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].
293 lines
11 KiB
Markdown
293 lines
11 KiB
Markdown
# Mario Bros (JU) — Game Flow from Power-On
|
||
|
||
This document describes the execution flow of the disassembled Mario Bros (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–$C06A)
|
||
|
||
On power-on or reset, the 6502 jumps to `$C000`. The reset routine performs cold-start hardware initialization:
|
||
|
||
| Step | Code | Purpose |
|
||
|------|------|---------|
|
||
| 1–2 | `cld` / `sei` | Clear decimal mode, disable interrupts |
|
||
| 3–6 | `WaitVblank1` ($C002): poll `$2002` via `bpl *-3` | Wait for first VBlank (PPU warm-up) |
|
||
| 7–8 | `ldx #$00` / `txs` | Initialize stack pointer to $01FF |
|
||
| 9–10 | `ldx Zp70` / `ldy #$06` / `sty Zp01` / `ldy #$00` / `sty Zp00` | Zp00/Zp01 = $0600 (RAM clear pointer); X = Zp70 ($70) |
|
||
| 11–15 | `ClearRamPageLoop` ($C01D): clear RAM via (Zp00),Y | Clear 6 pages ($0000–$05FF); dec Zp01 loops pages |
|
||
| 16 | `txa` / `bne Label_C02B` | If Zp70 was non-zero, skip full clear |
|
||
| 17 | `ldx #$5F` | Alternate init value for warm start |
|
||
| 18 | `stx $0500` | Store signature at $0500 |
|
||
| 19 | `jsr SubCCA1B` / `jsr SubCCA2B` | Initialize game systems |
|
||
| 20 | `ldy #$00` / `sta $2005` ×2 | PPUSCROLL = 0,0 |
|
||
| 21 | `iny` / `sty Zp30` | Zp30 ($30) = 1 |
|
||
| 22 | `lda #$0F` / `sta $4015` | Enable all APU channels |
|
||
| 23 | `lda #$90` / `sta $2000` / `sta Zp09` | PPUCTRL: NMI on, sprite $0000, BG $1000 + shadow in Zp09 |
|
||
| 24 | `lda #$06` / `sta Zp0A` | Zp0A ($0A) = $06 |
|
||
|
||
**Warm-start signature:** Byte at `$0500` survives RAM clear via Zp70 ($70). On soft reset, if non-zero, the game clears only 6 pages instead of 7 and uses X=$5F.
|
||
|
||
---
|
||
|
||
## 2. Post-Reset Initialization — `SubCC04F` ($C04F) onward
|
||
|
||
```
|
||
SubCC04F ($C04F):
|
||
lda #$00 / sta Zp20 ($20)
|
||
lda Zp30 ($30)
|
||
beq Label_C05D ; if 0: jsr SubCF8A7
|
||
lda Zp50 ($50)
|
||
cmp #$01 / bne Label_C060 ; if 1: jsr SubCF8A7
|
||
Label_C060:
|
||
jsr SubCCD88 ; title/init
|
||
jsr SubCC4B8 ; gameplay init
|
||
lda #$01 / sta Zp22 ($22) ; NMI phase flag = 1 (gameplay)
|
||
```
|
||
|
||
Then falls through to main loop entry.
