Files
disasm/NROM/Pinball (JU)/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

18 KiB

1C000Reset
2C002WaitVBlank_E023_1
3C00DClearZeropage
4C023InitGameState
5C03BMainGameLoop
6C04AClearSpriteRAM
7C058InitLevel
8C09BCheckGameMode
9C0AEGameModeTitle
10C0BCGameModePlay
11C0BFWaitVBlank_E023Frame
12C0CCCheckController
13C0D3UpdateFrameCounter
14C0E9CheckHighScore
15C10EProcessController
16C181UpdateSprites_C34B_1
17C18FUpdateSpritePositions
18C1EDNmiHandler
19C25ANmiFrameEnd
20C26FHandleBonus
21C27FGameStateUpdate
22C294InitBallLaunch
23C2DEDrawPlayfield
24C301DrawStatusBar
25C32EDrawDigits
26C34BUpdateSprites_C34B_3
27C37CBallPhysicsMain
28C38CCheckTilt
29C3B1UpdateFlipper
30C3B7UpdateBallTrajectory_E278_1
31C3C7BallLost
32C3CEUpdateBonusTimer
33C3D3BallLostHandler
34C3E0DrawGameOverScreen
35C3F4ClearPlayfieldRTS
36CBA7SubCCBA7
37CBB6SubCCBB6
38CBBASubCCBBA
39CC78SubCCC78
40CCE9SubCCCE9
41CD02SubCCD02
42CD34SubCCD34
43CD41SubCCD41
44CD9CIncrementBonus
45CDA4UpdateBonusDisplay_3
46CDA5SubCCDA5
47CE4ESubCCE4E
48CE6CInitializeRAM
49CEF2ProcessSpriteData
50CF04ProcessSpriteAttributes
51CF82ProcessSpriteAttributes2
52CFECUpdateSprites_C34B2
53D03CUpdateScore
54D07CUpdateBallY
55D093UpdateBallX
56D0ADUpdateScore2
57D0E0UpdateFlipperSound
58D159UpdateBallPosition_3
59D15BUpdateBallPosition2
60D191UpdateBallY2
61D1FBUpdateBallSprite
62D296CheckCollision
63D2E4CheckFlipperHit
64D2E9CheckBallPocket
65D334CheckBallVelocity
66D359CheckBallPosition
67D386CheckTiltSwitch
68D390DrawScore
69D3AAUpdateScoreDisplay_3
70D3CCUpdateScoreDigits
71D4A1ReadPPUData_3
72D4B9ReadPPUData2
73D4CFUpdateScoreDisplay2
74D4F0UpdateFlippers_3
75D5C1CheckFlipperPressed
76D5D1UpdateFlipperState
77D5F5UpdateFlipperSprites_3
78D6A8UpdateBallVelocity
79D730CheckBallSpeed
80D739UpdateBallDirection
81DBB6UpdateBumper
82DBC8UpdateBumperState
83DBE3UpdateBumperHit
84DBFAUpdateBumperSprites
85DC0DUpdateBumperState2
86DC11UpdateBumperState3
87DC3EUpdateBumperHit2
88DCAAUpdateBumperState4
89DCC9SubCDCC9
90DCDDUpdateBumperChain
91DCE3UpdateBumperState5
92DCECUpdateBumperState6
93DD32UpdateBumperChain2
94DD5DUpdateBumperState7
95DD75UpdateBumperState8
96DD78UpdateBumperState9
97DD8FUpdateBumperState10
98DD92UpdateBumperState11
99DDA3UpdateBumperState12
100DDACUpdateBumperState13
101DDB5SubCDDB5
102DDBEUpdateBumperHit4
103DDC7UpdateBumperState15
104DDC9SubCDDC9
105DDD0SubCDDD0
106DDD9SubCDDD9
107DDF1UpdateBumperState16
108DDFASubCDDFA
109DE1BSubCDE1B
110DE30UpdateSoundEngine
111DE41UpdateSoundChannel
112DE52SubCDE52
113DE63UpdateSoundChannel2_E96A_1
