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].
10 KiB
Millipede (U) — Game Flow from Power-On
This document describes the execution flow of the disassembled Millipede (U) 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 at the PRG level.
1. Reset Vector — CPU $FFFC → $C735
Reset ($C735–$C7B3)
On power-on or reset, the 6502 jumps to $C735 (non-$C000 entry, Donkey Kong Jr. style). The reset routine performs cold-start hardware initialization:
| Step | Code | Purpose |
|---|---|---|
| 1–2 | sei / cld |
Disable interrupts, clear decimal mode |
| 3–4 | lda #$00 / sta $2000 |
PPUCTRL = 0 (NMI off, sprite $0000, BG $0000) |
| 5–6 | ldx #$FF / txs |
Initialize stack pointer to $01FF |
| 7–11 | Label_C73F: poll $2002 via and #$80 / beq |
Wait for VBlank (bit 7 of PPUSTATUS) |
| 12–13 | ldy #$06 / sty Zp01 / ldy #$00 / sty Zp00 |
Zp00/Zp01 = $0600 (RAM clear pointer) |
| 14 | tya |
A = 0 |
| 15–19 | Label_C74F: sta (Zp00),y / dey / bne / dec Zp01 / bpl |
Clear $0000–$05FF (6 pages) |
| 20 | jsr $C76A |
Initialize object state at $03D0–$03F8 |
| 21 | lda Zp10 / ora #$80 / sta $2000 / sta Zp10 |
PPUCTRL |
| 22 | Label_C764: jsr $F09B / jmp $C764 |
Infinite loop: audio init? (waits for NMI) |
$C76A (Label_C76A) — Object initialization:
ldx #$29 / lda #$24
Label_C76E:
sta $03D0,x ; clear $03D0–$03F9 (42 bytes)
dex / bne Label_C76E
ldx #$00
Label_C776:
lda $C271,x / sta $03DF,x ; copy 6 bytes from $C271 to $03DF
inx / cpx #$06 / bne Label_C776
lda #$2C / sta $03D0
lda #$2D / sta $03E6
lda #$24 / sta $03E9
lda #$16 / sta $03F2
lda #$D0 / sta $03F5–$03F8
lda #$00 / sta $4011 (APUDMCDIRECT)
lda #$06 / sta $2001 (PPUMASK: show BG)
jsr $C7E6 / jsr $C7CA
jmp $C7B6
$C7B6 (Label_C7B6) — Clear score/timer:
lda #$00 / sta $0330 / sta $0331
Then enters main loop at $C7BE.
2. Main Loop — $C7BE onward
Label_C7BE:
jsr $C7E0
lda Zp10 / and #$E7 / sta Zp10 ; clear bits 3,4,5 of PPUCTRL shadow
... (main game loop continues)
The main loop runs continuously, synchronized with NMI via Zp10/Zp11 flags.
3. Interrupt Vectors — CPU $FFFA–$FFFF
Located at PRG offset $3FFA (end of 16 KB bank):
| Vector | Address | Handler |
|---|---|---|
| NMI | $C7F1 | NmiHandler |
| RESET | $C735 | Reset |
| IRQ | $FFF0 | Unused (lands in vector-page padding) |
4. NMI / Frame Heartbeat — NmiHandler ($C7F1)
The NMI fires once per frame and drives the frame pacing:
NmiHandler ($C7F1):
lda #$00 / sta $4016 ; controller strobe
lda Zp10 ($10) / and #$7F / sta $2000 / sta Zp10 ; PPUCTRL &= ~$80 (NMI off during frame)
lda Zp11 ($11) / eor #$1A / sta $2001 ; PPUMASK ^= $1A (toggle bits)
jsr $EF4A ; sprite/OAM update
jsr $EF36 ; PPU/scroll update
lda $0396 / bne Label_C819 ; check state
lda $0397 / bne Label_C819
jsr $F085 ; attract mode audio
Label_C819:
jsr $F9A0 ; gameplay audio
jsr $F0BC ; sound effects
lda Zp43 ($43)
bne Label_C827
lda #$FF / sta Zp43 ; init Zp43 = $FF
Label_C827:
lda Zp60 ($60) ; game state
beq Label_C843 ; 0: title/attract
cmp #$01 / beq Label_C849 ; 1: gameplay
cmp #$02 / beq Label_C83D ; 2: bonus/stage clear
jsr $D3F1 / lda #$00 / sta Zp77 / jmp $C84C ; 3+: other
Label_C83D:
jsr $CCD7 / jmp $C84C ; state 2
Label_C843:
jsr $C865 / jmp $C84C ; state 0
Label_C849:
jsr $CA31 ; state 1
Label_C84C:
... (common NMI exit)
NMI State Machine (Zp60 / $60):
- 0 (Title/Attract):
$C865— attract mode logic - 1 (Gameplay):
$CA31— main gameplay update - 2 (Bonus/Transition):
$CCD7— stage clear, bonus - 3+ (Other):
$D3F1— game over, high score, etc.
