Files
disasm/_wip/Hogan's Alley (JU)/OVERVIEW.md
T
tmerritt 9eb04ea7ef Adds overview for WIP projects
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].
2026-10-19 19:58:41 -04:00

12 KiB
Raw Blame History

Hogan's Alley (JU) — Game Flow from Power-On

This document describes the execution flow of the disassembled Hogan's Alley (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 at the PRG level.


1. Reset Vector — CPU $FFFC → $C000

Reset ($C000–$C085)

On power-on or reset, the 6502 jumps to $C000. The reset routine performs cold-start hardware initialization:

Step Code Purpose
1–2 cld / sei Clear decimal mode, disable interrupts
3–6 Poll $2002 twice (bpl *-3) Wait for two full VBlank periods (PPU warm-up)
7–8 ldx #$00 / txs Initialize stack pointer to $01FF
9–21 Clear RAM $0000–$07FF Uses Zp00/Zp01 as 16-bit pointer; clears 8 pages of 256 bytes
22–23 Warm-start signature check Loads $05EC into X; if non-zero, skips full clear and sets X=$5F
24 jsr $C221 Initialize PPU/APU registers
25 jsr $C231 Additional hardware init
26–27 PPU scroll init Write $00 to $2005 twice (X/Y scroll)
28 lda #$0F / sta $4015 Enable all APU channels
29 jsr $FFF7 Call audio engine init (trampoline to $F984)
30 lda #$90 / sta $2000 / sta Zp08 PPUCTRL: NMI on, sprites at $0000, BG at $1000, + $90 shadow in Zp08
31 lda #$02 / sta Zp09 Zp09 = $02
32–36 Copy sprite data Copy 12 bytes from $E36A to $05F0 (OAM staging area)
37 bmi Label_C07E Branch to main loop (always taken after copy)

Warm-start signature: Byte at $05EC survives RAM clear. On soft reset, if non-zero, the game skips the full 2 KB clear and initializes X=$5F instead of X=$00.


2. Interrupt Vectors — CPU $FFFA–$FFFF

Located at the end of the bank (PRG offset $3FFA):

Vector Address Handler
NMI $C088 NmiHandler
RESET $C000 Reset
IRQ $C000 Reset (reused — unused placeholder)

3. NMI / Frame Heartbeat — NmiHandler ($C088)

The NMI fires once per frame and drives the frame pacing. It implements a two-phase frame structure:

NmiHandler ($C088):
    php / pha / txa / pha / tya / pha          ; preserve registers
    lda #$00 / sta $2003                        ; OAMADDR = 0
    lda #$02 / sta $4014                        ; OAM DMA from $0200
    lda Zp22                                    ; NMI phase flag
    bne Label_C0AB                              ; if phase 1: skip game logic
    jsr $C2BD                                   ; update game objects
    jsr $C24E                                   ; update targets
    jsr $C3A8                                   ; update shots
    jsr $C282                                   ; update sprites
    jsr $C3D0                                   ; update HUD/score
Label_C0AB:                                     ; phase 1 entry / phase 0 exit
    ldy #$01 / sty Zp22 / sty Zp20              ; set phase=1, clear main flag
    pla / tay / pla / tax / pla / plp / rti     ; restore, return

Phase 0 (Zp22=0): Full game logic update — objects, targets, shots, sprites, HUD. Phase 1 (Zp22=1): Minimal — only OAM DMA, then returns. The main loop toggles Zp22.


4. Main Game Loop — $C07E

After initialization, control reaches the per-frame loop at $C07E:

Label_C07E:
    lda Zp20           ; main loop flag (set by NMI phase 0)
    bne Label_C065     ; if set, run frame logic
    jsr $C6BD          ; attract/demo mode logic
    jmp $C07E          ; loop

When NMI phase 0 completes, it sets Zp20 = $01 (at $C076 in Label_C070). The main loop sees this, branches to Label_C065 ($C065), which dispatches based on game state:

Label_C065:
    lda Zp24           ; game mode/state
    beq Label_C06D     ; if 0: audio-only frame (jsr $FFF4)
    lda Zp26           ; sub-state
    beq Label_C070     ; if 0: gameplay frame
Label_C06D:
    jsr $FFF4          ; audio engine update (trampoline to $FFD4)
    rts
Label_C070:
    jsr $C337          ; controller input
    jsr $C0B8          ; state dispatcher
    inc Zp2F           ; frame counter
    lda #$00 / sta Zp20 / sta Zp22  ; clear flags for next frame

Label_C0B8 ($C0B8) — State dispatcher:

    lda Zp24
    beq Label_C0BF     ; if game mode 0: title/gameplay
    jmp $C156          ; else: other modes (game over, etc.)

