- Pass 1 complete for all 14 WIP projects: - Donkey Kong (JU): 76.3% code - Donkey Kong Jr. Math (U): 81.9% code - Duck Hunt (JUE): 37.5% code - Hogan's Alley (JU): 41.8% code (needs CDL reclass for E970-E9C9 branch table) - Ice Climber (JE/U): 74.7% code - Lode Runner (U): 52.6% code - Millipede (U): 74.6% code - Pac-Man (Tengen) (U): 19.5% code - Pac-Man (U): 19.6% code - Pinball (JU): 59.5% code - Popeye (JU) PRG 0/1: 72.3% code - Raid on Bungeling Bay (U): 64.6% code - Raid on Bungeling Bay (U) [a2]: 64.3% code - Pinball (JU) Pass 2 complete: 4,734 instructions, 196 semantic labels, 150 zero-page aliases, BYTE-IDENTICAL - Tools fixed: - cdl_reclass.py: Fixed override logic to always win over CDL conflicts - nesdis.py: Fixed a: prefix parsing for JSR/JMP operands; fixed IND mode emission - Root OVERVIEW.md updated with all Pass 1 completion statuses - Pinball (JU) and Urban Champion (JU) project OVERVIEW.md updated All 17 top-level projects pass verify_pass1.py; 13/14 WIP projects build (Hogan's Alley needs CDL reclass for E970-E9C9 branch table)
3.7 KiB
3.7 KiB
Pinball (JU) — Pass 2 Complete
ROM: _wip/Pinball (JU)/Pinball (JU).nes (24,592 bytes, iNES). Status: Pass 2 complete — semantic labels and zero-page names applied, PRG byte-identical. copilot/prg.s now contains a classified disassembly with 4,734 instructions (59.5% code), 196 semantic labels, and 150 zero-page semantic aliases. The build is BYTE-IDENTICAL at the PRG level.
ROM Facts
| Property | Value |
|---|---|
| Mapper | 0 (NROM) — from the iNES header |
| PRG | 16 KB (header claims map at CPU $C000–$FFFF) |
| CHR | 8 KB |
| Mirroring | Horizontal |
| Battery-backed flag | clear |
| ROM SHA-256 | 451a201c067bbabad8d762c3fdc2a83cb0b93f26ed0c350cf23bbf486f7addb6 |
| PRG SHA-256 | 1d79f41ef62d5045db2c45c9c75766d54c0a84e167d8067bbb6fb90227ac5619 |
Interrupt Vectors (taken from PRG $3FFA–$3FFF)
| Vector | Target | Note |
|---|---|---|
| NMI | $C1ED |
per-frame heartbeat |
| RESET | $C000 |
cold start at $C000 — the usual pattern in this repo |
| IRQ | $C1ED |
target $C1ED — verify during Pass 1 |
copilot/ Contents
| File | Purpose |
|---|---|
Pinball (JU).nes |
original ROM image (reference) |
prg.bin / header.bin / chr.bin |
split image, produced by _tools/splitnes.py |
prg.s |
Pass 1/2: classified code/data split, 4,734 instructions, 196 labels, audit comments on every emission |
symbols.inc |
shared NES hardware constants (PPU/APU/controller, from the skeleton) |
locals.inc |
150 zero-page semantic aliases (filled in by Pass 2) |
linker.cfg |
PRG at $C000, 16 KB, fill = yes |
Makefile |
links reconstructed_prg.bin and cmps it against prg.bin |
reconstructed_prg.bin |
build output from the last verified build |
Header/CHR are reproduced verbatim from header.bin/chr.bin (not linked): make verifies PRG bytes only at this stage. When this project is promoted to a full disassembly, header.s / chr.s (as e.g. Burger Time (U)) and a full-ROM make target get added.
Build
cd "_wip/Pinball (JU)/copilot"
make # → cmp reconstructed_prg.bin prg.bin → "BYTE-IDENTICAL"
Next Steps (per PROMPTS.md)
- Pass 3 — name data tables/structures; release provisional flags.
- Promotion — move to a top-level
<name>/copilot/folder, add full-ROM build (header.s + chr.s + vectors), and write the power-on flowOVERVIEW.mdin the established style; then it joins the root index's numbered inventory.
Pass 2 Details (2026-10-18)
- Label renaming: 196 of 681 labels renamed to semantic names using
pass2.py applywith a mapping file (pinball_label_map.tsv+pinball_zp_map.tsv). Key renamed routines:- RESET/NMI:
Reset,NmiHandler - System init:
InitSystem,ClearZeropage,InitGameState - Main loop:
MainGameLoop,GameModeTitle,GameModePlay,WaitVBlankFrame - NMI:
NmiHandler,NmiFrameEnd - Ball physics:
BallPhysics,CheckTilt,CheckBallInPocket - Flipper logic:
UpdateFlipper,UpdateFlipperSprites,UpdateFlipperSound - Ball physics:
BallPhysics,UpdateBallPosition,UpdateBallVelocity,UpdateBallTrajectory - Collision:
CheckCollision,CheckFlipperHit,CheckBallInPocket - Scoring:
UpdateScore,UpdateScoreDisplay,DrawScore,DrawDigits - Sound:
InitSound,PlaySound,UpdateMusic - PPU:
WaitVBlank,WaitPPUReady,WritePPU,DrawSprite - Sound engine:
UpdateSoundEngine,UpdateSoundChannel(1-35)
- RESET/NMI:
- Zero-page semantic aliases: 150 aliases in
locals.inc(e.g.,FrameCounter=$02,GameState=$03,PlayerLives=$04,BallX=$24,BallY=$25,BallVelX=$26,BallVelY=$27,FlipperLeft=$28,FlipperRight=$29,SpriteIndex=$95, etc.)