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].
8.4 KiB
Pac-Man (Tengen) (U) — Game Flow from Power-On
This document describes the execution flow of the disassembled Pac-Man (Tengen) (U) 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.
Variant note: Pac-Man (U) is an unrelated dump (different PRG). Both use horizontal mirroring.
1. Reset Vector — CPU $FFFC → $C033
Reset ($C033–$C0A0)
On power-on or reset, the 6502 jumps to $C033 (non-$C000 entry). The reset routine performs cold-start hardware initialization:
| Step | Code | Purpose |
|---|---|---|
| 1–2 | sei / cld |
Disable interrupts, clear decimal mode |
| 3–4 | lda #$00 / sta $2000 / sta $2001 |
PPUCTRL=0, PPUMASK=0 (disable NMI, rendering) |
| 5–8 | Label_C03D: poll $2002 via bpl *-3 |
Wait for VBlank |
| 9–10 | ldx #$FF / txs |
Initialize stack pointer to $01FF |
| 11–12 | lda #$00 / tay |
A=0, Y=0 |
| 13–17 | Label_C048: sta $0000,y / iny / cpy #$3E / bne |
Clear $0000–$003D (62 bytes) |
| 18–25 | ldx #$08 / ldy #$87 / Label_C054: sta (Zp00),y / iny / bne / inc Zp01 / cpx Zp01 / bne |
Clear 9 pages from $8700 ($8700–$8F00) via Zp00/Zp01 |
| 26–27 | lda #$06 / sta $2001 |
PPUMASK = $06 (show BG, hide sprites) |
| 28–31 | lda #$00 / sta $2005 ×2 |
PPUSCROLL = 0,0 |
| 32–33 | sta Zp41 / sta Zp42 |
Zp41=Zp42=0 (scroll shadows) |
| 34–35 | sta $2000 / sta $2001 |
PPUCTRL=0, PPUMASK=0 |
| 36 | tay |
Y=0 |
| 37–45 | Label_C077: lda $C0EB,y / cmp $0052,y / bne Label_C086 / iny / cpy #$0F / bne / beq Label_C0A0 |
Compare 15-byte copyright string at $C0EB with RAM at $0052; if match, jump to $C0A0 |
| 46–49 | Label_C086: lda #$00 / tay / Label_C089: sta $0000,y / iny / bne / ldy #$00 |
If mismatch: clear $0000–$00FF, Y=0 |
| 50+ | Label_C0A0... |
Continue initialization (title screen, game setup) |
Copyright check: 15-byte string "COPYRIGHT 1984 NAMCO LTD. ALL RIGHTS RESERVED" at $C0EB compared against RAM at $0052. On cold start, RAM is garbage so check fails, clearing $0000–$00FF. On warm reset, if signature persists, skips extra clear.
2. Interrupt Vectors — CPU $FFFA–$FFFF
Located at PRG offset $3FFA (end of 16 KB bank):
| Vector | Address | Handler |
|---|---|---|
| NMI | $C0FA | NmiHandler |
| RESET | $C033 | Reset |
| IRQ | $C16A | IrqHandler (single rti — unused placeholder) |
3. NMI / Frame Heartbeat — NmiHandler ($C0FA)
The NMI fires once per frame and handles PPU updates, controller input, and audio:
NmiHandler ($C0FA):
pha / txa / pha / tya / pha ; preserve A,X,Y
lda #$1E / sta $2001 ; PPUMASK = $1E (BG+sprites on, left 8px)
lda #$00 / sta $2003 (OAMADDR)
sta Zp40 ($40) ; clear Zp40
lda Zp45 ($45) / sta $4014 (OAMDMA) ; sprite DMA from Zp45 page
jsr $DE3D ; sprite/OAM update
jsr $E261 ; game logic update
jsr $C16B ; palette/PPU update
lda Zp41 / sta $2005 ; PPUSCROLL X
lda Zp42 / sta $2005 ; PPUSCROLL Y
lda Zp47 / and Zp46 / and #$01 ; check game state flags
asl a / ora Zp43 ; combine flags
sta $2000 ; PPUCTRL update
lda #$01 / sta $4016 ; controller strobe on
lda #$00 / sta $4016 ; controller strobe off
ldx #$08
Label_C13B:
lda $4016 / and #$01 / cmp #$01 / ror Zp4D ; read player 1 buttons → Zp4D
lda $4017 / and #$01 / cmp #$01 / ror Zp4E ; read player 2 buttons → Zp4E
dex / bne Label_C13B ; 8 bits each
ldx Zp4D
lda Zp46 / and Zp47
beq Label_C15A
ldx Zp4E ; if Zp46&Zp47: use player 2 input
Label_C15A:
stx Zp4F ; store combined input
inc Zp4B ; frame counter
lda Zp48
bne Label_C165
jsr $EE8F ; attract mode logic
Label_C165:
pla / tay / pla / tax / pla / rti ; restore, return (IRQ handler follows)
Key ZP Flags:
Zp40($40): Cleared each NMIZp41/$42 ($41/$42): Scroll X/Y shadowsZp43($43): PPUCTRL flag (bit 0)Zp45($45): OAM DMA source pageZp46/$47 ($46/$47): Game state flagsZp4D/$4E ($4D/$4E): Player 1/2 button state (shifted in)Zp4F($4F): Active player inputZp4B($4B): Frame counter
4. Key Subroutines
4.1 $DE3D — Sprite/OAM Update
Builds OAM at $0200 from object state.
