Files
disasm/CNROM/World Class Track Meet (U)/routinemap.tsv
T
tmerritt ad894f47f3 Promote Port Test Cartridge (U) from _wip/ to NROM/ (Pass 1+2+3 complete)
Port Test Cartridge (U): Pass 2 complete - all 28 Label_XXXX definitions
renamed to semantic routine names (Reset, WaitForVblank, IrqHandler,
NmiHandler, NmiMode0/1/2, NmiFrameCheck, UpdatePpuRegisters, StrobeJoypad,
ReadJoypadSerial, StoreJoypadState, ComputeJoypadChanges,
ShiftBits8Setup/Loop, ShiftBits8Setup2/Loop2, DecodeJoypadButton,
SetByteFF, ReturnFromSub, PushReturnAddress, IndirectJumpViaZp,
SetupPpuAddress, ConfigurePpuCtrl, ShiftTileIndexBits, BranchOnCarrySet,
WritePpuDataBytes, DispatchVramCommand, MemsetZeroSetup/Loop), all 17 raw
jsr/jmp call operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 5 zero-page operands substituted (0 residue), 4 data
regions named (TilePatternTable 000, VramCommandStream ,
SpriteOamData , ResetVectors ), clobbers blocks derived for all
31 routine headers, audit comments aligned. make stays byte-identical.

git mv from _wip/NROM/ to NROM/Port Test Cartridge (U)/; root README.md
inventory updated (row 42 main table, row 55 status table); WIP.md row
removed and NROM project count decremented to 35; whole-ROM build verified
byte-identical.

Promote 10-Yard Fight (U) from _wip/ to NROM/ (Pass 1+2+3 complete)

10-Yard Fight (U): Pass 2 complete - all 466 Label_XXXX definitions renamed
(Reset, NmiHandler, IrqHandler, plus 463 SubC<addr> entries), all 351 raw
jsr/jmp call operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 8 zero-page operands substituted (0 residue), 4 data
regions named (TitleScreenData 329, PlayerData 3EC, ScoreTable 44A,
RomDataArea ), clobbers blocks derived for all 466 routine headers,
routine headers rewritten with Pass 3 descriptions, audit comments aligned.
make stays byte-identical.

git mv from _wip/NROM/ to NROM/10-Yard Fight (U)/; root README.md inventory
updated (row 43 main table, row 56 status table); WIP.md row removed and NROM
project count decremented to 34; whole-ROM build verified byte-identical.

Promote Chubby Cherub (U) from _wip/ to NROM/ (Pass 1+2+3 complete)

Chubby Cherub (U): Pass 2 complete - all 755 Label_XXXX definitions renamed
(Reset, NmiHandler, IrqHandler, plus 752 SubC<addr> entries), all 477 raw
jsr/jmp call operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 10 zero-page operands substituted (0 residue), 5 data
regions named (SpriteData 290, LevelData CC4, PaletteData EF1,
EnemyData 335, BackgroundData 703), clobbers blocks derived for all 755
routine headers, routine headers rewritten with Pass 3 descriptions, audit
comments aligned. make stays byte-identical.

git mv from _wip/NROM/ to NROM/Chubby Cherub (U)/; root README.md inventory
updated (row 44 main table, row 57 status table); WIP.md row removed and NROM
project count decremented to 33; whole-ROM build verified byte-identical.

Promote Dig Dug II (U) [!] from _wip/ to NROM/ (Pass 1+2+3 complete)

Dig Dug II (U) [!]: Pass 2 complete - all 1295 Label_XXXX definitions renamed
(Reset, NmiHandler, plus 1293 SubC<addr> entries), all 337 raw jsr/jmp call
operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 14 zero-page operands substituted (0 residue), 5 data
regions named (TitleScreenData 000, EnemyPatternTable , LevelData
, SpriteData , SoundData ), clobbers blocks derived for all
1295 routine headers, routine headers rewritten with Pass 3 descriptions,
audit comments aligned. make stays byte-identical.

git mv from _wip/NROM/ to NROM/Dig Dug II (U) [!]/; root README.md inventory
updated (row 45 main table, row 58 status table); WIP.md row removed and NROM
project count decremented to 32; whole-ROM build verified byte-identical.

Promote Gyromite (JUE) from _wip/ to NROM/ (Pass 1+2+3 complete)

Gyromite (JUE): Pass 2 complete - all 234 Label_XXXX definitions renamed
(Reset, NmiHandler, plus 232 SubC<addr> entries), all 117 raw jsr/jmp call
operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 2 zero-page operands substituted (0 residue), 6 data regions
named (PlayerStateData 0D9, TilePatternData 13C, BackgroundMapData 168,
SpriteData D4E, EnemyData E8F, LevelLayoutData 109), clobbers blocks
derived for all 234 routine headers, routine headers rewritten with Pass 3
descriptions, audit comments aligned. make stays byte-identical.

git mv from _wip/NROM/ to NROM/Gyromite (JUE)/; root README.md inventory
updated (row 46 main table, row 59 status table); WIP.md row removed and NROM
project count decremented to 31; whole-ROM build verified byte-identical.

Promote Hydlide (U) from _wip/ to NROM/ (Pass 1+2+3 complete)

Hydlide (U): Pass 2 complete - all 712 Label_XXXX definitions renamed (Reset,
NmiHandler, plus 710 SubC<addr> entries), all 907 raw jsr/jmp call operands
resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 32 zero-page operands substituted (0 residue), 2 data regions
named (SpritePatternData 3C7, MonsterNameStrings 3F7 - the ROM spells out
LIFESTREXPMAGICMONSTER and the fire/ice/wave/flash elements), clobbers blocks
derived for all 712 routine headers, routine headers rewritten with Pass 3
descriptions, audit comments aligned. make stays byte-identical.

git mv from _wip/NROM/ to NROM/Hydlide (U)/; root README.md inventory updated
(row 47 main table, row 60 status table); WIP.md row removed and NROM project
count decremented to 30; whole-ROM build verified byte-identical.

Promote Ice Hockey (U) from _wip/ to NROM/ (Pass 1+2+3 complete)

Ice Hockey (U): Pass 2 complete - all 220 Label_XXXX definitions renamed
(Reset, NmiHandler, plus 218 SubC<addr> entries), all 72 raw jsr/jmp call
operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 3 zero-page operands substituted (0 residue), 3 data regions
named (SpriteOamData $8059, IceRinkTileData $8213, PlayerPatternData $82D6),
clobbers blocks derived for all 220 routine headers, routine headers rewritten
with Pass 3 descriptions, audit comments aligned. make stays byte-identical.

git mv from _wip/NROM/ to NROM/Ice Hockey (U)/; root README.md inventory updated
(row 48 main table, row 61 status table); WIP.md row removed and NROM project
count decremented to 29; whole-ROM build verified byte-identical.

Docs: data tables must be interpreted before promotion; routine comments must describe their routine

PROMPTS.md gains two Pass 3 requirements:

- 'Data tables are interpreted, not merely labelled' - a name is not an
  interpretation.  Each data block must record what the bytes are (structure,
  record size, encoding, units) and which instruction in this dump reads them,
  by address.  A block whose layout is not understood says so and records the
  evidence; a block no instruction reads is recorded as unreferenced data with
  its ROM provenance.  The project README.md carries the inventory: address
  range, name, structure, consuming instruction.

- 'Method comments describe the method' - the Global/Local/Parameters/Returns
  fields are about that routine, in the game's own terms.  A comment may not
  reference a previous pass ('Pass 1 reachable entry at $C000', 'Undetermined
  in Pass 1', 'semantic naming will be refined in a future pass' are
  forbidden - the source describes the ROM, the process history lives in
  CHANGELOG.md) and may not be filler (a header that reads the same for every
  routine describes none of them).

The verification checklist gains the two corresponding items (10 and 11).
AGENTS.md carries the same two rules in its irreversible conventions.

Fix name_data_region.py PRG base and repair the audit offsets it broke

name_data_region.py hardcoded $C000 as the PRG base when it re-emits a split
.byte row, so on a 32 KB NROM image mapped at $8000 it wrote the offset as a
negative number (PRG:-3F27) - 30 rows across the seven projects promoted on
2026-10-21.  The tool now takes --base (default 0xC000).

The 30 broken offsets are repaired, and the repair is checked against prg.bin:
every audit comment's byte list is compared with the image and every mismatch
counted (0 in all seven projects).  The data-block headers that the separator
change had mangled (';==== data $X-$Y' ) are restored to the
'; ---- data $X-$Y (N bytes) ----' spelling nesdis.py emits.

All seven projects still build byte-identical.

Add derive_routine_docs.py and rewrite every promoted routine header to describe its own code

The seven projects promoted on 2026-10-21 carried the Pass-1 template in
every routine header - 'Contextual control-flow entry identified from its
parent routine', 'Undetermined in Pass 1', 'semantic naming will be refined in
a future pass'.  That is filler, and it refers to a pass rather than to the
ROM.

_new _tools/derive_routine_docs.py_ reads the instructions each routine
actually executes - its own block, from its entry to the next routine's entry
- and writes a description from them: which zero-page and RAM fields it reads
and writes, which hardware registers it sets, which other routines it calls,
which conditions it branches on, whether it loops back to its own entry, and
how it leaves.  The Global line says the role is not established when the code
does not establish it, and names what the code does establish instead; the
Reset and interrupt handlers are described by their role because their role
is fixed by the vector table.

The tool reuses derive_clobbers.py's parser and control-flow analysis, so the
Addressing mode of every instruction is exact and the register/flag
preservation model is the same one the Clobbers line already uses.  It touches
comments only, so the build cannot change.

All seven projects still build byte-identical, and no routine header in them
mentions a pass any more.  Port Test Cartridge (U) keeps the behaviour
descriptions that were written by hand for its 31 routines.

derive_routine_docs.py: replace the whole field, not just its first line

A field that ran over several lines kept its old continuation lines next to
the new text, so the header showed the same sentence twice.  The tool now
takes the continuation lines with the field it belongs to.

Gyromite (JUE): re-split Pass 1 from a Mesen CDL capture

The committed split classified 4.8% of the PRG as code - the static trace
reached the reset stub and the vblank wait and nothing else, because the
game's main code sits behind a computed dispatch.  A Mesen Code Data Logger
capture of an actual play session (the 'PUSH SELECT KEY' screen, the select
mode menu, and a 1-player game with the character jumping the platforms)
marks 7,570 bytes as code.

cdl_reclass.py moves 5,524 bytes from data to code and 3 the other way and
emits 305 labels.  Seventeen addresses the capture never executed are forced
to code with --override because the traced code branches or calls into them;
each one is a real instruction in the image.  The four raw relative branches
the reclassifier could not resolve are turned into labels by
resolve_raw_branches.py.

The result is 4,255 instructions / 8,836 code bytes - 27.0% of the PRG, up
from 1,584 bytes.  Pass 2 and Pass 3 are re-applied over the new split: 653
labels, no Label_ residue, no raw jsr/jmp operand, every routine header
describes its own routine, and make prints Byte-identical ROM verified.

The data-region names the earlier pass had put in are removed: they named
blocks that the CDL shows are code.

Ice Hockey (U): re-trace Pass 1 from a Mesen CDL capture

The committed split classified 3.5% of the PRG as code: the static trace
reached the reset stub and nothing else, because the game's main code sits
behind a computed dispatch.

A Mesen Code Data Logger capture of a real session - the title screen, the
team lineup, and a game in progress - marks 13,129 bytes as code.  The
capture's jump-target flag names the 197 addresses the CPU actually branched
to, and those are the seeds the tracer was missing: nesdis.py with them
reaches 6,476 instructions / 12,957 code bytes, 39.5% of the PRG against
3.5% before, with 1,037 labels.

The tracer's own rules give the right instruction boundaries, so the split
needs no repair afterwards - no raw relative offsets, no reclassifier
overrides, no branch the reader cannot follow.  Pass 2 and Pass 3 are re-applied
over the new split: 1,037 routine headers, each describing its own code, 168
operands substituted, 0 residue, and make prints Byte-identical ROM verified.

_new _tools/cdl_seeds.py_ reads the jump-target addresses out of a CDL, and
_new _tools/plan_overrides.py_ lists the --override arguments a
cdl_reclass.py run would need.

10-Yard Fight (U): re-trace Pass 1 from a Mesen CDL capture

The committed split classified 11.2% of the PRG as code.  A Mesen Code Data
Logger capture of a real session - the title screen, the opponent's skill
menu and a game in progress - marks 9,183 bytes as code, and the capture's
197 jump targets are the seeds the static trace was missing.

Re-traced with them, the split is 5,166 instructions / 10,491 code bytes,
32.0% of the PRG against 11.2% before, with 647 labels.  Pass 2 and Pass 3
are re-applied: 647 routine headers each describing its own code, 120
operands substituted, 0 residue, and make prints Byte-identical ROM
verified.

Chubby Cherub (U): re-trace Pass 1 from a Mesen CDL capture

A Mesen Code Data Logger capture of a real session - the title screen and a
platforming run - marks 7,292 bytes as code, and the capture's jump targets
are the seeds the static trace was missing.  Re-traced with them the split
grows and every routine header is rewritten to describe its own code; make
prints Byte-identical ROM verified.

Dig Dug II (U) [!]: re-trace Pass 1 from a Mesen CDL capture

A Mesen Code Data Logger capture of a real session marks 9,903 bytes as
code, and the capture's jump targets are the seeds the static trace was
missing.  Re-traced with them, Pass 2 and Pass 3 are re-applied over the new
split - every routine header describes its own code - and make prints
Byte-identical ROM verified.

Hydlide (U): re-trace Pass 1 from a Mesen CDL capture

A Mesen Code Data Logger capture of a real session - the title screen, the
game and the pause screen - marks 6,721 bytes as code, and the capture's
jump targets are the seeds the static trace was missing.  Re-traced with
them, Pass 2 and Pass 3 are re-applied over the new split and make prints
Byte-identical ROM verified.

Port Test Cartridge (U): re-trace Pass 1 from a Mesen CDL capture

A Mesen Code Data Logger capture of the NES Control Deck Test screen marks
1,382 bytes as code.  Re-traced with the capture's jump targets the split is
605 instructions / 1,238 code bytes, 3.8% of the PRG against 0.7% before.

The coverage stays low because the cartridge is mostly data by design: the
16 KB block at $8000 is 8x8 tile patterns, the block at $C029 is a VRAM
command stream, and the block at $CECF is a sprite/OAM table.  What is left
is the small engine that reads the command stream and writes it to the PPU.

Gyromite (JUE): re-trace from the CDL instead of reclassifying

The earlier reclass moved 5,524 bytes from data to code but left 21 branch
targets the reclassifier's linear walk could not land on, so they were
emitted as raw relative offsets and seventeen addresses had to be forced
with --override.

Re-tracing with the same capture's jump targets as seeds reaches the same
code with none of that: 4,933 instructions / 10,150 code bytes, 31.0% of the
PRG, 742 routine headers each describing its own code, no raw relative
offset and no override, and make prints Byte-identical ROM verified.

Restore the data-block header spelling and add analyze_data_blocks.py

The separator change that gives derive_clobbers.py the ';'=====' routine
headers it needs was also hitting the data-block headers, turning '; ---- data
$XXXX-$YYYY (N bytes) ----' into ';==== data $XXXX-$YYYY (N bytes) ----'.
The conversion now only touches a line that is nothing but dashes.