114DE6CSubCDE6C
115DE75UpdateSoundChannel3_E9ED_1
116DE7EUpdateSoundChannel4_EAD1_1
117DFE8SubCDFE8
118DFEASubCDFEA
119E023WaitVBlank_E023Loop
120E025WaitVBlank_E023_3
121E02CWaitVBlank_E0232
122E035WaitPPUReady
123E046WaitFrame
124E049InitPPU
125E09BInitSprites
126E0E3DrawSprite
127E0EFWritePPU
128E0F6WritePPU2
129E0FDInitGame
130E278UpdateBallTrajectory_E278_3
131E28AInitSound
132E293InitSprites2
133E2A6UpdateBallPhysics
134E3E2UpdateGameMode
135E403CheckGameState
136E40EUpdateDisplay
137E48CUpdateSprites_C34B3
138E497UpdateDisplay3
139E506PlaySound
140E5B6SubCE5B6
141E609UpdateMusicEngine
142E68FUpdateMusicChannel
143E7ACUpdateMusicChannel2
144E94DUpdateSoundEffects
145E96AUpdateSoundChannel2_E96A_3
146E9EDUpdateSoundChannel3_E9ED_3
147EA2FUpdateSoundChannels
148EA50UpdateSoundEffect
149EA58UpdateSoundEffect2
150EAD1UpdateSoundChannel4_EAD1_3
151EAE5UpdateSoundChannel5
152EB0DUpdateSoundChannel6
153EB27UpdateSoundChannel7
154EB9DUpdateSoundChannel8
155EBF9UpdateSoundChannel9
156EC80UpdateMusic2
157EC8DUpdateMusicChannel10
158ED06UpdateMusicChannel11
159EDB0UpdateMusicChannel12
160EDEDUpdateMusicChannel13
161EDF2UpdateMusicChannel14
162EE3DUpdateMusicChannel15
163EE4DUpdateMusicChannel16
164EF28UpdateMusicChannel17
165EF79UpdateMusicChannel18
166EFD3UpdateMusicChannel19
167EFDCUpdateMusicChannel20
168F03FUpdateMusicChannel21
169F06FUpdateMusicChannel22
170F0C4UpdateMusicChannel23
171F0DFUpdateMusicChannel24
172F0E7UpdateMusicChannel25
173F138UpdateMusicChannel26
174F140UpdateMusicChannel27
175F1FBUpdateMusicChannel28
176F226UpdateMusicChannel29
177F2F0UpdateMusicChannel30
178F321UpdateMusicChannel31
179F3B9UpdateMusicChannel32
180F3E8UpdateMusicChannel33
181F41EUpdateMusicChannel34
182F44BUpdateMusicChannel35
183FB2CUpdateAPU
184FB40UpdateAPU2
185FB43UpdateAPU3
186FB46UpdateAPU4
187FB49UpdateAPU5
188FB5DUpdateAPU6
189FB6EUpdateAPU7
190FBDDUpdateAPU8
191FC0FUpdateAPU9
192FC2BUpdateAPU10
193FC72UpdateAPU11
194FCE2UpdateAPU12
195FD0DUpdateAPU13
196FD55UpdateAPU14
197FD91UpdateAPU15
198FFDCUpdateAPU16
199FFE3UpdateAPU17
200FFE9UpdateAPU18
201FFF0UpdateAPU19
202FFF7ResetVector
203# ---- derived internal branch-target names ----
204C000Reset
205C002WaitVBlank_E023_1
206C00DClearZeropage
207C01DSubCC01D_OnNonnegative
208C023InitGameState
209C03BMainGameLoop
210C04AClearSpriteRAM
211C058InitLevel
212C06CSubCC06C_Loop
213C074SubCC074_OnNonnegative
214C09BCheckGameMode
215C0A4SubCC0A4_OnNonzero
216C0AEGameModeTitle
217C0BCGameModePlay
218C0BFWaitVBlank_E023Frame
219C0CCCheckController
