Files
disasm/_wip/Pac-Man (Tengen) (U)/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

8.4 KiB
Raw Blame History

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 NMI
  • Zp41/$42 ($41/$42): Scroll X/Y shadows
  • Zp43 ($43): PPUCTRL flag (bit 0)
  • Zp45 ($45): OAM DMA source page
  • Zp46/$47 ($46/$47): Game state flags
  • Zp4D/$4E ($4D/$4E): Player 1/2 button state (shifted in)
  • Zp4F ($4F): Active player input
  • Zp4B ($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, $D3CA
  • jmp ($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).