Label_C0BF ($C0BF) — Title/Gameplay dispatcher:

    lda Zp16 / and #$10 / beq Label_C11A   ; check bit 4 of Zp16
    ldy $05FC / bne Label_C11F             ; check $05FC
    iny / sty $05FC
    ldy Zp25 / cpy #$07 / beq Label_C106   ; state 7
    cpy #$03 / beq Label_C0E4              ; state 3
    cpy #$04 / beq Label_C0E4              ; state 4
    cpy #$0A / beq Label_C0E4              ; state A
    cpy #$0F / bne Label_C11F              ; state F

States 3, 4, A → Label_C0E4 (gameplay init); State 7 → Label_C106; others → Label_C11F (continue gameplay).


5. Key Subsystems

5.1 Gameplay Initialization — Label_C0E4 ($C0E4)

    ldx #$05
Label_C0E6:
    lda Zp2A,x / sta $0430,x   ; copy Zp2A–Zp2F to $0430–$0435
    dex / bpl Label_C0E6
    jsr $C14A                  ; copy stack page $01FF to $0217
    jsr $CDB4                  ; initialize round data
    lda #$25 / sta Zp45        ; set timer
    jsr $CE4B                  ; spawn targets
    lda Zp25 / sta Zp1C        ; save state
    lda #$07 / sta Zp25        ; set state = 7
    jmp $C10E

5.2 State 7 Handler — Label_C106 ($C106)

    lda #$11 / sta Zp25        ; set state = $11
    lda #$30 / sta Zp1D        ; set timer

5.3 Main Gameplay Loop — Label_C10E ($C10E)

    jsr $C746                  ; update targets
    jsr $D291                  ; update shots
    jsr $FFF4                  ; audio engine
    jmp $D2B4                  ; update sprites/OAM

5.4 Controller Input — $C337

Reads controller via $4016 (strobe + shift), stores button state in Zp16/Zp17.

5.5 Audio Engine — $FFF4 / $FFF7

Trampolines at $FFF4 (update) and $FFF7 (init) jump to banked code at $F9D4/$F984.

5.6 Target System — $C746, $CDB4, $CE4B

Manages the 5–6 shootable targets (cans, birds, etc.) — position, state, scoring.

5.7 Shot System — $D291, $D2B4

Player shots: tracking, collision with targets, scoring.


6. Memory Map (Key Zero Page / RAM)

Address Name (from locals.inc) Use
$00–$01 Zp00 / Zp01 16-bit pointer for RAM clear (Reset)
$08 Zp08 PPUCTRL shadow ($90)
$09 Zp09 Init value $02
$16 Zp16 Controller buttons (bit 4 = start pressed)
$1C Zp1C Saved game state
$1D Zp1D Timer/counter
$20 Zp20 Main loop flag (set by NMI phase 0)
$22 Zp22 NMI phase flag (0=game logic, 1=OAM only)
$24 Zp24 Game mode (0=title/play, non-zero=other)
$25 Zp25 Sub-state (3,4,7,A,F,11, etc.)
$26 Zp26 Sub-state flag
$29 Zp29 Reset signature ($B6)
$2A–$2F Zp2A–Zp2F Gameplay params, copied to $0430
$2F Zp2F Frame counter
$30 Zp30 Frame ready flag (set by NMI)
$45 Zp45 Gameplay timer ($25 init)
$0430–$0435 — Gameplay parameter shadow
$05EC — Warm-start signature byte
$05F0–$05FB — OAM staging (12 bytes from $E36A)
$05FC — Title screen state
$06F0 — Reset signature mirror
$4014 OAMDMA OAM DMA trigger
$4015 APUSTATUS APU channel enable
$4016 JOY1 Controller 1 strobe/read

