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

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# 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.