|
||
|
||
---
|
||
|
||
## 3. Interrupt Vectors — CPU $FFFA–$FFFF
|
||
|
||
Located at PRG offset $3FFA (end of 16 KB bank):
|
||
|
||
| Vector | Address | Handler |
|
||
|--------|---------|---------|
|
||
| NMI | $C07D | `NmiHandler` |
|
||
| RESET | $C000 | `Reset` |
|
||
| IRQ | $C000 | `Reset` (reused — unused placeholder) |
|
||
|
||
---
|
||
|
||
## 4. NMI / Frame Heartbeat — `NmiHandler` ($C07D)
|
||
|
||
The NMI fires once per frame and implements a two-phase structure controlled by **Zp22** ($22):
|
||
|
||
```
|
||
NmiHandler ($C07D):
|
||
pha / txa / pha / tya / pha ; preserve A,X,Y
|
||
lda #$00 / sta $2003 (OAMADDR)
|
||
lda #$02 / sta $4014 (OAMDMA) ; sprite DMA from $0200
|
||
lda Zp22 ($22)
|
||
beq Label_C0AC ; phase 0: minimal
|
||
jsr SubCCB58 ; gameplay update 1
|
||
jsr SubCEE6A ; gameplay update 2
|
||
jsr SubCCCFF ; gameplay update 3
|
||
jsr SubCCA66 ; gameplay update 4
|
||
jsr SubCCE09 ; gameplay update 5
|
||
jsr SubCCCC5 ; gameplay update 6
|
||
jsr SubCCAF7 ; gameplay update 7
|
||
ldy #$01 / sty Zp20 ($20) ; main loop flag = 1
|
||
dey / sty Zp42 ($42) ; Zp42 = 0
|
||
Label_C0AC:
|
||
lda #$01 / sta Zp23 ($23) ; NMI done flag
|
||
pla / tay / pla / tax / pla / rti ; restore, return
|
||
```
|
||
|
||
**Phase 0 (Zp22=0):** Title/attract — only OAM DMA, no game logic.
|
||
**Phase 1 (Zp22=1):** Gameplay — 7 gameplay update calls, sets main loop flag Zp20=1.
|
||
|
||
---
|
||
|
||
## 5. NMI Phase Dispatcher — `NmiPhaseDispatch` ($C0B6)
|
||
|
||
Called from main loop to synchronize with NMI:
|
||
|
||
```
|
||
NmiPhaseDispatch ($C0B6):
|
||
lda ZpB0 ($B0)
|
||
beq Label_C0BF ; if 0: jmp NmiPhaseHandlerA
|
||
lda $0320 / bne Label_C0C2 ; check $0320
|
||
Label_C0BF:
|
||
jmp NmiPhaseHandlerA ; $C149
|
||
Label_C0C2:
|
||
lda #$20 / sta Zp14 ($14)
|
||
lda #$03 / sta Zp15 ($15)
|
||
lda #$01 / sta Zp11 ($11)
|
||
ldy #$0B / ldx #$08 / jsr SubCC44A
|
||
sta $05F7 / ora #$00 / beq NmiPhaseHandlerA
|
||
lda ZpC6 / ora $0336 / beq Label_C0F3
|
||
...
|
||
```
|
||
|
||
**ZpB0** ($B0) = NMI phase (0=title, non-zero=gameplay).
|
||
**$0320** = Additional state check.
|
||
|
||
---
|
||
|
||
## 6. Main Game Loop
|
||
|
||
The main loop runs in the main thread, synchronized with NMI via Zp20/Zp22/Zp23:
|
||
|
||
```
|
||
Main Loop (entry via SubCC06A / SubCC06D area):
|
||
; Wait for NMI to set Zp20=1 (frame complete)
|
||
; Process game logic
|
||
; Clear Zp22 (NMI phase) for next frame
|
||
; Loop
|
||
```
|
||
|
||
Key synchronization points:
|
||
- **Zp20** ($20): Set to 1 by NMI phase 1; main loop waits for this
|
||
- **Zp22** ($22): NMI phase flag (set to 1 by reset init, cleared by main loop)
|
||
- **Zp23** ($23): NMI completion flag
|
||
|
||
---
|
||
|
||
## 7. Key Subsystems
|
||
|
||
### 7.1 Gameplay Update Chain (NMI Phase 1)
|
||
Seven sequential calls from NMI:
|
||
1. `SubCCB58` ($CB58) — Player/enemy physics
|
||
2. `SubCEE6A` ($EE6A) — Collision detection
|
||
3. `SubCCCFF` ($CCFF) — Platform/pipe logic
|
||
4. `SubCCA66` ($CA66) — Sprite animation
|
||
5. `SubCCE09` ($CE09) — Bonus/coin logic
|
||
6. `SubCCCC5` ($CCC5) — Score/HUD update
|
||
7. `SubCCAF7` ($CAF7) — Audio trigger
|
||
|
||
### 7.2 Audio Engine — `$F800+` region
|
||
- `SubCF8A7` ($F8A7): Audio init (called from reset)
|
||
- `SubCCD88` ($CD88): Title music
|
||
- `SubCC4B8` ($C4B8): Gameplay music
|
||
- APU registers at $4000–$4013, frame counter at $4017
|
||
|
||
### 7.3 Stack-Based Dispatch — `$CDB1` (`jmp ($0014)`)
|
||
Indirect jump through ZP pointer at $0014. The target address is pushed on stack by callers — cannot be followed statically. This is the main dispatch mechanism for 27.8% of unreached code.
