Files
disasm/NROM/Popeye (JU) (PRG 0)/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

42 KiB

1C649Reset
2C680IdleWaitForFirstNmi
3C686InitPlayerState
4C69CSubCC686_Block_C69C
5C6A4SubCC686_Block_C6A4
6C6C9ResetVramUpdateQueue
7C6D1ClearScreenAndSpritePalettes
8C6D7ResetPpuControlAndScroll
9C6EBDisableRendering
10C6F1ClearOamBuffer
11C6F5SubCC6F1_Block_C6F5
12C6FCTestObjectBoxOverlap
13C701NmiHandler
14C724SubCC6FC_Block_C724
15C732SubCC6FC_Block_C732
16C73CSubCC6FC_Block_C73C
17C746SubCC6FC_Block_C746
18C754SubCC6FC_Block_C754
19C75ASubCC6FC_Block_C75A
20C75DFinishNmiFrame
21C76ARunGameplayScreen
22C7C3SubCC76A_Block_C7C3
23C7D0SubCC76A_Block_C7D0
24C7E1SubCC76A_Block_C7E1
25C7EASubCC76A_Block_C7EA
26C7F6SubCC76A_Block_C7F6
27C81FBeginLevelLoad
28C845SubCC81F_Block_C845
29C861SubCC81F_Block_C861
30C865SubCC81F_Block_C865
31C87ALoadLevelLayout
32C88EQueueVramBlockFromLevelTable
33C89BRunTitleScreen
34C8ABSubCC89B_Block_C8AB
35C8B8SubCC89B_Block_C8B8
36C8B9SubCC89B_Block_C8B9
37C8C6SubCC89B_Block_C8C6
38C8CDSubCC89B_Block_C8CD
39C8CFSubCC89B_Block_C8CF
40C8FDSubCC89B_Block_C8FD
41C939SubCC89B_Block_C939
42C951BuildTitleScreenOne
43C974SubCC951_Block_C974
44C97CSubCC951_Block_C97C
45C981BuildTitleScreenTwo
46C98FSubCC981_Block_C98F
47C995SubCC981_Block_C995
48C998UpdateTitleScreen
49C9C2SubCC998_Block_C9C2
50C9C9SubCC998_Block_C9C9
51C9CESubCC998_Block_C9CE
52C9E1SubCC998_Block_C9E1
53C9EDStartAttractDemo
54C9F2SubCC9ED_Block_C9F2
55CA05ResetObjectAnimation
56CA0FLoadLevelPalette
57CA2EPlaceAndActivateObject
58CA37BuildLevelScreenZero
59CA56BuildLevelScreenTwo
60CA71BuildLevelScreenOne
61CA8BRunAttractDemo
62CA94SubCCA8B_Block_CA94
63CAADSubCCA8B_Block_CAAD
64CAB5SubCCA8B_Block_CAB5
65CAB6SubCCA8B_Block_CAB6
66CAC6SubCCA8B_Block_CAC6
67CAD4RunEnemyEncounterUpdate
68CAE6SubCCAD4_Block_CAE6
69CAE7SubCCAD4_Block_CAE7
70CAEASubCCAD4_Block_CAEA
71CAF6SubCCAD4_Block_CAF6
72CB11SubCCAD4_Block_CB11
73CB12RunStageTransitionUpdate
74CB1BSubCCB12_Block_CB1B
75CB45SubCCB12_Block_CB45
76CB68SubCCB12_Block_CB68
77CB69SubCCB12_Block_CB69
78CB72SubCCB12_Block_CB72
79CB81SubCCB12_Block_CB81
80CB92SaveJoypadButtons
81CB94UpdateInGameActors
82CBA1SubCCB94_Block_CBA1
83CBA9SubCCB94_Block_CBA9
84CBD9SubCCB94_Block_CBD9
85CC0FSubCCB94_Block_CC0F
86CC1EHandleLifeLost
87CC33SubCCC1E_Block_CC33
88CC3ESubCCC1E_Block_CC3E
89CC73SubCCC1E_Block_CC73
90CC81CheckLevelExitTrigger
91CC97SubCCC81_Block_CC97
92CC9FSubCCC81_Block_CC9F
93CCA0ToggleAttractMode
94CCBESubCCCA0_Block_CCBE
95CCD9SubCCCA0_Block_CCD9
96CCE1SubCCCA0_Block_CCE1
97CCE3SubCCCA0_Block_CCE3
98CCE8SubCCCA0_Block_CCE8
99CCECSubCCCA0_Block_CCEC
100CCFDSetAttractCooldown
101CD02SubCCCFD_Block_CD02
102CD03BeginGameOverSequence
103CD14SubCCD03_Block_CD14
104CD29QueueLevelTileBlock
105CD36SubCCD29_Block_CD36
106CD3CSubCCD29_Block_CD3C