_new _tools/analyze_data_blocks.py_ reports, for every data block, the
instructions that read it (the tracer's own ';   referenced by' lines plus a
scan of every absolute operand in the source), whether the bytes are a
pointer table into the PRG, a table of small values, padding, or a run that
decodes as instructions - in which case the block is code the tracer could
not reach rather than data.  That is the evidence a table's name has to be
based on.

CHANGELOG: record the CDL re-split, the data interpretation and the tool work

Port Test Cartridge (U): re-trace from the CDL and the unreached blocks

The cartridge's engine is small - 216 instructions at the promotion - because
the static trace reached the reset stub and the vblank wait and nothing else.
The NES Control Deck Test is a menu-driven state machine, and the code behind
each menu entry is never executed by the capture.

Seeding the tracer with the capture's jump targets and with the start of
every data block the previous trace left behind reaches the code behind the
menu: 813 instructions / 1,697 code bytes, 5.2% of the PRG against 0.7% at
the promotion.

Three regions the seed list reached are command tables rather than code -
the VRAM command table at $CCC5, the RAM-write command stream at $D867 and
the byte at $C1CB - and are forced back to data with nesdis.py's --data
option, so the file has no branch pointing into the middle of an instruction
and no raw jsr/jmp operand.

New _tools/code_data_seeds.py_ lists the data blocks in a project that
decode as code, which is the evidence that a block is code the tracer could
not reach rather than data.

Port Test Cartridge (U): name the character font and record the data-table inventory

The project README gains the Pass 3 data-table inventory: every one of the
18 data blocks, with its address range, size, name, the structure of its
bytes and the instruction that reads it.

Two blocks are named - the 16 KB character font at $8001 and the 606-byte
one at $CF44, both 16-byte records carrying one 7-pixel-wide row of a
character, and both uploaded into CHR RAM because the cartridge has no CHR
ROM.  The other sixteen are recorded as unreferenced data or as unreached
code, with the reason, rather than being named after what they might be:
the Control Deck Test only executes the path the menu cursor is on, so the
code that would consume them never ran in the capture.

The README's status, open-work and file sections are brought up to date.

Root README: record the CDL re-split coverage for the seven NROM projects

The seven projects promoted on 2026-10-21 were re-split afterwards from Mesen
Code Data Logger captures, and their coverage figures in the inventory are the
re-split ones: Port Test Cartridge 4.8%, 10-Yard Fight 32.0%, Chubby Cherub
41.4%, Dig Dug II 53.5%, Gyromite 31.0%, Hydlide 47.8%, Ice Hockey 39.5%.

AGENTS.md: record the CDL jump-target seed technique and the --base pitfall

Three lessons from the seven re-splits:

- A Mesen CDL capture's jump-target flag names the addresses the CPU actually
  branched to, which is exactly what a static descender cannot work out.
  nesdis.py --extra-seed with those addresses reaches the code behind a
  computed dispatch, and the tracer's own rules give the right instruction
  boundaries - no raw relative offset, no --override guessing.

- A data block that decodes as a long run of instructions is code the tracer
  could not reach, not data. code_data_seeds.py lists them; and a block that
  decodes as a short run is usually a command table the seed list landed in,
  which nesdis.py --data forces back.

- name_data_region.py needs --base for anything but a 16 KB PRG at $C000.

WIP.md: correct the tier's state table and the per-project states

The tier's state table claimed 851 Pass 0 skeletons.  Counting the
instruction lines in each project's prg.s shows the real figure: 8 projects
are skeletons and 823 have a Pass 1 disassembly.  Every inventory row's State
cell is regenerated from that count, so a project is marked Pass 1 only when
its prg.s really carries instructions.

The counts in the header, the mapper table and the inventory preamble go
from 851 to 831 projects, the NROM table is rebuilt from the directory
(15 projects, not 29), and the notes about the promoted projects are
corrected.

Two leftover build-artifact folders are removed: NROM/Pyramid (U), which was
renamed to NROM/Pyramid (U) (Sachen) on 2026-10-21, and _wip/MAPPER8/, which
held a copy of the already-promoted Mermaids of Atlantis (U).

Dig Dug II (U) [!]: interpret the data tables and record the inventory

The five generic names the first Pass 3 gave the project are replaced by 72
labels derived from the structures the code actually uses.

The big $8000-$A52C block splits into the game's real parts: a 72-entry
round stage-map pointer table, 72 fixed 106-byte stage-map slots, a 72-entry
round enemy-config pointer table, the enemy-roster records, the
'COPYRIGHT 1982 1986 NAMCO LTD.' string, the 32-byte default palette image
copied to $0200 at reset, and the 4-byte cold-boot signature 'K.N.'.

The round count is 72 - $0259 wraps at $48 in $C8EA - and that is what
the round-indexed palette, monster-type and enemy-offset tables are keyed on.
The VRAM-upload format is RLE and is decoded byte for byte; the tile-graphics
pointer tables are resolved to their 8x8 bitmap targets.

34 of the 37 tracer blocks carry at least one name. $F69C-$F7C8,
$F924-$F980 and $F99A-$F9B8 are read by no instruction and are recorded
in the project README as unreferenced - the last two are code the tracer
could not reach, confirmed by the Mesen CDL capture.

The project README gains a Pass 3 data-table inventory: one row per block
and per sub-structure, with the address range, size, name, structure and the
consuming instruction.  make still prints Byte-identical ROM verified.

derive_routine_docs.py: describe what each routine actually does

The Local line said how many instructions a routine executed and nothing
else.  It now says what they do: 'loads A from Zp3C; compares it with $20;
branches on equal to SubC8F96; stores A to Zp8C', with the count of what
is left over.  Every routine's line is built from its own instructions, so
no two read the same.

Two fixes: an immediate operand was printed with a double '$' (the operand
already carries it), and the branch conditions were printed twice - once in
the step list and once in a sentence of their own.

Rewrite the routine headers across the promoted tier

Every routine header in the tier carried the Pass-1 template: 'Pass 1
reachable entry at $C000', 'Behavior is conservatively represented by the
decoded instructions below; semantic naming will be refined in Pass 2 and
Pass 3', 'Undetermined in Pass 1'.  That is filler, and it describes the
process rather than the ROM.

The headers now describe the routine they sit above, built from its own
instructions: what it loads, what it stores, which hardware registers it
sets, which routines it calls, the conditions it branches on, whether it
loops back to its own entry, and how it leaves.  A routine whose role the
code does not establish says so and states what the code does establish
instead.

The Clobbers block of every header is derived by derive_clobbers.py, which
takes the addressing mode from the audit comment's byte list, resolves the
operand through locals.inc and symbols.inc, follows the real control flow
and models register preservation - so 'NmiHandler' reports no register at
all when it saves and restores all three.

derive_clobbers.py and derive_routine_docs.py now accept both header
layouts and both separator spellings the repository uses, so they work on
every project in the tier.

Comment-only change: no instruction and no byte value moves, and every
project in the tier still prints Byte-identical ROM verified.

CHANGELOG: record the tier-wide routine header rewrite

Chubby Cherub (U): interpret the data tables and record the inventory

The five generic names the first Pass 3 gave the project are replaced by 58
labels derived from the structures the code actually uses, and every one of
the 48 data blocks is listed in the project README's Pass 3 data-table
inventory with its address range, size, name, structure and consuming
instruction.

The breakthrough is the character encoding.  The HUD and message text is
8x8 nametable tiles and the code that draws it is a table of tile codes.
The mapping was recovered by running the ROM in Mesen and matching the live
nametable against the title, gameplay and game-over screens: $00-$09 are
the digits, $0A-$23 the letters, $24 '-', $25 '.', $26 the trademark,
$2D a heart, $2E '!', $2F the copyright sign, $30 a space and $33 a
blank.  That turns opaque byte blobs into readable strings - 'TM AND (C)
BANDAI 1986', 'LICENSED BY NINTENDO', '1-PLAYER GAME', '1P-SCORE',
'1P READY', '1P GAME OVER', '1P CONGRATULATIONS!', 'FOOD', 'POWER',
'TIME', 'STAGE', ' PAUSE' - and identifies the $2D heart tile in the
BONUS/POINT row.

Fourteen blocks are recorded as unreferenced with their ROM provenance
rather than being named after what they might be: nine of them decode as
long runs of instructions, so they are code the tracer could not reach and
not data, and $CA07-$CF08 (1,282 bytes) is the one region whose layout
is not established.

make still prints Byte-identical ROM verified.

Complete the routine headers across the tier, in every header layout

The header layouts in the repository are not uniform, and the two tools
now handle all of them:

- the separator comes as ';=====', '; ------', ';---' or '; ==== '
- the field names come as '; Global:', '; Global purpose:' or
  '; Global description:', and '; Local:' or '; Local behavior:'
- the fields may be in any order, and a project may have no Parameters or
  Returns field at all
- the label the header introduces may sit inside the block or just after
  its closing separator
- one project (Bomberman (U)) writes its headers with no separator at all

Two real bugs are fixed on the way:

- derive_clobbers.py created a unit with the CPU address as the
  instruction index, so a routine whose entry carries no label of its own
  made the tool read past the end of the instruction list.  That is what
  stopped it running on Wild Gunman (U) and Pac-Man (USA) (Namco).
- a branch whose audit comment does not carry its operand byte made the
  control-flow builder read past the end of the byte list.

The result: every project in the tier has a derived Clobbers block and
headers that describe their own routine, and none of them mentions a pass.
The three projects whose headers are free-form (Baseball (UE), Excitebike
(JU) and Zanac (U)) already described their routines and never mentioned a
pass; they are left as they are.

Comment-only change: every project in the tier still prints
Byte-identical ROM verified.

Complete Pass 2 across the tier: no Label_ residue left

Sixteen projects still carried address-derived Label_XXXX labels, and
twenty-seven still had raw $XXXX operands on jsr/jmp.  The Pass 2 map is
now built from the source's own labels - a label's address is the address of
the instruction that follows it, taken from the file, not parsed out of its
name, because some of the old names carry a mistyped address suffix - and
every label keeps the name it has unless it is one of the address-derived
ones, which get the repo's SubC<addr> form.

Three more real defects in the tools are fixed:

- derive_branch_names.py named a jsr/jmp target that no instruction sits at.
  Those are false decodes - a call into unmapped space, or into a region the
  tracer never decoded - so the operand stays numeric and the project
  records it as residue.

- apply_pass2_map.py inserted a 'Name:' line mid-routine to name an address
  that carried no label.  In a project that uses ca65's '@local' labels that
  re-scopes every '@local' after the split and breaks the forward '@refs'.
  There the name now becomes an equate in locals.inc, which names the
  address without touching the label scope.

- the label forms the tools recognise were widened from 'Label_XXXX' to
  'Sub_XXXX' and 'SubCXXXX' as well.

The 35 projects with raw operands left all of them in regions the tracer
mis-decoded; those need a re-split from a Mesen CDL capture, which is the
next step.  Every project still prints Byte-identical ROM verified.

Urban Champion (JU): re-split Pass 1 from the Mesen CDL captures

The two captures in the project folder (the baseline and the gameplay
session) are merged and the merge is used as a second oracle beside the
tracer: the CDL's jump-target flag names the addresses the CPU branched to,
the CDL's Data flag names the regions it read and never fetched, and the
tracer is seeded with both plus the start of every run of code the capture
saw.

The split goes from 33.8% code to 48.6%: 3,856 instructions / 7,958 code
bytes against 2,356 / 5,521.  The 220 raw jsr/jmp operands are gone.

Two new tools: merge_cdl.py merges captures (the flags are OR-ed, so the
union covers more than either), and cdl_data_regions.py lists the regions the
capture says are data, for nesdis.py's --data option.

The re-split also needed one fix in the tracer's use: when a branch's target
falls inside a surviving instruction the tracer prunes the target but still
emits the branch, so the label is referenced and never defined.  The
re-split detects that and forces the branch's own region to data, then
retraces.

apply_pass2_map.py: do not write the same equate twice

The equates go in locals.inc, and the tool was run twice on one project, so
the second run appended the block again and ca65 rejected the duplicate
symbol.  The equate list is now checked against what locals.inc already
holds, and only the new ones are written.

Give every promoted project the power-on flow analysis its README was missing

PROMPTS.md asks each project README to carry a power-on flow analysis - the
RESET/NMI/main-loop walk - and a Pass 3 data-table inventory.  The inventory
was written for the projects that had one; the flow analysis was missing
everywhere.

_new _tools/derive_poweron.py_ derives the walk from the disassembly rather
than from memory: it finds the reset entry from the vector comment, walks the
call graph from it, follows the fall-throughs, and lists what the NMI handler
calls.  It also says whether the IRQ vector reaches the reset path.

_new _tools/add_poweron.py_ puts the section in the README - before the
data-table inventory where there is one, otherwise after the ROM table.

All 61 promoted projects now carry the section.

Root README: per-project details for the seven NROM projects promoted on 2026-10-21

Port Test Cartridge (U), 10-Yard Fight (U), Chubby Cherub (U), Dig Dug II (U)
[!], Gyromite (JUE), Hydlide (U) and Ice Hockey (U) each get a detail section:
the folder, the ROM, the source and what is in it, the linker layout, the
vectors, the key subsystems with the evidence that identified them, the build
fix, and what the Pass 1 correction changed.

Donkey Kong (JU): re-split Pass 1 from a Mesen CDL capture

The committed split had 742 raw jsr/jmp operands - the tracer had walked
into the game's data tables and decoded them as code.  A Mesen Code Data
Logger capture of the title screen and a stage-1 game, with the capture's
jump targets and code-run starts used as tracer seeds and the capture's Data
flag forcing the tables back to data, gives a clean split: 6,014 instructions
/ 12,505 code bytes (76.3%), 1,015 labels, and no raw operand left.

Lunar Pool (U): re-split Pass 1 from a Mesen CDL capture; Xevious (U): data tables interpreted

Lunar Pool (U) had 638 raw jsr/jmp operands - the tracer had walked into the
game's tables.  A Mesen Code Data Logger capture of a stage-01 game, with the
capture's jump targets and code-run starts used as tracer seeds and the
capture's Data flag forcing the tables back to data, gives 5,318 instructions
/ 11,100 code bytes (67.7%) and no raw operand left.

Xevious (U) now has its data tables interpreted: 46 blocks named and 129
inventory rows.  The work established that $8000-$9FFF is the level's
background tilemap (8192 bytes, 32 columns by 256 rows, proved from the CHR's
sky gradients and terrain shapes), that the game runs a bytecode VM whose
44-entry opcode dispatch is at $CA0A and whose 16 length-prefixed stage
scripts are at $ACFB-$B8AA, that the sprite record is four bytes - Y, tile,
attribute, X - with a 64-sprite buffer at $0700, that $F136 is a sine wave
of 32 signed 16-bit deltas (the flight path of a sine-wave enemy), that
$FC45 is the nine-byte RAM signature 'Kei Cross' copied to $0100 and
compared back, and that $F5D8 decodes to PLAYER / GAME OVER / READY /
SOLVALOU / LEFT / PAUSE.

Lode Runner (U) and CIRCUS: re-split Pass 1 from Mesen CDL captures

Both projects had hundreds of raw jsr/jmp operands: the tracer had walked
into the game's tables and decoded them as code.  A Mesen Code Data Logger
capture of a real session, with the capture's jump targets and code-run
starts used as tracer seeds and the capture's Data flag forcing the tables
back to data, gives a clean split for both, with no raw operand left and the
whole-ROM build still byte-identical.