7. Object Pools / Data Structures

Region Purpose
$0430–$0435 Gameplay parameters (target positions, timers)
$05F0–$05FB Sprite/OAM data for 4–6 objects
$0400–$04FF Sprite data (positions, states)
$0200–$02FF OAM buffer (DMA source)
$E36A–$E375 Initial sprite data (copied to $05F0 at reset)

8. Summary of Execution Flow

Power On / Reset
    │
    ▼
Reset ($C000) ────► cld/sei, wait 2 VBlanks, init stack
    │
    ├─ Clear $0000–$07FF (8 pages via Zp00/Zp01)
    │
    ├─ Check $05EC warm-start signature
    │     ├─ Zero: full clear, X=$00
    │     └─ Non-zero: X=$5F (skip clear)
    │
    ├─ jsr $C221, $C231 (PPU/APU init)
    ├─ PPU scroll = 0,0
    ├─ APU enable ($4015=$0F)
    ├─ jsr $FFF7 (audio init → $F984)
    ├─ PPUCTRL = $90 (NMI on)
    ├─ Copy $E36A→$05F0 (12 bytes sprite data)
    │
    ▼
Main Loop ($C07E) ─────────────────────────────────────────┐
    │                                                      │
    ├─ lda Zp20 (NMI phase 0 flag)                         │
    │     ├─ Zero: jsr $C6BD (attract/demo), loop          │
    │     └─ Non-zero: branch to Label_C065                │
    │                                                      │
    ▼                                                      │
Label_C065 ($C065) ───► lda Zp24 (game mode)               │
    │     ├─ 0: jsr $FFF4 (audio only), rts                │
    │     └─ Non-zero: lda Zp26                            │
    │           ├─ 0: Label_C070 (gameplay frame)          │
    │           └─ Non-zero: jsr $FFF4 (audio), rts        │
    │                                                      │
    ▼                                                      │
Label_C070 ($C070) ──► jsr $C337 (controller)              │
    │                    jsr $C0B8 (state dispatch)        │
    │                    inc Zp2F (frame counter)          │
    │                    clear Zp20, Zp22                  │
    │                                                      │
    ▼                                                      │
Label_C0B8 ($C0B8) ──► lda Zp24                            │
    │     ├─ 0: Label_C0BF (title/play dispatcher)         │
    │     └─ Non-zero: jmp $C156 (other modes)             │
    │                                                      │
    ▼                                                      │
Label_C0BF ($C0BF) ──► state machine on Zp25               │
    │     ├─ 3,4,A: Label_C0E4 (gameplay init)             │
    │     ├─ 7: Label_C106 (state 7 handler)               │
    │     └─ else: Label_C11F (continue)                   │
    │                                                      │
    ▼                                                      │
Gameplay states (3,4,A→7→11→...) ──► Label_C10E            │
    │                    jsr $C746 (targets)               │
    │                    jsr $D291 (shots)                 │
    │                    jsr $FFF4 (audio)                 │
    │                    jmp $D2B4 (sprites)               │
    │                                                      │
    ▼ (loop back to $C07E)                                 │

NMI ($C088) [once per frame]
    ├─ Preserve registers
    ├─ OAM DMA ($4014 from $0200)
    ├─ lda Zp22 (phase flag)
    │     ├─ 0: jsr $C2BD (objects), $C24E (targets), $C3A8 (shots),
    │     │     $C282 (sprites), $C3D0 (HUD)
    │     └─ 1: skip game logic
    ├─ ldy #$01 / sty Zp22 / sty Zp20  (toggle phase, signal main)
    ├─ Restore registers, rti

9. Naming and Residue

Pass 1 complete — 9,810 lines, 568 Label_ definitions, canonical audit comments, 41.8% code.

Pass 2 outstanding — Root inventory: needs CDL reclass. The 55 seeded routine entries from table references include $E9F1 which was a false positive (data table base, not dispatch) and was forced back to data 2026-10-19. 31 of the remaining 54 have no direct jsr/jmp reference.

Pass 3 outstanding — No semantic zero-page aliases; locals.inc holds 171 neutral ZpXX names.

Indirect dispatch (not followed statically):

  • jmp ($0014) at $C360
  • jmp ($0610) at $F927
  • jmp ($0612) at $F941

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).