4.2 $E261 — Main Game Logic
Pac-Man movement, ghost AI, collision, dots, power pellets.
4.3 $C16B — Palette/PPU Update
Label_C16B:
lda $0299 / cmp #$0F / bne Label_C18C
lda $2002 / lda #$3F / sta $2006 / lda #$00 / sta $2006
ldy #$00
Label_C181:
lda $0299,y / sta $2007 / iny / cpy #$10 / bne Label_C181
When $0299=$0F, uploads 16 bytes from $0299 to PPU palette ($3F00).
4.4 $EE8F — Attract Mode
Called when Zp48=0 (title screen).
4.5 Controller Reading
8-bit shift register read from $4016 (player 1) and $4017 (player 2), results in Zp4D/Zp4E, combined to Zp4F based on Zp46/Zp47.
5. Indirect Dispatch
Multiple jmp ($0010) at $C250, $D90F, $D9B6, $D3CA — target in ZP $0010/$0011 set by caller.
One jmp ($00FE) at $EFDA — target in ZP $00FE/$00FF.
Not followed statically; requires runtime tracing.
6. Memory Map (Key Zero Page / RAM)
| Address | Name | Use |
|---|---|---|
| $10 | Zp10 |
General purpose |
| $40 | Zp40 |
Cleared each NMI |
| $41–$42 | Zp41/Zp42 |
Scroll X/Y shadows |
| $43 | Zp43 |
PPUCTRL flag |
| $45 | Zp45 |
OAM DMA source page |
| $46–$47 | Zp46/Zp47 |
Game state flags |
| $48 | Zp48 |
Attract mode flag |
| $4B | Zp4B |
Frame counter |
| $4D–$4E | Zp4D/Zp4E |
Player 1/2 button shift registers |
| $4F | Zp4F |
Active input |
| $0200 | OAM buffer | Sprite DMA source |
| $0299 | Palette buffer | 16 bytes for $3F00 upload |
| $0052 | Copyright check | 15-byte RAM signature |
7. Data Tables
| Table | Address | Description |
|---|---|---|
| Copyright string | $C0EB | 15 bytes "COPYRIGHT 1984 NAMCO LTD. ALL RIGHTS RESERVED" |
| Palette upload | $0299 | 16 bytes, uploaded when $0299=$0F |
| Ghost AI / level data | $C000+ | Referenced by indirect dispatch |
8. Summary of Execution Flow
Power On / Reset
│
▼
Reset ($C033) ────► sei/cld, PPU off, wait VBlank, stack=$FF
│
├─ Clear $0000–$003D (62 bytes)
├─ Clear $8700–$8F00 (9 pages via Zp00/Zp01)
├─ PPUMASK=$06, PPUSCROLL=0,0
├─ Zp41=Zp42=0
├─ PPUCTRL=0, PPUMASK=0
├─ Copyright check: $C0EB vs $0052 (15 bytes)
│ ├─ Match: jump to Label_C0A0
│ └─ Mismatch: clear $0000–$00FF
│
▼
Main Initialization (Label_C0A0+)
│
▼
Main Loop (VBlank synchronized)
│
▼ (NMI fires once per frame)
NMI ($C0FA)
├─ Preserve A,X,Y
├─ PPUMASK=$1E, OAMADDR=0, Zp40=0
├─ OAM DMA from Zp45 page
├─ jsr $DE3D (sprites), $E261 (game logic), $C16B (palette)
├─ Scroll from Zp41/Zp42
├─ PPUCTRL from Zp43/Zp46/Zp47
├─ Controller strobe + 8-bit read ($4016/$4017) → Zp4D/Zp4E
├─ Select active input → Zp4F
├─ inc Zp4B (frame counter)
├─ Zp48=0 → jsr $EE8F (attract)
└─ Restore, rti
9. Naming and Residue
Pass 1 complete — 4,482 lines, 192 Label_ definitions, canonical audit comments, 19.5% code. 16 seeded routine entries from table references.
Pass 2 outstanding — No semantic names applied; all 192 labels remain address-derived Label_XXXX.
Pass 3 outstanding — No semantic zero-page aliases; locals.inc holds neutral ZpXX names.
Indirect dispatch (not followed statically):
jmp ($0010)at $C250, $D90F, $D9B6, $D3CAjmp ($00FE)at $EFDA
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).