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
8.2 KiB
Markdown
222 lines
8.2 KiB
Markdown
# Raid on Bungeling Bay (U) — Game Flow from Power-On
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This document describes the execution flow of the disassembled Raid on Bungeling Bay (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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---
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## 1. Reset Vector — CPU $FFFC → $C000
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**`Reset`** ($C000) → **`Label_C6E3`** ($C6E3)
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The RESET vector points to $C000, which contains a single `jmp $C6E3`. The actual reset routine begins at **$C6E3**:
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| Step | Code | Purpose |
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|------|------|---------|
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| 1 | `lda #$10` / `sta $2000` / `sta ZpC2` | PPUCTRL = $10 (NMI off, sprite $0000, BG $0000) + shadow in ZpC2 |
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| 2–5 | `Label_C6EA`: `inc ZpEA` / `lda $2002` / `bpl` | Wait for VBlank (poll PPUSTATUS bit 7), increment ZpEA |
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| 6–7 | `ldx #$FF` / `txs` | Initialize stack pointer to $01FF |
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| 8 | `inx` / `txa` | X=0, A=0 |
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| 9–13 | `Label_C6F6`: `sta Zp00,x` / `inx` / `cpx #$EA` / `bne` | Clear $0000–$00E9 (234 bytes) |
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| 14 | `jsr $C98E` | Initialize game systems |
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| 15–18 | `lda $026D` / `ora $0273` / `cmp #$23` / `beq Label_C719` | Check signature at $026D/$0273; if $23, warm start |
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| 19–22 | `lda #$23` / `ldx #$0B` / `Label_C70E`: `sta $0268,x` / `dex` / `bpl` / `lda #$25` / `sta $026F` | Cold start: write $23 to $0268–$0273, $25 to $026F |
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| 23–26 | `Label_C719`: `ldx #$FF` / `txs` / `jsr $C98E` / `lda #$01` / `ldx #$06` | Warm start: re-init stack, systems, set A=1, X=6 |
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| 27+ | Falls through to main loop | Continue initialization |
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**Warm-start signature:** Two bytes at $026D/$0273. If their OR equals $23, the game treats it as a warm start (skips full clear, re-initializes stack and systems).
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---
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## 2. Main Loop
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After reset initialization, the main loop runs continuously, synchronized with NMI via ZpC4 flag. The loop calls various gameplay subroutines for helicopter control, enemy AI, base building, etc.
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---
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## 3. 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 | $C04C | `NmiHandler` |
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| RESET | $C000 | `Reset` (jumps to $C6E3) |
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| IRQ | $C2C0 | `IrqHandler` (target $C2C0 — verify during Pass 1) |
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---
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## 4. NMI / Frame Heartbeat — `NmiHandler` ($C04C)
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The NMI fires once per frame and implements a state machine based on **ZpC4** ($C4):
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```
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NmiHandler ($C04C):
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pha / txa / pha / tya / pha ; preserve A,X,Y
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lda ZpC4 ($C4)
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bne Label_C05F ; ZpC4≠0: Path B
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lda #$00 / sta $2003 (OAMADDR)
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lda #$07 / sta $4014 (OAMDMA) ; sprite DMA from $0700
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... (Path A: minimal)
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Label_C05F: ; Path B: full frame update
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lda $0200 / ldx #$00 / stx $0200 ; read/clear $0200
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lsr a / bcs Label_C0C1 ; bit 0
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lsr a / bcs Label_C0A8 ; bit 1
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lsr a / bcs Label_C0A6 ; bit 2
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lsr a / bcs Label_C0A6 ; bit 3 (same as bit 2)
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lda ZpC4 / bne Label_C0A3 ; if ZpC4 still set
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lda Zp55 ($55) / beq Label_C09A ; check Zp55
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dec Zp55 / lsr a / bcs Label_C0A0 ; decrement, check bit
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lda #$3F / sta $2006 / ldx #$00 / stx $2006 / ldx #$10 / lda #$14
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Label_C08E:
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jsr $C006 / dex / bne Label_C08E ; write 16 bytes to PPUDATA ($3F00)
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jsr $C4E4 / jmp $C17A
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Label_C09A:
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lda ZpD6 ($D6) / cmp #$02 / bne Label_C0A3
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Label_C0A0:
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... (palette/sprite updates)
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Label_C0A3:
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... (gameplay updates)
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Label_C0A6:
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... (sprite updates)
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Label_C0A8:
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... (enemy updates)
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Label_C0C1:
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... (collision/game logic)
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```
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**Two NMI Paths:**
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- **Path A (ZpC4=0):** Minimal — only OAM DMA from $0700
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- **Path B (ZpC4≠0):** Full — reads $0200 as state bitmap, dispatches to handlers for bits 0–3:
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- Bit 0 → `Label_C0C1` (collision/game logic)
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- Bit 1 → `Label_C0A8` (enemy updates)
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- Bit 2/3 → `Label_C0A6` (sprite updates)
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- If ZpC4 still set → `Label_C0A3` (gameplay)
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- Zp55 check → `Label_C09A` (timer-based)
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- ZpD6=2 → `Label_C0A0` (palette)
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**Key ZP Flags:**
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- `ZpC4` ($C4): NMI path selector (0=minimal, ≠0=full)
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- `Zp55` ($55): Frame sub-counter/timer
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- `ZpD6` ($D6): Game state (2 = palette update)
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- `ZpEA` ($EA): VBlank wait counter