220C0D3UpdateFrameCounter
221C0E9CheckHighScore
222C10BSubCC10B_Loop
223C10EProcessController
224C121SubCC121_Loop
225C12FSubCC12F_Loop
226C142SubCC142_Loop
227C145SubCC145_OnZero
228C157SubCC157_Loop
229C160SubCC160_Loop
230C181UpdateSprites_C34B_1
231C18CSubCC18C_Loop
232C18FUpdateSpritePositions
233C1C5SubCC1C5_Loop
234C1DDSubCC1DD_Loop
235C1E7SubCC1E7_Loop
236C1EASubCC1EA_Loop
237C1EDNmiHandler
238C20BSubCC20B_Loop
239C223SubCC223_OnNonnegative
240C22BSubCC22B_Loop
241C231SubCC231_Loop
242C25ANmiFrameEnd
243C26FHandleBonus
244C27FGameStateUpdate
245C294InitBallLaunch
246C2BDSubCC2BD_OnNonzero
247C2CFSubCC2CF_OnNonzero
248C2DEDrawPlayfield
249C2F0SubCC2F0_OnNonzero
250C301DrawStatusBar
251C315SubCC315_OnNonzero
252C32EDrawDigits
253C33FSubCC33F_OnNonzero
254C34BUpdateSprites_C34B_3
255C34DSubCC34D_OnNonnegative
256C37CBallPhysicsMain
257C38CCheckTilt
258C3B1UpdateFlipper
259C3B7UpdateBallTrajectory_E278_1
260C3C7BallLost
261C3CEUpdateBonusTimer
262C3D3BallLostHandler
263C3E0DrawGameOverScreen
264C3E9SubCC3E9_OnNonzero
265C3F4ClearPlayfieldRTS
266CBA7SubCCBA7
267CBAFSubCCBAF_Loop
268CBB4SubCCBB4_Loop
269CBB6SubCCBB6
270CBBASubCCBBA
271CBC4SubCCBC4_Loop
272CBCFSubCCBCF_OnNonzero
273CBE9SubCCBE9_Loop
274CBF6SubCCBF6_Loop
275CBFDSubCCBFD_Loop
276CC01SubCCC01_Loop
277CC06SubCCC06_Loop
278CC15SubCCC15_OnNonzero
279CC18SubCCC18_OnCarryClear
280CC35SubCCC35_Loop
281CC3ASubCCC3A_Loop
282CC58SubCCC58_Loop
283CC5DSubCCC5D_Loop
284CC64SubCCC64_Loop
285CC70SubCCC70_Loop
286CC77SubCCC77_Loop
287CC78SubCCC78
288CC7FSubCCC7F_Loop
289CC8FSubCCC8F_Loop
290CCA2SubCCCA2_OnNonzero
291CCB6SubCCCB6_Loop
292CCB7SubCCCB7_Loop
293CCBBSubCCCBB_Loop
294CCD3SubCCCD3_Loop
295CCD9SubCCCD9_Loop
296CCDDSubCCCDD_Loop
297CCE9SubCCCE9
298CD02SubCCD02
299CD0BSubCCD0B_OnNonnegative
300CD30SubCCD30_Loop
301CD34SubCCD34
302CD41SubCCD41
303CD46SubCCD46_OnNonzero
304CD59SubCCD59_Loop
305CD5ESubCCD5E_Loop
306CD68SubCCD68_OnNonzero
307CD71SubCCD71_Loop
308CD7DSubCCD7D_Loop
309CD97SubCCD97_Loop
310CD9CIncrementBonus
311CDA4UpdateBonusDisplay_3
312CDA5SubCCDA5
313CE4ESubCCE4E
314CE6CInitializeRAM
315CE70SubCCE70_OnNonnegative
316CE77SubCCE77_OnNonnegative
317CE96SubCCE96_OnNonnegative
318CEA9SubCCEA9_OnNonnegative
319CEC5SubCCEC5_OnNonzero
320CEC9SubCCEC9_OnNonzero
321CED1SubCCED1_Loop
322CEEASubCCEEA_Loop
323CEF2ProcessSpriteData
324CF04ProcessSpriteAttributes
325CF25SubCCF25_Loop
326CF3ASubCCF3A_OnNonzero
327CF43SubCCF43_Loop
328CF76SubCCF76_Loop
329CF7BSubCCF7B_Loop
330CF82ProcessSpriteAttributes2
331CF8ASubCCF8A_OnNonzero
332CF95SubCCF95_Loop
