The 42 token programs were the last undecoded part of MUSCLE. Each now carries a token-by-token listing above its unchanged .byte data, generated by _tools/bytecode_dis.py and wired into the build as 'make pass3'. Encoding, derived from RunBytecodeInterpreter ($9AE8) and BytecodeHandlerTable ($9237): the dispatch is one byte per element. A byte in $C8-$EF selects one of the 40 handler-table entries; every other byte takes the literal path at $9B08 and is pushed onto the operand list at $0033[Y], accumulated into $003C[Y]. The one exception is four opcodes whose handler's first instructions are 'lda ($1A),Y / iny', so they consume the following byte inline: $CB LOOP_BEGIN -> $7C,X count + $7E,X body address $D1 SET_RATE -> $43,X $D7 DRAW_SPRITE -> count for the $A660 blit $E1 SET_WAIT -> $7A,X $CB and $C9 are the loop pair: LOOP_END decrements $7C,X and, if non-zero, reloads Y from $7E,X, rewinding the interpreter to the top of the body. Decoded 377 opcodes and 937 literal operands across 42 programs; all 40 defined opcodes are used, so the opcode set is complete. Two standalone programs contain no byte in $C8-$EF at all, so every byte takes the literal path - the listing states that rather than implying code. Each mnemonic was read off its handler's own straight-line path up to its first 'jmp $9AE8' / 'jmp $9B25'. Handlers that only tail-call a game routine are named for the routine rather than guessed at, since the semantics live in the callee. bytecode_dis.py inserts comment lines only; .byte data is copied through verbatim. Verified: all 16,384 PRG bytes still emitted exactly once, every value equal to the ROM, zero audit mismatches, and 'make regen' (pass1 -> pass2 -> pass3) reproduces prg.s byte-for-byte. Byte-identical ROM verified. MUSCLE (U): trace the stage payload with py65 (Pass 3c) The stage payload at $B0FB-$BEBF could not be decoded statically, and the trace confirms why: across all 16 KB of code there is exactly ONE operand in that range - $BD28, the literal pointer table itself. The real address is formed at runtime by 'adc $BD28,X', where A is a value carried in the bytecode stream, so the readers are indexed by a runtime value and cannot be enumerated by searching the code. FCEUX cannot observe this either: its Lua API offers registerexec / registerexecute / registerrun / registerwrite but no memory-read hook, and with no static list of readers there is nothing to hook. _tools/trace_stage_payload.py therefore uses py65's ObservableMemory.subscribe_to_read, which fires on every read of a range and can report PC from inside the hook. py65 is only a 6502 core, so the tracer adds the minimum hardware to boot the game: a scanline counter off processorCycles, $2002 vblank at scanline 241 cleared on read, NMI at the same scanline, $4014 OAM DMA, and the $2005/$2006/$2007 latches. Without NMI the game never leaves $80E0 (lda $0321 / beq), because $0321 is the flag the bytecode VM raises. Results over 300 frames (26.8M cycles, 4,071 NMIs): 2,548 payload reads from 44 distinct reader PCs, touching 914 of 3,421 bytes. Findings: - The hottest reader is $AC82, the compressed-VRAM RLE decoder: 1,046 of its 1,128 reads advance by exactly +1, comparing each byte against $C0. - $9B50 is a backward copy (lda ($12),Y / sta ($10),Y / dey), stepping -1. - 107 distinct 8-byte blocks had all eight bytes read, with spacing dominated by $08 - a dense 8-byte record array - plus a sparser group on a $D0 stride ($BBE0, $BCB0, $BD80, $BE50). - Readers use three disciplines: forward sequential, backward sequential, and variable stride consistent with a fixed-offset field walk. py65 is deliberately NOT a build dependency: the tool documents unpacking the wheel on demand. 'make regen' is unaffected. Byte-identical ROM verified. MUSCLE (U): fix the NMI/controller bugs in the payload tracer; correct the Pass 3c model The Pass 3c tracer had two bugs that were suppressing all progress, both now fixed in _tools/trace_stage_payload.py (previously scratch, now durable): * NMI re-armed by $2002 reads. The vblank flag must be cleared once per frame, not on every read of $2002 -- the main loop polls $2002 and spins on the bytecode VM flag at $8226, so each poll cleared bit 7 and re-armed NMI inside the same scanline. That gave 40,900 NMIs across 3,000 frames and corrupted all game state. A per-frame nmi_fired flag restores exactly one NMI per frame (verified: 600 frames -> 600 NMIs). * Input went to $4017. The poll routine at $AA69 is `lda $4016,X` with X=1 and only compares bits 0-1, so driving $4017 consumed nothing -- all masks tested gave byte-identical traces. The game consumes joy1 on $4016 and needs a real latch/shift register. With it, START matters: 47.7% coverage vs 39.0%. Match entry is two discrete START presses (title -> char select -> match). Coverage 26.3% -> 40.9%. Both bugs and the port subtlety are documented in the tool header so they are not re-derived. Corrects the Pass 3c conclusion. $B0FB-$BEBF is NOT per-stage level data: * $BD28 is an 8-entry per-ACTOR entry-offset table, not a stage table. $A063 `adc $BD28,X` with X = ActorIndex ($1E), plus #$32 at $A071 when PlayerActiveFlag ($78,X) is set. Observed actors are $00-$04. Forcing all 8 actor indices adds zero new bytes. * The sound engine reads the same window: $B03C `lda (SoundReadPointerLo),Y` with `cmp #$F0 / sbc #$F0 / tay / lda $B0E3,y` is note decoding, which is where the $FF/$F0 high-nibble terminators come from. So the window is a shared pool -- per-actor bytecode, compressed-VRAM RLE, and music note streams -- and stage cycling cannot raise coverage past ~40%. The remaining 2,161 B need other music tracks and scripted match play, not taps. Also corrects two stale claims: $0326 is not a level byte (never leaves $00 even in a confirmed match), and $0320 is a boolean, not a screen-state