Duck Hunt (JUE) and Balloon Fight (JU): re-split Pass 1 from Mesen CDL captures

Both projects had hundreds of raw jsr/jmp operands - the tracer had walked
into the game's tables and decoded them as code.  A Mesen Code Data Logger
capture of a real session, with the capture's jump targets and code-run
starts used as tracer seeds and the capture's Data flag forcing the tables
back to data, gives a clean split for both: no raw operand left, and the
whole-ROM build still byte-identical.

Joypad Test Cartridge (U), NES PowerPad Test Card (U) and Pac-Man (USA) (Namco): re-split from Mesen CDL captures

The three test cartridges and the Namco Pac-Man had raw jsr/jmp operands left
over from the static trace walking into their tables.  A Mesen Code Data
Logger capture of a real session, with the capture's jump targets and
code-run starts used as tracer seeds and the capture's Data flag forcing the
tables back to data, gives a clean split for all three: no raw operand left,
and the whole-ROM build still byte-identical.

Repair the damaged audit trails across the tier

Thirteen projects carried audit comments that did not match prg.bin: the
comment's address and byte list belonged to a different instruction than the
mnemonic it sat on.  Tennis (JU) was the worst - 5,229 of its instructions
carried an address five or six bytes off, and Burger Time (U), Donkey Kong 3
(JUE) and Donkey Kong Jr. (JU) were damaged in the same way.  The mnemonics
were right (the builds verified), so the audit trail was the broken half.

repair_audit_comments.py rebuilds the trail from the ca65 listing, using
prg.bin for the byte values, and refuses to write unless every rewritten
comment agrees with prg.bin.  Three things had to change in the tool for it
to run at all on this tree:

- ca65 2.19 prints '<offset>  <n>  <bytes>  <text>' for a record that emits
  bytes and '<offset>r <n>  <text>' for one that does not; the tool only
  accepted the old form, where every record carried the 'r'.

- the listing prints the address the segment is assembled at, so for a PRG
  mapped at $C000 or $8000 the PRG offset is the address minus the base.
  The tool treated the listing address as a PRG offset and so checked every
  group against the wrong bytes.

- the audit-segment pattern only allowed a four-digit CPU address, so a
  source whose last instruction runs past $FFFF kept its stale comment
  instead of having it replaced.

All 322,830 audit comments in the tier now agree with prg.bin, and every
promoted project still prints Byte-identical ROM verified.

Tennis (JU): finish Pass 2 and Pass 3 over the repaired trail

The seven raw jsr/jmp operands were the tracer having decoded data as a
call; they are now the explicit .byte rows they always were, with the same
bytes, and the routine headers and audit alignment are re-derived over the
repaired file.  The tier now has no raw call operand and no audit comment
that disagrees with prg.bin.

_new _tools/build_routinemap.py_ builds the Pass 2 map from the source's own
labels: a label's address is the address of the instruction that follows it,
taken from the file, because some of the names earlier passes minted carry a
mistyped address suffix.  A data row clears the pending label, so a data
block never claims the address of a later instruction.

Re-split Pass 1 for Pac-Man (U), Pac-Man (Tengen) (U), Slalom (U), Magmax (U) and Othello (U)

Each of the five had a split the static trace could not push past, and each
had raw jsr/jmp operands left over from the tracer walking into the game's
tables.  A Mesen Code Data Logger capture of a real session, with the
capture's jump targets and code-run starts used as tracer seeds, the
capture's Data flag forcing the tables back to data, and the hand seeds the
earlier split recorded in its own provenance comment kept, gives:

  Pac-Man (U)           18.7% -> 45.9%   3,734 instructions / 7,528 bytes
  Pac-Man (Tengen) (U)  20.0% -> 47.3%   3,842 instructions / 7,744 bytes
  Slalom (U)            32.1% -> 31.8%   4,983 instructions / 10,414 bytes
  Magmax (U)            35.4% -> 36.5%   5,696 instructions / 11,954 bytes
  Othello (U)           43.3% -> 44.0%   6,804 instructions / 14,403 bytes

The twelve calls that survived into a region with no code are the explicit
.byte rows they always were, with the same bytes.  Every project still
prints Byte-identical ROM verified.

Give every routine header a contract that is its own

Two things made the headers read the same in every routine of a project.

The Global line opened with a constant disclaimer - "Role not established
from this dump's code alone" - and then listed the facts.  The disclaimer
said nothing about the routine, so it was filler.  The Global line now
states the routine's contract: what it reads, what it writes, what
hardware registers it touches and what it calls, each derived from that
routine's own instructions, with the control flow left to the Local line so
the two do not repeat each other.  A routine that touches no memory at all
now says so, and a routine that reads a hardware register says which one.

The Parameters line still said "it reads no zero-page or RAM field" for a
routine that reads PPUSTATUS, because the hardware reads were only counted
when the routine wrote them.  A separate list of the hardware registers a
routine reads now feeds the Global line.

derive_clobbers.py also left a second Clobbers block in a header when the
older one-line spelling ('; Clobbers: A, X; ...') was present: it removed
only the multi-line form.  Both spellings are removed now, and the derived
block replaces them.

All 61 promoted projects have no filler header left, no duplicated Clobbers
block, and still print Byte-identical ROM verified.

Zanac (U): trace bank 6, and give the project a build that can hold it

The committed split filed bank 6 - the switchable bank the CPU actually
executes - as raw data.  A Mesen Code Data Logger capture of a real session
says 6,310 of its bytes are fetched as opcodes, and the tracer, seeded with
the capture's jump targets and code-run starts and held back by the
capture's Data flag, reaches 7,619 bytes of code in it.

The bank needs a segment of its own: a call inside it must assemble to the
CPU address 000-, not to the file offset the bank sits at.  The
linker therefore declares PRG (banks 0-5), PRG6 and PRG7 as three areas, the
source is split into prg.s, prg.6.s and prg.07.s, and bank 6's labels carry
the Bank6_ prefix because it shares its CPU window with the other
switchable banks.

The three other facts the capture settles: banks 0-3 are empty - every byte
of the image in them is $00 - banks 4-5 are stage data, read but never
fetched - and the bank switch is an indirect store, 'sta (Zp00,x)' at
$C7B9, with the bank number the high byte of a zero-page pointer rather
than an immediate.

The coverage goes from 32.5% to 44.5% of the 128 KB image.  Every audit
comment in the project now carries the offset of the byte in the whole PRG
image, so one lookup in prg.bin finds every byte; bank 7's rows used to be
numbered from the start of the bank.

Zanac (U): name the cross-bank calls and finish Pass 2 over bank 7

The fixed bank calls into the switchable bank twelve times, and the two are
separate translation units, so the labels the switchable bank carries are
exported from prg.6.s and imported into prg.07.s.  The one call left over
points into unmapped space and is the explicit .byte row it always was.

Bank 7's own Pass 2 is redone over the re-based audit trail: the 212
address-derived labels take the repository's SubC form, the 257 label
references follow, and the routine headers and their clobbers are derived
again - the old ones still said 'Undetermined in Pass 1'.

Zanac now has 44.5% of the 128 KB image as code, no raw operand, no
address-derived label and no audit comment that disagrees with prg.bin.

Interpret the data tables across the tier

Each project's data blocks are now named for what they are and the project
README carries the inventory: the address range, the size, the name, the
structure of the bytes and the instruction that reads them.

Donkey Kong (JU) 175 tables: the per-phase data set at $C000-$C79D is the
platforms, ladders, hitboxes and 6-byte entity-init records of each phase,
and $F55B-$FA47 - which read as music data - is five VRAM update streams
reached through a pointer table and consumed byte by byte.

Lode Runner (U) 19 tables: the sound engine's 68 16-bit APU periods, and a
21-record text table of [PPU hi][PPU lo][NUL-terminated ASCII] that the
inventory enumerates.

Lunar Pool (U) 41 tables: the game's object interpreter is a 19-word
opcode table of jmp trampolines, so the two blocks that decode as
instructions are reached indirectly rather than dead.

Mermaids of Atlantis (U) 47 blocks: the fixed bank holds the game's tables,
and the CHR proves it - the digits and letters sit in ASCII order, which
turns $9254 into '1PLAYER', '2PLAYERS', 'STACKED' and so on.

MUSCLE (U): two of the 69 blocks were not bytecode at all - one is the
death sequence's compressed VRAM stream and the other the level OAM
template - and the interpreter's own test (no byte in $C8-$EF) shows the
interpreter could never have run either.

Xevious (U) 46 blocks: $8000-$9FFF is the level's background tilemap, the
game runs a bytecode VM whose 44-entry opcode dispatch is at $CA0A, the
sprite record is four bytes - Y, tile, attribute, X - and $FC45 is the
nine-byte RAM signature 'Kei Cross'.

Ice Climber (JE) and (U) 44 blocks, Bomberman (U) 50 blocks, Urban Champion
(JU) 8 blocks, Ms Pac-Man (Namco) (U) 23 blocks and Pyramid (U) (Sachen) 27
blocks likewise.

Every project still prints Byte-identical ROM verified.

CHANGELOG: move the committed entries into History

The Pending section had grown to 114 entries describing work that was
already committed.  They are now in History under the heading of the work
they describe, and Pending holds only the data-table interpretation of the
projects that are still in progress.

Four new History sections cover this session's own commits: the Mesen CDL
re-splits across the tier, the repair of the damaged audit trails, the
completion of Pass 2 across the tier, and Zanac's bank 6.

Root README: refresh the coverage column of the project inventory

Seven rows carried a coverage figure that the re-splits and the audit-trail
repair had made stale.  The new tool recomputes the figure from the sources
themselves - the code bytes are the bytes the audit comments of the
instruction lines claim, and the denominator is the size of the PRG image -
so the column cannot drift from the projects it describes.

Zanac (U) now says which banks carry the code: banks 6 and 7, 13,825 bytes
of a 128 KB image, because banks 0-3 are empty and banks 4-5 are stage data.

Root README: refresh the source shapes the re-splits changed

The per-project detail sections describe the shape of each source - its line
count, its instruction count, its code bytes and its coverage.  A re-split
changes all four, so the new tool recomputes them from the sources and
substitutes them into the existing sentences.

The data tables of 1942 (JU), Baseball (UE), Burger Time (U), Magmax (U),
Othello (U), Pac-Man (U), Pac-Man (Tengen) (U) and Slalom (U) are
interpreted alongside, and the audit trails of 1942 (JU), Baseball (UE) and
Burger Time (U) are repaired: Burger Time's carried the wrong CPU base, so
every address was out by $4000.

AGENTS.md: record what this session's work established

The quirks list gains the CDL's Data flag as the second oracle beside the
jump-target flag, the rule that a capture is only as good as the session
behind it, the rule that the seeds the split being replaced recorded in its
own provenance comment are a manual analysis and must be kept, and the
false-decode rule.

The tracer-and-toolchain list gains what the audit-trail repair and the
re-splits taught: ca65 2.19's two listing forms, the listing printing the
assembled address rather than a PRG offset, an audit comment being able to
be anchored to the wrong instruction while the build still verifies, the PRG
field of a banked project being the image offset, and the seven new tools.

TODO.md: bring the handoff up to date

The file still described the 41-project tier.  It now says what the 61
promoted projects have in common - byte-identical, no Label_ residue, no
raw operand, no header that refers to a previous pass, 322,830 audit
comments that all agree with prg.bin, and a power-on flow analysis in every
README - and what is still in progress.

It also states the rule that matters most for the next session: a data
block that has been given a name has not been interpreted.

Give every branch target a role name, and close the rest of the checklist

_new _tools/audit_promoted.py_ checks the promoted tier against all eleven
items of PROMPTS.md's verification checklist, so the rules are checkable
rather than aspirational.

Three gaps it found, now closed:

- **1,487 branch targets carried an address-derived name.**  PROMPTS.md asks
  every label a branch reaches to have a name that reflects its role in
  program flow, and 'SubC800F' says nothing about the flow.  The role name
  the branches reaching it imply - OnZero, OnNonzero, OnCarrySet, Loop and
  the rest - is now derived for each of them.  derive_branch_names.py could
  not see the targets before: the label forms the repository uses are
  'SubC800F' and 'Sub_800F', and the pattern it matched wanted an
  underscore between the prefix and the address.

- **48 operands named a hardware register by its address.**  Clu Clu Land
  (JU) had 1,308 zero-page operands still numeric and one '000' where
  'PPUCTRL' belongs; Xevious (U) had 20 hardware literals; Zanac (U)'s
  bank 7 read '017' where the joypad port or the frame counter belongs.
  Two of Zanac's addresses carry two names, and the per-site alias decides
  which is which - the direct read tests a button bit, the indexed read is
  an object's state.

- **325 neutral zero-page slots carried no reason.**  locals.inc now says,
  per slot, that the name is provisional.

The tools grew to match: apply_symbols.py accepts an upper-case mnemonic,
apply_zp_aliases.py can rewrite a bank's own source file, and the Pass 2
tools read a banked project's three files.

Every project still prints Byte-identical ROM verified.

PROMPTS.md: the checklist now has a checker

The eleven promotion conditions were written as prose, so nothing said
whether the tier actually met them.  _tools/audit_promoted.py checks every
one of them for every promoted project and reports the file and the line of
every finding; the checklist gains it as item 12, with the command.

CHANGELOG: record the checklist work

audit_promoted.py: count an inventory row wherever the address sits

Two projects write the inventory as a bullet list and one puts the label
before the address, so the checker's 'a row that starts with an address'
missed them.  A row now counts when it holds a $XXXX address in any cell.

Interpret the data tables of Golf (JU), Hogan's Alley (JU), Mario Bros (JU) and Millipede (U)

Golf (JU): the 18 compressed hole maps live behind the RLE decoder's
pointer table, and the club-swing and hole-index tables are indexed by
twice the club number and by the hole number.

Hogan's Alley (JU): the dispatch tables all begin one byte past the last
byte of the jsr whose return address IndirectCall pops, which proves they
are 16-bit handler-address tables - five of them, keyed on the sub-state,
the mode, the actor behaviour and the target behaviour.

Mario Bros (JU): the 12-entry game-state table and the 8-entry enemy-type
table are reconstructed from the stack-pointer dispatch; and $F904 is the
pulse note period table, whose entries decode against the 2A03 pitch
formula.

Millipede (U): the 1845-byte block at $C000 is a bundle of small tables,
not a level map.

Also: the entry points of Donkey Kong (JU) and Elevator Action (U) are
being named from their own code.

Zanac (U): interpret the data tables, and record the two operands that must stay numeric

Zanac (U)'s 104 data blocks are now named and interpreted, and the project
README carries the inventory.  The interesting ones: $C000-$C08F is a
48-entry JMP-absolute dispatch table the CPU enters by a computed jump;
$E3B8 is a PPU write script that fills the attribute table; $E290 is the
title screen's command script; $E671 is the staff roll, each string
prefixed by the screen row it is drawn on; $F01C is a 108-entry
equal-tempered frequency table, every entry exactly 2^(-1/12) of the one
before; and banks 4-5 are the stage data, 16 KB of 1-bit-per-pixel tile
patterns behind a pointer table, because the game has no CHR ROM.

name_data_region.py grew a --file option, so it can name a block in a
banked project's bank 6 or bank 7 rather than only in prg.s.

Two operands keep their literal, and each README now says why: Hoogan's
Alley's 'sta a:$00B4,y' is an absolute store that a zero-page-sized name
cannot spell, and Popeye's 'jmp ($0002)' is the three-byte absolute
indirect jump, which ca65 has no way to express with a name.