333CF97SubCCF97_OnNonzero
334CF9ESubCCF9E_Loop
335CFA7SubCCFA7_Loop
336CFC1SubCCFC1_Loop
337CFCCSubCCFCC_Loop
338CFD3SubCCFD3_Loop
339CFD5SubCCFD5_OnCarryClear
340CFEBSubCCFEB_Loop
341CFECUpdateSprites_C34B2
342D030SubCD030_Loop
343D03CUpdateScore
344D055SubCD055_Loop
345D066SubCD066_Loop
346D06CSubCD06C_Loop
347D076SubCD076_Loop
348D07CUpdateBallY
349D08FSubCD08F_Loop
350D093UpdateBallX
351D0ADUpdateScore2
352D0C9SubCD0C9_Loop
353D0D2SubCD0D2_Loop
354D0DFSubCD0DF_Loop
355D0E0UpdateFlipperSound
356D0F5SubCD0F5_Loop
357D0F8SubCD0F8_Loop
358D10ESubCD10E_Loop
359D118SubCD118_Loop
360D11ESubCD11E_Loop
361D125SubCD125_Loop
362D154SubCD154_Loop
363D157SubCD157_Loop
364D159UpdateBallPosition_3
365D15BUpdateBallPosition2
366D18ESubCD18E_Loop
367D191UpdateBallY2
368D1AASubCD1AA_OnNonzero
369D1B3SubCD1B3_Loop
370D1B8SubCD1B8_Loop
371D1BDSubCD1BD_OnNonzero
372D1CASubCD1CA_Loop
373D1CESubCD1CE_Loop
374D1D1SubCD1D1_Loop
375D1EASubCD1EA_Loop
376D1FBUpdateBallSprite
377D203SubCD203_Loop
378D238SubCD238_Loop
379D248SubCD248_Loop
380D25BSubCD25B_Loop
381D261SubCD261_Loop
382D271SubCD271_Loop
383D288SubCD288_Loop
384D296CheckCollision
385D2A3SubCD2A3_Loop
386D2B8SubCD2B8_Loop
387D2E0SubCD2E0_Loop
388D2E4CheckFlipperHit
389D2E7SubCD2E7_Loop
390D2E9CheckBallPocket
391D334CheckBallVelocity
392D33CSubCD33C_Loop
393D358SubCD358_Loop
394D359CheckBallPosition
395D365SubCD365_Loop
396D36BSubCD36B_Loop
397D36DSubCD36D_Loop
398D379SubCD379_Loop
399D37FSubCD37F_Loop
400D381SubCD381_Loop
401D386CheckTiltSwitch
402D38FSubCD38F_Loop
403D390DrawScore
404D3A8SubCD3A8_Loop
405D3AAUpdateScoreDisplay_3
406D3CCUpdateScoreDigits
407D3EASubCD3EA_OnNonzero
408D3F4SubCD3F4_OnNonzero
409D40BSubCD40B_Loop
410D40FSubCD40F_Loop
411D413SubCD413_OnNonzero
412D41ESubCD41E_Loop
413D420SubCD420_OnNonnegative
414D42ASubCD42A_Loop
415D42ESubCD42E_Loop
416D437SubCD437_Loop
417D439SubCD439_Loop
418D441SubCD441_Loop
419D445SubCD445_OnNonnegative
420D45CSubCD45C_Loop
421D46ASubCD46A_OnNonzero
422D481SubCD481_Loop
423D48FSubCD48F_Loop
424D497SubCD497_Loop
425D499SubCD499_Loop
426D49FSubCD49F_Loop
427D4A1ReadPPUData_3
428D4B9ReadPPUData2
429D4CFUpdateScoreDisplay2
430D4F0UpdateFlippers_3
431D528SubCD528_Loop
432D52FSubCD52F_Loop
433D53ESubCD53E_Loop
434D544SubCD544_Loop
435D553SubCD553_Loop
436D5C1CheckFlipperPressed
437D5C3SubCD5C3_OnNonnegative
438D5CBSubCD5CB_Loop
439D5D1UpdateFlipperState
440D5D7SubCD5D7_Loop
441D5F0SubCD5F0_Loop
442D5F1SubCD5F1_Loop
443D5F5UpdateFlipperSprites_3
444D61ASubCD61A_Loop
445D63ASubCD63A_Loop
446D63FSubCD63F_Loop