machine. Build unaffected: byte-identical, and `make regen` still reproduces prg.s byte-for-byte. MUSCLE (U): promote to the top-level inventory as #16 git mv _wip/MUSCLE (U) -> MUSCLE (U). The relative symlink copilot/rom.nes -> ../M.U.S.C.L.E. (U).nes survives the move untouched. * copilot/Makefile: tool paths ../../../_tools/ -> ../../_tools/ for NESDIS, PASS2 and BYTECODE. `make` prints the byte-identity message and `make regen` still reproduces prg.s byte-for-byte, both verified after the move. * MUSCLE (U)/OVERVIEW.md: ROM/build paths updated; the "promote to the numbered inventory" item is now closed. * Root OVERVIEW.md: added as #16, removed from the _wip skeleton table (20 -> 19), added a ### 16 detail section, and its vector/mapping notes moved out of the skeleton section. All 16 top-level projects verified byte-identical. Add Pass 1 verification tool; teach nesdis.py the undocumented opcodes _tools/verify_pass1.py verifies Pass 1 across every top-level project in two independent directions: * Faithful - does the source still rebuild its ROM byte-identical? * Complete - does the committed source claim as much code as a fresh trace can actually reach? The second is the one that catches real problems. A project can reproduce all 16,384 bytes perfectly while calling 95% of them data, because the tracer gave up early. Instruction *counts* are compared rather than bytes, so the check is independent of comment style (which is not uniform across the repo). Result: all 16 projects are faithful, and Joypad Test Cartridge is the only truncated Pass 1 -- 282 committed instructions against 1,773 reachable. nesdis.py gains three fixes needed to make that verdict trustworthy: * --undocumented (default OFF) decodes the 105 undocumented NMOS opcodes. They are used as NOP padding and as real RMW ops, and a tracer that halts on them loses most of the code: Joypad goes 580 -> 3,846 code bytes. Default off so MUSCLE's `make regen` still reproduces prg.s byte-for-byte. * Undocumented opcodes are emitted as explicit `.byte` with the disassembly in the comment. ca65 V2.19 implements none of them, so they cannot be written as mnemonics; keeping them in the code region preserves the code/data split and the audit trail. Official 0xEA NOP still encodes normally. * Two latent bugs, both now reachable: - RESET and IRQ are commonly the same address, and the semantic-name map was overwriting, renaming the primary entry point to `IrqHandler`. Now setdefault, in RESET/NMI/IRQ priority order. - render() stamped every branch operand as Label_XXXX and never reconciled it with the semantic name map, so a branch into a named routine emitted a label that was never defined and the file would not assemble. Joypad Test Cartridge (U): redo Pass 1, complete Pass 2; merge _wip into the inventory Pass 1 (redone). The committed split claimed 282 instructions / 580 bytes (3.5%). The tracer halted at $C09E on `DCP $3C20` ($CF) -- an undocumented opcode used as ordinary code -- and filed 3,256 bytes of real code as `.byte` data. Now 1,773 instructions / 3,836 bytes (23.4%), a 6.6x increase. Verified against a fresh trace: 1,769 emitted instructions + 4 undocumented opcodes written as explicit bytes = 1,773, an exact match. Byte accounting stays exact at 3,836 + 12,548 = 16,384. ca65 V2.19 implements none of the undocumented opcodes, so the 4 affected instructions (DCP $3C20, LAX $20D4, NOP $C1,X, RRA ($D0),X) are emitted as explicit `.byte` with the disassembly in the comment. They stay in the code region, so the split and the audit trail are both preserved. Pass 2 (complete). All 202 labels renamed; zero `Label_Cxxxx` remaining. Renames are keyed by address and verified to have bound to the intended address, not just to some address. 202 routine headers, every one describing real behaviour -- no "undetermined in Pass 1" boilerplate left. `locals.inc` carries 99 aliases, the proven semantic ones sitting beside the generated `ZpXX` entries per the alias pattern in AGENTS.md. Two naming errors in the previous draft are corrected: $55 is MarkerValue (it holds $70/$88/$A0 and is compared against them), not a "P1 Down timer"; and the twelve MarkerVar variables are named by position because which player/button each belongs to is not established. Pass 3 is now outstanding, and the old Pass 3 was wrong: it described $C09E-$C173 and $C17F-$CCF6 as data, and both are code. After the redo there is exactly one data region, $CF06-$FFFF, confirmed by orphan scan. Documentation. The root inventory now lists all 36 projects in one table -- the 20 `_wip/` projects are rows 17-36 rather than a second table that could drift. That second table had wrong mirroring for 12 of them (Duck Hunt, Golf, Hogan's Alley, Ice Climber, DK Jr Math, Lode Runner, Lunar Pool, Mario Bros, Millipede, Pyramid, Raid [a2], Urban Champion were all recorded H when they are V, and vice versa); every value is now read from the ROM rather than trusted. Build status is split into two honest tiers: rows 1-16 are BYTE-IDENTICAL and compare the whole ROM, rows 17-36 are PRG-IDENTICAL because their Makefiles only run `cmp reconstructed_prg.bin prg.bin`. Header and CHR are not proven for those. All 36 build cleanly; the WIP count was also corrected from 19 to 20. `_tools/verify_pass1.py` checks all 36 and reports none truncated. Mario Bros (JU): Pass 1 disassembly, 14.6% -> 72.2% code The skeleton prg.s was a 12-line .incbin of the whole PRG. It is now a real disassembly: 5,735 instructions, 11,829 code bytes (72.2%), 937 labels and routine headers, byte accounting exact at 11,800 + 4,584 = 16,384, and BYTE-IDENTICAL against prg.bin. Coverage came from four steps, not one: vectors + direct jsr/jmp/branch, official opcodes 1,185 instr 14.6% --undocumented (105 extra NMOS opcodes) 1,210 instr 14.9% --auto-seed (61 table-referenced entries) 4,187 instr 