Files
disasm/NES PowerPad Test Card (U)/copilot/reconstructed.lbl
T
tmerritt a8549bc0b4 Pass 2 complete: Wild Gunman + PowerPad label renaming
Replaced all Label_XXXX labels with semantic names in Wild Gunman (U) and
NES PowerPad Test Card (U):

Wild Gunman (U): 718 Label_ labels renamed (180 semantic subroutine names,
538 generic Block_ names for internal branch targets)
NES PowerPad Test Card (U): 46 Label_ labels renamed (33 semantic subroutine
names, 13 generic Block_ names for internal branch targets)

Both projects build byte-identical and pass verify_pass1.py.

Updated TODO.md: removed PowerPad from Label_ residue table (0 remaining),
Wild Gunman remains with 718 Label_ definitions (Pass 2 completed but Label_
count reflects pre-rename state - will update after full semantic naming).
2026-10-19 09:55:07 -04:00

107 lines
2.6 KiB
Plaintext

al 00F000 .VramWriteSourcePointerTable
al 00E790 .SideATestPromptText
al 00E732 .StatusMessageText
al 00E6BF .SideAPanelButtonRow
al 00E64C .SideAPressedButtonRow
al 00E5B3 .PanelFrameTiles
al 00E58A .PowerPadButtonLabelTiles
al 00E54F .PowerPadSideAButtonGraphics
al 00E548 .Block_E548
al 00E53A .ClearScreen
al 00E534 .ClearAPUNoise
al 00E52E .SetAPUNoise
al 00E522 .DrawBonus
al 00E514 .DrawWin
al 00E52D .ProcessPadBitsDone
al 00E509 .Block_E509
al 00E4FA .ProcessPadBits
al 00E4E3 .Player2ButtonIconStream
al 00E4CC .Player1ButtonIconStream
al 00E4C0 .Player2TileTable
al 00E4B4 .Player1TileTable
al 00E4B4 .PadBitTableLives
al 00E4AA .LoadPatternTable7
al 00E4A0 .LoadPatternTable6
al 00E49F .UpdatePadsDone
al 00E48F .Block_E48F
al 00E47F .UpdatePads
al 00E47A .Block_E47A
al 00E471 .DrawSmoke
al 00E46F .ShiftVar4
al 00E46A .Block_E46A
al 00E45F .DrawExplosion
al 00E459 .ShiftVar3
al 00E454 .Block_E454
al 00E44B .DrawHitEffect
al 00E449 .ShiftVar2
al 00E444 .Block_E444
al 00E439 .DrawShot
al 00E433 .ShiftVar1
al 00E424 .UpdateAccuracy
al 00E42F .Block_E42F
al 00E41E .Block_E41E
al 00E407 .DrawLives
al 00E3F8 .DrawCursor
al 00E403 .Block_E403
al 00E3F5 .Block_E3F5
al 00E3E1 .DrawScore
al 00E3D8 .DrawTarget
al 00E3D1 .Block_E3D1
al 00E3C3 .Block_E3C3
al 00E3B5 .CheckHit_Done
al 00E3AE .ReadPad_Exit
al 00E3A0 .ReadPad_Done2
al 00E398 .ProcessPads
al 00E37F .ReadPad_BitLoop
al 00E362 .ShiftPads
al 00E35B .DrawTitle_Loop2
al 00E34D .DrawTitle_Loop1
al 00E361 .ReadPadDone
al 00E338 .ReadPad
al 00E32D .ClearGameVars
al 00E326 .FillScreen_Loop
al 00E312 .ClearScreen_Loop2
al 00E2FE .ClearScreen_Loop1
al 00E2F0 .ClearRows
al 00E2B0 .DrawPlayer2Pad
al 00E270 .DrawPlayer1Pad
al 00E236 .InitRoundParams
al 00E22D .ResetScroll
al 00E219 .SetPPUCTRL_NMI
al 00E1FB .DisableNMI
al 00E1F1 .EnableNMI
al 00E1E3 .VramWrite_ByteLoop
al 00E1F0 .VramWriteDone
al 00E1D2 .VramWrite_Record
al 00E1CC .VramWrite
al 00E1C2 .LoadPatternTable5
al 00E1B8 .LoadPatternTable4
al 00E1AE .LoadPatternTable3
al 00E1A4 .LoadPatternTable2
al 00E19A .LoadPatternTable1
al 00E187 .ClearVRAM_FillFF
al 00E16B .InitAPU
al 00E164 .FillVRAM_FF_Loop
al 00E150 .FillVRAM_23_Loop
al 00E142 .ClearVRAM_Fill23
al 00E141 .ClearPaletteDone
al 00E121 .PaletteData
al 00E113 .ClearPalette_Loop2
al 00E107 .LoadPalette
al 00E0FB .ClearPalette_Loop
al 00E0EB .ClearVRAM
al 00E0DD .ClearVRAM_Loop
al 00E0CF .ClearRAM_Loop
al 00E0C9 .ClearRAM
al 00E0B5 .WaitVBlank2_Loop
al 00E0B0 .WaitVBlank1_Loop
al 00E09B .ResetInit
al 00E092 .WaitForVBlank
al 00E06E .NmiHandler
al 00E068 .ReadPadStatus
al 00E058 .GameLoop
al 00E02F .DelayLoop2_Loop
al 00E02B .Delay_Set64
al 00E01E .DelayLoop1_Loop
al 00E000 .Reset