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].
302 lines
12 KiB
Markdown
302 lines
12 KiB
Markdown
# Hogan's Alley (JU) — Game Flow from Power-On
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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.
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---
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## 1. Reset Vector — CPU $FFFC → $C000
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**`Reset`** ($C000–$C085)
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On power-on or reset, the 6502 jumps to `$C000`. The reset routine performs cold-start hardware initialization:
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| Step | Code | Purpose |
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|------|------|---------|
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| 1–2 | `cld` / `sei` | Clear decimal mode, disable interrupts |
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| 3–6 | Poll `$2002` twice (`bpl *-3`) | Wait for two full VBlank periods (PPU warm-up) |
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| 7–8 | `ldx #$00` / `txs` | Initialize stack pointer to $01FF |
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| 9–21 | Clear RAM $0000–$07FF | Uses Zp00/Zp01 as 16-bit pointer; clears 8 pages of 256 bytes |
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| 22–23 | Warm-start signature check | Loads `$05EC` into X; if non-zero, skips full clear and sets X=$5F |
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| 24 | `jsr $C221` | Initialize PPU/APU registers |
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| 25 | `jsr $C231` | Additional hardware init |
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| 26–27 | PPU scroll init | Write $00 to `$2005` twice (X/Y scroll) |
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| 28 | `lda #$0F` / `sta $4015` | Enable all APU channels |
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| 29 | `jsr $FFF7` | Call audio engine init (trampoline to $F984) |
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| 30 | `lda #$90` / `sta $2000` / `sta Zp08` | PPUCTRL: NMI on, sprites at $0000, BG at $1000, + $90 shadow in Zp08 |
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| 31 | `lda #$02` / `sta Zp09` | Zp09 = $02 |
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| 32–36 | Copy sprite data | Copy 12 bytes from $E36A to $05F0 (OAM staging area) |
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| 37 | `bmi Label_C07E` | Branch to main loop (always taken after copy) |
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**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.
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---
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## 2. Interrupt Vectors — CPU $FFFA–$FFFF
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Located at the end of the bank (PRG offset $3FFA):
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| Vector | Address | Handler |
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|--------|---------|---------|
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| NMI | $C088 | `NmiHandler` |
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| RESET | $C000 | `Reset` |
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| IRQ | $C000 | `Reset` (reused — unused placeholder) |
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---
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## 3. NMI / Frame Heartbeat — `NmiHandler` ($C088)
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The NMI fires once per frame and drives the frame pacing. It implements a two-phase frame structure:
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```
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NmiHandler ($C088):
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php / pha / txa / pha / tya / pha ; preserve registers
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lda #$00 / sta $2003 ; OAMADDR = 0
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lda #$02 / sta $4014 ; OAM DMA from $0200
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lda Zp22 ; NMI phase flag
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bne Label_C0AB ; if phase 1: skip game logic
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jsr $C2BD ; update game objects
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jsr $C24E ; update targets
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jsr $C3A8 ; update shots
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jsr $C282 ; update sprites
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jsr $C3D0 ; update HUD/score
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Label_C0AB: ; phase 1 entry / phase 0 exit
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ldy #$01 / sty Zp22 / sty Zp20 ; set phase=1, clear main flag
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pla / tay / pla / tax / pla / plp / rti ; restore, return
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```
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**Phase 0 (Zp22=0):** Full game logic update — objects, targets, shots, sprites, HUD.
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**Phase 1 (Zp22=1):** Minimal — only OAM DMA, then returns. The main loop toggles Zp22.
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---
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## 4. Main Game Loop — $C07E
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After initialization, control reaches the per-frame loop at **$C07E**:
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```
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Label_C07E:
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lda Zp20 ; main loop flag (set by NMI phase 0)
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bne Label_C065 ; if set, run frame logic
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jsr $C6BD ; attract/demo mode logic
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jmp $C07E ; loop
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```
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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:
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```
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Label_C065:
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lda Zp24 ; game mode/state
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beq Label_C06D ; if 0: audio-only frame (jsr $FFF4)
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lda Zp26 ; sub-state
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beq Label_C070 ; if 0: gameplay frame
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Label_C06D:
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jsr $FFF4 ; audio engine update (trampoline to $FFD4)
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rts
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Label_C070:
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jsr $C337 ; controller input
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jsr $C0B8 ; state dispatcher
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inc Zp2F ; frame counter
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lda #$00 / sta Zp20 / sta Zp22 ; clear flags for next frame
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```
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**`Label_C0B8` ($C0B8)** — State dispatcher:
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```
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lda Zp24
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beq Label_C0BF ; if game mode 0: title/gameplay
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jmp $C156 ; else: other modes (game over, etc.)