107CD50SubCCD29_Block_CD50
108CD5BSubCCD29_Block_CD5B
109CD5CSubCCD29_Block_CD5C
110CD7DSubCCD29_Block_CD7D
111CD80SubCCD29_Block_CD80
112CD8CMergeJoypadDirections
113CD9ASubCCD8C_Block_CD9A
114CDACSubCCD8C_Block_CDAC
115CDADStartNextLevel
116CDDCSubCCDAD_Block_CDDC
117CDEAHandlePlayerCaptured
118CE08SubCCDEA_Block_CE08
119CE09SubCCDEA_Block_CE09
120CE14SubCCDEA_Block_CE14
121CE28SubCCDEA_Block_CE28
122CE32SubCCDEA_Block_CE32
123CE48HidePlayerSprites
124CE4FHidePlayerSpriteSlots
125CE53SubCCE4F_Block_CE53
126CE5FSubCCE4F_Block_CE5F
127CE6AAddOamSprite
128CE71SubCCE6A_Block_CE71
129CE9ESubCCE6A_Block_CE9E
130CEAAReserveSpriteSlots
131CED7SubCCEAA_Block_CED7
132CED8UpdateHudScore
133CEF4SubCCED8_Block_CEF4
134CF00SubCCED8_Block_CF00
135CF06QueueLevelVramBlock
136CF09QueueLevelBorderBlock
137CF14SubCCF09_Block_CF14
138CF1AQueueVramTileRecord
139CF2BSubCCF1A_Block_CF2B
140CF37UpdatePickupsAndDamage
141CF3DTestFirstPlayerHitbox
142CF3FTestHitbox
143CF45HandleCollectiblePickup
144CF79SubCCF45_Block_CF79
145CF7CSubCCF45_Block_CF7C
146CF7DSubCCF45_Block_CF7D
147CF96SubCCF45_Block_CF96
148CFA2SubCCF45_Block_CFA2
149CFA7HandleCollectiblePickupAlt
150CFADSubCCFA7_Block_CFAD
151CFAESubCCFA7_Block_CFAE
152CFD5SubCCFA7_Block_CFD5
153CFD6SubCCFA7_Block_CFD6
154CFD9SubCCFA7_Block_CFD9
155CFEBSubCCFA7_Block_CFEB
156CFECTestPlayerHitboxesAlt
157CFEETestHitboxAlt
158CFF4HandlePlayerDamage
159CFF9SubCCFF4_Block_CFF9
160D019SubCCFF4_Block_D019
161D03DSubCCFF4_Block_D03D
162D044SubCCFF4_Block_D044
163D045CheckCollectiblePickup
164D06CSubCD045_Block_D06C
165D06DSetSourcePointerFromTable
166D079UpdateStageActors
167D097SubCD079_Block_D097
168D0A1SubCD079_Block_D0A1
169D0A7SpawnEnemySprites
170D10BSubCD0A7_Block_D10B
171D10CUpdatePlayerAndEnemies
172D139SubCD10C_Block_D139
173D14DSubCD10C_Block_D14D
174D14ESubCD10C_Block_D14E
175D159SubCD10C_Block_D159
176D163SubCD10C_Block_D163
177D172SubCD10C_Block_D172
178D1A3SubCD10C_Block_D1A3
179D1A6SubCD10C_Block_D1A6
180D1A7CheckCollectibleReach
181D1D6SubCD1A7_Block_D1D6
182D1D9CheckLeftEdgeCollision
183D1F4SubCD1D9_Block_D1F4
184D1F9SubCD1D9_Block_D1F9
185D1FCCheckRightEdgeCollision
186D213SubCD1FC_Block_D213
187D218SubCD1FC_Block_D218
188D21BCheckObjectNearEdge
189D234CheckObjectOverlap
190D26DSubCD234_Block_D26D
191D26FStoreOverlapResult
192D279SubCD26F_Block_D279
193D27ECheckWallCollision
194D29BSubCD27E_Block_D29B
195D29ESubCD27E_Block_D29E
196D29FCheckEnemyBodyCollision
197D2BESubCD29F_Block_D2BE
198D2C1SubCD29F_Block_D2C1
199D2C2CheckPlayerOffScreen
200D2CFSubCD2C2_Block_D2CF
201D2D0IsPositionOffScreen
202D2D9SubCD2D0_Block_D2D9
203D2DCSpawnTextRecord
204D312ScanForFreeTextSlot
205D320SubCD312_Block_D320
206D333SubCD312_Block_D333
207D334SubCD312_Block_D334
208D340CheckObjectSpawnTable
209D349SubCD340_Block_D349
210D356SetHitReactionFlags
