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