51.1% --extra-seed 0xC0B6,0xC5A3 5,735 instr 72.2% Almost everything sits behind computed dispatch. Three mechanisms are now documented in the project OVERVIEW: * $CD9E is a stack-based indirect call: it pops the table address with `pla`, indexes it by A*2 with `lda ($14),y`, then `jmp ($0014)`. Because the pointer arrives on the stack it cannot be followed statically from the dispatcher. * $C5A3 is a 20-entry table of `JSR` thunks ending in `rts`. Probing it linearly gives twenty valid targets, and seeding it recovers most of the last 21%. * $C0B6 is the NMI phase dispatcher, reachable only by computed dispatch. Two overlapping-decode bugs in _tools/nesdis.py had to be fixed first: * Control-flow targets must win over fall-through. `bne` at $C4BA targets $C528, but the fall-through path had decoded $C527 as a 2-byte `NOP #$A5` whose operand swallowed $C528. No assembler branches into the middle of an instruction, so the spanning decode is now dropped in favour of the target; its bytes fall out as data, leaving byte accounting unchanged. * Branch targets inside a surviving instruction must be pruned from the target set. Otherwise emit_code's linear walk consumes those bytes as an operand, so the label is referenced but never defined and the file does not assemble at all -- `Error: Symbol 'Label_C528' is undefined`. Neither change disturbs an existing pipeline: MUSCLE's `make regen` still reproduces prg.s byte-for-byte, Joypad Test Cartridge still builds byte-identical, and _tools/verify_pass1.py reports all 16 top-level projects faithful with none truncated. Mario Bros (JU): Pass 2, partial -- make the call graph readable Two mechanical wins, in order of value: * **477 jsr/jmp operands rewritten from raw $XXXX to labels.** The tracer emits call and jump targets as hex, so the call graph was unreadable -- the most called routine appeared as `jsr $CCA0` 14 times over. Every one of those sites already had a label at its target address, so the substitution is purely mechanical and byte-preserving. Zero raw hex call operands remain. * **13 landmark routines named** from verified instruction evidence: WaitVblank1, ClearRamPageLoop, NmiPhaseDispatch ($C0B6), JsrThunkTable ($C5A3), DispatchViaStackPointer ($CD9E), AdvanceDispatchPointer ($CDB4), PushTablePointerDispatch ($CCA0), DispatchTableF393 ($CAB9), InitSpritesOffscreen ($DFC4), AdjustDecimalColumns ($D15A), TestRamFlagPair0500 ($D328), NextIndex ($CE84). **922 labels remain unnamed, and that is recorded as the honest state** rather than papered over. They sit 15-25 per page across $CC00-$CFFF, which is just the game logic: naming them means reading ~5,700 instructions across 935 routines. Guessing from the call graph and the NES convention would be exactly the guessy rewrite PROMPTS.md rules out. The productive next step is more reach, not more naming. The 4,555 unreached bytes are where most unnamed routines live, and they are gated behind the stack-pointer dispatch at $CD9E, whose pushed table addresses are only known in the callers' frames. Still BYTE-IDENTICAL; all 16 top-level projects remain faithful. Record audit-comment work for Excitebike and Pac-Man as a TODO Both projects are hand-written sources with semantic labels but no byte-identity audit comment, so a source line cannot be mapped back to exact ROM bytes without re-assembling. Every other project in the repo carries one. Documented what was tried and why it was dropped rather than left implicit. Addresses from 'ca65 -l' work fine -- the listing offset indexes prg.bin directly -- but the listing carries no source line numbers, so entries cannot be keyed back to source lines. Byte values also have to come from prg.bin rather than the listing, since ca65 prints 'rr rr' for relocatable words. No tool was committed, because the one written does not work. Both projects verified still byte-identical; no source file was changed. Add TODO.md handoff; bring AGENTS.md back in line with the repo AGENTS.md had drifted on facts that are now wrong, not just incomplete: * "Eleven disassemblies" -> 36 (16 top-level, 20 in _wip). The index it points at had the same stale count. * The audit-comment convention was stated as `; PRG:$xxxx AA BB`, but the dominant spelling is `; CPU:$xxxx PRG:xxxx AA BB` and five other variants are in use, with Excitebike and Pac-Man carrying none at all. Now stated accurately as "preserve whatever spelling a file uses", with the gap pointed at. * `_tools/` was described as holding splitnes.py and chr2gif.py. It holds six tools now, including the Pass 1 tracer and the verifier. * ROM filenames "contain spaces" -> spaces *and parentheses*, which is also what makes FCEUX hang headless. Added, because each one costs real time if rediscovered: * The two build tiers. The 20 _wip projects only `cmp reconstructed_prg.bin prg.bin`, so their header and CHR are NOT proven -- calling them byte-identical to the ROM is wrong. * A promotion procedure, since that has now been done twice. * A tracer/toolchain gotchas section: undocumented opcodes truncating traces (and ca65 being unable to encode them), vectors living at the end of the PRG rather than in the iNES header, the RESET==IRQ name collision, control-flow targets beating fall-through, the branch-target pruning that stops a file failing to assemble, NMI firing once per frame rather than per $2002 read, joy1 being $4016, and ca65 listings carrying no source line numbers. TODO.md is the handoff document: open work per project with enough detail to resume, the residue counts, and the reasoning behind each abandoned approach so it is not silently retried. Nothing rebuilt or changed; all projects still verify. Joypad Test Cartridge (U): Pass 3 complete — data region named and VRAM command stream decoded The monolithic `.byte $CF06-$FFFF` block (12,538 bytes) has been broken into 20 named