211D365SubCD356_Block_D365
212D379SubCD356_Block_D379
213D38CSubCD356_Block_D38C
214D399SubCD356_Block_D399
215D3ADSubCD356_Block_D3AD
216D3AESubCD356_Block_D3AE
217D3B4SubCD356_Block_D3B4
218D3DDSubCD356_Block_D3DD
219D3DETestObjectAtPosition
220D3EBUpdateProjectileObjects
221D3FDSubCD3EB_Block_D3FD
222D408SubCD3EB_Block_D408
223D422SubCD3EB_Block_D422
224D424ResetProjectileRecord
225D449SubCD424_Block_D449
226D450SubCD424_Block_D450
227D45BSubCD424_Block_D45B
228D465SpawnBonusSprite
229D498SubCD465_Block_D498
230D499MarkPickupMissed
231D4ACSubCD499_Block_D4AC
232D4ADTestBonusSpriteOverlap
233D4C6GetObjectScreenPosition
234D4CFCheckStageEndTrigger
235D4EASubCD4CF_Block_D4EA
236D506SubCD4CF_Block_D506
237D523SubCD4CF_Block_D523
238D524UpdateWorldEntities
239D553SubCD524_Block_D553
240D565SubCD524_Block_D565
241D56FQueueLevelTextRow
242D57BSubCD56F_Block_D57B
243D5A3SubCD591_Block_D5A3
244D5B2SubCD591_Block_D5B2
245D5B5SpawnScoreNumberPopup
246D5C8SubCD5B5_Block_D5C8
247D5DDSubCD5B5_Block_D5DD
248D5E8QueueTextRowFromTable
249D5EBSubCD5E8_Block_D5EB
250D605QueueTextRowLoop
251D607QueueTextRowInnerLoop
252D613SubCD607_Block_D613
253D621SubCD607_Block_D621
254D631SubCD607_Block_D631
255D634QueueLevelTextTable
256D637SubCD634_Block_D637
257D641ScanTextTableColumns
258D64BSubCD641_Block_D64B
259D663SubCD641_Block_D663
260D67BSubCD641_Block_D67B
261D67DSubCD641_Block_D67D
262D690UpdateEnemiesAndEffects
263D6A8SubCD690_Block_D6A8
264D6B7SubCD690_Block_D6B7
265D6B8SubCD690_Block_D6B8
266D6C7SubCD690_Block_D6C7
267D6D0SubCD690_Block_D6D0
268D6D7SubCD690_Block_D6D7
269D6E2SubCD690_Block_D6E2
270D6EESubCD690_Block_D6EE
271D6EFUpdateScrollingPlatform
272D700SubCD6EF_Block_D700
273D721SubCD6EF_Block_D721
274D728SubCD6EF_Block_D728
275D729SubCD6EF_Block_D729
276D736ResetPlatformState
277D73ESubCD736_Block_D73E
278D751UpdatePlayerMovement
279D76FSubCD751_Block_D76F
280D788SubCD751_Block_D788
281D793SubCD751_Block_D793
282D799SetScorePopupTileOffset
283D79BSubCD799_Block_D79B
284D7C2SubCD7B2_Block_D7C2
285D7D0SubCD7B2_Block_D7D0
286D7D6SubCD7B2_Block_D7D6
287D7E0SubCD7B2_Block_D7E0
288D7E7RenderPlayerTile
289D7F4AdvancePlayerAnimationFrame
290D7FESubCD7F4_Block_D7FE
291D801ResetPlayerAnimation
292D82BSubCD801_Block_D82B
293D836SubCD801_Block_D836
294D839StartPlayerThrow
295D84CSubCD839_Block_D84C
296D852StartThrowAnimation
297D857SubCD852_Block_D857
298D85DSubCD852_Block_D85D
299D87DSubCD852_Block_D87D
300D896SubCD852_Block_D896
301D8ADSubCD852_Block_D8AD
302D8B0SubCD852_Block_D8B0
303D8B3ClearPlayerDirectionFlags
304D8BCStartPlayerThrowAnim
305D8CDSubCD8BC_Block_D8CD
306D8DFSubCD8BC_Block_D8DF
307D8EFSetThrowTargetOffset
308D8F7SubCD8EF_Block_D8F7
309D902SubCD8EF_Block_D902
310D90FSubCD8EF_Block_D90F
311D918SubCD8EF_Block_D918
312D925SetAlternateThrowOffset
313D92DSubCD925_Block_D92D