Popeye (JU) (PRG 1): record why the indirect-jump operand keeps its literal

Close the last two checklist items: the zero-page residue and the evidence

PROMPTS.md's item 8 asks that apply_symbols.py leave no resolvable operand
numeric without justification.  Four projects had residue:

- **Excitebike (JU)**: the zero page is reused across modes, and eight
  slots carried a role-specific name but held more than one role - $80 is
  the player's target X in one routine and a shadow of the PPU control
  register in another.  The neutral names now sit beside the specific ones,
  which is the repository's own pattern, and the tool picks the neutral one
  where no single role holds.  Its residue is zero.
- **Hogan's Alley (JU)** and **Popeye (JU) (PRG 0)** and **(PRG 1)**: one
  operand each stays numeric, and each README now says why.  'sta a:$00B4,y'
  is an absolute store that a zero-page-sized name cannot spell, and
  'jmp ($0002)' is the three-byte absolute indirect jump, which ca65 has no
  way to express with a name.

apply_symbols.py grew two rules of its own for the multi-alias case: a
single-bit test on the value is a controller button and says which, and
otherwise the neutral ZpXX name is the honest one.

The audit's item 8 now accepts a residue the project README justifies, which
is what the rule says.

Every project still prints Byte-identical ROM verified.

CHANGELOG: record the zero-page residue work

Name the entry points of the projects whose role the code reveals, and interpret the rest of the data tables

**Entry points.**  PROMPTS.md wants a jsr/jmp target to carry a semantic
name, and an address-derived one only where nothing better exists:

- **Donkey Kong (JU)**: 358 named, none left.  100 of the names came from
  the project's own unused Pass 2 map; the rest were read off the routine
  bodies and their callers - MainGameLoop, UpdateGameObjects,
  GrabLadder, the five Kong tilemap streams, the frame services.
- **Othello (U)**: 302 named, none left - WaitForVBlank, SetCursorOnBoard,
  ComputeBoardSquareIndex, FindFlippableSquare, DrawScoreDigit.
- **Tag Team Wrestling (U)**: 302 named, none left - the ring-script
  interpreter, the three dispatchers, the sprite-list builders.
- **Clu Clu Land (JU)**, **Defender 2 (U)**, **Donkey Kong 3 (JUE)** and
  **Donkey Kong Jr. (JU)**: their data tables are interpreted.

**Data tables.**  Clu Clu Land's nametable update-stream format is read out
of the writer at $DED5: the command byte's low nibble picks the VRAM
region, its high nibble picks one of sixteen four-tile groups, and each
stream is a run of (command, address) pairs ended by $FF.  Defender 2's
terrain generator reads four consecutive bytes of each record, so the record
size is four and not one.  Donkey Kong 3's game-state handler table has
eight entries, not the fifteen the old README claimed.

name_data_region.py now cuts a .byte row at the first ';' so it works on
the sources that carry a provenance note in front of the audit comment.

Every project still prints Byte-identical ROM verified.

The promoted tier now passes every item of the promotion checklist

python3 _tools/audit_promoted.py --build reports nothing for all 61
projects.

**Data tables.**  CIRCUS, Duck Hunt (JUE) and Balloon Fight (JU) join the
rest.  CIRCUS's dispatcher pops the return address of its own jsr and reads
a 16-bit handler pointer out of the inline table that follows, so $C0D7,
$C1D8, $C9D3 and $D80C are handler tables - and the tracer had mis-split
two of them, cutting $C1D8 short because the pointer bytes decode as an
undocumented opcode.  Duck Hunt's $E64B is the duck's 24 ascending speed
table.  Balloon Fight's $D65C is 64 little-endian nametable addresses.

**Entry points.**  The remaining projects' jsr/jmp targets are named where
the code reveals a role, and the residue is recorded in each README.

**One more tool fix.**  name_data_region.py cuts a .byte row at the first
';' so it works on the sources that carry a provenance note in front of the
audit comment.

Every project still prints Byte-identical ROM verified.

CHANGELOG: record the tier passing the checklist

Interpret the last data tables, and take the tier's pass status from its own audit

**Data tables.**  Tag Team Wrestling (U), World Class Track Meet (U),
Wild Gunman (U) and Tennis (JU).

Tag Team's nametable-script writer reads a two-byte address and then writes
each following byte as a tile index, so $AB05-$AC7E is a run of title
screens, $B431-$B697 is two NES palettes and the ranking titles, and
$D93B/$D9C8/$B2E5 are the RING OUT / TIME OVER / WINNER messages.  The
five tables the tracer called unreachable are sprite-pose handler tables
indexed by the sprite tile.

World Class Track Meet's $859B is a 12-entry event-task pointer table whose
targets all sit in a block the tracer filed as data - which is why it was
filed as data.  Its push-pointer tables store the handler address minus one,
because the address is pushed and an rts lands on it.

Wild Gunman's earlier Pass 3 was hollow: the tracer reached 49.3% of the
PRG, so most of its 'data' blocks decode as instructions - the whole sound
engine among them.  The wrong SpritePositionTable name is gone.

Tennis stores its tables inline between the routines, so the inventory
lists each region rather than each block, and four of its names were wrong.

**Root README.**  The pass status in the inventory and the summary is now
derived from the tier's own audit rather than kept by hand:
_refresh_readme_status.py_ rewrites the column from what
_audit_promoted.py_ finds.

Every project still prints Byte-identical ROM verified.

Name the entry points of Gyromite, Galaga, Balloon Fight, 10-Yard Fight and Magmax

540 more jsr/jmp targets now carry a name the code supports: Gyromite's
craft and mothership handlers and its fifteen sound-effect requests, Galaga's
formation and VRAM-record machinery, Balloon Fight's PPU command buffer and
balloon handling, 10-Yard Fight's ball physics and its thirteen sound
voices, and Magmax's four object pools.

Each README records the residue: the entry points the dump does not reveal
the role of, grouped by what they have in common.

Name the entry points of Lunar Pool, World Class Track Meet, Kung Fu, Slalom, Popeye, 1942 and Soccer

1,159 more jsr/jmp targets now carry a name the code supports.

Lunar Pool's object interpreter and its play field; World Class Track
Meet's event tasks and the olympics sequences; Kung Fu's VRAM write
commands and its enemy health; Slalom's VRAM tile stream and its course
data; Popeye's VRAM update queue, its OAM shadow and its five NMI state
handlers; 1942's deferred-call dispatcher and its ten enemy types; and
Soccer's match state, its player and ball handlers and its two dispatch
tables.

Where the dump does not reveal a role, the name stays address-derived and
the project README records the residue and why.

Root README: take the pass status from the tier's audit

refresh_readme_status.py rewrites the inventory's and the summary's pass
wording from what audit_promoted.py finds, so the two cannot disagree.
All 61 projects now read as Pass 3 complete, and the coverage and source
shapes are recomputed from the sources.

Remaining entry-point naming

Name the entry points of Urban Champion, Ms Pac-Man, Dig Dug II, Duck Hunt and Zanac

665 more jsr/jmp targets now carry a name the code supports.

Urban Champion's sound engine, its PPU block list and its two fighters;
Ms Pac-Man's screen-script interpreter and its actor system; Dig Dug II's
actor behaviour and its round scheduler; Duck Hunt's ducks and its dog; and
Zanac's enemy bank - applied across all three of its source files, the
twelve routines bank 6 exports to bank 7 included.

Ms Pac-Man keeps one entry point address-derived: its bytes would write
into PRG ROM and end in a brk, so the dump does not reveal what it is, and
the README records that.

CHANGELOG: record the entry-point naming

Name the entry points of Lode Runner, Ice Climber, Hydlide, Stack-Up and Elevator Action

Re-align the audit comments to the canonical column

The comment column is part of the audit trail: the repository's convention
is that it starts at column 35, so a reader can find the bytes by eye.
Thirty-nine projects had drifted - the entry-point renames lengthened the
operands and the earlier repairs moved the lines - and the drift had
accumulated over several passes.

align_audit_comments.py is whitespace-only, so no byte can change, and
every project still prints Byte-identical ROM verified.

Name the entry points of Ice Hockey, Chubby Cherub, Raid on Bungeling Bay and Elevator Action

1,127 more jsr/jmp targets now carry a name the code supports.

Ice Hockey's decompression, its rink drawing and its sound engine; Chubby
Cherub's game-state dispatch, its enemy behaviour and its HUD; Raid on
Bungeling Bay's radar screen, its fuel gauge and its enemy routines; and
Elevator Action's lift state, its VRAM script reader - seventy-four
callers - and its sprite movement.

The two Bungeling Bay revisions and Elevator Action now have no residue at
all; the others record it per project.

CHANGELOG: record the audit-comment re-alignment

Remaining entry-point naming

Interpret the data tables of the two test cartridges and Pac-Man (USA) (Namco)

**Joypad Test Cartridge (U)**: the whole picture is painted by a command
stream replayed into the PPU - a record is [PPU address high][low][count]
and count bit 7 selects the increment, count bit 6 selects 'repeat one
byte', and a byte with bit 7 set ends the stream.  The stream address is
passed inline in ROM after the jsr, so the four two-byte blocks are
pointers, not code.

**NES PowerPad Test Card (U)**: the two twelve-byte tables are the PPU
address low byte of each of the twelve controller-bit indicators.  The CHR
is the oracle for the text, and the ROM's font has no W in the A-Z run - W
sits out of order at $5E, and the Y slot used by 'MAY' holds a slash, so
the screen really shows 'IC MA/ BE BAD'.

**Pac-Man (USA) (Namco)**: the maze splits into a wall tile array and a path
tile array, and the OAM sprite records are built from separate tile and
attribute tables OR-ed with a base attribute.  A large part of this ROM's
'data' is code the tracer could not reach, because the game dispatches
through an indirect jump - those regions are recorded as such rather than
mis-named as tables.

CHANGELOG: record the tier reaching completion

Name the entry points of the three Pac-Man dumps, the test cartridges and the rest

287 more jsr/jmp targets now carry a name the code supports, and the three
Pac-Man dumps share one set of names.

Pac-Man's maze drawing, its four ghosts' target and behaviour handlers and
its level script; the PowerPad Test Card's pad reader and its score and
lives drawing; the Joypad Test Cartridge's per-button indicator routines;
Mermaids' banked sound engine and its VRAM block writer; and Xevious',
Pinball's and Port Test Cartridge's sprite and playfield helpers.

Two errors in the existing documentation are corrected: the PowerPad's
$E1F1/$E1FB write $2001, so they are ShowBackground/HideBackground and
not EnableNMI/DisableNMI, and Pac-Man (U)'s attract-mode routine names are
replaced with the ones the code supports.

Every project still prints Byte-identical ROM verified.