447D66CSubCD66C_OnCarrySet
448D677SubCD677_Loop
449D678SubCD678_Loop
450D69ASubCD69A_Loop
451D6A8UpdateBallVelocity
452D6C3SubCD6C3_Loop
453D6CBSubCD6CB_Loop
454D6F5SubCD6F5_Loop
455D70CSubCD70C_Loop
456D70ESubCD70E_OnOverflowSet
457D70FSubCD70F_Loop
458D710SubCD710_Loop
459D71FSubCD71F_Loop
460D726SubCD726_Loop
461D728SubCD728_Loop
462D730CheckBallSpeed
463D738SubCD738_Loop
464D739UpdateBallDirection
465D744SubCD744_Loop
466DBB6UpdateBumper
467DBB8SubCDBB8_OnNonnegative
468DBC8UpdateBumperState
469DBCDSubCDBCD_OnNonnegative
470DBDESubCDBDE_Loop
471DBE3UpdateBumperHit
472DBEESubCDBEE_Loop
473DBF9SubCDBF9_Loop
474DBFAUpdateBumperSprites
475DBFCSubCDBFC_OnNonnegative
476DC0DUpdateBumperState2
477DC11UpdateBumperState3
478DC2ESubCDC2E_Loop
479DC34SubCDC34_Loop
480DC37SubCDC37_Loop
481DC3EUpdateBumperHit2
482DC5ASubCDC5A_Loop
483DC64SubCDC64_Loop
484DC6CSubCDC6C_Loop
485DC7ASubCDC7A_OnNonzero
486DC82SubCDC82_Loop
487DC8ESubCDC8E_Loop
488DC9ESubCDC9E_Loop
489DCAAUpdateBumperState4
490DCC8SubCDCC8_Loop
491DCC9SubCDCC9
492DCCBSubCDCCB_OnNonnegative
493DCDDUpdateBumperChain
494DCE3UpdateBumperState5
495DCECUpdateBumperState6
496DCF9SubCDCF9_Loop
497DCFBSubCDCFB_OnNonzero
498DD05SubCDD05_Loop
499DD0DSubCDD0D_OnNonzero
500DD14SubCDD14_Loop
501DD1BSubCDD1B_Loop
502DD1ESubCDD1E_Loop
503DD31SubCDD31_Loop
504DD32UpdateBumperChain2
505DD43SubCDD43_Loop
506DD4ESubCDD4E_Loop
507DD5ASubCDD5A_Loop
508DD5DUpdateBumperState7
509DD65SubCDD65_OnNonzero
510DD6CSubCDD6C_Loop
511DD6FSubCDD6F_Loop
512DD75UpdateBumperState8
513DD78UpdateBumperState9
514DD84SubCDD84_Loop
515DD8FUpdateBumperState10
516DD92UpdateBumperState11
517DDA2SubCDDA2_Loop
518DDA3UpdateBumperState12
519DDACUpdateBumperState13
520DDB5SubCDDB5
521DDBEUpdateBumperHit4
522DDC7UpdateBumperState15
523DDC9SubCDDC9
524DDD0SubCDDD0
525DDD9SubCDDD9
526DDF1UpdateBumperState16
527DDFASubCDDFA
528DE1BSubCDE1B
529DE30UpdateSoundEngine
530DE41UpdateSoundChannel
531DE52SubCDE52
532DE63UpdateSoundChannel2_E96A_1
533DE6CSubCDE6C
534DE75UpdateSoundChannel3_E9ED_1
535DE7EUpdateSoundChannel4_EAD1_1
536DFE8SubCDFE8
537DFEASubCDFEA
538E015SubCE015_Loop
539E019SubCE019_Loop
540E023WaitVBlank_E023Loop
541E025WaitVBlank_E023_3
542E02CWaitVBlank_E0232
543E030SubCE030_OnZero
544E035WaitPPUReady
545E03ASubCE03A_OnNonnegative
546E041SubCE041_OnNonzero
547E046WaitFrame
548E049InitPPU
549E059SubCE059_OnNonnegative
550E06BSubCE06B_Loop
551E082SubCE082_Loop
552E087SubCE087_Loop
553E092SubCE092_Loop
554E09BInitSprites
555E09DSubCE09D_OnNonzero
556E0BBSubCE0BB_OnNonzero
557E0E3DrawSprite