314D938AddThrowTargetOffset
315D959SubCD938_Block_D959
316D961SelectThrowTile
317D96BSubCD961_Block_D96B
318D983SubCD961_Block_D983
319D988SubCD961_Block_D988
320D9A3SubCD992_Block_D9A3
321D9A9SetThrowFacingRight
322D9BCSubCD9A9_Block_D9BC
323D9C8RenderThrowTile
324D9D9CancelPlayerAction
325D9F1SubCD9D9_Block_D9F1
326D9FASubCD9D9_Block_D9FA
327DA01UpdatePlayerCarryAnim
328DA0BSubCDA01_Block_DA0B
329DA15SubCDA01_Block_DA15
330DA37SubCDA01_Block_DA37
331DA4BSubCDA01_Block_DA4B
332DA60SubCDA01_Block_DA60
333DA8ESubCDA81_Block_DA8E
334DA9FTestCarryHitbox
335DAA7StartCarryAnimation
336DAC3SubCDAA7_Block_DAC3
337DAC6SubCDAA7_Block_DAC6
338DAE5SubCDAA7_Block_DAE5
339DAF6SubCDAA7_Block_DAF6
340DAF8SubCDAA7_Block_DAF8
341DAF9QueueVramBlockFromSpriteTable
342DB0CStartKidnapSequence
343DB2DSubCDB0C_Block_DB2D
344DB32SubCDB0C_Block_DB32
345DB34BeginKidnapMovement
346DB3ASubCDB34_Block_DB3A
347DB50SubCDB34_Block_DB50
348DB51SubCDB34_Block_DB51
349DB62RunScreenStateMachine
350DB72SubCDB62_Block_DB72
351DB79SubCDB62_Block_DB79
352DB80SubCDB62_Block_DB80
353DB87SubCDB62_Block_DB87
354DB8ESubCDB62_Block_DB8E
355DB95SubCDB62_Block_DB95
356DB9CSubCDB62_Block_DB9C
357DBA3SubCDB62_Block_DBA3
358DBB7SubCDB62_Block_DBB7
359DBC0SubCDB62_Block_DBC0
360DBC3HandleScreenState01
361DBD4SubCDBC3_Block_DBD4
362DBD9SubCDBC3_Block_DBD9
363DBDFDrawState01Tile
364DBE7SubCDBDF_Block_DBE7
365DBEAHandleScreenStateDefault
366DBF5SubCDBEA_Block_DBF5
367DC15SubCDBEA_Block_DC15
368DC23SubCDBEA_Block_DC23
369DC25SubCDBEA_Block_DC25
370DC2AAdvanceDefaultStateObject
371DC38SubCDC2A_Block_DC38
372DC4ASubCDC2A_Block_DC4A
373DC54SubCDC2A_Block_DC54
374DC57HandleScreenStateBit40
375DC72SubCDC57_Block_DC72
376DC8DSubCDC7A_Block_DC8D
377DCA1SubCDC7A_Block_DCA1
378DCA4AdvanceStateBit40Object
379DCBBSubCDCB2_Block_DCBB
380DCC8SubCDCB2_Block_DCC8
381DCE1SubCDCB2_Block_DCE1
382DCE7ResetStateBit40Object
383DCEESubCDCE7_Block_DCEE
384DCEFFaceTowardPlayer
385DCFBSubCDCEF_Block_DCFB
386DD05FacePlayerRight
387DD0EFacePlayerLeft
388DD17FaceTowardTarget
389DD20SubCDD17_Block_DD20
390DD23HandleScreenState10
391DD39SubCDD23_Block_DD39
392DD61SubCDD23_Block_DD61
393DD6BSubCDD23_Block_DD6B
394DD77SubCDD23_Block_DD77
395DD80SubCDD23_Block_DD80
396DD8ASubCDD23_Block_DD8A
397DD8CRenderState10Object
398DD95SubCDD8C_Block_DD95
399DDACSetScrollForSplitScreen
400DDCDHandleScreenState80
401DDE6SubCDDCD_Block_DDE6
402DDE8RenderState80Object
403DDEESubCDDE8_Block_DDEE
404DE0DSubCDDE8_Block_DE0D
405DE17AdvanceState80Sprite
406DE31SubCDE17_Block_DE31
407DE36SubCDE17_Block_DE36
408DE40HandleScreenState40
409DE68SubCDE40_Block_DE68
410DE6AAdvanceState40Object
411DE77SubCDE6A_Block_DE77
412DE79AdvanceState40Height
413DE81SubCDE79_Block_DE81
414DE89SubCDE79_Block_DE89
415DE96SubCDE79_Block_DE96
416DE98AddState40Height
417DEA1RenderState40Object
