Files
disasm/Tennis (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

19 KiB
Raw Blame History

Tennis (JU) — Game Flow from Power-On

This document describes the execution flow of the disassembled Tennis (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 (9,268 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 $C07D NmiHandler
RESET $C000 Reset
IRQ / BRK $C000 Reset (reused — 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 (header + PRG + CHR).


3. Reset — CPU $FFFC → $C000

Reset ($C000)

On power-on or reset:

  1. cld — clear decimal mode.
  2. sei — disable maskable interrupts.
  3. Wait for VBlank — poll PPUSTATUS bit 7 (@Flow_C002).
  4. PPUCTRL=$00, PPUMASK=$00 — disable rendering and NMI.
  5. Stack pointer = $FF.
  6. X = FrameCounter ($27), then Y=$06, WorkPtrHi=$02, WorkPtrLo=$00, A=$00.
  7. Clear RAM — sta (WorkPtrLo),y loop decrementing WorkPtrHi from $02 down, effectively clearing $0000–$02FF.
  8. X is 0 at this point; if non-zero (it never is on entry), skip; else X=$5F.
  9. stx $0500 — set $0500 to $5F (or 0).
  10. jsr ClearNametables ($C195) — clear nametable memory.
  11. jsr HideAllSprites ($C1A5) — hide all sprites by writing $F4 to OAM.
  12. PPUSCROLL=$00 twice; GameActiveFlag=$01.
  13. APUSTATUS=$0F — enable all four APU channels.
  14. PPUCTRL=$90, PpuCtrlShadow=$90 — enable NMI, $2000 base.
  15. PpuMaskShadow=$06.
  16. Falls into MainLoop ($C04F) — the permanent foreground loop.

4. Main Loop — MainLoop ($C04F)

After reset, control enters the infinite foreground loop:

MainLoop ($C04F):
    NmiWorkComplete ($30) = $00
    if GameActiveFlag ($38) != 0:
        if GameStateStep ($3E) == 1:
            jsr RunAudioEngine ($FFF7)
        Flow_C060:
    jsr UpdateTimers ($C375)
    jsr UpdateGameState ($C0AA)
    NmiUpdatesEnabled ($32) = $01
    Flow_C06A:
    if NmiWorkComplete ($30) != 0:
        FrameCounter ($27)++
        NmiUpdatesEnabled ($32) = $00
        jmp MainLoop
    else:
        jsr RollRng ($C456)
        jmp Flow_C06A

The main loop is NMI-synchronized: it waits for NmiWorkComplete ($30) to become non-zero (set by NMI each frame), then advances the frame counter, clears the update-enabled flag, and loops. If NMI work is not complete, it rolls the RNG and retries.


5. NMI / Frame Heartbeat — NmiHandler ($C07D)

The NMI fires once per frame:

  1. Save registers (A, X, Y on stack).
  2. OAM DMA: write $00 to OAMADDR ($2003), then $02 to OAMDMA ($4014) — copy $0200–$02FF to sprite RAM.
  3. If NmiUpdatesEnabled ($32) == 0, skip to @Flow_C0A0.
  4. Otherwise:
    • jsr WritePalette ($C1B5) — conditional palette upload based on PaletteUpdateMode ($3C).
    • jsr WritePpuBuffer ($C2EC) — flush pending PPU command buffer at $0590.
    • jsr SetScroll ($C3FD) — write scroll from $1E/$1F to PPUSCROLL.
    • jsr ReadControllers ($C2A4) — read both controller ports.
  5. NmiWorkComplete ($30) = $01 — signal main loop that the frame update is done.
  6. NmiTriggerFlag ($33) = $01.
  7. Restore registers, rti.

The label IrqHandler appears at the same rti address — IRQ/BRK vector points here, but it's unused (same as Reset).


5. Game State Machine — UpdateGameState ($C0AA)

Called each main-loop iteration:

UpdateGameState ($C0AA):
    if GameActiveFlag ($38) == 0:
        Flow_C0B1:
        if ControllerHeld ($1A) & START ($10):
            if StartButtonLatch ($34) != 0 → skip
            else: StartButtonLatch=$01
            Y = GameState ($3D)
            if GameState == 7 → Flow_C0EA
            if GameState == 4 → Flow_C0CC
            if GameState == 6 → skip
            else → Flow_C0FC
        Flow_C0FC:
        DispatchInlineAddressTable ($C38B) with GameState index
            → GameStateHandlerTable ($C101)
    else (GameActiveFlag == 0):
        Flow_C119:
        if ControllerHeld & $30 (START|SELECT):
            if bit $10 set → Flow_C134
            else: GameActiveFlag=$00, GameState=$00, PendingStateFlag=$00
                  jsr MatchRoutine_CBCB, jsr DisableRendering
                  GameMode=$SelectedGameMode ($E0), rts
        Flow_C134: (complex state-transition logic with StateTransitionFlag, GameMode, etc.)
        Flow_C180:
        GameStateStep ($3E) → DispatchInlineAddressTable → GameStateStepHandlerTable ($C185)

