Files
disasm/_wip/Pinball (JU)/OVERVIEW.md
T
tmerritt 2ae09f78ce Pass 1 complete for all 14 WIP projects; Pinball (JU) Pass 2 complete; tools fixed
- 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)
2026-10-18 20:52:49 -04:00

3.7 KiB
Raw Blame History

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)

  1. Pass 3 — name data tables/structures; release provisional flags.
  2. Promotion — move to a top-level <name>/copilot/ folder, add full-ROM build (header.s + chr.s + vectors), and write the power-on flow OVERVIEW.md in 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 apply with 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)
  • 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.)