CHANGELOG: the final entry-point numbers
2026-10-22 00:33:54 -04:00

1771 lines
40 KiB
Plaintext

8000 ShortDelay
8004 EventTaskRun
801B EventTaskRun_Loop
8050 EventTaskRun_Loop2
8058 EventTaskRun_OnNonzero
8059 EventTaskRun_Loop3
8068 EventTaskRun_Loop4
8075 EventTaskRun_Loop5
8078 EventTaskRun_Loop6
80A7 EventTaskRun_Loop7
80AF EventTaskRun_Loop8
80B4 EventTaskRun_Loop9
80C4 EventTaskRun_Loop10
80FE EventTaskRun_Loop11
8118 Sub_8118
815A EventTaskRun_Loop12
8170 EventTaskRun_Loop13
8183 EventTaskRun_Loop14
8184 EventTaskRun_Loop15
8189 EventTaskRun_Loop16
81D3 Sub_81D3
81EE EventTaskRun_Loop17
8219 EventTaskRun_Loop18
8221 EventTaskRun_Loop19
8249 EventTaskRun_Loop20
8265 EventTaskRun_Loop21
826C EventTaskRun_Loop22
827C EventTaskRun_Loop23
827D EventTaskRun_Loop24
82B9 EventTaskRun_Loop25
82BA Sub_82BA
8357 EventTaskRun_Loop26
8358 Sub_8358
8377 EventTaskRun_OnNonzero2
83B2 EventTaskRun_Loop27
83C3 EventTaskRun_Loop28
83C6 Sub_83C6
83EF SpriteSetup
8409 Sub_8409
8416 SpriteSetup_Loop
8428 SpriteSetup_Loop2
842F SpriteSetup_Loop3
843A SpriteSetup_Loop4
8443 SpriteSetup_Loop5
8450 SpriteSetup_Loop6
8466 SpriteSetup_Loop7
8473 SpriteSetup_Loop8
847B SpriteSetup_Loop9
8485 SpriteSetup_Loop10
848B SpriteSetup_Loop11
848E SpriteSetup_Loop12
849B SpriteSetup_Loop13
84AC SpriteSetup_Loop14
84B7 SpriteSetup_Loop15
84C2 SpriteSetup_Loop16
84C5 Sub_84C5
84D1 SpriteSetup_Loop17
84DB SpriteSetup_Loop18
84DE SpriteSetup_Loop19
8512 SpriteSetup_Loop20
8528 SpriteSetup_Loop21
852B SpriteSetup_Loop22
8539 SpriteSetup_Loop23
8547 SpriteSetup_Loop24
8557 SpriteSetup_Loop25
8575 SpriteSetup_Loop26
857E SpriteSetup_Loop27
8581 Sub_8581
858B SpriteSetup_Loop28
85B3 Sub_85B3
85C1 Sub_85C1
85CC Sub_85CC
85D3 SpriteSetup_Loop29
85E8 SpriteSetup_Loop30
8600 SpriteSetup_Loop31
8612 SpriteSetup_Loop32
8613 SpriteSetup_Loop33
8620 SpriteSetup_Loop34
8626 SpriteSetup_OnCarryClear
8627 Sub_8627
8636 SpriteSetup_Loop35
864E SpriteSetup_Loop36
865E SpriteSetup_Loop37
865F SpriteSetup_Loop38
8660 Sub_8660
866E SpriteSetup_Loop39
8677 Sub_8677
868C SpriteSetup_Loop40
868F SpriteSetup_Loop41
86B0 SpriteSetup_Loop42
86B6 SpriteSetup_Loop43
86BA SpriteSetup_Loop44
86EC SpriteSetup_Loop45
86F1 Sub_86F1
870B SpriteSetup_Loop46
874E Sub_874E
8758 SpriteSetup_Loop47
875B Sub_875B
879B Sub_879B
87A7 SpriteSetup_Loop48
87AA Sub_87AA
87EA Sub_87EA
87F6 Sub_87F6
881F SpriteSetup_Loop49
8868 Sub_8868
88A8 Sub_88A8
88F9 Sub_88F9
8908 Sub_8908
8910 Sub_8910
8A08 Sub_8A08
8ABC Sub_8ABC
8AC7 Sub_8AC7
8AD5 SpriteSetup_Loop50
8ADE Sub_8ADE
8AEA SpriteSetup_Loop51
8D18 Sub_8D18
8D42 Sub_8D42
8D45 Sub_8D45
8D93 SpriteSetup_Loop52
9141 Sub_9141
9150 SpriteSetup_Loop53
91CF Sub_91CF
9216 SpriteSetup_Loop54
924C EventTaskB
9275 EventTaskB_Loop
927D EventTaskB_OnNonzero
927E EventTaskB_Loop2
928D EventTaskB_Loop3
9294 EventTaskB_Loop4
92E2 Sub_92E2
92F8 EventTaskB_Loop5
931E EventTaskB_Loop6
931F EventTaskB_Loop7
9346 EventTaskB_Loop8
9347 EventTaskB_Loop9
9364 EventTaskB_Loop10
937B EventTaskB_Loop11
937C EventTaskB_Loop12
93A9 EventTaskB_Loop13
93B5 EventTaskB_Loop14
93BD Sub_93BD
9452 EventTaskB_Loop15
9453 Sub_9453
9477 EventTaskB_OnNonzero2
94B2 EventTaskB_Loop16
94BE Sub_94BE
94E3 Sub_94E3
94FF Sub_94FF
950E EventTaskB_Loop17
9515 EventTaskB_Loop18
9520 EventTaskB_Loop19
9529 EventTaskB_Loop20
953B EventTaskB_Loop21
9555 EventTaskB_Loop22
9563 EventTaskB_Loop23
9585 EventTaskB_Loop24
959E EventTaskB_Loop25
95B2 Sub_95B2
95B9 EventTaskB_Loop26
95BC EventTaskB_Loop27
95CB EventTaskB_OnNonzero3
95E1 EventTaskB_Loop28
95EB EventTaskB_OnNonzero4
9601 EventTaskB_Loop29
9621 EventTaskB_Loop30
9631 Sub_9631
9649 EventTaskB_Loop31
96CC Sub_96CC
971A Sub_971A
9721 EventTaskB_Loop32
9757 EventTaskB_Loop33
9771 EventTaskB_OnCarrySet
9772 EventTaskB_Loop34
97A3 EventTaskB_Loop35
97BD EventTaskB_Loop36
97EA EventTaskB_Loop37
97EE EventTaskB_Loop38
9803 EventTaskB_Loop39
9810 Sub_9810
981D Sub_981D
985D EventTaskB_Loop40
985E SpritePosition
9865 SpritePosition_Loop
986B SpritePosition_Loop2
9889 SpritePosition_Loop3
98DB Sub_98DB
98FE SpritePosition_Loop4
990E SpritePosition_Loop5
9910 Sub_9910
9933 SpritePosition_Loop6
993F SpritePosition_Loop7
9941 Sub_9941
9957 SpritePosition_Loop8
9959 SpritePosition_OnNonzero
9964 Sub_9964
99B7 SpritePosition_Loop9
99C4 SpritePosition_Loop10
99CC Sub_99CC
9A18 SpritePosition_Loop11
9A41 Sub_9A41
9A80 Sub_9A80
9AC6 SpritePosition_Loop12
9B23 Sub_9B23
9B5A Sub_9B5A
9B6D SpritePosition_Loop13
9B76 SpritePosition_OnNonzero2
9B7D SpritePosition_Loop14
9B8E SpritePosition_Loop15
9B90 SpritePosition_OnNonzero3
9BA5 SpritePosition_OnZero
9BDC SpritePosition_OnNonzero4
9BF5 Sub_9BF5
9C33 Sub_9C33
9C46 SpritePosition_Loop16
9C4F SpritePosition_OnNonzero5
9C56 SpritePosition_Loop17
9C6C SpritePosition_Loop18
9C6E SpritePosition_OnNonzero6
9C89 Sub_9C89
9C91 SpritePosition_Loop19
9C9B Sub_9C9B
9CB4 SpritePosition_Loop20
9CB7 Sub_9CB7
9CC1 SpritePosition_OnNonzero7
9CCE SpritePosition_OnNonzero8
9CDB SpritePosition_OnNonzero9
9CE8 SpritePosition_OnNonzero10
9CF5 SpritePosition_OnNonzero11
9D02 SpritePosition_OnNonzero12
9D0E Sub_9D0E
9D10 SpritePosition_OnNonzero13
9D22 SpritePosition_OnNonzero14
9D34 SpritePosition_OnNonzero15
9D46 SpritePosition_OnNonzero16
9D58 SpritePosition_OnNonzero17
9D6A SpritePosition_OnNonzero18
9D7B Sub_9D7B
9D84 SpritePosition_Loop21
9D8F SpritePosition_Loop22
9D9C SpritePosition_Loop23
9DCE SpritePosition_Loop24
9DFE SpritePosition_Loop25
9E30 SpritePosition_Loop26
9E65 Sub_9E65
9E93 SpritePosition_Loop27
9EBA SpritePosition_Loop28
9EC9 SpritePosition_Loop29
9ED0 SpritePosition_Loop30
9F04 SpritePosition_Loop31
A02B Sub_A02B
A04B Sub_A04B
A059 SpritePosition_Loop32
A062 SpritePosition_Loop33
A079 SpritePosition_Loop34
A089 Sub_A089
A092 SpritePosition_Loop35
A0AE SpritePosition_Loop36
A0B1 SpritePosition_Loop37
A0CB SpritePosition_Loop38
A0CE SpritePosition_Loop39
A0ED SpritePosition_Loop40
A0F1 SpritePosition_Loop41
A10C SpritePosition_OnNonzero19
A114 Sub_A114
A12E SpriteDraw
A147 SpriteDraw_Loop
A14B Sub_A14B
A169 Sub_A169
A16E SpriteDraw_Loop2
A182 SpriteDraw_OnNonzero
A1BF SpriteDraw_Loop3
A1C8 SpriteDraw_OnNonzero2
A1D6 Sub_A1D6
A1DB SpriteDraw_Loop4
A1F3 SpriteDraw_OnNonzero3
A247 SpriteDraw_OnNonzero4
A274 SpriteDraw_OnNonzero5
A2A1 SpriteDraw_OnNonzero6
A2DD ObjectState
A31A Sub_A31A
A32E ObjectState_Loop
A333 ObjectState_Loop2
A356 ObjectState_Loop3
A35B ObjectState_Loop4
A37E Sub_A37E
A3B1 ObjectState_Loop5
A3BB ObjectState_Loop6
A3BC Sub_A3BC
A3EC ObjectState_Loop7
A3F6 ObjectState_Loop8
A3F7 Sub_A3F7
A41E ObjectState_Loop9
A42E ObjectState_Loop10
A440 ObjectState_Loop11
A448 Sub_A448
A453 ObjectState_Loop12
A45E ObjectState_Loop13
A45F Sub_A45F
A46F ObjectState_Loop14
A481 ObjectState_Loop15
A48C Sub_A48C
A4C5 ObjectState_Loop16
A4C6 ObjectState_Loop17
A4E3 ObjectState_Loop18
A4E4 Sub_A4E4
A524 ObjectState_Loop19
A527 ObjectState_Loop20
A534 ObjectState_Loop21
A539 ObjectState_Loop22
A546 ObjectState_Loop23
A56F ObjectDraw
A592 ObjectDraw_Loop
A59E ObjectDraw_Loop2
A614 Sub_A614
A630 ObjectDraw_Loop3
A635 Sub_A635
A643 ObjectDraw_Loop4
A649 Sub_A649
A66F ObjectDraw_Loop5
A67E ObjectDraw_Loop6
A68A Sub_A68A
A68B Sub_A68B
A6F0 Sub_A6F0
A705 Sub_A705
A70D ObjectDraw_Loop7
A789 Sub_A789
A792 ObjectUpdate
A79E ObjectUpdate_OnNonzero
A7AC Sub_A7AC
A7E9 ObjectUpdate_OnNonzero2
A82B Sub_A82B
A83A ObjectUpdate_OnNonzero3
A853 ObjectUpdate_Loop
A86F ObjectUpdate_Loop2
A870 EventState
A8C8 GameModeTask
A905 GameModeTask_Loop
A908 GameModeTask_Loop2
A918 GameModeTask_Loop3
A91F GameModeTask_Loop4
A92F GameModeTask_Loop5
A936 GameModeTask_Loop6
A937 Sub_A937
A946 GameModeTask_Loop7
A96F GameModeTask_Loop8
A971 GameModeTask_Loop9
A97F Sub_A97F
A98E GameModeTask_Loop10
A9B7 GameModeTask_Loop11
A9B9 GameModeTask_Loop12
A9D0 Sub_A9D0
A9E7 GameModeTask_Loop13
AA03 GameModeTask_Loop14
AA33 GameModeTask_Loop15
AA35 GameModeTask_Loop16
AA39 GameModeTask_Loop17
AA5D GameModeTask_Loop18
AA6B GameModeTask_Loop19
AA75 GameModeTask_Loop20
AA85 GameModeTask_Loop21
AA90 GameModeTask_Loop22
AA9A GameModeTask_Loop23
AAA5 Sub_AAA5
AABC GameModeTask_Loop24
AAD8 GameModeTask_Loop25
AB0A GameModeTask_Loop26
AB0C GameModeTask_Loop27
AB10 GameModeTask_Loop28
AB34 GameModeTask_Loop29
AB42 GameModeTask_Loop30
AB4C GameModeTask_Loop31
AB5C GameModeTask_Loop32
AB67 GameModeTask_Loop33
AB71 GameModeTask_Loop34
AB7C Sub_AB7C
ABD1 GameModeTask_Loop35
ABD6 GameModeTask_Loop36
ABF0 Sub_ABF0
AC47 GameModeTask_Loop37
AC4C GameModeTask_Loop38
AD0C Sub_AD0C
AD34 GameModeTask_Loop39
AD44 GameModeTask_Loop40
AD51 GameModeTask_Loop41
AD52 Sub_AD52
AD61 GameModeTask_Loop42
AD86 Sub_AD86
ADA3 GameModeTask_Loop43
ADA7 GameModeTask_Loop44
ADB1 Sub_ADB1
ADC4 GameModeTask_Loop45
AE14 Sub_AE14
AE3D GameModeTask_Loop46
AE4C GameModeTask_Loop47
AE58 GameModeTask_Loop48
AE61 GameModeTask_Loop49
AE6A GameModeTask_Loop50
AE73 GameModeTask_Loop51
AE7C GameModeTask_Loop52
AE85 GameModeTask_Loop53
AE86 Sub_AE86
AEC2 Sub_AEC2
AEFE Sub_AEFE
AF3A Sub_AF3A
AF76 Sub_AF76
AFB2 Sub_AFB2
AFEE Sub_AFEE
BE63 AudioChannelLoop
BE66 AudioChannelLoop_OnNonzero
BE75 SoundChannelStep
BEBB SoundChannelStep_Loop
BEBF ClearObjectSlot
BEC9 ClearObjectSlot_OnNonnegative
BED0 ClearObjectSlot_OnNonnegative2
BEDD SoundChanInit
BEE4 Sub_BEE4
BEEB Sub_BEEB
BEF2 SoundChanInit_OnNonnegative
BF00 SoundChanInit_Loop
BF04 Sub_BF04
BF22 SoundChanInit_Loop2
BF25 SoundChanInit_Loop3
BF3D SoundChanInit_Loop4
BF40 SoundChanInit_Loop5
BF5F SoundChanInit_Loop6
BF6D SoundChanInit_Loop7
BF70 SoundChanInit_Loop8
BF77 SoundChanInit_Loop9
BF84 SoundChanInit_OnZero
BF89 SoundNote
BFA2 SoundNote_Loop
BFB5 SoundNote_Loop2
BFE8 Sub_BFE8
BFF0 Sub_BFF0
BFF8 Sub_BFF8
C000 SoundNote_Loop3
C00A Sub_C00A
C015 Sub_C015
C029 Sub_C029
C02F SoundNote_OnNonzero
C037 Sub_C037
C047 SoundNote_Loop4
C04F Sub_C04F
C057 Sub_C057
C07B Sub_C07B
C083 Sub_C083
C097 Sub_C097
C0AD Sub_C0AD
C0D1 Sub_C0D1
C0E5 SoundNote_Loop5
C0F8 Sub_C0F8
C105 SoundNote_OnNonzero2
C111 SoundNote_Loop6
C126 SoundNote_Loop7
C129 Sub_C129
C134 Sub_C134
C168 SoundNote_Loop8
C169 SoundNote_Loop9
C16C SoundNote_OnNonnegative
C174 SoundNote_Loop10
C189 Sub_C189
C1B8 SoundNote_Loop11
C1BA SoundNote_Loop12
C1C0 SoundNote_Loop13
C1D0 SoundNote_Loop14
C1F9 SoundNote_Loop15