MainStateHandlerTable ($C101) — indexed by GameState ($3D) as a byte offset (even offsets $00–$16):

Offset Handler Description
$00 GameState00_InitializeMatch ($C70A) Match initialization
$02 GameState01_WaitForServe ($C797) Wait for serve input
$04 GameState02_PrepareRally ($C7B7) Prepare rally
$06 GameState03_RunRally ($C7C6) Run rally
$08 GameState04_PointEnded ($C907) Point ended
$0A GameState05_UpdateScore ($CA07) Update score
$0C GameState06_AdvanceGame ($C9DE) Advance game
$0E GameState07_PauseOrTransition ($C42B) Pause/transition (RTS)
$10 GameState08_WaitForTimer ($CA28) Wait for timer
$12 GameState09_RestorePreviousState ($CA31) Restore state
$14 GameState0A_ResumePreviousState ($CA3A) Resume state
$16 GameState0B_FinishTransition ($CA5B) Finish transition

GameStateStepHandlerTable ($C185) — indexed by GameStateStep ($3E):

Offset Handler
$00 ModeStep00_DrawSelectionScreen ($CA87)
$02 ModeStep01_Countdown ($CAC9)
$04 ModeStep02_InitializeSelection ($CADD)
$06 ModeStep03_UpdateSelection ($CAE4)
$08 ModeStep04_ConfirmSelection ($CAEE)
$0A ModeStep05_StartDemoOrMatch ($CAF4)
$0C ModeStep06_CompleteSetup ($CC04)

Key state handlers:

  • GameState00_InitializeMatch ($C70A): First-time init — clear nametable, render routine, palette mode, set PendingStateFlag. Subsequent calls advance through sub-states ($87/$88 counter), render sprites, enable rendering, set GameState=$07, call MatchRoutine_CBCB.
  • GameState01_WaitForServe ($C797): Disable rendering, clear nametable, render court + score, zero point winners, clear animation flags, set ball trajectory flags, advance GameState.
  • GameState02_PrepareRally ($C7B7): Enable rendering, clear PPU mask shadow bit 4, hide sprites, render routine, advance GameState.
  • GameState03_RunRally ($C7C6): Render routine, set PpuBufferReady, MatchRoutine_C7E7 (copy initial object state), PhysicsRoutine_D7E1, handle serving player, EngineRoutine_C436, advance GameState.

6. NMI-Driven Per-Frame Work

The NMI handler (called every VBlank) performs:

Step Routine Address Purpose
OAM DMA — $C084–$C089 Copy $0200–$02FF to sprite RAM
Palette update WritePalette $C1B5 Conditional palette upload ($3F00/$3F10)
PPU buffer flush WritePpuBuffer $C2EC Write pending PPU commands from $0590 buffer
Scroll SetScroll $C3FD Write scroll X/Y from $1E/$1F
Controller read ReadControllers $C2A4 Read both ports, build held/newly-pressed

The main loop calls UpdateGameState ($C0AA) which dispatches to the active game state handler, then advances timers and audio.


7. Object / Sprite System

  • OAM buffer at $0200–$02FF, written via WriteMetaspriteToOam ($C440).
  • Object data pointers: ObjectDataPointerLo/Hi ($A8/$A9), ObjectDataOffset ($AA), ActiveObjectIndex ($AB).
  • Animation: AnimationFrame ($B0), AnimationTimer ($B1), PoseFrameTimer ($B3), PlayerAnimationId ($B4), PoseSequenceOffset ($B5), PlayerPoseId ($B6), PlayerPoseFlags ($B7).
  • Racket: RacketTargetX ($B8), RacketTargetY ($B9), RacketContactFlags ($BA), RacketAimOffset ($BB).
  • Player physics: PlayerMotionControl ($60/$65 for P1/P2), X/Y position + subpixel ($61–$69), target coordinates ($80–$83), action type/state ($84–$86), facing direction ($87), position ($88–$89).
  • Ball: BallMotionControl ($6A), X/Y position + subpixel ($6B–$6E), height ($6F/$70), target offset ($71), vertical velocity ($72/$73), state flags ($7A), bounce state ($7B), contact state ($8F), trajectory flags ($8D), collision flags ($8E).

