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].
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Raid on Bungeling Bay (U) [a2] — Game Flow from Power-On
This document describes the execution flow of the disassembled Raid on Bungeling Bay (U) [a2] 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.
Revision note: These are two different PRG images of the same title; Raid on Bungeling Bay (U) and this [a2] dump differ in PRG content and mirroring flag (H vs V).
1. Reset Vector — CPU $FFFC → $C000
Identical to base version — The RESET vector points to $C000, which contains a single jmp $C6E3. The actual reset routine begins at $C6E3 and is byte-for-byte identical to the base version.
See Raid on Bungeling Bay (U)/OVERVIEW.md for the complete reset flow table.
2. Main Loop
Identical to base version — main loop runs continuously, synchronized with NMI via ZpC4 flag.
3. Interrupt Vectors — CPU $FFFA–$FFFF
Located at PRG offset $3FFA (end of 16 KB bank):
| Vector | Address | Handler |
|---|---|---|
| NMI | $C04C | NmiHandler |
| RESET | $C000 | Reset (jumps to $C6E3) |
| IRQ | $C2C0 | IrqHandler (target $C2C0 — verify during Pass 1) |
4. NMI / Frame Heartbeat — NmiHandler ($C04C)
Identical to base version — The NMI fires once per frame and implements a state machine based on ZpC4 ($C4) with two paths (ZpC4=0 minimal, ZpC4≠0 full) and bit-based dispatch on $0200.
See Raid on Bungeling Bay (U)/OVERVIEW.md for the complete NMI flow.
5. Key Subsystems
All identical to base version:
- PPU Helper:
$C006/$C003 - Sprite/OAM System: OAM DMA from $0700 (Path A) or $0200 (Path B)
- Palette Updates:
$C08E/$C4E4(16 bytes to $3F00) - Gameplay Logic:
$C0C1(collision),$C0A8(enemies),$C0A6(sprites),$C17A(base) - Indirect Dispatch (not followed statically):
jmp ($001B)at $E7A3jmp ($0017)at $E79Djmp ($0019)at $E7A0jmp ($0001)at $E2EC
6. Memory Map (Key Zero Page / RAM)
Identical to base version — see Raid on Bungeling Bay (U)/OVERVIEW.md for full table.
7. Differences from Base Version
| Property | Base (U) | [a2] Variant |
|---|---|---|
| Mirroring | Vertical | Horizontal |
| PRG SHA-256 | 46e80cd2d105178efc2adbdd49463421eb455b7729867c352ec8e5fb45d032d8 |
d30a3ea8a3ed0c4a90ab01f784780cf8ac0f0c769aa7f02d8202515b6e80cb53 |
| iNES header byte 6 | Bit 0 = 1 (Vertical) | Bit 0 = 0 (Horizontal) |
| Code structure | Identical | Identical (byte-for-byte same logic) |
The two PRGs are different builds of the same game — same logic, same flow, but different mirroring and slightly different code bytes (likely a later revision or different cartridge board).
8. Naming and Residue
Pass 1 complete — 14,325 lines, 863 Label_ definitions, canonical audit comments, 64.3% code.
Pass 2 outstanding — No semantic names applied; all 863 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 ($001B)at $E7A3jmp ($0017)at $E79Djmp ($0019)at $E7A0jmp ($0001)at $E2EC
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).