C216 SoundNote_Loop16
C21B SoundNote_OnCarryClear
C23A SoundNote_Loop17
C243 SoundNote_Loop18
C24D SoundNote_Loop19
C24F SoundNote_Loop20
C267 Sub_C267
C272 SoundNote_Loop21
C289 Sub_C289
C2BF Sub_C2BF
C2C2 ObjectCollision
C2CB ObjectCollision_Loop
C2CC Sub_C2CC
C2D3 Sub_C2D3
C2FE ObjectCollision_Loop2
C2FF Sub_C2FF
C30E Sub_C30E
C320 ObjectCollision_Loop3
C33A Sub_C33A
C343 ObjectCollision_Loop4
C373 ObjectCollision_Loop5
C390 ObjectCollision_Loop6
C3A5 ObjectCollision_Loop7
C3A7 ObjectCollision_Loop8
C3B2 ObjectCollision_Loop9
C3BB ObjectCollision_Loop10
C3C2 Sub_C3C2
C3D4 Sub_C3D4
C3DD ObjectCollision_Loop11
C3FE ObjectCollision_Loop12
C3FF Sub_C3FF
C418 ObjectCollision_Loop13
C419 Sub_C419
C41D ObjectCollision_OnNonzero
C42D ObjectCollision_Loop14
CF36 Sub_CF36
CF7D ObjectCollision_Loop15
CF92 ObjectCollision_Loop16
CF97 Sub_CF97
CF99 ObjectCollision_OnNonzero2
CFBA Sub_CFBA
CFC2 ObjectCollision_OnNonzero3
CFF8 ObjectCollision_Loop17
CFF9 Sub_CFF9
D007 ObjectCollision_Loop18
D017 ObjectCollision_Loop19
D022 ObjectCollision_Loop20
D02D ObjectCollision_Loop21
D03D ObjectCollision_Loop22
D048 ObjectCollision_Loop23
D053 ObjectCollision_Loop24
D054 Sub_D054
D065 ObjectCollision_Loop25
D077 Sub_D077
D08E Sub_D08E
D098 ObjectCollision_OnNonzero4
D0A5 ObjectCollision_Loop26
D0AE ObjectCollision_Loop27
D0AF Sub_D0AF
D0BD ObjectCollision_Loop28
D0C7 ObjectCollision_Loop29
D0D5 ObjectCollision_Loop30
D0DF ObjectCollision_Loop31
D0F0 ObjectCollision_Loop32
D0F1 PollControllers
D103 PollControllers_Loop
D13B Sub_D13B
D151 PollControllers_Loop2
D15A Sub_D15A
D17D PollControllers_Loop3
D17E Sub_D17E
D19B PollControllers_Loop4
D1AD PollControllers_Loop5
D1AE Sub_D1AE
D1C2 PollControllers_Loop6
D1DC PollControllers_Loop7
D1DD Sub_D1DD
D1EC PollControllers_OnNonzero
D1FA PollControllers_Loop8
D221 Sub_D221
D22D PollControllers_Loop9
D23F PollControllers_Loop10
D240 Sub_D240
D25D Sub_D25D
D269 PollControllers_Loop11
D27C PollControllers_OnNonzero2
D28A PollControllers_Loop12
D299 PollControllers_Loop13
D2B2 PollControllers_Loop14
D2BE Sub_D2BE
D2D6 PollControllers_Loop15
D2F8 PollControllers_Loop16
D304 PollControllers_Loop17
D32B EventTaskInit
D334 EventTaskInit_Loop
D370 EventTaskInit_Loop2
D390 EventTaskInit_OnNonzero
D3D5 EventTaskInit_OnNonzero2
D42C EventTaskInit_Loop3
D43B Sub_D43B
D460 EventTaskInit_Loop4
D468 EventTaskInit_Loop5
D496 EventTaskInit_Loop6
D4B9 EventTaskInit_Loop7
D4BC EventTaskInit_Loop8
D4C9 EventTaskInit_Loop9
D4E3 EventTaskInit_Loop10
D507 EventTaskInit_OnNonzero3
D52F EventTaskInit_Loop11
D563 EventTaskInit_Loop12
D565 Sub_D565
D686 Sub_D686
D690 EventTaskInit_Loop13
D6C2 EventTaskInit_Loop14
D6D3 Sub_D6D3
D6DD EventTaskInit_Loop15
D6F3 EventTaskInit_Loop16
D6F4 Sub_D6F4
D721 EventTaskInit_Loop17
D738 Sub_D738
D759 EventTaskInit_Loop18
D75A EventTaskInit_Loop19
D770 Sub_D770
D78C EventTaskInit_Loop20
D790 EventTaskInit_OnNonzero4
D7A5 EventTaskInit_OnNonzero5
D7B0 EventTaskInit_Loop21
D7B3 EventTaskInit_Loop22
D7C0 EventTaskInit_OnNonzero6
D7CF Sub_D7CF
D7DB EventTaskInit_OnNonzero7
D7EA EventTaskInit_OnNonzero8
D801 EventTaskInit_Loop23
D80F Sub_D80F
D822 EventTaskInit_Loop24
D82B EventTaskInit_OnNonzero9
D832 EventTaskInit_Loop25
D83B EventTaskInit_Loop26
D847 EventTaskInit_Loop27
D855 Sub_D855
D868 EventTaskInit_Loop28
D876 EventTaskInit_OnNonzero10
D87D EventTaskInit_Loop29
D889 Sub_D889
D88C EventTaskInit_Loop30
D88E EventTaskInit_OnNonzero11
D89D EventTaskInit_Loop31
D8A8 EventTaskInit_OnNonzero12
D8F2 Sub_D8F2
D8F4 EventTaskInit_OnNonzero13
D907 Sub_D907
D90F EventTaskInit_OnNonzero14
D977 Sub_D977
D979 EventTaskInit_OnNonzero15
D9BD EventTaskInit_Loop32
E0D5 OlympicsScheduler
E0EE OlympicsScheduler_Loop
E0EF Sub_E0EF
E109 Sub_E109
E114 OlympicsScheduler_Loop2
E117 OlympicsScheduler_Loop3
E13C OlympicsScheduler_OnNonzero
E144 OlympicsScheduler_OnNonzero2
E16D Sub_E16D
E178 OlympicsScheduler_Loop4
E18C OlympicsScheduler_Loop5
E19D OlympicsScheduler_Loop6
E1AE OlympicsScheduler_Loop7
E1B9 OlympicsScheduler_Loop8
E1C3 OlympicsScheduler_OnNonzero3
E1C4 OlympicsScheduler_Loop9
E1EA OlympicsScheduler_Loop10
E20D Sub_E20D
E21D OlympicsScheduler_Loop11
E225 OlympicsScheduler_Loop12
E233 Sub_E233
E245 OlympicsScheduler_Loop13
E25F OlympicsScheduler_Loop14
E268 OlympicsScheduler_Loop15
E27E Sub_E27E
E290 OlympicsScheduler_Loop16
E298 OlympicsScheduler_Loop17
E2B2 Sub_E2B2
E2DE Sub_E2DE
E2EA OlympicsScheduler_Loop18
E328 OlympicsScheduler_Loop19
E329 OlympicsScheduler_Loop20
E36F OlympicsScheduler_Loop21
E38B OlympicsScheduler_Loop22
E395 Sub_E395
E3B4 OlympicsScheduler_Loop23
E3D3 OlympicsScheduler_Loop24
E402 OlympicsScheduler_Loop25
E405 OlympicsScheduler_Loop26
E423 OlympicsScheduler_Loop27
E424 OlympicsScheduler_Loop28
E427 Sub_E427
E42A Sub_E42A
E434 OlympicsScheduler_Loop29
E44D OlympicsScheduler_Loop30
E456 OlympicsScheduler_Loop31
E466 OlympicsScheduler_Loop32
E46E OlympicsScheduler_Loop33
E492 OlympicsScheduler_OnNonzero4
E4A4 OlympicsScheduler_Loop34
E4A7 OlympicsScheduler_Loop35
E4AF OlympicsScheduler_Loop36
E4BA OlympicsScheduler_Loop37
E4E9 OlympicsScheduler_Loop38
E4EB Sub_E4EB
E515 OlympicsScheduler_OnNonnegative
E52C Sub_E52C
E54F OlympicsScheduler_Loop39
E553 OlympicsScheduler_OnNonzero5
E554 OlympicsScheduler_Loop40
E55F Sub_E55F
E566 OlympicsScheduler_OnNonzero6
E569 OlympicsScheduler_Loop41
E581 OlympicsScheduler_OnCarryClear
E587 OlympicsScheduler_Loop42
E592 OlympicsScheduler_Loop43
E5B5 OlympicsScheduler_Loop44
E5CB OlympicsScheduler_Loop45
E5D2 OlympicsScheduler_Loop46
E5E4 OlympicsScheduler_Loop47
E5E6 OlympicsScheduler_Loop48
E5F1 OlympicsScheduler_Loop49
E60A Sub_E60A
E625 Sub_E625
E62C Sub_E62C
E638 OlympicsScheduler_OnNonzero7
E642 OlympicsScheduler_OnNonzero8
E674 OlympicsScheduler_OnNonzero9
E67C OlympicsScheduler_OnNonzero10
E695 OlympicsScheduler_Loop50
E6A2 OlympicsScheduler_Loop51
E6A8 Sub_E6A8
E6B2 OlympicsScheduler_OnCarrySet
E6B6 OlympicsScheduler_OnNonnegative2
E6CB OlympicsScheduler_Loop52
E6CC Sub_E6CC
E709 Sub_E709
E72B OlympicsScheduler_Loop53
E735 OlympicsScheduler_OnCarryClear2
E73B OlympicsScheduler_Loop54
E745 Sub_E745
E772 Sub_E772
E7AE Sub_E7AE
E7B6 OlympicsScheduler_Loop55
E7E1 OlympicsScheduler_Loop56
E7FD OlympicsScheduler_Loop57
E807 OlympicsScheduler_Loop58
E819 OlympicsScheduler_Loop59
E835 OlympicsScheduler_Loop60
E839 OlympicsScheduler_Loop61
E83D OlympicsScheduler_Loop62
E844 OlympicsScheduler_Loop63
E85A Sub_E85A
E866 OlympicsScheduler_Loop64
E880 Sub_E880
E89F Sub_E89F
E8C0 Sub_E8C0
E8C6 OlympicsScheduler_Loop65
E8D8 OlympicsScheduler_Loop66
E8E0 OlympicsScheduler_Loop67
E8EB OlympicsScheduler_Loop68
E8FA Sub_E8FA
E90B Sub_E90B
E918 OlympicsScheduler_Loop69
E943 Sub_E943
E94E OlympicsScheduler_OnCarryClear3
E957 OlympicsScheduler_Loop70
E95C OlympicsScheduler_OnCarryClear4
E965 OlympicsScheduler_Loop71
E978 OlympicsScheduler_OnNonnegative3
EB04 Sub_EB04
EB2D OlympicsScheduler_Loop72
EB3B OlympicsScheduler_Loop73
EB4D OlympicsScheduler_Loop74
EB4E Sub_EB4E
EB5C OlympicsScheduler_OnNonzero11
EB70 OlympicsScheduler_Loop75
EB74 OlympicsScheduler_Loop76
EB78 OlympicsScheduler_OnCarryClear5
EB7A OlympicsScheduler_OnCarryClear6
EB89 OlympicsScheduler_OnNonzero12
EB9B OlympicsScheduler_Loop77
EBA5 Sub_EBA5
EBBA OlympicsScheduler_Loop78
EBC5 OlympicsScheduler_Loop79
EBC8 OlympicsScheduler_Loop80
EBC9 Sub_EBC9
EBF5 OlympicsScheduler_OnCarryClear7
EC0E Sub_EC0E
EC22 Sub_EC22
EC24 OlympicsScheduler_OnCarrySet2
EC44 OlympicsScheduler_Loop81
EC5E OlympicsScheduler_Loop82
EC68 OlympicsScheduler_Loop83
EC6F OlympicsScheduler_OnNonzero13
EC84 OlympicsScheduler_Loop84
EC86 OlympicsScheduler_Loop85
EC8B OlympicsScheduler_Loop86
EC8C Sub_EC8C
EC96 OlympicsScheduler_Loop87
ECB5 OlympicsScheduler_Loop88
ECF0 OlympicsScheduler_Loop89
ED01 OlympicsScheduler_Loop90
ED31 OlympicsScheduler_Loop91
ED35 Sub_ED35
ED53 Sub_ED53
ED59 OlympicsScheduler_Loop92
ED5A Sub_ED5A
ED62 OlympicsScheduler_Loop93
ED64 OlympicsScheduler_OnCarryClear8
ED96 OlympicsScheduler_Loop94
ED9F Sub_ED9F
EDC6 OlympicsScheduler_OnCarryClear9
EDF7 OlympicsScheduler_OnNonzero14
EE1B Sub_EE1B
EE3D Sub_EE3D
EE52 Sub_EE52
EE6E Sub_EE6E
EE7A Sub_EE7A
EE90 OlympicsScheduler_Loop95
EEA5 OlympicsScheduler_Loop96
EEA6 OlympicsScheduler_OnNonzero15
EEB1 OlympicsScheduler_Loop97
EEC0 OlympicsScheduler_OnNonzero16
EECB OlympicsScheduler_Loop98
EEE0 OlympicsScheduler_Loop99
EEF8 OlympicsScheduler_OnNonzero17
EF23 OlympicsScheduler_Loop100
EF25 OlympicsScheduler_Loop101
EF29 OlympicsScheduler_OnNonzero18
EF3F OlympicsScheduler_Loop102
EF4C Sub_EF4C
EF7C EventInit
EFC6 Sub_EFC6
EFD7 Sub_EFD7
EFD9 Sub_EFD9
F00C Sub_F00C
F014 EventInit_OnNonzero
F6FD Reset
F719 ClearRam
F743 ClearOam
F74F MainLoop
F757 MainLoop_NextSlot
F77A MainLoop_RunTask
F780 TaskDispatch
F78D FrameEnd
F7A0 TaskSlotStart
F7BE TaskSlotStart_OnNonzero
F7C5 TaskSlotStart_Loop
F7CA TaskSlotClear
F7DE EnableNmi
F7EA TaskFrameWait
F7F5 DelayFrames
F7F9 DelayFrames_OnNonzero
F803 NmiHandler
F83F NmiHandler_Loop
F84F NmiHandler_Loop2
F859 NmiHandler_OnNonzero
F868 NmiHandler_OnZero
F8A8 Sub_F8A8
F8BC InitDisplay
F8D7 WaitVblankStart
F8DC WaitVblankEnd
F8E6 FrameDelay
F8F5 NmiPaletteUpdate
F91F NmiPaletteUpdate_OnNonzero
F939 NmiPaletteUpdate_Loop
F957 NmiPaletteUpdate_Loop2
F963 NmiPaletteUpdate_OnNonzero2
F970 NmiPaletteUpdate_Loop3
F999 NmiPaletteUpdate_OnNonzero3
F9A3 NmiPaletteUpdate_Loop4
F9CA NmiPaletteUpdate_OnNonzero4
F9D6 NmiPaletteUpdate_Loop5
F9E0 Sub_F9E0
F9FC NmiPaletteUpdate_Loop6
F9FF NmiPaletteUpdate_Loop7
FA14 NmiPaletteUpdate_Loop8
FA32 NmiPaletteUpdate_OnNonzero5
FA4C NmiPaletteUpdate_Loop9
FA55 NmiPaletteUpdate_Loop10
FA59 NmiPaletteUpdate_OnNonzero6
FA69 NmiPaletteUpdate_Loop11
FA88 NmiPaletteUpdate_Loop12
FA91 NmiPaletteUpdate_Loop13
FA9D PaletteLoad
FAAF PaletteLoad_Loop
FABB Sub_FABB
FABD Sub_FABD
FACB PaletteLoad_Loop2
FAE8 PaletteLoad_Loop3
FAFB PaletteLoad_Loop4
FB1E Sub_FB1E
FB37 PaletteLoad_Loop5
FB52 PaletteLoad_Loop6
FB58 PaletteLoad_OnNonzero
FB6A PaletteLoad_OnNonzero2
FB72 PaletteLoad_Loop7
FB96 PaletteLoad_Loop8
FB97 Sub_FB97
FBAB Sub_FBAB
FBB9 PaletteLoad_Loop9
FBCB PaletteLoad_Loop10
FBE3 OamCopy
FC0D OamCopy_OnNonzero
FC2A OamCopy_Loop
FC2B SpriteTile
FC2D SpriteTile_OnNonzero
FC39 Sub_FC39
FC45 Sub_FC45
FC4E Sub_FC4E
FC52 SpriteTile_OnNonzero2