558E0E8SubCE0E8_OnNonzero
559E0EFWritePPU
560E0F6WritePPU2
561E0FDInitGame
562E136SubCE136_OnNonzero
563E14BSubCE14B_OnNonzero
564E159SubCE159_Loop
565E15BSubCE15B_OnNonzero
566E166SubCE166_Loop
567E170SubCE170_Loop
568E17BSubCE17B_Loop
569E181SubCE181_Loop
570E194SubCE194_Loop
571E19FSubCE19F_OnNonzero
572E1C3SubCE1C3_OnNonnegative
573E1CCSubCE1CC_Loop
574E1E8SubCE1E8_OnNonzero
575E1F7SubCE1F7_Loop
576E202SubCE202_OnNonnegative
577E20DSubCE20D_Loop
578E21ESubCE21E_Loop
579E22DSubCE22D_Loop
580E236SubCE236_Loop
581E23BSubCE23B_OnNonzero
582E252SubCE252_OnNonzero
583E25DSubCE25D_OnNonzero
584E278UpdateBallTrajectory_E278_3
585E284SubCE284_OnNonzero
586E28AInitSound
587E293InitSprites2
588E29DSubCE29D_OnNonnegative
589E2A6UpdateBallPhysics
590E3E2UpdateGameMode
591E3E6SubCE3E6_OnNonzero
592E403CheckGameState
593E407SubCE407_OnNonzero
594E40EUpdateDisplay
595E45BSubCE45B_Loop
596E48CUpdateSprites_C34B3
597E490SubCE490_OnNonnegative
598E497UpdateDisplay3
599E4F6SubCE4F6_OnNonnegative
600E506PlaySound
601E565SubCE565_OnNonnegative
602E575SubCE575_Loop
603E5B6SubCE5B6
604E608SubCE608_Loop
605E609UpdateMusicEngine
606E615SubCE615_Loop
607E62FSubCE62F_Loop
608E639SubCE639_Loop
609E645SubCE645_Loop
610E64CSubCE64C_Loop
611E658SubCE658_Loop
612E672SubCE672_Loop
613E67CSubCE67C_Loop
614E686SubCE686_Loop
615E687SubCE687_Loop
616E68FUpdateMusicChannel
617E6A1SubCE6A1_Loop
618E6B4SubCE6B4_Loop
619E6C6SubCE6C6_Loop
620E6DESubCE6DE_Loop
621E6F9SubCE6F9_Loop
622E70BSubCE70B_Loop
623E716SubCE716_Loop
624E718SubCE718_OnNonnegative
625E728SubCE728_Loop
626E72CSubCE72C_Loop
627E733SubCE733_OnNonnegative
628E747SubCE747_OnNonzero
629E75FSubCE75F_Loop
630E768SubCE768_Loop
631E770SubCE770_OnNonzero
632E782SubCE782_Loop
633E7ACUpdateMusicChannel2
634E7B0SubCE7B0_OnNonnegative
635E7FCSubCE7FC_Loop
636E801SubCE801_Loop
637E819SubCE819_Loop
638E81ESubCE81E_Loop
639E829SubCE829_Loop
640E863SubCE863_Loop
641E86DSubCE86D_OnNonnegative
642E87ASubCE87A_OnNonnegative
643E8A4SubCE8A4_Loop
644E8ACSubCE8AC_OnNonnegative
645E8B2SubCE8B2_Loop
646E8D0SubCE8D0_OnNonnegative
647E8ECSubCE8EC_Loop
648E8F3SubCE8F3_Loop
649E908SubCE908_Loop
650E91CSubCE91C_Loop
651E91ESubCE91E_OnNonnegative
652E92CSubCE92C_Loop
653E931SubCE931_OnNonnegative
654E94ASubCE94A_Loop
655E94DUpdateSoundEffects
656E959SubCE959_Loop
657E961SubCE961_Loop
658E96AUpdateSoundChannel2_E96A_3
659E999SubCE999_Loop
660E9A5SubCE9A5_OnNonzero
661E9A8SubCE9A8_Loop
662E9BCSubCE9BC_Loop
663E9D6SubCE9D6_Loop
664E9DESubCE9DE_Loop
665E9E5SubCE9E5_Loop
666E9EDUpdateSoundChannel3_E9ED_3