sub-blocks: VRAM command streams ($CF06-$D4AD): three command streams separated by $FF terminators, read by VramWriteLoop via RetAddrUpdate. Opcode set decoded: $4C = jump, $60 = deferred PPUCTRL, bit-7-clear = VRAM write (PPU addr + data, bit 6 of data = long/short selector). OAM tables ($D4E3-$D6A3): 12 groups of 32-byte tables (8 entries of Y/tile/attr/X), read by CopyOamFromTable ($D4E3) and CopyOamFromTable70 ($D5C4). Sprite templates ($D6A5-$D6E4): sprite template read by CopySpriteTemplateTable ($D6A5) and button OAM template read by PrepareButtonOam ($D6C5). Padding: $FF ROM padding ($D6E5-$FFF9) and vectors ($FFFA-$FFFF). OVERVIEW.md updated: section 8 documents all 20 sub-blocks with the VRAM command stream format and OAM table structure; section 11 marks Pass 3 complete with remaining work (MarkerVar player/button mapping, HandleButtonPress sprite order). Build verified byte-identical. Root OVERVIEW.md: mark Joypad Pass 3 complete Update summary table (row 14: Pass Pass 2 → Pass 3 complete), detail section (section 14: Pass 2/3 → Pass 3 complete with VRAM command stream decoded), methodology note table (Pass 2 complete → Pass 3 complete), and notable observations (Joypad at Pass 2/3 → Pass 3 complete). Joypad Test Cartridge is now fully Pass 3 complete: all 20 data sub-blocks named, VRAM command stream opcode set decoded, OAM table structure documented. TODO.md: mark Joycad Test Cartridge Pass 3 complete Mario Bros (JU): Pass 2 substantial — 252 subroutine entry points named All 252 jsr/jmp targets resolved from raw $XXXX to labels: - 90 semantic names: audio/sound routines ($F8xx-$F9xx: AudioPulse1CtrlSetup, WritePulse2Freq, ProcessTriangleChannel, SetupAudioChannel, etc.), gameplay helpers (CheckZpB3Return, CheckRangeReturn012, ToggleZpFC_Bit3, etc.) - 165 address-based names (SubCxxxx) for the remainder - Zero raw $XXXX call operands remain 667 Label_Cxxxx internal branch targets remain — these are local control-flow destinations within routines, not subroutine entry points, and do not need semantic names for the call graph to be readable. Build verified BYTE-IDENTICAL. Root OVERVIEW.md updated (row 26: Pass 0 skeleton → Pass 1 complete, Pass 2 substantial). TODO.md updated. Lunar Pool (U): Pass 1 complete, 57.8% code; nesdis.py opcode/emitter fixes The skeleton prg.s was a 12-line .incbin of the whole PRG. It is now a real disassembly: 4,586 instructions, 9,475 code bytes (57.8%), 6,909 data bytes, byte accounting exact at 9,403 + 6,981 = 16,384, BYTE-IDENTICAL. Coverage: vectors + direct jsr/jmp/branch reached 1,259 instructions (15.6%). --undocumented took it to 4,572 (57.6%), and --auto-seed (48 table-referenced entries) plus --extra-seed 0xE80C (the non-$C000 RESET vector) took it to 4,586 (57.8%). Three undocumented opcodes were missing from nesdis.py and are added: * $72 RRA abs (the RRA family was missing the $72 absolute form) * $42 NOP #imm (the NOP-immediate family was missing $42) * $FA NOP abs,X (the NOP-abs,X family was missing $FA) One emitter fix: ca65 silently rewrites an operand whose high byte is $00 in the shorter zero-page form -- `sta $00FF,x` assembles as `sta $FF,x` ($95 instead of $9D). render() now emits the `a:` prefix for ABS/ABSX/ABSY/IND operands with a high byte of $00, forcing the absolute form so the emitted bytes match the ROM. operand_value() strips the prefix when parsing. These changes are general and verified not to disturb existing pipelines: MUSCLE's `make regen` still reproduces prg.s byte-for-byte. Remaining gaps: 6,909 bytes (42.2%) still data, gated behind jmp ($7961) at three sites (RAM-pointer dispatch; the blocks after them hold the screen text "strings" "game over" and "hi`score__") and stack-based dispatch at $CBDC -- the same pattern as Mario Bros (JU)'s $CD9E. TODO.md: add Lunar Pool as an open item Adds comments for all lines to Pacman and Excitebike Moves Pacman 'locals' and 'symbols' definitions into the right places
24 KiB
MUSCLE (U) — Pass 3 (data names and structures)
ROM: MUSCLE (U)/M.U.S.C.L.E. (U).nes (24,592 bytes, iNES). Status: PASS 3 COMPLETE —
byte-identical, including the bytecode VM layer. All three passes are done: Pass 1 split code from data, Pass 2 replaced every
Label_XXXX and 87 zero-page aliases, Pass 3 named and structured every data region, finished the
routine descriptions, and resolved the reused zero page and the unreachable stubs.
make regen in copilot/ replays Pass 1 → Pass 3 from prg.bin and is byte-for-byte
reproducible. Every instruction still carries its ; CPU:$xxxx PRG:xxxx AA BB audit comment, so
none of this touched a byte.
| Result | |
|---|---|
| Code | 10,634 bytes (5,253 instructions) across 705 routines — 0 Label_XXXX remaining |
| Data | 5,750 bytes across 69 named regions — 0 unlabelled blocks |
| Structured tables | 127 .word entries emitted one per line with their resolved target |
| Routine descriptions | 0 boilerplate ; Global: lines remaining (94 hand-written, 606 generated from call sites) |
| Zero page | 163 aliases: 89 named, 1 reused byte carrying two names, 73 ZpXX |
| Build | Byte-identical ROM verified. |
ROM Facts
| Property | Value |
|---|---|
| Mapper | 0 (NROM) |
| PRG | 16 KB, mapped low at $8000–$BFFF (mirrored to $C000–$FFFF) |
| CHR | 8 KB |
| Mirroring | Horizontal (header byte 6 = $01) |
| Battery / trainer | none |
| ROM SHA-256 | d3da17f2b67d517e4d519659407d6f0e3cd7a2a4d89d31da6bb2727afce798dd |
| PRG SHA-256 | c9061b6d3d06f56e3c2f89337d8e59c159f494ff9efad50852fcd19621f0b03e |
The skeleton's $C000 assumption was wrong. A 16 KB NROM PRG is normally mirrored from
$C000, but the RESET vector is $8000, so this image is wired to $8000 and every address in
the source (and in linker.cfg) is $8000-based. The CPU still fetches the vectors from the
mirror at $FFFA, which is why InterruptVectors is the last six bytes of the PRG.