8. Audio System

RunAudioEngine ($FFF7) — jumps to AudioEngineUpdate ($F8E0). Called from MainLoop when GameStateStep == 1 and GameActiveFlag != 0.

InitializeAudioEngine ($E1F8):

  • Clear audio request pointer ($F0/$F1 = $0006), channel table pointer ($F2/$F3 = $0620), sequence table pointer from ROM $F100/$F101.
  • audioWorkValue=$40, APUSTATUS=$1F, APUFRAMECNT=$C0.
  • Clear 16 bytes through ($F0), clear 16 entries at 8-byte stride through ($F2).

InitializeAudioChannels ($EED0):

  • Clear audio channel flags, scan 16 eight-byte slots through ($F2).
  • Slots with values $01–$04 activate a channel: copy 4-byte parameters through indirect pointer $F6.

Audio data at $FF00–$FFF5 (period/mask tables, sequences, instruments), $F450–$F49A (runtime command data), AudioEventSequenceData at $FDFA–$FFEA.

Audio RAM symbols ($F0–$FF): audioRequestPtr, audioChannelTablePtr, audioSequenceTablePtr, audioWorkPtr, audioWorkValue, audioChannelFlags, audioRequestIndex, audioChannelOffset, audioIndirectPtr, plus channel-specific effect timers ($F5–$F6), sequence pointers/indices ($F7–$FA), stream position ($FB), event priority ($FC), request flags ($FD–$FF).


9. Zero-Page / RAM Symbols (key subset)

Address Symbol Use
$01–$02 WorkPtrLo/Hi General indirect pointer
$09 PpuCtrlShadow $2000 mirror
$0A PpuMaskShadow $2001 mirror
$1A ControllerHeld Controller buttons held
$1B Zp1B Previous controller state
$20 Zp20 Timer counter
$25 StateTimer State countdown timer
$27 FrameCounter Frame tick counter
$30 NmiWorkComplete NMI frame-sync flag
$31 PpuBufferReady PPU buffer ready flag
$32 NmiUpdatesEnabled NMI updates enabled flag
$33 NmiTriggerFlag NMI trigger flag
$34 StartButtonLatch Start button debounce latch
$35 StateTransitionFlag State transition flag
$38 GameActiveFlag Game active flag
$39 GameMode Current game mode
$3C PaletteUpdateMode Palette update mode
$3D GameState Main game state
$3E GameStateStep Game state step/substep
$3F DemoCounter Demo counter
$43 PendingStateFlag Pending state flag
$44 StateSubstep State substep
$46 PlayerCourtOrder Player court order
$48–$4B ModeAnimTimer/Frame A&B Mode animation timers/frames
$4C ServingPlayer Serving player
$4D ModeAnimSubframe Animation subframe
$4E MessageTimer Message timer
$4F MessagePlayerIndex Message player index
$50 PointWinner Point winner
$51–$53 Player/2 Point/Game Score Score values
$57–$5D Score-related state Score display/update state
$5E PendingGameState Pending game state
$60–$6E Player/Ball motion state Player and ball physics
$78–$7F Animation/ball state Animation flags, ball state/collision
$80–$8F Target/action/collision state Player targets, action state, collision flags
$A8–$AA ObjectDataPointerLo/Hi, Offset Object data pointers
$AB ActiveObjectIndex Active object index
$B0–$C9 Animation/pose/racket state Animation frames, pose, racket targets
$CA–$CC Contact/bounce state Racket/ball contact state
$CD–$CF Movement/action state Movement speed, computer/action state
$E0 SelectedGameMode Selected game mode
$E6–$FF Audio engine state Audio request pointers, channel flags, sequence state

10. PPU / Rendering

  • OAM DMA: Every NMI, DMA from $0200–$02FF via OAMDMA ($4014).
  • PPU buffer: WritePpuBuffer ($C2EC) writes a command buffer at $0590 to PPU when PpuBufferReady ($31) is set.
  • Scroll: SetScroll ($C3FD) writes $1E/$1F to PPUSCROLL.
  • Palette: WritePalette ($C1B5) conditionally uploads from RAM buffers based on PaletteUpdateMode ($3C).
  • Palette shadow: PpuCtrlShadow ($09), PpuMaskShadow ($0A).
  • Sprite hiding: HideAllSprites ($C1A5) writes $F4 to OAM.
  • Metasprite rendering: WriteMetaspriteToOam ($C440) writes sprite data from a pointer.