667EA1CSubCEA1C_Loop
668EA23SubCEA23_Loop
669EA25SubCEA25_OnNonnegative
670EA2FUpdateSoundChannels
671EA33SubCEA33_OnNonnegative
672EA42SubCEA42_Loop
673EA46SubCEA46_OnNonnegative
674EA50UpdateSoundEffect
675EA57SubCEA57_OnZero
676EA58UpdateSoundEffect2
677EAD1UpdateSoundChannel4_EAD1_3
678EADESubCEADE_OnZero
679EAE5UpdateSoundChannel5
680EAF9SubCEAF9_Loop
681EB07SubCEB07_Loop
682EB0DUpdateSoundChannel6
683EB18SubCEB18_Loop
684EB20SubCEB20_Loop
685EB27UpdateSoundChannel7
686EB33SubCEB33_OnNonnegative
687EB3CSubCEB3C_Loop
688EB5BSubCEB5B_Loop
689EB9DUpdateSoundChannel8
690EBB5SubCEBB5_Loop
691EBBESubCEBBE_OnNonzero
692EBD1SubCEBD1_OnNonzero
693EBE0SubCEBE0_OnZero
694EBF9UpdateSoundChannel9
695EC22SubCEC22_Loop
696EC23SubCEC23_OnNonzero
697EC32SubCEC32_OnNonzero
698EC4ASubCEC4A_Loop
699EC80UpdateMusic2
700EC88SubCEC88_Loop
701EC8DUpdateMusicChannel10
702EC94SubCEC94_Loop
703ECAFSubCECAF_Loop
704ECC5SubCECC5_Loop
705ECC9SubCECC9_OnNonnegative
706ED06UpdateMusicChannel11
707ED0CSubCED0C_OnNonnegative
708ED1FSubCED1F_OnNonnegative
709EDB0UpdateMusicChannel12
710EDB6SubCEDB6_Loop
711EDCDSubCEDCD_OnNonzero
712EDD4SubCEDD4_Loop
713EDD6SubCEDD6_OnNonnegative
714EDEDUpdateMusicChannel13
715EDF2UpdateMusicChannel14
716EE08SubCEE08_OnNonzero
717EE21SubCEE21_OnNonzero
718EE2BSubCEE2B_Loop
719EE3DUpdateMusicChannel15
720EE42SubCEE42_Loop
721EE4DUpdateMusicChannel16
722EE5BSubCEE5B_OnNonzero
723EE67SubCEE67_Loop
724EE8BSubCEE8B_Loop
725EE9DSubCEE9D_Loop
726EEACSubCEEAC_OnNonzero
727EEBCSubCEEBC_Loop
728EEBESubCEEBE_Loop
729EECDSubCEECD_OnNonzero
730EF28UpdateMusicChannel17
731EF2FSubCEF2F_OnZero
732EF34SubCEF34_Loop
733EF49SubCEF49_OnNonzero
734EF50SubCEF50_Loop
735EF5FSubCEF5F_OnZero
736EF60SubCEF60_Loop
737EF79UpdateMusicChannel18
738EFD3UpdateMusicChannel19
739EFD8SubCEFD8_Loop
740EFDCUpdateMusicChannel20
741EFFBSubCEFFB_OnNonzero
742F003SubCF003_Loop
743F013SubCF013_Loop
744F015SubCF015_OnNonzero
745F021SubCF021_Loop
746F03ASubCF03A_Loop
747F03FUpdateMusicChannel21
748F05ASubCF05A_OnNonzero
749F062SubCF062_Loop
750F06FUpdateMusicChannel22
751F076SubCF076_Loop
752F08DSubCF08D_Loop
753F096SubCF096_OnNonnegative
754F0A0SubCF0A0_Loop
755F0A5SubCF0A5_Loop
756F0B2SubCF0B2_Loop
757F0B6SubCF0B6_OnNonnegative
758F0C4UpdateMusicChannel23
759F0D0SubCF0D0_Loop
760F0D4SubCF0D4_Loop
761F0DFUpdateMusicChannel24
762F0E7UpdateMusicChannel25
763F0FDSubCF0FD_Loop
764F106SubCF106_OnNonzero
765F10ESubCF10E_OnNonzero
766F10FSubCF10F_Loop
767F12ESubCF12E_OnNonnegative
768F138UpdateMusicChannel26
769F140UpdateMusicChannel27