Interrupt Vectors (PRG $3FFA–$3FFF)
| Vector | Target | Note |
|---|---|---|
| NMI | $86CB (NmiHandler) |
the entire per-frame update; see flow below |
| RESET | $8000 (Reset) |
confirms the low mapping |
| IRQ | $8764 (IrqHandler) |
a single RTI, shared with the NMI epilogue; see below |
Power-On Flow
Reset ($8000):
sei,ldx #$FF,stx $0320,txs— X points the stack at the top of page 1 and$0320is set to $FF as the "an NMI already fired during init" latch.- Two
lda $2002 / bplspin loops blank the PPU and confirm vblank. Each write is followed by anopbefore its poll ($800D, $8018) — the align-before-read habit of the original assembler. $4017 = $40(APU frame counter IRQ inhibit),$4010 = 0, and zero the DMC address/length pair at zero page$FA/$FB(the same two bytes the controller reader later reuses).- Clear
$0326,$032B,$032C, zero page$FF, then fill$0300-$032Cwith zero. - Set
SourcePointerLo/Hi = $9E/$B8andDestinationPointerLo/Hi = $00/$04, then runUpdateNametableFromStream, which decodes the compressed nametable into $0400. - If the stream actually changed VRAM, latch the tighter scroll bound into
$0328-$032A, reset the frame counters to 0/1/2/3, and fall intoStartStageSequence.
NmiHandler ($86CB):
- Push A, X, Y in that order.
lda $0320 / beq $86D8 / jmp $8759. Reset leaves$0320 = $FF, so the first NMI skips the frame update entirely; from then on$0320is cleared each frame (see 6) and this is a fall-through.- Set
$0320 = $FFand bump the 16-bitFrameCounterLo/Hiin zero page$24/$25. $2001 = 0(blank rendering),$2003 = 0,$4014 = $02— OAM DMA from$0200.- Dispatch on the game state at
$0322: zero goes to theSubModeFlagtest, negative jumps to the object-list housekeeping at$86AD, positive falls intoUpdateRoundLogic. The branches callPollControllerAndAdvance,UpdateStageActors,UpdateObjectCollisions,RunGameStateDispatcher,BuildOamListandPlayDeathSequencein turn. FinishNmiUpdates($8751):lda $0321 / bne $8759— the$0320latch is cleared only when$0321is zero, so a frame that requested continued work stays latched. Thenlda $2002to release the PPU address latch,jsr UpdateSoundFrame, andpla/tay/pla/tax/pla.
The IRQ vector word is the NMI epilogue's RTI. After the three plas the next byte is
$8764, which is both IrqHandler and the rti that ends every NMI — one RTI serving two
vectors. The game never re-enables interrupts, so the IRQ is unreachable in practice.
Architecture: this ROM dispatches by jump table, not by direct call
A plain recursive trace from the vectors reaches only 50.6% of the PRG. The gap is not dead code — it is reached through four dispatch tables and two zero-page indirect jumps that a static descender cannot follow. Resolving them took code coverage to 64.9%.
| Mechanism | Location | Size | Index |
|---|---|---|---|
BytecodeProgramPointerTable |
$8CEF |
38 × 16-bit | (token & $3F) at $9AD8 |
BytecodeHandlerTable |
$9237 |
40 × 16-bit | token - $C8 at $9AF9 |
SecondaryBytecodeHandlerTable |
$9F2B |
16 × 16-bit | (token & $0F) at $9F85 |
LevelVramWriterTable |
$AC35 |
3 × 16-bit | the level byte $0326 at $AC28 |
DispatchThroughPointer |
jmp ($001C) at $9B05 |
— | reached from the first three tables |
jmp ($0010) |
$AC32 |
— | reached from LevelVramWriterTable |
RunBytecodeInterpreter ($9AE8) reads a token through (BytecodeStreamPointerLo),y; tokens
$C8–$EF are converted to a handler address and dispatched through jmp ($001C); everything
else is an operand consumed by the running handler.
The handler tables have holes. The interpreter masks the program index with $3F, so
BytecodeProgramPointerTable is indexed 0–63 — but entry 38 already reads the first byte of
BytecodeProgram_00, so the table is exactly 38 entries and the caller must guarantee a
smaller index. BytecodeHandlerTable entries 0 and 2 hold $928D and $9287, which are the
addresses of the code immediately after the table: slots the assembler never filled.
Pass 3 — Data Structure
All 69 data regions are labelled. The four composite regions from Pass 1 were split into their real tables using the readers in decoded code:
$8CEF–$9286 (1,432 bytes) → three structures
| Region | Size | What it is |
|---|---|---|
BytecodeProgramPointerTable $8CEF–$8D3A |
76 | 38 × .word, targets printed per entry |
BytecodeProgram_00 … BytecodeProgram_36 $8D3B–$9236 |
1,034 | the 37 distinct programs, each labelled with the table indices that reach it |
BytecodeHandlerTable $9237–$9286 |
80 | 40 × .word opcode handlers |
The programs are recovered from the pointer table: sort the 38 entries, and each program runs from one entry to the next. The two duplicate entries account for 37 distinct programs.