Key NMI Operations:
- Controller strobe (
$4016) - PPUCTRL/PPUMASK update (Zp10/Zp11 shadows)
- Sprite/OAM update (
$EF4A) - PPU/Scroll update (
$EF36) - Audio engine (
$F9A0gameplay,$F085attract,$F0BCSFX) - Game state dispatch via Zp60
5. Key Subsystems
5.1 Sprite/OAM System — $EF4A / $EF36
$EF4A: Builds OAM at $0200 from object arrays$EF36: PPU scroll/register updates
5.2 Audio Engine
- Attract:
$F085(called when $0396/$0397 set) - Gameplay:
$F9A0(music),$F0BC(sound effects) - APU registers at $4000–$4013
5.3 Gameplay Logic — $CA31 / $CCD7 / $D3F1 / $C865
$CA31: Main gameplay (player, millipede, enemies, collision)$CCD7: Stage clear / bonus round$D3F1: Game over / high score$C865: Attract mode demo
5.4 Object State — $03D0+ region
$03D0–$03F8: Initialized at reset from $C271 table$0330–$0331: Score/timer$0396–$0397: Attract mode flags$03F5–$03F8: Player position/state
5.5 Indirect Dispatch — $EF15 (jmp ($0002))
jmp ($0002) at $EF15 — target address in ZP $0002/$0003, set by caller. Not followed statically.
6. Memory Map (Key Zero Page / RAM)
| Address | Name | Use |
|---|---|---|
| $00–$01 | Zp00/Zp01 |
16-bit pointer (RAM clear) |
| $02–$03 | Zp02/Zp03 |
Indirect dispatch pointer (jmp ($0002)) |
| $10 | Zp10 |
PPUCTRL shadow (bit 7 = NMI enable) |
| $11 | Zp11 |
PPUMASK shadow (toggled via EOR #$1A) |
| $43 | Zp43 |
Audio state (init $FF) |
| $60 | Zp60 |
Game state (0=attract, 1=play, 2=bonus, 3+=other) |
| $77 | Zp77 |
Gameplay sub-state |
| $0330–$0331 | Score/Timer | Cleared at $C7B6 |
| $0396–$0397 | Attract flags | Checked in NMI for audio path |
| $03D0–$03F8 | Object init state | Copied from $C271 at reset |
| $03DF–$03E4 | Object params | 6 bytes from $C271 |
| $03F5–$03F8 | Player state | Initialized to $D0 |
| $4011 | APUDMCDIRECT | DMC direct load (silenced at reset) |
| $4016 | JOY1 | Controller strobe (NMI) |
7. Data Tables
| Table | Address | Description |
|---|---|---|
| Object init data | $C271 (ObjectInitData) |
6 bytes copied to $03DF at reset |
| Level data | $C000 (LevelData) |
1845 bytes of level/enemy pattern data |
| Audio data | $F24F (AudioData) |
audio sequences |
| Vector page | $FE61 (VectorPageData) |
padding/vectors |
| Level/millipede data | $C000–$C734 | 1845 bytes of level layouts, enemy paths (classified as data, referenced by code) |
| Audio sequences | $F000+ | Music/SFX data |
Note: The region $C000–$C734 (1845 bytes) is classified as .byte data but is heavily referenced by code (93+ references from lda $Cxxx,x, bit $Cxxx instructions). This is level/map data for the millipede and enemy movement patterns.