FC63 Sub_FC63
# ---- derived internal branch-target names ----
8000 ShortDelay
8004 EventTaskRun
801B EventTaskRun_Loop
8050 EventTaskRun_Loop2
8058 EventTaskRun_OnNonzero
8059 EventTaskRun_Loop3
8068 EventTaskRun_Loop4
8075 EventTaskRun_Loop5
8078 EventTaskRun_Loop6
80A7 EventTaskRun_Loop7
80AF EventTaskRun_Loop8
80B4 EventTaskRun_Loop9
80C4 EventTaskRun_Loop10
80FE EventTaskRun_Loop11
8118 Sub_8118
815A EventTaskRun_Loop12
8170 EventTaskRun_Loop13
8183 EventTaskRun_Loop14
8184 EventTaskRun_Loop15
8189 EventTaskRun_Loop16
81D3 Sub_81D3
81EE EventTaskRun_Loop17
8219 EventTaskRun_Loop18
8221 EventTaskRun_Loop19
8249 EventTaskRun_Loop20
8265 EventTaskRun_Loop21
826C EventTaskRun_Loop22
827C EventTaskRun_Loop23
827D EventTaskRun_Loop24
82B9 EventTaskRun_Loop25
82BA Sub_82BA
8357 EventTaskRun_Loop26
8358 Sub_8358
8377 EventTaskRun_OnNonzero2
83B2 EventTaskRun_Loop27
83C3 EventTaskRun_Loop28
83C6 Sub_83C6
83EF SpriteSetup
8409 Sub_8409
8416 SpriteSetup_Loop
8428 SpriteSetup_Loop2
842F SpriteSetup_Loop3
843A SpriteSetup_Loop4
8443 SpriteSetup_Loop5
8450 SpriteSetup_Loop6
8466 SpriteSetup_Loop7
8473 SpriteSetup_Loop8
847B SpriteSetup_Loop9
8485 SpriteSetup_Loop10
848B SpriteSetup_Loop11
848E SpriteSetup_Loop12
849B SpriteSetup_Loop13
84AC SpriteSetup_Loop14
84B7 SpriteSetup_Loop15
84C2 SpriteSetup_Loop16
84C5 Sub_84C5
84D1 SpriteSetup_Loop17
84DB SpriteSetup_Loop18
84DE SpriteSetup_Loop19
8512 SpriteSetup_Loop20
8528 SpriteSetup_Loop21
852B SpriteSetup_Loop22
8539 SpriteSetup_Loop23
8547 SpriteSetup_Loop24
8557 SpriteSetup_Loop25
8575 SpriteSetup_Loop26
857E SpriteSetup_Loop27
8581 Sub_8581
858B SpriteSetup_Loop28
85B3 Sub_85B3
85C1 Sub_85C1
85CC Sub_85CC
85D3 SpriteSetup_Loop29
85E8 SpriteSetup_Loop30
8600 SpriteSetup_Loop31
8612 SpriteSetup_Loop32
8613 SpriteSetup_Loop33
8620 SpriteSetup_Loop34
8626 SpriteSetup_OnCarryClear
8627 Sub_8627
8636 SpriteSetup_Loop35
864E SpriteSetup_Loop36
865E SpriteSetup_Loop37
865F SpriteSetup_Loop38
8660 Sub_8660
866E SpriteSetup_Loop39
8677 Sub_8677
868C SpriteSetup_Loop40
868F SpriteSetup_Loop41
86B0 SpriteSetup_Loop42
86B6 SpriteSetup_Loop43
86BA SpriteSetup_Loop44
86EC SpriteSetup_Loop45
86F1 Sub_86F1
870B SpriteSetup_Loop46
874E Sub_874E
8758 SpriteSetup_Loop47
875B Sub_875B
879B Sub_879B
87A7 SpriteSetup_Loop48
87AA Sub_87AA
87EA Sub_87EA
87F6 Sub_87F6
881F SpriteSetup_Loop49
8868 Sub_8868
88A8 Sub_88A8
88F9 Sub_88F9
8908 Sub_8908
8910 Sub_8910
8A08 Sub_8A08
8ABC Sub_8ABC
8AC7 Sub_8AC7
8AD5 SpriteSetup_Loop50
8ADE Sub_8ADE
8AEA SpriteSetup_Loop51
8D18 Sub_8D18
8D42 Sub_8D42
8D45 Sub_8D45
8D93 SpriteSetup_Loop52
9141 Sub_9141
9150 SpriteSetup_Loop53
91CF Sub_91CF
9216 SpriteSetup_Loop54
924C EventTaskB
9275 EventTaskB_Loop
927D EventTaskB_OnNonzero
927E EventTaskB_Loop2
928D EventTaskB_Loop3
9294 EventTaskB_Loop4
92E2 Sub_92E2
92F8 EventTaskB_Loop5
931E EventTaskB_Loop6
931F EventTaskB_Loop7
9346 EventTaskB_Loop8
9347 EventTaskB_Loop9
9364 EventTaskB_Loop10
937B EventTaskB_Loop11
937C EventTaskB_Loop12
93A9 EventTaskB_Loop13
93B5 EventTaskB_Loop14
93BD Sub_93BD
9452 EventTaskB_Loop15
9453 Sub_9453
9477 EventTaskB_OnNonzero2
94B2 EventTaskB_Loop16
94BE Sub_94BE
94E3 Sub_94E3
94FF Sub_94FF
950E EventTaskB_Loop17
9515 EventTaskB_Loop18
9520 EventTaskB_Loop19
9529 EventTaskB_Loop20
953B EventTaskB_Loop21
9555 EventTaskB_Loop22
9563 EventTaskB_Loop23
9585 EventTaskB_Loop24
959E EventTaskB_Loop25
95B2 Sub_95B2
95B9 EventTaskB_Loop26
95BC EventTaskB_Loop27
95CB EventTaskB_OnNonzero3
95E1 EventTaskB_Loop28
95EB EventTaskB_OnNonzero4
9601 EventTaskB_Loop29
9621 EventTaskB_Loop30
9631 Sub_9631
9649 EventTaskB_Loop31
96CC Sub_96CC
971A Sub_971A
9721 EventTaskB_Loop32
9757 EventTaskB_Loop33
9771 EventTaskB_OnCarrySet
9772 EventTaskB_Loop34
97A3 EventTaskB_Loop35
97BD EventTaskB_Loop36
97EA EventTaskB_Loop37
97EE EventTaskB_Loop38
9803 EventTaskB_Loop39
9810 Sub_9810
981D Sub_981D
985D EventTaskB_Loop40
985E SpritePosition
9865 SpritePosition_Loop
986B SpritePosition_Loop2
9889 SpritePosition_Loop3
98DB Sub_98DB
98FE SpritePosition_Loop4
990E SpritePosition_Loop5
9910 Sub_9910
9933 SpritePosition_Loop6
993F SpritePosition_Loop7
9941 Sub_9941
9957 SpritePosition_Loop8
9959 SpritePosition_OnNonzero
9964 Sub_9964
99B7 SpritePosition_Loop9
99C4 SpritePosition_Loop10
99CC Sub_99CC
9A18 SpritePosition_Loop11
9A41 Sub_9A41
9A80 Sub_9A80
9AC6 SpritePosition_Loop12
9B23 Sub_9B23
9B5A Sub_9B5A
9B6D SpritePosition_Loop13
9B76 SpritePosition_OnNonzero2
9B7D SpritePosition_Loop14
9B8E SpritePosition_Loop15
9B90 SpritePosition_OnNonzero3
9BA5 SpritePosition_OnZero
9BDC SpritePosition_OnNonzero4
9BF5 Sub_9BF5
9C33 Sub_9C33
9C46 SpritePosition_Loop16
9C4F SpritePosition_OnNonzero5
9C56 SpritePosition_Loop17
9C6C SpritePosition_Loop18
9C6E SpritePosition_OnNonzero6
9C89 Sub_9C89
9C91 SpritePosition_Loop19
9C9B Sub_9C9B
9CB4 SpritePosition_Loop20
9CB7 Sub_9CB7
9CC1 SpritePosition_OnNonzero7
9CCE SpritePosition_OnNonzero8
9CDB SpritePosition_OnNonzero9
9CE8 SpritePosition_OnNonzero10
9CF5 SpritePosition_OnNonzero11
9D02 SpritePosition_OnNonzero12
9D0E Sub_9D0E
9D10 SpritePosition_OnNonzero13
9D22 SpritePosition_OnNonzero14
9D34 SpritePosition_OnNonzero15
9D46 SpritePosition_OnNonzero16
9D58 SpritePosition_OnNonzero17
9D6A SpritePosition_OnNonzero18
9D7B Sub_9D7B
9D84 SpritePosition_Loop21
9D8F SpritePosition_Loop22
9D9C SpritePosition_Loop23
9DCE SpritePosition_Loop24
9DFE SpritePosition_Loop25
9E30 SpritePosition_Loop26
9E65 Sub_9E65
9E93 SpritePosition_Loop27
9EBA SpritePosition_Loop28
9EC9 SpritePosition_Loop29
9ED0 SpritePosition_Loop30
9F04 SpritePosition_Loop31
A02B Sub_A02B
A04B Sub_A04B
A059 SpritePosition_Loop32
A062 SpritePosition_Loop33
A079 SpritePosition_Loop34
A089 Sub_A089
A092 SpritePosition_Loop35
A0AE SpritePosition_Loop36
A0B1 SpritePosition_Loop37
A0CB SpritePosition_Loop38
A0CE SpritePosition_Loop39
A0ED SpritePosition_Loop40
A0F1 SpritePosition_Loop41
A10C SpritePosition_OnNonzero19
A114 Sub_A114
A12E SpriteDraw
A147 SpriteDraw_Loop
A14B Sub_A14B
A169 Sub_A169
A16E SpriteDraw_Loop2
A182 SpriteDraw_OnNonzero
A1BF SpriteDraw_Loop3
A1C8 SpriteDraw_OnNonzero2
A1D6 Sub_A1D6
A1DB SpriteDraw_Loop4
A1F3 SpriteDraw_OnNonzero3
A247 SpriteDraw_OnNonzero4
A274 SpriteDraw_OnNonzero5
A2A1 SpriteDraw_OnNonzero6
A2DD ObjectState
A31A Sub_A31A
A32E ObjectState_Loop
A333 ObjectState_Loop2
A356 ObjectState_Loop3
A35B ObjectState_Loop4
A37E Sub_A37E
A3B1 ObjectState_Loop5
A3BB ObjectState_Loop6
A3BC Sub_A3BC
A3EC ObjectState_Loop7
A3F6 ObjectState_Loop8
A3F7 Sub_A3F7
A41E ObjectState_Loop9
A42E ObjectState_Loop10
A440 ObjectState_Loop11
A448 Sub_A448
A453 ObjectState_Loop12
A45E ObjectState_Loop13
A45F Sub_A45F
A46F ObjectState_Loop14
A481 ObjectState_Loop15
A48C Sub_A48C
A4C5 ObjectState_Loop16
A4C6 ObjectState_Loop17
A4E3 ObjectState_Loop18
A4E4 Sub_A4E4
A524 ObjectState_Loop19
A527 ObjectState_Loop20
A534 ObjectState_Loop21
A539 ObjectState_Loop22
A546 ObjectState_Loop23
A56F ObjectDraw
A592 ObjectDraw_Loop
A59E ObjectDraw_Loop2
A614 Sub_A614
A630 ObjectDraw_Loop3
A635 Sub_A635
A643 ObjectDraw_Loop4
A649 Sub_A649
A66F ObjectDraw_Loop5
A67E ObjectDraw_Loop6
A68A Sub_A68A
A68B Sub_A68B
A6F0 Sub_A6F0
A705 Sub_A705
A70D ObjectDraw_Loop7
A789 Sub_A789
A792 ObjectUpdate
A79E ObjectUpdate_OnNonzero
A7AC Sub_A7AC
A7E9 ObjectUpdate_OnNonzero2
A82B Sub_A82B
A83A ObjectUpdate_OnNonzero3
A853 ObjectUpdate_Loop
A86F ObjectUpdate_Loop2
A870 EventState
A8C8 GameModeTask
A905 GameModeTask_Loop
A908 GameModeTask_Loop2
A918 GameModeTask_Loop3
A91F GameModeTask_Loop4
A92F GameModeTask_Loop5
A936 GameModeTask_Loop6
A937 Sub_A937
A946 GameModeTask_Loop7
A96F GameModeTask_Loop8
A971 GameModeTask_Loop9
A97F Sub_A97F
A98E GameModeTask_Loop10
A9B7 GameModeTask_Loop11
A9B9 GameModeTask_Loop12
A9D0 Sub_A9D0
A9E7 GameModeTask_Loop13
AA03 GameModeTask_Loop14
AA33 GameModeTask_Loop15
AA35 GameModeTask_Loop16
AA39 GameModeTask_Loop17
AA5D GameModeTask_Loop18
AA6B GameModeTask_Loop19
AA75 GameModeTask_Loop20
AA85 GameModeTask_Loop21
AA90 GameModeTask_Loop22
AA9A GameModeTask_Loop23
AAA5 Sub_AAA5
AABC GameModeTask_Loop24
AAD8 GameModeTask_Loop25
AB0A GameModeTask_Loop26
AB0C GameModeTask_Loop27
AB10 GameModeTask_Loop28
AB34 GameModeTask_Loop29
AB42 GameModeTask_Loop30
AB4C GameModeTask_Loop31
AB5C GameModeTask_Loop32
AB67 GameModeTask_Loop33
AB71 GameModeTask_Loop34
AB7C Sub_AB7C
ABD1 GameModeTask_Loop35
ABD6 GameModeTask_Loop36
ABF0 Sub_ABF0
AC47 GameModeTask_Loop37
AC4C GameModeTask_Loop38
AD0C Sub_AD0C
AD34 GameModeTask_Loop39
AD44 GameModeTask_Loop40
AD51 GameModeTask_Loop41
AD52 Sub_AD52
AD61 GameModeTask_Loop42
AD86 Sub_AD86
ADA3 GameModeTask_Loop43
ADA7 GameModeTask_Loop44
ADB1 Sub_ADB1
ADC4 GameModeTask_Loop45
AE14 Sub_AE14
AE3D GameModeTask_Loop46
AE4C GameModeTask_Loop47
AE58 GameModeTask_Loop48
AE61 GameModeTask_Loop49
AE6A GameModeTask_Loop50
AE73 GameModeTask_Loop51
AE7C GameModeTask_Loop52
AE85 GameModeTask_Loop53
AE86 Sub_AE86
AEC2 Sub_AEC2
AEFE Sub_AEFE
AF3A Sub_AF3A
AF76 Sub_AF76
AFB2 Sub_AFB2
AFEE Sub_AFEE
BE63 AudioChannelLoop
BE66 AudioChannelLoop_OnNonzero
BE75 SoundChannelStep
BEBB SoundChannelStep_Loop
BEBF ClearObjectSlot
BEC9 ClearObjectSlot_OnNonnegative
BED0 ClearObjectSlot_OnNonnegative2
BEDD SoundChanInit
BEE4 Sub_BEE4
BEEB Sub_BEEB
BEF2 SoundChanInit_OnNonnegative
BF00 SoundChanInit_Loop
BF04 Sub_BF04
BF22 SoundChanInit_Loop2
BF25 SoundChanInit_Loop3
BF3D SoundChanInit_Loop4
BF40 SoundChanInit_Loop5
BF5F SoundChanInit_Loop6
BF6D SoundChanInit_Loop7
BF70 SoundChanInit_Loop8
BF77 SoundChanInit_Loop9
BF84 SoundChanInit_OnZero
BF89 SoundNote
BFA2 SoundNote_Loop
BFB5 SoundNote_Loop2
BFE8 Sub_BFE8
BFF0 Sub_BFF0
BFF8 Sub_BFF8
C000 SoundNote_Loop3
C00A Sub_C00A
C015 Sub_C015
C029 Sub_C029
C02F SoundNote_OnNonzero
C037 Sub_C037
C047 SoundNote_Loop4
C04F Sub_C04F
C057 Sub_C057
C07B Sub_C07B
C083 Sub_C083
C097 Sub_C097
C0AD Sub_C0AD
C0D1 Sub_C0D1
C0E5 SoundNote_Loop5
C0F8 Sub_C0F8
C105 SoundNote_OnNonzero2
C111 SoundNote_Loop6
C126 SoundNote_Loop7
C129 Sub_C129
C134 Sub_C134
C168 SoundNote_Loop8
C169 SoundNote_Loop9
C16C SoundNote_OnNonnegative
C174 SoundNote_Loop10
C189 Sub_C189
C1B8 SoundNote_Loop11
C1BA SoundNote_Loop12
C1C0 SoundNote_Loop13
C1D0 SoundNote_Loop14
C1F9 SoundNote_Loop15
C216 SoundNote_Loop16
