1 Second persistent record
$05CE–$05CF ResetMagic1/2 $A5/$5A warm-start signature
$05E0 WorkingBuffer Working buffer for serial I/O
$06E0 PersistentBuffer Persistent buffer (256 bytes)
$07FF — Audio DMA trigger

12. PPU / Rendering

  • OAM DMA: Every NMI, DMA from $0200–$02FF via OAMDMA ($4014).
  • PPU update streams: Indexed pointer tables at $C0F6 (low) / $C111 (high), 27 entries. Processed by ProcessPpuUpdateStream ($D3C1) during NMI.
  • Scroll: PpuControlShadow ($10) and PpuMaskShadow ($11) are software mirrors, updated during NMI and written to $2000/$2001.
  • OAM shadow: Filled with $F8 (offscreen) by FillOamShadowWithF8 during runtime PPU init.

13. Summary of Execution Flow

Power On / Reset
    │
    ▼
Reset ($C184) ────────────────────────────────────────┐
    │ sei, cld, disable PPU/NMI, stack=$FF            │
    │ wait 2× VBlank (PPU warm-up)                    │
    │ check reset magic ($A5,$5A at $05CE/$05CF)      │
    │   valid → warm start (preserve more RAM)        │
    │   invalid → cold start (clear more RAM)         │
    │ clear RAM ($0000–$00FF or $0000–$06FF)          │
    │ if valid: InitializePersistentRam               │
    │   (copy template to both persistent records)    │
    │ disable DMC, PPUMASK=$06, PPUCTRL=$90 (NMI on)  │
    │ InitializeRuntimePpuState                       │
    │                                                 │
    ▼                                                 │
@main ($C1A4) ────────────────────────────────────────┤
    │                                                 │
    ├─ jsr ShiftRuntimeState   ($E8BC) ──────────────┐
    │   shift $18-$1F right, carry from controller    │
    │                                                 │
    ├─ lda NmiSyncState ($48)                          │
    ├─ bmi @main      (if $FF = PENDING, loop)        │
    ├─ beq @main      (if $00, loop)                  │
    │   (only proceed when NMI set it to $01)         │
    │                                                 │
    ├─ jsr DisableNmi     ($C362)                     │
    ├─ if NmiSyncState == $01:                        │
    │     jsr TransmitRuntimeDataCode ($C6C8)         │
    │   else:                                         │
    │     jsr ReceiveRuntimeDataCode ($C739)          │
    │                                                 │
    ├─ lda #NMI_SYNC_PENDING ($FF)                    │
    │   sta NmiSyncState                              │
    ├─ jsr WaitForVblankEndAndEnableNmi               │
    └─ jmp @main   ◄──────────────────────────────────┘
                                                        │
NMI ($C23B) [once per frame]                            │
    │                                                 │
    ├─ jsr DisableNmi   (PPUCTRL bit7 = 0)            │
    ├─ PPUMASK = PpuMaskShadow \| $1A (if $45==0)     │
    ├─ OAM DMA ($0200-$02FF → $4014)                  │
    ├─ jsr NmiPpuUpdate ($C27E)  [PPU update stream]  │
    ├─ if $47 != 0:                                     │
    │     jsr UpdateRiderLanePositionStates           │
    │     jsr NmiRuntimeUpdate ($D14E)                │
    ├─ if $03B1|$03B2 == 0: inc $3F, jsr UpdateRuntimeCounters │
    ├─ jsr ReadControllers ($E8E5)                    │
    ├─ jsr UpdateAudio ($F8DE)  [4 channels + SFX]    │
    ├─ jsr DispatchNmiState ($C2A9)                   │
    │     ├─ NmiDispatchMode==0: direct state table   │
    │     │   $00=NmiState00 (menu/title)             │
    │     │   $01=$C395 (menu horiz)                  │
    │     │   $02=$C99A (UpdateGameplayRuntime)       │
    │     │   $03=DispatchNmiSequenceStep             │
    │     │   $04/$07=NmiState04_07                   │
    │     │   $05=$C99A (UpdateGameplayRuntime)       │
    │     │   $06=DispatchNmiSequenceStep             │
    │     │   $07=NmiState04_07                       │
    │     │   $08=$C3BD (menu vert)                   │
    │     │   $09=$C8D6 (UpdateRaceRuntime)           │
    │     │   $0A=$C99A (UpdateGameplayRuntime)       │
    │     │   $0B=DispatchNmiSequenceStep             │
    │     │   $0C=$C43D (serial handshake)            │
    │     │   $0D=$C41C (serial handshake)            │
    │     └─ NmiDispatchMode!=0: sequence dispatch    │
    │         (9 sequences at $C03C-$C07F)            │
    │                                                 │
    ├─ read PPUSTATUS                                 │
    ├─ WaitForVblankEndAndEnableNmi                   │
    │   (set NmiSyncState = $01 implicitly via        │
    │    main loop's view of completion)              │
    └─ rti                                            │

Serial I/O (from main loop, once per frame)
    ├─ TransmitRuntimeDataCode ($C6C8)  [when sync complete]
    │     ├─ 64-byte block from $0060                 │
    │     └─ 20-byte block from $05E0 (working buffer)│
    └─ ReceiveRuntimeDataCode ($C739)  [alternate]
          ├─ validate 5-byte header ($C17F)           │
          ├─ receive second block                     │
          └─ checksum verify                          │

Audio (from NMI via UpdateAudio at $F8DE)
    ├─ Pulse 1 channel ($4000-$4003)                 │
    ├─ Pulse 2 channel ($4004-$4007)                 │
    ├─ Noise channel ($400C-$400F)                   │
    ├─ Sound effect                                 │
    └─ DMC load if $07FF != 0                        │

14. Notes

  • Build verification: make in copilot/ produces reconstructed.nes, compared whole-ROM against rom.nes.
  • Vectors confirm NMI at $C23B, RESET at $C184, IRQ at $FFF0 (points into audio data region — likely a placeholder or unused).
  • The main loop (@main at $C1A4) is strictly NMI-synchronized via NmiSyncState ($48): it loops until the NMI sets the state to $01 (COMPLETE), performs serial I/O, resets to $FF (PENDING), waits for VBlank, and repeats.
  • Serial I/O uses controller port $4016 for pulse-length encoded data transmission/reception — likely for the Famicom 3D System or a similar serial peripheral.
  • The NMI state machine supports both direct state dispatch (14 states via table at $C000) and sequence dispatch (9 sequences via tables at $C03C–$C07F).
  • Many routines carry address-based labels (NmiState04_07, UpdateSideScrollingGameplay_C073, etc.) reflecting the automated first-pass disassembly; semantic naming is provisional.
  • symbols.inc (embedded at the top of prg.s) provides NES hardware register names and key zero-page symbols.
  • One build fix was required: an undefined branch target LookupTableEntry_FAF5 was replaced with a PC-relative bne *-$1B to produce the original d0 e3 bytes.