11. Data Tables

Label Address Description
MainStateHandlerTable $C101 12 main game state handler pointers
GameStateStepHandlerTable $C185 7 mode step handler pointers
GameStateHandlerTable (game mode) $CAD7 8 game-mode state handler pointers
InitialMatchObjectStateData $C847 Initial object state data for match start
EngineTable_* Various Inline data tables embedded between code
AudioEventSequenceData $FDFA Audio event sequence data
Audio tables $FF00–$FFF5 Period/mask tables, sequences, instruments

12. Summary of Execution Flow

Power On / Reset
    │
    ▼
Reset ($C000) ───────────────────────────────────────────────────────┐
    │ cld, sei, wait VBlank, PPUCTRL/PPUMASK=$00                      │
    │ stack=$FF, clear RAM $0000–$02FF                                │
    │ $0500=$5F, clear nametables, hide sprites                       │
    │ PPUSCROLL=$00, GameActiveFlag=$01                               │
    │ APUSTATUS=$0F (all channels on)                                 │
    │ PPUCTRL=$90 (NMI on), PpuCtrlShadow=$90                         │
    │ PpuMaskShadow=$06                                               │
    │                                                                 │
    ▼                                                                 │
MainLoop ($C04F) ─────────────────────────────────────────────────────┤
    │                                                                 │
    ├─ NmiWorkComplete ($30) = $00                                    │
    ├─ if GameActiveFlag && GameStateStep==1: RunAudioEngine ($FFF7)  │
    ├─ jsr UpdateTimers ($C375)                                       │
    ├─ jsr UpdateGameState ($C0AA)  ──► state machine dispatch        │
    │     ├─ State $00: InitializeMatch                               │
    │     ├─ State $01: WaitForServe                                  │
    │     ├─ State $02: PrepareRally                                  │
    │     ├─ State $03: RunRally                                      │
    │     ├─ State $04: PointEnded                                    │
    │     ├─ State $05: UpdateScore                                   │
    │     ├─ State $06: AdvanceGame                                   │
    │     ├─ State $07: PauseOrTransition (RTS)                       │
    │     ├─ State $08–$0B: WaitForTimer / Restore / Resume / Finish  │
    │     └─ return to MainLoop                                       │
    │                                                                 │
    ├─ NmiUpdatesEnabled ($32) = $01                                  │
    ├─ wait for NmiWorkComplete ($30) != 0  ◄── NMI sets this         │
    ├─ FrameCounter++, NmiUpdatesEnabled=$00                          │
    └─ jmp MainLoop                                                   │
    │                                                                 │
    │   (if NmiWorkComplete==0: jsr RollRng ($C456), retry)           │
    │                                                                 │
NMI ($C07D) [once per frame]                                          │
    │                                                                 │
    ├─ save A, X, Y                                                   │
    ├─ OAM DMA ($0200–$02FF → $4014)                                  │
    ├─ if NmiUpdatesEnabled:                                          │
    │     jsr WritePalette ($C1B5)                                    │
    │     jsr WritePpuBuffer ($C2EC)                                  │
    │     jsr SetScroll ($C3FD)                                       │
    ├─ jsr ReadControllers ($C2A4)  → $4D/$4E/$4F                     │
    ├─ NmiWorkComplete ($30) = $01  (unblocks main loop)              │
    ├─ NmiTriggerFlag ($33) = $01                                     │
    ├─ restore registers, rti                                         │
    │                                                                 │
IrqHandler ($C17E): rti (unused)                                      │

13. Notes

  • Build verification: make in copilot/ produces reconstructed.nes, compared whole-ROM against rom.nes.
  • Vectors confirm NMI at $C07D, and both RESET and IRQ at $C000 (the reset handler doubles as the IRQ handler, just a rti).
  • The foreground main loop (MainLoop at $C04F) is strictly NMI-synchronized via NmiWorkComplete ($30): it loops until NMI sets it to $01, processes game state and timers, then waits again.
  • UpdateGameState ($C0AA) dispatches to one of 12 main game states via MainStateHandlerTable at $C101, indexed by GameState ($3D).
  • State $04 contains a nested secondary state machine (GameStateStepHandlerTable at $C185, 7 steps) for mode selection/setup.
  • Many routine labels are address-based (EngineRoutine_C1DD, MatchRoutine_C7E7, etc.) reflecting the automated first-pass disassembly; semantic naming is provisional.
  • symbols.inc provides NES hardware register names and controller masks; locals.inc provides extensive zero-page symbol definitions covering player/ball physics, audio, and game state.
  • The disassembly includes inline data tables (EngineTable_*) embedded between code regions, preserved verbatim for byte-identity.