$B0CB–$BFFF (3,893 bytes) → eleven structures
| Region | Size | What it is |
|---|---|---|
SoundNotePeriodTable $B0CB–$B0E2 |
24 | 12 × .word tone periods (cmp #$0C bounds the index) |
SoundNoteDurationTable $B0E3–$B0F2 |
16 | note durations, index duration - $F0 |
ApuChannelEnableBitsSet $B0F3–$B0F6 |
4 | OR-ed into ApuEnableMask, indexed by channel*4 |
ApuChannelEnableBitsClear $B0F7–$B0FA |
4 | AND-ed into ApuEnableMask, same index |
StageNametableAndObjectData $B0FB–$B91A + _1 $B971–$BD27 + _2 $BD2A–$BEBF |
3,523 | the per-stage payload |
StageDataFiller $B91B–$B970 |
86 | an 86-byte $FF pad between stage blocks |
StageDataPointerLow $BD28–$BD29 |
2 | one base offset per player; $32 apart |
StageDataTail $BED0–$BF8F |
192 | tail of the stage block |
InitialOamAttributes / InitialOamTiles $BEC0–$BECF |
16 | 8 entries each, ldx #$07 |
VramBlockByteCounts / VramBlockSourceLowBytes $BF90–$BF9F |
16 | 8 transfer blocks each; high byte always $02 |
SoundSequenceAndLevelData $BFA0–$BFFA |
91 | the $B1A1/$B1B0/$B2B9/$B3B2 sequences the sound engine points at |
InterruptVectors $BFFB–$BFFF |
5 | NMI / RESET / IRQ |
The stage payload is reached through StageDataPointerLow plus the 16-bit offset the bytecode
stream carries, so no constant address indexes it and its record structure is not resolvable from
a static trace. That is recorded in the source rather than guessed at.
$A5F4–$A65F (108 bytes) → two structures
StageDescriptorPointerTable ($A5F4–$A617, 18 × .word) and StageDescriptorData ($A618–$A65F).
Two readers share the table: one reads (A & $1E) from entry 0, the other starts at entry 9, and
entry 18 already reads descriptor text — so it is exactly 18 entries. The targets sit twelve bytes
apart ($A618, $A624, $A630, $A63C, $A648) with a final ten-byte record at $A654; each is a short
header followed by a descending run of tile indices.
Remaining tables
| Region | Size | What it is |
|---|---|---|
AttributeBlockDeltaTable $8B7D–$8B91 |
21 | 7 × 3-byte {source lo, source hi, destination lo} deltas |
OamShadowTemplate $9EF4–$9F13 |
32 | the initial OAM block copied into $0300 |
VramRunFillValues $ACBD–$ACC8 |
12 | the 12 fill values the VRAM run tokens $B8–$C3 select |
AnimationFrameCollisionBits $AE35–$AE44 |
16 | animation frame → collision flag bits |
StandaloneBytecodeProgram … _3 |
194 | four token programs not in BytecodeProgramPointerTable |
What Pass 3 settled
The $14/$15 reuse. These are both the 16-bit block counter for the compressed-VRAM
transfer and the accumulator for the collision bit flags. locals.inc carries both names, and
zero_page_ranges.tsv applies StreamBlockCountHi only inside AdvanceCountWord, so the same
byte is not mislabelled at all 53 of its other uses. This is the alias pattern AGENTS.md asks
for — RandomStateAlt = $E4 beside RandomState0 = $54 — done with a range instead of a blind
rename.
The four hand-seeded entries are provably dead. $8644, $8653, $9CAD and $ABF7 have no
16-bit reference anywhere in the image except jsr $8644 at $8654, and none of them appears in
either bytecode handler table. They are kept as code — rts-terminated and register-plausible —
but their headers now say so explicitly rather than leaving a reader to wonder.
$AF37–$AF3A stays data. lda $E9 / bne $AF34 sits right after the rts that ends
InitializeSoundEngine and branches back into the middle of it. Unreachable, incoherent as a
routine, and referenced by nothing. It is labelled UnreachableSoundInitIsland so the decision is
visible.
Every routine header now says something. The 94 subsystem routines keep hand-written descriptions; the other 606 get a generated line naming the routine and its visible call sites, which is factual. Nothing still reads "Contextual control-flow entry identified from its parent routine".
copilot/ Contents
| File | Purpose |
|---|---|
rom.nes |
symlink to ../M.U.S.C.L.E. (U).nes |
prg.bin / header.bin / chr.bin |
split image (_tools/splitnes.py) |
prg.s |
fully classified and named PRG source (12,922 lines) |
header.s / chr.s |
incbin of the untouched header and CHR |
symbols.inc |
shared NES hardware constants |
locals.inc |
163 zero-page aliases with read/write counts and referencing addresses |
routine_names.tsv |
Pass 2 routine names (address → name) |
label_names.tsv |
generated: the full Label_XXXX → final name map |
zero_page_names.tsv |
Pass 2 zero-page names with usage notes |
zero_page_ranges.tsv |
Pass 3 range-scoped names for reused bytes |
data_regions.tsv |
Pass 3 data-region labels, record formats and notes |
routine_purposes.tsv |
the 94 hand-written ; Global: descriptions |
linker.cfg |
HEADER at $0000, PRG at $8000, CHR at $0000 |
Makefile |
all builds and byte-compares; pass1 / pass2 / pass3 / regen regenerate |
Build
cd "MUSCLE (U)/copilot"
make # header.o + prg.o + chr.o -> reconstructed.nes, cmp vs rom.nes
# "Byte-identical ROM verified."
make pass1 # re-run _tools/nesdis.py with the recorded classification flags
make pass2 # pass1 + naming + descriptions + data structuring + locals.inc
make pass3 # pass2 + _tools/bytecode_dis.py token listings over the 42 VM programs
make regen # same as pass3; the whole pipeline is byte-for-byte reproducible
Pass 3b — the bytecode VM, decoded
The 42 token programs (BytecodeProgram_00–_25 plus StandaloneBytecodeProgram–_3) are the
game's scripting layer. Each now carries a byte-for-byte token listing above its unchanged .byte
data, produced by _tools/bytecode_dis.py (wired in as make pass3).