770F150SubCF150_Loop
771F157SubCF157_Loop
772F15CSubCF15C_Loop
773F16BSubCF16B_Loop
774F181SubCF181_Loop
775F1A1SubCF1A1_Loop
776F1ADSubCF1AD_Loop
777F1C0SubCF1C0_Loop
778F1CBSubCF1CB_Loop
779F1D1SubCF1D1_OnNonnegative
780F1E5SubCF1E5_Loop
781F1F0SubCF1F0_Loop
782F1FBUpdateMusicChannel28
783F226UpdateMusicChannel29
784F22CSubCF22C_OnNonnegative
785F232SubCF232_OnNonzero
786F257SubCF257_Loop
787F259SubCF259_Loop
788F267SubCF267_OnNonnegative
789F271SubCF271_Loop
790F2C4SubCF2C4_OnNonnegative
791F2D5SubCF2D5_Loop
792F2E3SubCF2E3_Loop
793F2F0UpdateMusicChannel30
794F320SubCF320_OnZero
795F321UpdateMusicChannel31
796F36DSubCF36D_Loop
797F3ACSubCF3AC_Loop
798F3B0SubCF3B0_OnZero
799F3B9UpdateMusicChannel32
800F3D7SubCF3D7_Loop
801F3E2SubCF3E2_Loop
802F3E8UpdateMusicChannel33
803F3EDSubCF3ED_OnNonnegative
804F402SubCF402_OnNonnegative
805F415SubCF415_OnZero
806F41EUpdateMusicChannel34
807F441SubCF441_OnNonnegative
808F44ASubCF44A_OnZero
809F44BUpdateMusicChannel35
810F461SubCF461_Loop
811F4A2SubCF4A2_Loop
812F4A8SubCF4A8_Loop
813F4ABSubCF4AB_Loop
814FB2CUpdateAPU
815FB40UpdateAPU2
816FB43UpdateAPU3
817FB46UpdateAPU4
818FB49UpdateAPU5
819FB5CSubCFB5C_Loop
820FB5DUpdateAPU6
821FB6EUpdateAPU7
822FB7FSubCFB7F_OnCarrySet
823FB8CSubCFB8C_Loop
824FBAASubCFBAA_Loop
825FBACSubCFBAC_OnCarrySet
826FBBBSubCFBBB_OnCarrySet
827FBC3SubCFBC3_Loop
828FBCCSubCFBCC_Loop
829FBCESubCFBCE_Loop
830FBDDUpdateAPU8
831FC0FUpdateAPU9
832FC12SubCFC12_Loop
833FC15SubCFC15_Loop
834FC18SubCFC18_Loop
835FC27SubCFC27_Loop
836FC2BUpdateAPU10
837FC34SubCFC34_Loop
838FC45SubCFC45_Loop
839FC54SubCFC54_Loop
840FC5FSubCFC5F_Loop
841FC61SubCFC61_Loop
842FC72UpdateAPU11
843FC83SubCFC83_Loop
844FCA5SubCFCA5_Loop
845FCB4SubCFCB4_OnCarrySet
846FCC4SubCFCC4_OnCarrySet
847FCD1SubCFCD1_OnCarrySet
848FCE2UpdateAPU12
849FD0DUpdateAPU13
850FD10SubCFD10_OnZero
851FD24SubCFD24_Loop
852FD33SubCFD33_Loop
853FD40SubCFD40_Loop
854FD52SubCFD52_Loop
855FD55UpdateAPU14
856FD5CSubCFD5C_Loop
857FD6DSubCFD6D_Loop
858FD87SubCFD87_Loop
859FD91UpdateAPU15
860FD9ASubCFD9A_Loop
861FD9CSubCFD9C_OnNonzero
862FDA2SubCFDA2_Loop
863FDE7SubCFDE7_Loop
864FE01SubCFE01_Loop
865FE04SubCFE04_Loop
866FE15SubCFE15_OnNonnegative
867FE1BSubCFE1B_Loop
868FE30SubCFE30_Loop
869FE41SubCFE41_Loop
870FE44SubCFE44_Loop
871FE56SubCFE56_Loop
872FE71SubCFE71_Loop
873FE82SubCFE82_Loop
874FE88SubCFE88_Loop
875FE8BSubCFE8B_Loop
876FE9BSubCFE9B_Loop
877FEB6SubCFEB6_Loop
878FEBCSubCFEBC_Loop
879FEC5SubCFEC5_Loop
880FFDCUpdateAPU16
881FFE3UpdateAPU17
882FFE9UpdateAPU18
883FFF0UpdateAPU19
884FFF7ResetVector