C21B SoundNote_OnCarryClear
C23A SoundNote_Loop17
C243 SoundNote_Loop18
C24D SoundNote_Loop19
C24F SoundNote_Loop20
C267 Sub_C267
C272 SoundNote_Loop21
C289 Sub_C289
C2BF Sub_C2BF
C2C2 ObjectCollision
C2CB ObjectCollision_Loop
C2CC Sub_C2CC
C2D3 Sub_C2D3
C2FE ObjectCollision_Loop2
C2FF Sub_C2FF
C30E Sub_C30E
C320 ObjectCollision_Loop3
C33A Sub_C33A
C343 ObjectCollision_Loop4
C373 ObjectCollision_Loop5
C390 ObjectCollision_Loop6
C3A5 ObjectCollision_Loop7
C3A7 ObjectCollision_Loop8
C3B2 ObjectCollision_Loop9
C3BB ObjectCollision_Loop10
C3C2 Sub_C3C2
C3D4 Sub_C3D4
C3DD ObjectCollision_Loop11
C3FE ObjectCollision_Loop12
C3FF Sub_C3FF
C418 ObjectCollision_Loop13
C419 Sub_C419
C41D ObjectCollision_OnNonzero
C42D ObjectCollision_Loop14
CF36 Sub_CF36
CF7D ObjectCollision_Loop15
CF92 ObjectCollision_Loop16
CF97 Sub_CF97
CF99 ObjectCollision_OnNonzero2
CFBA Sub_CFBA
CFC2 ObjectCollision_OnNonzero3
CFF8 ObjectCollision_Loop17
CFF9 Sub_CFF9
D007 ObjectCollision_Loop18
D017 ObjectCollision_Loop19
D022 ObjectCollision_Loop20
D02D ObjectCollision_Loop21
D03D ObjectCollision_Loop22
D048 ObjectCollision_Loop23
D053 ObjectCollision_Loop24
D054 Sub_D054
D065 ObjectCollision_Loop25
D077 Sub_D077
D08E Sub_D08E
D098 ObjectCollision_OnNonzero4
D0A5 ObjectCollision_Loop26
D0AE ObjectCollision_Loop27
D0AF Sub_D0AF
D0BD ObjectCollision_Loop28
D0C7 ObjectCollision_Loop29
D0D5 ObjectCollision_Loop30
D0DF ObjectCollision_Loop31
D0F0 ObjectCollision_Loop32
D0F1 PollControllers
D103 PollControllers_Loop
D13B Sub_D13B
D151 PollControllers_Loop2
D15A Sub_D15A
D17D PollControllers_Loop3
D17E Sub_D17E
D19B PollControllers_Loop4
D1AD PollControllers_Loop5
D1AE Sub_D1AE
D1C2 PollControllers_Loop6
D1DC PollControllers_Loop7
D1DD Sub_D1DD
D1EC PollControllers_OnNonzero
D1FA PollControllers_Loop8
D221 Sub_D221
D22D PollControllers_Loop9
D23F PollControllers_Loop10
D240 Sub_D240
D25D Sub_D25D
D269 PollControllers_Loop11
D27C PollControllers_OnNonzero2
D28A PollControllers_Loop12
D299 PollControllers_Loop13
D2B2 PollControllers_Loop14
D2BE Sub_D2BE
D2D6 PollControllers_Loop15
D2F8 PollControllers_Loop16
D304 PollControllers_Loop17
D32B EventTaskInit
D334 EventTaskInit_Loop
D370 EventTaskInit_Loop2
D390 EventTaskInit_OnNonzero
D3D5 EventTaskInit_OnNonzero2
D42C EventTaskInit_Loop3
D43B Sub_D43B
D460 EventTaskInit_Loop4
D468 EventTaskInit_Loop5
D496 EventTaskInit_Loop6
D4B9 EventTaskInit_Loop7
D4BC EventTaskInit_Loop8
D4C9 EventTaskInit_Loop9
D4E3 EventTaskInit_Loop10
D507 EventTaskInit_OnNonzero3
D52F EventTaskInit_Loop11
D563 EventTaskInit_Loop12
D565 Sub_D565
D686 Sub_D686
D690 EventTaskInit_Loop13
D6C2 EventTaskInit_Loop14
D6D3 Sub_D6D3
D6DD EventTaskInit_Loop15
D6F3 EventTaskInit_Loop16
D6F4 Sub_D6F4
D721 EventTaskInit_Loop17
D738 Sub_D738
D759 EventTaskInit_Loop18
D75A EventTaskInit_Loop19
D770 Sub_D770
D78C EventTaskInit_Loop20
D790 EventTaskInit_OnNonzero4
D7A5 EventTaskInit_OnNonzero5
D7B0 EventTaskInit_Loop21
D7B3 EventTaskInit_Loop22
D7C0 EventTaskInit_OnNonzero6
D7CF Sub_D7CF
D7DB EventTaskInit_OnNonzero7
D7EA EventTaskInit_OnNonzero8
D801 EventTaskInit_Loop23
D80F Sub_D80F
D822 EventTaskInit_Loop24
D82B EventTaskInit_OnNonzero9
D832 EventTaskInit_Loop25
D83B EventTaskInit_Loop26
D847 EventTaskInit_Loop27
D855 Sub_D855
D868 EventTaskInit_Loop28
D876 EventTaskInit_OnNonzero10
D87D EventTaskInit_Loop29
D889 Sub_D889
D88C EventTaskInit_Loop30
D88E EventTaskInit_OnNonzero11
D89D EventTaskInit_Loop31
D8A8 EventTaskInit_OnNonzero12
D8F2 Sub_D8F2
D8F4 EventTaskInit_OnNonzero13
D907 Sub_D907
D90F EventTaskInit_OnNonzero14
D977 Sub_D977
D979 EventTaskInit_OnNonzero15
D9BD EventTaskInit_Loop32
E0D5 OlympicsScheduler
E0EE OlympicsScheduler_Loop
E0EF Sub_E0EF
E109 Sub_E109
E114 OlympicsScheduler_Loop2
E117 OlympicsScheduler_Loop3
E13C OlympicsScheduler_OnNonzero
E144 OlympicsScheduler_OnNonzero2
E16D Sub_E16D
E178 OlympicsScheduler_Loop4
E18C OlympicsScheduler_Loop5
E19D OlympicsScheduler_Loop6
E1AE OlympicsScheduler_Loop7
E1B9 OlympicsScheduler_Loop8
E1C3 OlympicsScheduler_OnNonzero3
E1C4 OlympicsScheduler_Loop9
E1EA OlympicsScheduler_Loop10
E20D Sub_E20D
E21D OlympicsScheduler_Loop11
E225 OlympicsScheduler_Loop12
E233 Sub_E233
E245 OlympicsScheduler_Loop13
E25F OlympicsScheduler_Loop14
E268 OlympicsScheduler_Loop15
E27E Sub_E27E
E290 OlympicsScheduler_Loop16
E298 OlympicsScheduler_Loop17
E2B2 Sub_E2B2
E2DE Sub_E2DE
E2EA OlympicsScheduler_Loop18
E328 OlympicsScheduler_Loop19
E329 OlympicsScheduler_Loop20
E36F OlympicsScheduler_Loop21
E38B OlympicsScheduler_Loop22
E395 Sub_E395
E3B4 OlympicsScheduler_Loop23
E3D3 OlympicsScheduler_Loop24
E402 OlympicsScheduler_Loop25
E405 OlympicsScheduler_Loop26
E423 OlympicsScheduler_Loop27
E424 OlympicsScheduler_Loop28
E427 Sub_E427
E42A Sub_E42A
E434 OlympicsScheduler_Loop29
E44D OlympicsScheduler_Loop30
E456 OlympicsScheduler_Loop31
E466 OlympicsScheduler_Loop32
E46E OlympicsScheduler_Loop33
E492 OlympicsScheduler_OnNonzero4
E4A4 OlympicsScheduler_Loop34
E4A7 OlympicsScheduler_Loop35
E4AF OlympicsScheduler_Loop36
E4BA OlympicsScheduler_Loop37
E4E9 OlympicsScheduler_Loop38
E4EB Sub_E4EB
E515 OlympicsScheduler_OnNonnegative
E52C Sub_E52C
E54F OlympicsScheduler_Loop39
E553 OlympicsScheduler_OnNonzero5
E554 OlympicsScheduler_Loop40
E55F Sub_E55F
E566 OlympicsScheduler_OnNonzero6
E569 OlympicsScheduler_Loop41
E581 OlympicsScheduler_OnCarryClear
E587 OlympicsScheduler_Loop42
E592 OlympicsScheduler_Loop43
E5B5 OlympicsScheduler_Loop44
E5CB OlympicsScheduler_Loop45
E5D2 OlympicsScheduler_Loop46
E5E4 OlympicsScheduler_Loop47
E5E6 OlympicsScheduler_Loop48
E5F1 OlympicsScheduler_Loop49
E60A Sub_E60A
E625 Sub_E625
E62C Sub_E62C
E638 OlympicsScheduler_OnNonzero7
E642 OlympicsScheduler_OnNonzero8
E674 OlympicsScheduler_OnNonzero9
E67C OlympicsScheduler_OnNonzero10
E695 OlympicsScheduler_Loop50
E6A2 OlympicsScheduler_Loop51
E6A8 Sub_E6A8
E6B2 OlympicsScheduler_OnCarrySet
E6B6 OlympicsScheduler_OnNonnegative2
E6CB OlympicsScheduler_Loop52
E6CC Sub_E6CC
E709 Sub_E709
E72B OlympicsScheduler_Loop53
E735 OlympicsScheduler_OnCarryClear2
E73B OlympicsScheduler_Loop54
E745 Sub_E745
E772 Sub_E772
E7AE Sub_E7AE
E7B6 OlympicsScheduler_Loop55
E7E1 OlympicsScheduler_Loop56
E7FD OlympicsScheduler_Loop57
E807 OlympicsScheduler_Loop58
E819 OlympicsScheduler_Loop59
E835 OlympicsScheduler_Loop60
E839 OlympicsScheduler_Loop61
E83D OlympicsScheduler_Loop62
E844 OlympicsScheduler_Loop63
E85A Sub_E85A
E866 OlympicsScheduler_Loop64
E880 Sub_E880
E89F Sub_E89F
E8C0 Sub_E8C0
E8C6 OlympicsScheduler_Loop65
E8D8 OlympicsScheduler_Loop66
E8E0 OlympicsScheduler_Loop67
E8EB OlympicsScheduler_Loop68
E8FA Sub_E8FA
E90B Sub_E90B
E918 OlympicsScheduler_Loop69
E943 Sub_E943
E94E OlympicsScheduler_OnCarryClear3
E957 OlympicsScheduler_Loop70
E95C OlympicsScheduler_OnCarryClear4
E965 OlympicsScheduler_Loop71
E978 OlympicsScheduler_OnNonnegative3
EB04 Sub_EB04
EB2D OlympicsScheduler_Loop72
EB3B OlympicsScheduler_Loop73
EB4D OlympicsScheduler_Loop74
EB4E Sub_EB4E
EB5C OlympicsScheduler_OnNonzero11
EB70 OlympicsScheduler_Loop75
EB74 OlympicsScheduler_Loop76
EB78 OlympicsScheduler_OnCarryClear5
EB7A OlympicsScheduler_OnCarryClear6
EB89 OlympicsScheduler_OnNonzero12
EB9B OlympicsScheduler_Loop77
EBA5 Sub_EBA5
EBBA OlympicsScheduler_Loop78
EBC5 OlympicsScheduler_Loop79
EBC8 OlympicsScheduler_Loop80
EBC9 Sub_EBC9
EBF5 OlympicsScheduler_OnCarryClear7
EC0E Sub_EC0E
EC22 Sub_EC22
EC24 OlympicsScheduler_OnCarrySet2
EC44 OlympicsScheduler_Loop81
EC5E OlympicsScheduler_Loop82
EC68 OlympicsScheduler_Loop83
EC6F OlympicsScheduler_OnNonzero13
EC84 OlympicsScheduler_Loop84
EC86 OlympicsScheduler_Loop85
EC8B OlympicsScheduler_Loop86
EC8C Sub_EC8C
EC96 OlympicsScheduler_Loop87
ECB5 OlympicsScheduler_Loop88
ECF0 OlympicsScheduler_Loop89
ED01 OlympicsScheduler_Loop90
ED31 OlympicsScheduler_Loop91
ED35 Sub_ED35
ED53 Sub_ED53
ED59 OlympicsScheduler_Loop92
ED5A Sub_ED5A
ED62 OlympicsScheduler_Loop93
ED64 OlympicsScheduler_OnCarryClear8
ED96 OlympicsScheduler_Loop94
ED9F Sub_ED9F
EDC6 OlympicsScheduler_OnCarryClear9
EDF7 OlympicsScheduler_OnNonzero14
EE1B Sub_EE1B
EE3D Sub_EE3D
EE52 Sub_EE52
EE6E Sub_EE6E
EE7A Sub_EE7A
EE90 OlympicsScheduler_Loop95
EEA5 OlympicsScheduler_Loop96
EEA6 OlympicsScheduler_OnNonzero15
EEB1 OlympicsScheduler_Loop97
EEC0 OlympicsScheduler_OnNonzero16
EECB OlympicsScheduler_Loop98
EEE0 OlympicsScheduler_Loop99
EEF8 OlympicsScheduler_OnNonzero17
EF23 OlympicsScheduler_Loop100
EF25 OlympicsScheduler_Loop101
EF29 OlympicsScheduler_OnNonzero18
EF3F OlympicsScheduler_Loop102
EF4C Sub_EF4C
EF7C EventInit
EFC6 Sub_EFC6
EFD7 Sub_EFD7
EFD9 Sub_EFD9
F00C Sub_F00C
F014 EventInit_OnNonzero
F6FD Reset
F719 ClearRam
F743 ClearOam
F74F MainLoop
F757 MainLoop_NextSlot
F77A MainLoop_RunTask
F780 TaskDispatch
F78D FrameEnd
F7A0 TaskSlotStart
F7BE TaskSlotStart_OnNonzero
F7C5 TaskSlotStart_Loop
F7CA TaskSlotClear
F7DE EnableNmi
F7EA TaskFrameWait
F7F5 DelayFrames
F7F9 DelayFrames_OnNonzero
F803 NmiHandler
F83F NmiHandler_Loop
F84F NmiHandler_Loop2
F859 NmiHandler_OnNonzero
F868 NmiHandler_OnZero
F8A8 Sub_F8A8
F8BC InitDisplay
F8D7 WaitVblankStart
F8DC WaitVblankEnd
F8E6 FrameDelay
F8F5 NmiPaletteUpdate
F91F NmiPaletteUpdate_OnNonzero
F939 NmiPaletteUpdate_Loop
F957 NmiPaletteUpdate_Loop2
F963 NmiPaletteUpdate_OnNonzero2
F970 NmiPaletteUpdate_Loop3
F999 NmiPaletteUpdate_OnNonzero3
F9A3 NmiPaletteUpdate_Loop4
F9CA NmiPaletteUpdate_OnNonzero4
F9D6 NmiPaletteUpdate_Loop5
F9E0 Sub_F9E0
F9FC NmiPaletteUpdate_Loop6
F9FF NmiPaletteUpdate_Loop7
FA14 NmiPaletteUpdate_Loop8
FA32 NmiPaletteUpdate_OnNonzero5
FA4C NmiPaletteUpdate_Loop9
FA55 NmiPaletteUpdate_Loop10
FA59 NmiPaletteUpdate_OnNonzero6
FA69 NmiPaletteUpdate_Loop11
FA88 NmiPaletteUpdate_Loop12
FA91 NmiPaletteUpdate_Loop13
FA9D PaletteLoad
FAAF PaletteLoad_Loop
FABB Sub_FABB
FABD Sub_FABD
FACB PaletteLoad_Loop2
FAE8 PaletteLoad_Loop3
FAFB PaletteLoad_Loop4
FB1E Sub_FB1E
FB37 PaletteLoad_Loop5
FB52 PaletteLoad_Loop6
FB58 PaletteLoad_OnNonzero
FB6A PaletteLoad_OnNonzero2
FB72 PaletteLoad_Loop7
FB96 PaletteLoad_Loop8
FB97 Sub_FB97
FBAB Sub_FBAB
FBB9 PaletteLoad_Loop9
FBCB PaletteLoad_Loop10
FBE3 OamCopy
FC0D OamCopy_OnNonzero
FC2A OamCopy_Loop
FC2B SpriteTile
FC2D SpriteTile_OnNonzero
FC39 Sub_FC39
FC45 Sub_FC45
FC4E Sub_FC4E
FC52 SpriteTile_OnNonzero2
FC63 Sub_FC63