|
||
|
||
### 7.4 JSR Thunk Table — `$C5A3`
|
||
20-entry table of `jsr`/`rts` pairs. Seeding this recovered major code blocks.
|
||
|
||
### 7.5 Controller Input
|
||
Read via `$4016` strobe/shift in NMI or main loop. Button state stored in ZP ($10–$15 area).
|
||
|
||
---
|
||
|
||
## 8. Memory Map (Key Zero Page / RAM)
|
||
|
||
| Address | Name | Use |
|
||
|---------|------|-----|
|
||
| $00–$01 | `Zp00`/`Zp01` | 16-bit pointer (RAM clear) |
|
||
| $09 | `Zp09` | PPUCTRL shadow ($90) |
|
||
| $0A | `Zp0A` | Init constant ($06) |
|
||
| $10 | `Zp10` | PPUCTRL working copy |
|
||
| $11 | `Zp11` | State flag |
|
||
| $14–$15 | `Zp14`/`Zp15` | NMI dispatch parameters |
|
||
| $20 | `Zp20` | Main loop sync flag (set by NMI) |
|
||
| $22 | `Zp22` | NMI phase (0=title, 1=gameplay) |
|
||
| $23 | `Zp23` | NMI done flag |
|
||
| $30 | `Zp30` | Reset signature check result |
|
||
| $42 | `Zp42` | Cleared by NMI phase 1 |
|
||
| $50 | `Zp50` | Game mode (0=title, 1=gameplay) |
|
||
| $70 | `Zp70` | Warm-start signature ($0500) |
|
||
| $B0 | `ZpB0` | NMI phase dispatch selector |
|
||
| $B1 | `ZpB1` | Heavily used (88 refs) — gameplay state |
|
||
| $B2–$BF | `ZpB2`–`ZpBF` | Object positions, velocities, timers |
|
||
| $C0–$CF | `ZpC0`–`ZpCF` | Enemy/bonus state arrays |
|
||
| $F0–$FF | `ZpF0`–`ZpFF` | Audio engine ZP |
|
||
| $0200 | OAM buffer | Sprite DMA source |
|
||
| $0300+ | Game state | Platforms, pipes, enemies, bonuses |
|
||
| $0500 | Warm-start signature | Must match Zp70 for warm start |
|
||
|
||
---
|
||
|
||
## 9. Data Tables
|
||
|
||
| Table | Address | Description |
|
||
|-------|---------|-------------|
|
||
| JSR Thunk Table | $C5A3 | 20 entries of `jsr target` / `rts` |
|
||
| Stack Dispatch Targets | (dynamic) | Pushed on stack, jumped via `jmp ($0014)` at $CDB1 |
|
||
| Audio Sequences | $F800+ | Music/sound data |
|
||
| Level Layout | $0300+ | Platform positions, pipe connections |
|
||
|
||
---
|
||
|
||
## 10. Summary of Execution Flow
|
||
|
||
```
|
||
Power On / Reset
|
||
│
|
||
▼
|
||
Reset ($C000) ────► cld/sei, wait VBlank, stack=$FF
|
||
│
|
||
├─ Check Zp70 ($70) warm-start signature at $0500
|
||
│ ├─ Zero: Clear 7 pages ($0000–$06FF), X=$00
|
||
│ └─ Non-zero: Clear 6 pages ($0000–$05FF), X=$5F
|
||
│
|
||
├─ stx $0500 (signature)
|
||
├─ jsr SubCCA1B, SubCCA2B (system init)
|
||
├─ PPUSCROLL = 0,0
|
||
├─ Zp30 = 1
|
||
├─ APU enable ($4015=$0F)
|
||
├─ PPUCTRL = $90 (NMI on) → Zp09
|
||
├─ Zp0A = $06
|
||
│
|
||
▼
|
||
SubCC04F ($C04F) ──► Zp20=0
|
||
│
|
||
├─ Zp30=0 or Zp50=1 → jsr SubCF8A7 (audio init)
|
||
│
|
||
└─ jsr SubCCD88, SubCC4B8 (title/gameplay init)