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```
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**`Label_C0BF` ($C0BF)** — Title/Gameplay dispatcher:
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```
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lda Zp16 / and #$10 / beq Label_C11A ; check bit 4 of Zp16
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ldy $05FC / bne Label_C11F ; check $05FC
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iny / sty $05FC
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ldy Zp25 / cpy #$07 / beq Label_C106 ; state 7
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cpy #$03 / beq Label_C0E4 ; state 3
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cpy #$04 / beq Label_C0E4 ; state 4
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cpy #$0A / beq Label_C0E4 ; state A
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cpy #$0F / bne Label_C11F ; state F
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```
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States 3, 4, A → **`Label_C0E4`** (gameplay init); State 7 → **`Label_C106`**; others → **`Label_C11F`** (continue gameplay).
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---
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## 5. Key Subsystems
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### 5.1 Gameplay Initialization — `Label_C0E4` ($C0E4)
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```
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ldx #$05
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Label_C0E6:
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lda Zp2A,x / sta $0430,x ; copy Zp2A–Zp2F to $0430–$0435
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dex / bpl Label_C0E6
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jsr $C14A ; copy stack page $01FF to $0217
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jsr $CDB4 ; initialize round data
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lda #$25 / sta Zp45 ; set timer
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jsr $CE4B ; spawn targets
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lda Zp25 / sta Zp1C ; save state
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lda #$07 / sta Zp25 ; set state = 7
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jmp $C10E
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```
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### 5.2 State 7 Handler — `Label_C106` ($C106)
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```
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lda #$11 / sta Zp25 ; set state = $11
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lda #$30 / sta Zp1D ; set timer
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```
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### 5.3 Main Gameplay Loop — `Label_C10E` ($C10E)
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```
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jsr $C746 ; update targets
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jsr $D291 ; update shots
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jsr $FFF4 ; audio engine
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jmp $D2B4 ; update sprites/OAM
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```
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### 5.4 Controller Input — `$C337`
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Reads controller via `$4016` (strobe + shift), stores button state in Zp16/Zp17.
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### 5.5 Audio Engine — `$FFF4` / `$FFF7`
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Trampolines at $FFF4 (update) and $FFF7 (init) jump to banked code at $F9D4/$F984.
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### 5.6 Target System — `$C746`, `$CDB4`, `$CE4B`
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Manages the 5–6 shootable targets (cans, birds, etc.) — position, state, scoring.
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### 5.7 Shot System — `$D291`, `$D2B4`
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Player shots: tracking, collision with targets, scoring.
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---
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## 6. Memory Map (Key Zero Page / RAM)
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| Address | Name (from `locals.inc`) | Use |
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|---------|--------------------------|-----|
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| $00–$01 | `Zp00` / `Zp01` | 16-bit pointer for RAM clear (Reset) |
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| $08 | `Zp08` | PPUCTRL shadow ($90) |
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| $09 | `Zp09` | Init value $02 |
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| $16 | `Zp16` | Controller buttons (bit 4 = start pressed) |
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| $1C | `Zp1C` | Saved game state |
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| $1D | `Zp1D` | Timer/counter |
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| $20 | `Zp20` | Main loop flag (set by NMI phase 0) |
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| $22 | `Zp22` | NMI phase flag (0=game logic, 1=OAM only) |
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| $24 | `Zp24` | Game mode (0=title/play, non-zero=other) |
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| $25 | `Zp25` | Sub-state (3,4,7,A,F,11, etc.) |
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| $26 | `Zp26` | Sub-state flag |
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| $29 | `Zp29` | Reset signature ($B6) |
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| $2A–$2F | `Zp2A`–`Zp2F` | Gameplay params, copied to $0430 |
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| $2F | `Zp2F` | Frame counter |
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| $30 | `Zp30` | Frame ready flag (set by NMI) |
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| $45 | `Zp45` | Gameplay timer ($25 init) |
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| $0430–$0435 | — | Gameplay parameter shadow |
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| $05EC | — | Warm-start signature byte |
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| $05F0–$05FB | — | OAM staging (12 bytes from $E36A) |
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| $05FC | — | Title screen state |
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| $06F0 | — | Reset signature mirror |
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| $4014 | OAMDMA | OAM DMA trigger |
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| $4015 | APUSTATUS | APU channel enable |
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| $4016 | JOY1 | Controller 1 strobe/read |
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---
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## 7. Object Pools / Data Structures
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| Region | Purpose |
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|--------|---------|