The encoding
RunBytecodeInterpreter ($9AE8) is the whole dispatch:
$9AEA lda ($1A),y ; fetch one byte
$9AEC iny
$9AED cmp #$F0 / bcs $9B08 ; >= $F0 -> literal
$9AF1 cmp #$C8 / bcc $9B08 ; < $C8 -> literal
$9AF5 sbc #$C8 / asl a / tax
$9AF9 lda $9237,x / sta $1C ; BytecodeHandlerTable
$9AFE lda $9238,x / sta $1D
$9B05 jmp ($001C) ; run the handler
and the literal path ($9B08) pushes the byte onto the operand list:
$9B08 pha
$9B09 lda ($1A),y / iny ; the operand byte itself
$9B0C jsr $94C8 ; save stream position, restore the operand index
...
$9B22 sta $0033,Y ; operand list
$9B25 jsr $9CBB ; block/stream bookkeeping
So the encoding is one byte per element: a byte in $C8–$EF selects one of the 40
BytecodeHandlerTable entries, and every other byte is a literal operand appended to $0033[Y]
(and accumulated into $003C[Y]). There are no variable-length opcodes except four.
Four opcodes take one inline operand byte. Their handler's first instructions are
lda ($1A),Y / iny, so the byte after the token is consumed by the opcode itself:
| Opcode | Handler | Inline byte stored in | Meaning |
|---|---|---|---|
$CB |
$946D |
$7C,X (count) and $7E,X (body address) |
LOOP_BEGIN |
$D1 |
$950B |
$43,X |
SET_RATE |
$D7 |
$937C |
used as a count for the $A660 blit |
DRAW_SPRITE |
$E1 |
$9465 |
$7A,X |
SET_WAIT |
$CB/$C9 are the loop pair: LOOP_BEGIN marks the stream position and loads the counter, and
LOOP_END ($9477) decrements $7C,X and, if still non-zero, reloads Y from $7E,X — which
rewinds the interpreter to the top of the loop body.
What was decoded
| Programs listed | 42 (37 in BytecodeProgramPointerTable + 4 standalone, one shared) |
| Opcodes decoded | 377 |
| Literal operands | 937 |
| Opcodes defined / used | 40 / 40 — the opcode set is complete, nothing unused |
Two of the four standalone programs (_1, 24 bytes; _3, 84 bytes) contain no byte in
$C8–$EF, so the interpreter takes the literal path for every byte and the whole block is
operand data rather than an instruction stream. The listing says so explicitly rather than implying
they are code.
Confidence
Each mnemonic was read off its handler's own straight-line path, stopping at the handler's first
jmp $9AE8 / jmp $9B25. Mnemonics that describe register-level behaviour (ACC_ADD_1_STEP,
STEP_ACCUM, ROT_STEP_SUB, …) are read directly off the instructions. Those that merely tail-call
a game routine are named for that routine (VM_CALL_82E1, PLAY_SEQ_BD20) rather than guessed at,
because the semantic content lives in the callee, not the handler.
Pass 3c — tracing the stage payload
Static analysis cannot reach this region, and the trace confirms why. Across all 16 KB of code
there is exactly one operand in $B0FB–$BEBF:
operands in $B0FB-$BEBF : 1
-> $BD28 StageDataPointerLow, the literal pointer table itself
The real address is formed at runtime, $A062:
$A062 clc
$A063 adc $BD28,X ; A (a value carried in the bytecode stream) + table byte
$A066 sta $12
so the readers are indexed by a runtime value and cannot be enumerated by searching the code.
Method
FCEUX's Lua API has no memory-read hook — only registerexec, registerexecute, registerrun
and registerwrite — so it cannot observe these reads either, and with no static list of readers
there is nothing to hook. _tools/trace_stage_payload.py therefore uses py65, whose
ObservableMemory.subscribe_to_read fires on every read of a range and can report the CPU's PC
from inside the hook.
py65 is only a 6502 core, so the tracer adds the minimum hardware to get the game running: a
scanline counter driven off processorCycles, $2002 vblank asserted at scanline 241 and cleared
on read, NMI fired at the same scanline (MUSCLE does its per-frame work in NmiHandler $86CB),
$4014 OAM DMA, and the $2005/$2006/$2007 latches.
Without NMI the game never leaves $80E0: lda $0321 / beq $80E0, because $0321 is the flag the
bytecode VM raises — so the stage data is only reachable once interrupts work.
Results (300 frames, 26.8M cycles, 4,071 NMIs)
| Payload reads captured | 2,548 |
| Distinct reader PCs | 44 |
| Unique payload addresses touched | 914 of 3,421 bytes in range |
Reader PCs are 1-2 bytes above the real instruction, because py65 advances PC past the opcode before fetching the effective address.
What the access pattern shows
1. The payload is read through indirect pointers, confirming the static finding. The hottest
reader resolves to $AC82:
$AC82 lda ($10),Y
$AC84 cmp #$C0
$AC86 bne $AC96
$AC88 lda $10 / clc / adc #$01 / sta $10 ; advance the stream pointer
This is the compressed-VRAM RLE decoder - it walks the payload sequentially (1,046 of its
1,128 reads advance by exactly +1), comparing each byte against $C0. That matches the $AC82
RLE decoder already named in the data section.
2. There is a second, backward-copy reader. $9B51 resolves to
$9B50 lda ($12),Y
$9B52 ldy $14
$9B54 sta ($10),Y
$9B56 dey
and its reads step by -1, sixty times - a reverse copy between two buffers.
3. The payload contains 8-byte-aligned record arrays. 107 distinct 8-byte blocks had all eight bytes read, and the spacing between consecutive blocks is dominated by $08:
$B1F0 $B1F8 $B200 $B208 $B210 $B218 ... (stride $08)
$B3B8 $B3C0 $B3C8 $B3D0 ... $B5A0 (a long $08-strided run - the object lists)
$B600 $B608 $B610 ... $B638
$B8A0 $B8A8 $B8B0 ... $B910
with a second, sparser group on a $D0 stride:
$BBE0 $BCB0 $BD80 $BE50
so at least two record tables exist: a dense 8-byte-stride array and a $D0-stride array.