8. Summary of Execution Flow
Power On / Reset
│
▼
Reset ($C735) ────► sei/cld, PPUCTRL=0, stack=$FF
│
├─ Wait VBlank (poll $2002 bit 7)
│
├─ Clear $0000–$05FF (6 pages via Zp00/Zp01)
│
├─ jsr $C76A:
│ Clear $03D0–$03F9
│ Copy $C271→$03DF (6 bytes)
│ Init $03D0=$2C, $03E6=$2D, $03E9=$24, $03F2=$16
│ $03F5–$03F8 = $D0
│ APUDMCDIRECT=0, PPUMASK=$06
│ jsr $C7E6, $C7CA
│
├─ PPUCTRL |= $80 (NMI on) → Zp10
│
▼
Label_C764: jsr $F09B / jmp $C764 (wait for first NMI)
│
▼ (NMI fires)
NMI ($C7F1) [once per frame]
├─ Controller strobe ($4016)
├─ Zp10 &= $7F → PPUCTRL (NMI off during frame)
├─ Zp11 ^= $1A → PPUMASK (toggle bits 1,3,4)
├─ jsr $EF4A (sprite/OAM update)
├─ jsr $EF36 (PPU/scroll update)
├─ Check $0396/$0397 → attract audio ($F085) if set
├─ jsr $F9A0 (gameplay audio)
├─ jsr $F0BC (sound effects)
├─ Zp43 init ($FF) if zero
├─ Dispatch on Zp60 ($60):
│ 0: jsr $C865 (attract) → $C84C
│ 1: jsr $CA31 (gameplay) → $C84C
│ 2: jsr $CCD7 (bonus) → $C84C
│ 3+: jsr $D3F1 → $C84C
└─ $C84C: common exit → rti
Main Loop ($C7BE+)
├─ jsr $C7E0
├─ Zp10 &= $E7 (clear bits 3,4,5)
├─ Game logic (player, millipede, enemies)
├─ Collision detection
├─ Level progression
└─ Loop (VBlank synchronized via Zp10/Zp11)
9. Naming and Residue
Pass 1 complete — 14,744 lines, canonical audit comments, 74.6% code. All 839 address-derived Label_ definitions have been renamed: 12 semantic routine names (Reset, NmiHandler, MainLoop, GameplayUpdate, AttractMode, AttractAudio, GameOver, StageClear, InitObjects, ClearScore, SoundEffects, GameplayAudio) + 264 SubC<addr> entry points + 577 Sub_8764_* internal branch targets. No Label_ remains.
Pass 2 complete — every jsr/jmp target is a named routine (semantic or SubC<addr>); internal branch targets use <Routine>_Block/JoinBranchPaths style names.
Pass 3 complete — 8 semantic zero-page aliases (PtrLo/Hi, Ptr2Lo/Hi, PpuCtrlShadow, PpuMaskShadow, AudioState, GameState, GameplaySubState); hardware register operands substituted via apply_symbols.py; data tables named: LevelData ($C000–$C734), ObjectInitData ($C271), AudioData ($F24F–$F984), VectorPageData ($FE61–$FFFF). Remaining zero-page slots retain neutral ZpXX names where role is not unique.
Indirect dispatch (not followed statically): jmp ($0002) at $EF15.
Large data region — $C000–$C734 (1845 bytes) classified as data but referenced by 93+ code instructions (lda $Cxxx,x, bit $Cxxx). This is level/enemy pattern data, not code.
Promotion outstanding — Add header.s/chr.s + HEADER/PRG/CHR linker.cfg, switch make to whole-ROM cmp, move _tools paths from ../../../_tools/ to ../../_tools/.
Build verification: make in copilot/ produces reconstructed_prg.bin, compared against prg.bin (PRG byte-identical).