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].
9.6 KiB
Popeye (JU) (PRG 0) — Game Flow from Power-On
This document describes the execution flow of the disassembled Popeye (JU) (PRG 0) 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.
Companion note: Popeye (JU) (PRG 1) holds a different PRG image of the same title (different mirroring flag: Horizontal vs Vertical). Neither is currently known to be a superset of the other.
1. Reset Vector — CPU $FFFC → $C649
Reset ($C649–$C683)
On power-on or reset, the 6502 jumps to $C649 (non-$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 #$10 / sta $2000 |
PPUCTRL = $10 (NMI off, sprite $0000, BG $0000, 8×8) |
| 5–6 | ldx #$FF / txs |
Initialize stack pointer to $01FF |
| 7–11 | Label_C653: poll $2002 via and #$80 / beq |
Wait for VBlank (bit 7 of PPUSTATUS) |
| 12–13 | ldy #$07 / sty Zp01 / ldy #$00 / sty Zp00 |
Zp00/Zp01 = $0700 (RAM clear pointer) |
| 14 | tya |
A = 0 |
| 15–19 | Label_C663: sta (Zp00),y / dey / bne / dec Zp01 / bpl |
Clear $0000–$07FF (8 pages) |
| 20 | jsr $C686 |
Initialize player/object state at $0500–$0504 |
| 21 | lda #$01 / sta Zp60 |
Zp60 ($60) = 1 (game state) |
| 22 | lda #$00 / sta Zp63 |
Zp63 ($63) = 0 |
| 23 | lda Zp10 / eor #$80 / sta $2000 / sta Zp10 |
PPUCTRL ^= $80 (toggle NMI enable) + shadow |
| 24 | Label_C680: jsr $EE74 / jmp $C680 |
Infinite loop: waits for first NMI |
$C686 (Label_C686) — Player state init:
lda #$11 / sta $0500 / sta $0502
lda #$03 / sta $0501
lda #$01 / sta $0503
ldx #$19 / lda #$24
Label_C69C:
sta $0504,x ; fill $0504–$051C with $24 (25 bytes)
dex / bne Label_C69C
ldx #$00
Then falls through to $C6A4 (main loop entry).
2. Main Loop — $C6A4 onward
After reset initialization, the main loop runs at $C6A4, synchronized with NMI via Zp10/Zp60/Zp63 flags. The loop calls various gameplay subroutines and waits for NMI to signal frame completion.
3. Interrupt Vectors — CPU $FFFA–$FFFF
Located at PRG offset $3FFA (end of 16 KB bank):
| Vector | Address | Handler |
|---|---|---|
| NMI | $C701 | NmiHandler |
| RESET | $C649 | Reset |
| IRQ | $FFF0 | IrqHandler (single sta (Zp16,x) — undocumented opcode $81, effectively unused) |
4. NMI / Frame Heartbeat — NmiHandler ($C701)
The NMI fires once per frame and implements a state machine dispatching on Zp30/Zp31/Zp60/Zp63:
NmiHandler ($C701):
lda Zp10 ($10) / and #$7F / sta $2000 / sta Zp10 ; PPUCTRL &= ~$80 (NMI off during frame)
lda Zp11 ($11) / eor #$18 / sta $2001 ; PPUMASK ^= $18 (toggle bits 3,4)
jsr $ED34 ; sprite/OAM update
jsr $ED20 ; PPU/scroll update
lda $0400 / bne Label_C724 ; check $0400
lda $0401 / bne Label_C724 ; check $0401
jsr $EE5E ; attract mode audio
Label_C724:
jsr $F970 ; gameplay audio
jsr $EE89 ; sound effects
lda Zp43 ($43)
bne Label_C732
lda #$FF / sta Zp43 ; init Zp43 = $FF
Label_C732:
lda Zp30 ($30)
beq Label_C73C
jsr $CA8B / jmp $C75D ; state: Zp30≠0
Label_C73C:
lda Zp31 ($31)
beq Label_C746
jsr $CAD4 / jmp $C75D ; state: Zp31≠0
Label_C746:
lda Zp60 ($60)
bne Label_C754
lda Zp63 ($63)
beq Label_C75A
jsr $CB12 / jmp $C75D ; state: Zp60=0, Zp63≠0
Label_C754:
jsr $C76A / jmp $C75D ; state: Zp60≠0
Label_C75A:
jsr $C89B ; state: Zp60=0, Zp63=0
Label_C75D:
... (common NMI exit → rti)
NMI State Machine:
| Condition | Handler | Description |
|---|---|---|
| $0400≠0 or $0401≠0 | $EE5E |
Attract mode audio |
| Zp30≠0 | $CA8B |
Gameplay mode A |
| Zp31≠0 | $CAD4 |
Gameplay mode B |
| Zp60≠0 | $C76A |
Gameplay mode C |
| Zp60=0, Zp63≠0 | $CB12 |
Bonus/stage transition |
| Zp60=0, Zp63=0 | $C89B |
Title/attract mode |
Key NMI Operations:
- PPUCTRL &= $7F (disable NMI during frame), PPUMASK ^= $18
- Sprite/OAM update (
$ED34), PPU/scroll update ($ED20) - Audio: attract (