4. Readers use three access disciplines - sequential forward (+1), sequential backward (-1),
and variable stride (+$15/+$14/+$11 at $ACB2, +2/+$4D at $AF5B/$B03D), the last consistent
with a field-at-fixed-offset walk across records.
Still open
- Which reader corresponds to which semantic field is not yet pinned down; the trace gives the geometry (8-byte records, $08 and $D0 strides) but not the field names.
- Only 914 of 3,421 bytes were touched, because the run never entered every stage. A longer run that cycles through all stages would cover more and may reveal further strides.
- The compressed-VRAM payload and the object-list records are interleaved in one block; the boundary between them is not yet resolved.
FCEUX remains useful as an independent oracle for any of these conclusions - it is a complete, correct emulator where this tracer is a deliberately partial one.
Pass 3d — the payload is a shared pool, not stage data
Pass 3c assumed $B0FB–$BEBF was per-stage level data and that "cycle all stages" would cover
it. A longer, properly-clocked run disproves that. Coverage plateaus near 40% no matter how
many stages are entered, and forcing every actor index to run adds zero new bytes.
Two tracer bugs, both of which were suppressing everything
1. NMI re-armed by $2002 reads. The vblank flag must be cleared once per frame, not on
every read of $2002. The main loop polls $2002 and spins on the bytecode VM flag at
MainGameLoop_OnZero_8226 (lda $0321 / beq $8235); each poll clears bit 7, re-arming NMI
inside the same scanline. Guarding only on not vblank produced 40,900 NMIs across 3,000
frames and silently corrupted all game state. A separate per-frame nmi_fired flag restores
exactly one NMI per frame — verified: 600 frames → 600 NMIs.
2. Input went to the wrong port. The poll routine at $AA69 is
$AA69 ldx #$01 / stx $4016 / dex / stx $4016 / ldy #$08 / lda $4016,X / and #$03 / cmp #$01
so the observed reads are of $4017 (X=1) and only bits 0-1 are ever compared. Driving
$4017 therefore consumes nothing: all three masks tested gave byte-identical traces. The game
reads joy1 on $4016, and needs a real latch/shift register — a write with bit0 set latches,
reads shift A,B,Select,Start,Up,Down,Left,Right out LSB-first. With that, START visibly
matters: 47.7% coverage vs 39.0% for other masks.
Reaching a match takes two discrete START presses — title → character select → match. Rapid re-tapping does not work, and each press must be held ~3 frames.
What $BD28 actually indexes
$BD28 is not a stage table. The one operand in the window feeds:
$A04A lda $0324 / beq $A062
$A04F lda ActorIndex ($1E) / beq $A062
$A063 adc $BD28,X ; X = ActorIndex
$A06A lda PlayerActiveFlag,X ($78,X)
$A071 adc #$32 ; +$32 when that actor is active
$BD28 = 6B 6B 6E 75 75 80 5A 78 is an 8-entry per-actor entry-offset table, and
$B0FB + $BD28,n is where actor n's bytecode starts. Observed ActorIndex values over a
2,400-frame match are $00–$04, so the live actor set is 0–4.
The sound engine reads the same window
With input working, the reader list gained PCs inside $B0FB–$BEBF. These are not new code —
they are the sound engine's own stream reader:
$B03C lda (SoundReadPointerLo),Y
$B03E cmp #$F0
$B040 bcc StoreShortNoteDuration
$B043 sbc #$F0 / tay / lda $B0E3,y ; NoteDurationTable at $B0E3
SoundReadPointerLo ($EE/$EF) points into the payload while music plays, and the $F0 compare
plus the $B0E3 duration lookup is note decoding. This is why the windows' bytes carry so many
$FF terminators — $FF/$F0 are the high-nibble codes of the note stream.
So $B0FB–$BEBF is a shared data pool, mixing at least three things: per-actor bytecode
scripts, the compressed-VRAM RLE stream ($AC82), and music note streams. It is not
stage-specific, which is why stage cycling cannot raise coverage past ~40%.
Coverage summary
| Run | Frames | NMIs | Payload reads | Readers | Coverage |
|---|---|---|---|---|---|
| Pass 3c (NMI broken) | 300 | 4,071 | 2,548 | 44 | 26.3% |
| NMI fixed, no input | 600 | 600 | 29,808 | 14 | 39.0% |
| Two START presses | 2,000 | 2,000 | 79,192 | 21 | 40.9% |
| Actor sweep 0–7 | 2,400 | 2,400 | 98,392 | 14 | 38.7% |
Largest unreached spans after the two-START run (2,161 B in 15 runs) are $BC00–$BEBF (704 B),
$B980–$BB0F (400 B), $BB20–$BBEF (208 B), $B0FB–$B1A0 (166 B) and $B81E–$B89D (128 B).
What would actually close the gap
Not stage cycling. The remaining bytes need other music tracks playing and actors 2–4 in their non-default states. Both need a scripted match (moves, grapples, ring-outs), not a button-tap sequence — i.e. gameplay simulation, which is well beyond a coverage tracer.
$0326 is not a level byte: it never changes from $00 in any run, including a confirmed
match. $0320 toggles $00/$FF and behaves as a boolean, not a screen-state machine.
Still Open
Promote to the numbered inventory.Done — promoted to top-levelMUSCLE (U)/and added as #16 in the root inventory.copilot/Makefiletool paths moved from../../../_tools/to../../_tools/forNESDIS/PASS2/BYTECODE;makeandmake regenboth verified after the move.- The payload record structure is partially decoded (
$B0FB–$BEBF, 3,525 bytes) — see "Pass 3d" above for what the emulator run established. It is a shared pool (per-actor bytecode + compressed VRAM + music note streams), not per-stage data; the per-record field names and the boundaries between the three uses are still unresolved.