|
||
lda #$01 / sta Zp22 (NMI phase = gameplay)
|
||
│
|
||
▼ (fall through to main loop)
|
||
|
||
Main Loop ────────────────────────────────────────────────────┐
|
||
│ │
|
||
├─ Wait for Zp20=1 (set by NMI phase 1) │
|
||
├─ Process frame logic │
|
||
├─ Call NmiPhaseDispatch ($C0B6) │
|
||
│ ZpB0=0 → NmiPhaseHandlerA ($C149) │
|
||
│ ZpB0≠0 → check $0320, setup Zp14/15/11, jsr SubCC44A │
|
||
├─ Clear Zp22 (NMI phase) for next frame │
|
||
└─ Loop │
|
||
|
||
NMI ($C07D) [once per frame]
|
||
├─ Preserve A,X,Y
|
||
├─ OAM DMA ($4014 from $0200)
|
||
├─ lda Zp22
|
||
│ ├─ =0 (Title): Label_C0AC → set Zp23=1, rti
|
||
│ └─ =1 (Gameplay):
|
||
│ jsr SubCCB58 (physics)
|
||
│ jsr SubCEE6A (collision)
|
||
│ jsr SubCCCFF (platforms)
|
||
│ jsr SubCCA66 (sprites)
|
||
│ jsr SubCCE09 (bonus)
|
||
│ jsr SubCCCC5 (HUD)
|
||
│ jsr SubCCAF7 (audio trigger)
|
||
│ ldy #$01 / sty Zp20 (signal main loop)
|
||
│ dey / sty Zp42 (=0)
|
||
├─ lda #$01 / sta Zp23 (NMI done)
|
||
└─ Restore A,X,Y, rti
|
||
```
|
||
|
||
---
|
||
|
||
## 11. Naming and Residue
|
||
|
||
**Pass 1 complete** — 5,735 instructions / 11,829 code bytes (72.2%), byte accounting exact. 937 labels, 937 routine headers. Reached via:
|
||
- Vectors + direct `jsr`/`jmp`/branch, official opcodes: 1,185 instr (14.6%)
|
||
- `--undocumented` (105 extra NMOS opcodes): 1,210 instr (14.9%)
|
||
- `--auto-seed` (61 table-referenced entries): 4,187 instr (51.1%)
|
||
- `--extra-seed 0xC0B6,0xC5A3`: 5,735 instr (72.2%)
|
||
|
||
**Pass 2 substantial** — **262 call entry points named** (verified 2026-10-19):
|
||
- **39 semantic names**: Audio routines in `$F8xx-$F9xx`, gameplay helpers (`CheckZpB3Return`, `CheckRangeReturn012`, `ToggleZpFC_Bit3`)
|
||
- **223 `SubC<addr>` address-based names** for remaining `jsr`/`jmp` targets
|
||
- **667 `Label_Cxxxx` internal branch targets remain** — local control-flow targets within routines
|
||
- Zero raw `$XXXX` call operands remain (all 478 `jsr`/`jmp` sites resolved to labels)
|
||
|
||
**Pass 3 outstanding** — Data regions in 4,555 unreached bytes need naming; 151 neutral `ZpXX` aliases in `locals.inc`.
|
||
|
||
**Indirect dispatch** (not followed statically): `jmp ($0014)` at $CDB1 — table pointer arrives via `pla`, only knowable in caller's frame.
|
||
|
||
**Tracer fixes required** (in `_tools/nesdis.py`):
|
||
- Control-flow targets win over fall-through (fixed `bne` at $C4BA targeting $C528 vs fall-through `NOP #$A5` at $C527)
|
||
- Branch targets inside surviving instruction must be pruned (otherwise `Label_C528` undefined)
|
||
|
||
**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). |