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- `ZpC2` ($C2): PPUCTRL shadow
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---
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## 5. Key Subsystems
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### 5.1 PPU Helper — `$C006` / `$C003`
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- `$C006`: Write A to PPUDATA ($2007), RTS
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- `$C003`: `lda $0200,x` (read from $0200+X)
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### 5.2 Sprite/OAM System
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- OAM DMA from $0700 (Path A) or $0200 (Path B)
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- Sprite updates at `Label_C0A6`, `Label_C0A8`
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### 5.3 Palette Updates — `$C08E` / `$C4E4`
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- When Zp55 expires or ZpD6=2: writes 16 bytes to PPU $3F00 (palette)
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- Data from $0200+ area
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### 5.4 Gameplay Logic
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- `$C0C1`: Collision detection, helicopter physics
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- `$C0A8`: Enemy/factory AI
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- `$C0A6`: Sprite animation
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- `$C17A`: Base/building logic
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- `$C98E`: System initialization (called at reset and warm start)
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### 5.5 Indirect Dispatch (multiple)
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Multiple `jmp (zp)` not followed statically:
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- `jmp ($001B)` at $E7A3
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- `jmp ($0017)` at $E79D
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- `jmp ($0019)` at $E7A0
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- `jmp ($0001)` at $E2EC
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Target addresses in ZP set by callers; require 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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| $00 | `Zp00` | RAM clear pointer / general |
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| $01 | `Zp01` | RAM clear page counter |
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| $1B | `Zp1B` | Indirect dispatch ($001B) |
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| $17 | `Zp17` | Indirect dispatch ($0017) |
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| $19 | `Zp19` | Indirect dispatch ($0019) |
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| $01 | `Zp01` | Indirect dispatch ($0001) |
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| $55 | `Zp55` | Frame sub-counter/timer |
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| $C2 | `ZpC2` | PPUCTRL shadow |
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| $C4 | `ZpC4` | NMI path selector (0=minimal, ≠0=full) |
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| $D6 | `ZpD6` | Game state (2 = palette) |
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| $EA | `ZpEA` | VBlank wait counter |
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| $0200 | State bitmap | Read in NMI Path B (bits 0–3 dispatch) |
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| $0268–$0273 | Warm-start signature | $23 bytes for warm start detection |
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| $026D/$0273 | Signature check | OR'd together, compared to $23 |
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| $026F | `Zp6F` | Gameplay parameter ($25 init) |
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| $0700 | OAM source (Path A) | Sprite DMA from $0700 when ZpC4=0 |
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---
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## 7. Summary of Execution Flow
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```
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Power On / Reset
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│
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▼
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Reset ($C000) ────► jmp $C6E3
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│
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▼
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Label_C6E3 ($C6E3) ──► PPUCTRL=$10, wait VBlank, stack=$FF
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│
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├─ Clear $0000–$00E9 (234 bytes)
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├─ jsr $C98E (system init)
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├─ Check $026D/$0273 signature:
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│ ├─ OR = $23: Warm start
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│ │ ldx #$FF / txs / jsr $C98E / A=1, X=6
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│ └─ Else: Cold start
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│ Write $23 to $0268–$0273, $25 to $026F
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│
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▼
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Main Loop (VBlank synchronized via ZpC4)
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│
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▼ (NMI fires once per frame)
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NMI ($C04C)
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├─ Preserve A,X,Y
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├─ lda ZpC4
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│ ├─ =0 (Path A): OAM DMA from $0700, minimal
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│ └─ ≠0 (Path B):
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│ lda $0200 / stx $0200 (read/clear state bitmap)
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│ lsr ×4 → dispatch on bits 0–3:
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│ bit 0: Label_C0C1 (collision/logic)
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│ bit 1: Label_C0A8 (enemies)
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│ bit 2/3: Label_C0A6 (sprites)
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│ ZpC4 still set → Label_C0A3 (gameplay)
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│ Zp55=0 → Label_C09A (timer)
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│ dec Zp55, check bit → Label_C0A0 (palette)
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│ ZpD6=2 → Label_C0A0 (palette)
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│ Palette: $3F00, 16 bytes via $C006
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│
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└─ Restore, rti
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```
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---
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## 8. Naming and Residue
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**Pass 1 complete** — 14,396 lines, 868 `Label_` definitions, canonical audit comments, 64.6% code. 6 seeded routine entries from table references.
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**Pass 2 outstanding** — No semantic names applied; all 868 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 ($001B)` at $E7A3
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- `jmp ($0017)` at $E79D
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- `jmp ($0019)` at $E7A0
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- `jmp ($0001)` at $E2EC
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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). |