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| $0430–$0435 | Gameplay parameters (target positions, timers) |
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| $05F0–$05FB | Sprite/OAM data for 4–6 objects |
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| $0400–$04FF | Sprite data (positions, states) |
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| $0200–$02FF | OAM buffer (DMA source) |
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| $E36A–$E375 | Initial sprite data (copied to $05F0 at reset) |
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---
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## 8. Summary of Execution Flow
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```
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Power On / Reset
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│
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▼
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Reset ($C000) ────► cld/sei, wait 2 VBlanks, init stack
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│
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├─ Clear $0000–$07FF (8 pages via Zp00/Zp01)
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│
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├─ Check $05EC warm-start signature
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│ ├─ Zero: full clear, X=$00
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│ └─ Non-zero: X=$5F (skip clear)
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│
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├─ jsr $C221, $C231 (PPU/APU init)
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├─ PPU scroll = 0,0
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├─ APU enable ($4015=$0F)
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├─ jsr $FFF7 (audio init → $F984)
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├─ PPUCTRL = $90 (NMI on)
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├─ Copy $E36A→$05F0 (12 bytes sprite data)
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│
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▼
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Main Loop ($C07E) ─────────────────────────────────────────┐
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│ │
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├─ lda Zp20 (NMI phase 0 flag) │
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│ ├─ Zero: jsr $C6BD (attract/demo), loop │
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│ └─ Non-zero: branch to Label_C065 │
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│ │
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▼ │
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Label_C065 ($C065) ───► lda Zp24 (game mode) │
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│ ├─ 0: jsr $FFF4 (audio only), rts │
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│ └─ Non-zero: lda Zp26 │
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│ ├─ 0: Label_C070 (gameplay frame) │
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│ └─ Non-zero: jsr $FFF4 (audio), rts │
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│ │
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▼ │
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Label_C070 ($C070) ──► jsr $C337 (controller) │
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│ jsr $C0B8 (state dispatch) │
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│ inc Zp2F (frame counter) │
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│ clear Zp20, Zp22 │
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│ │
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▼ │
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Label_C0B8 ($C0B8) ──► lda Zp24 │
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│ ├─ 0: Label_C0BF (title/play dispatcher) │
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│ └─ Non-zero: jmp $C156 (other modes) │
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│ │
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▼ │
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Label_C0BF ($C0BF) ──► state machine on Zp25 │
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│ ├─ 3,4,A: Label_C0E4 (gameplay init) │
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│ ├─ 7: Label_C106 (state 7 handler) │
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│ └─ else: Label_C11F (continue) │
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│ │
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▼ │
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Gameplay states (3,4,A→7→11→...) ──► Label_C10E │
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│ jsr $C746 (targets) │
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│ jsr $D291 (shots) │
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│ jsr $FFF4 (audio) │
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│ jmp $D2B4 (sprites) │
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│ │
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▼ (loop back to $C07E) │
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NMI ($C088) [once per frame]
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├─ Preserve registers
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├─ OAM DMA ($4014 from $0200)
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├─ lda Zp22 (phase flag)
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│ ├─ 0: jsr $C2BD (objects), $C24E (targets), $C3A8 (shots),
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│ │ $C282 (sprites), $C3D0 (HUD)
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│ └─ 1: skip game logic
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├─ ldy #$01 / sty Zp22 / sty Zp20 (toggle phase, signal main)
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├─ Restore registers, rti
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```
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---
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## 9. Naming and Residue
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**Pass 1 complete** — 9,810 lines, 568 `Label_` definitions, canonical audit comments, 41.8% code.
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**Pass 2 outstanding** — Root inventory: *needs CDL reclass*. The 55 seeded routine entries from table references include `$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.
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**Pass 3 outstanding** — No semantic zero-page aliases; `locals.inc` holds 171 neutral `ZpXX` names.
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**Indirect dispatch** (not followed statically):
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- `jmp ($0014)` at $C360
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- `jmp ($0610)` at $F927
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- `jmp ($0612)` at $F941
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**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/`.
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Build verification: `make` in `copilot/` produces `reconstructed_prg.bin`, compared against `prg.bin` (PRG byte-identical). |