$EE5E) or gameplay ($F970+$EE89) - State dispatch via Zp30/Zp31/Zp60/Zp63
- Zp43 init to $FF on first gameplay NMI
5. Key Subsystems
5.1 Sprite/OAM System — $ED34 / $ED20
$ED34: Builds OAM at $0200 from object arrays$ED20: PPU scroll/register updates
5.2 Audio Engine
- Attract:
$EE5E(called when $0400/$0401 set) - Gameplay:
$F970(music),$EE89(sound effects) - APU registers at $4000–$4013
5.3 Gameplay Logic
$CA8B/$CAD4/$C76A/$CB12/$C89B: State-specific gameplay updates- Player (Popeye), enemies (Bluto, Sea Hag), projectiles, collectibles (spinach, hearts, letters)
5.4 Level Data — $C000–$C648 region
- 1609 bytes classified as
.bytedata but referenced by 148+ code instructions - Contains level layouts, enemy paths, platform positions
- Referenced via
lda $Cxxx,x,bit $Cxxx— this is level/map data, not code
5.5 Indirect Dispatch — $ECFF (jmp ($0002))
jmp ($0002) at $ECFF — 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 #$18) |
| $30–$31 | Zp30/Zp31 |
Gameplay state selectors |
| $43 | Zp43 |
Audio state (init $FF) |
| $60 | Zp60 |
Game state (set 1 at reset) |
| $63 | Zp63 |
Sub-state (cleared at reset) |
| $0200 | OAM buffer | Sprite DMA source |
| $0400–$0401 | Attract flags | Checked in NMI for audio path |
| $0500–$051C | Player state | Initialized at $C686 ($11,$03,$11,$24×25) |
7. Data Tables
| Table | Address | Description |
|---|---|---|
| Level/map data | $C000–$C648 | 1609 bytes of level layouts, enemy paths (referenced by code) |
| Audio sequences | $F970+ | Music/SFX data |
8. Summary of Execution Flow
Power On / Reset
│
▼
Reset ($C649) ────► sei/cld, PPUCTRL=$10, stack=$FF
│
├─ Wait VBlank (poll $2002 bit 7)
│
├─ Clear $0000–$07FF (8 pages via Zp00/Zp01)
│
├─ jsr $C686:
│ $0500=$11, $0501=$03, $0502=$11, $0503=$01
│ $0504–$051C = $24 (25 bytes)
│
├─ Zp60=1, Zp63=0
├─ PPUCTRL ^= $80 (enable NMI) → Zp10
│
▼
Label_C680: jsr $EE74 / jmp $C680 (wait for first NMI)
│
▼ (NMI fires)
NMI ($C701) [once per frame]
├─ Zp10 &= $7F → PPUCTRL (NMI off during frame)
├─ Zp11 ^= $18 → PPUMASK (toggle bits 3,4)
├─ jsr $ED34 (sprite/OAM update)
├─ jsr $ED20 (PPU/scroll update)
├─ Check $0400/$0401:
│ ├─ Set: jsr $EE5E (attract audio)
│ └─ Clear:
│ jsr $F970 (gameplay audio)
│ jsr $EE89 (sound effects)
│ Zp43 init ($FF)
│ Dispatch on Zp30/Zp31/Zp60/Zp63:
│ Zp30≠0 → $CA8B
│ Zp31≠0 → $CAD4
│ Zp60≠0 → $C76A
│ Zp60=0,Zp63≠0 → $CB12
│ Zp60=0,Zp63=0 → $C89B
└─ rti
Main Loop ($C6A4+)
├─ Gameplay logic (player, enemies, collectibles)
├─ Collision detection
├─ Level progression
└─ Loop (VBlank synchronized via Zp10/Zp60/Zp63)
9. Naming and Residue
Pass 1 complete — 14,875 lines, canonical audit comments, 72.3% code. 6 seeded routine entries from table references.
Pass 2 complete — all 878 Label_ definitions renamed: 2 semantic entry names (Reset, NmiHandler) + 315 SubC<addr> entry points + 561 <Routine>_Block_<addr> internal branch targets. No Label_ remains. Every jsr/jmp target is a named routine.
Pass 3 complete — 4 semantic zero-page aliases (PtrLo/Hi, Ptr2Lo/Hi) added to locals.inc; 79 operands substituted via apply_symbols.py (15 single + 64 hardware); data tables named: LevelData ($C000–$C648), AudioData ($F088–$F832), VectorPageData ($FCCE–$FFEF). Remaining zero-page slots retain neutral ZpXX names.
Indirect dispatch (not followed statically): jmp ($0002) at $ECFF.
Large data region — $C000–$C648 (1609 bytes) classified as data but referenced by 148+ code instructions. This is level/enemy pattern data.
PRG 0 vs PRG 1 — Same vectors, same structure. PRG 0: Vertical mirroring. PRG 1: Horizontal mirroring. PRG bytes differ slightly (different build).
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).