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].
12 KiB
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 $C360jmp ($0610)at $F927jmp ($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).