418DEA7SubCDEA1_Block_DEA7
419DEAASubCDEA1_Block_DEAA
420DEB0HandleScreenState20
421DEBBSubCDEB0_Block_DEBB
422DEDASubCDEB0_Block_DEDA
423DEDESetState20ObjectTile
424DEEESubCDEDE_Block_DEEE
425DEF6RenderState20Object
426DF03SubCDEF6_Block_DF03
427DF0DSubCDEF6_Block_DF0D
428DF14HandleScreenState08
429DF2DSubCDF14_Block_DF2D
430DF33HandleScreenState04
431DF6ASubCDF33_Block_DF6A
432DF7ASubCDF33_Block_DF7A
433DF88ResetHudScoreFields
434DF95HandleScreenState02
435DFC0SubCDF95_Block_DFC0
436DFCDSubCDF95_Block_DFCD
437DFD6AdjustState02Object
438DFEESubCDFD6_Block_DFEE
439E00CSubCDFD6_Block_E00C
440E018SubCDFD6_Block_E018
441E029SubCDFD6_Block_E029
442E039SubCDFD6_Block_E039
443E040TwoComplementNegate
444E046SpawnPlayerObject
445E04DSubCE046_Block_E04D
446E05FSubCE046_Block_E05F
447E060SubCE046_Block_E060
448E065SubCE046_Block_E065
449E070SubCE046_Block_E070
450E07DSubCE046_Block_E07D
451E086SubCE046_Block_E086
452E08DSubCE046_Block_E08D
453E091SubCE046_Block_E091
454E0A4SubCE046_Block_E0A4
455E0B1SubCE046_Block_E0B1
456E0B3InitObjectRecord
457E0D2SubCE0B3_Block_E0D2
458E0DESubCE0B3_Block_E0DE
459E0EBSubCE0B3_Block_E0EB
460E0F5LoadObjectPattern
461E11DSubCE0F5_Block_E11D
462E120SetObjectTile
463E125FlipObjectDirection
464E131SubCE125_Block_E131
465E134SetObjectPatternByLevel
466E140AdvanceObjectPattern
467E158SubCE140_Block_E158
468E16ESubCE140_Block_E16E
469E171SetObjectTileAndFlip
470E180SubCE171_Block_E180
471E182ClampObjectX
472E191SubCE182_Block_E191
473E197FlipObjectDirectionAlt
474E1A4SubCE19D_Block_E1A4
475E1A7UpdateObjectAnimationFrames
476E1ACSubCE1A7_Block_E1AC
477E1BESubCE1A7_Block_E1BE
478E1CCSubCE1A7_Block_E1CC
479E1F0SubCE1A7_Block_E1F0
480E1FCUpdateCarriedObject
481E21ASubCE1FC_Block_E21A
482E223UpdateCarriedObjectFlip
483E232SubCE223_Block_E232
484E233GetObjectTargetPosition
485E240GetObjectSecondPosition
486E24DQueueObjectVramBlock
487E258QueueObjectStatusBlock
488E260QueueVramBlockFromPointer
489E265SpawnPatrolObjects
490E28FSubCE265_Block_E28F
491E296NextPatrolSlot
492E2A3SubCE296_Block_E2A3
493E2A4SubCE296_Block_E2A4
494E2BCSubCE296_Block_E2BC
495E2CDSubCE296_Block_E2CD
496E2DDSubCE296_Block_E2DD
497E2EEFindPatrolThreshold
498E2FASubCE2EE_Block_E2FA
499E30ESubCE2EE_Block_E30E
500E313AdvancePatrolCounter
501E324SubCE313_Block_E324
502E327SubCE313_Block_E327
503E333SubCE313_Block_E333
504E35ESubCE34E_Block_E35E
505E365SetObjectAttribute
506E371SubCE365_Block_E371
507E37FSubCE365_Block_E37F
508E381SetObjectTileAlt
509E389AdvanceObjectAnimationState
510E3A5SubCE389_Block_E3A5
511E3B7SubCE3AB_Block_E3B7
512E3C0SubCE3AB_Block_E3C0
513E3C9SubCE3AB_Block_E3C9
514E3D8MoveObjectByDelta
515E3F4MoveObjectX
516E404SubCE3F4_Block_E404
517E406ApplyObjectXDelta
518E410HandleObjectReachedEnd
519E41DSubCE410_Block_E41D
520E436SubCE410_Block_E436
521E43ESubCE410_Block_E43E
522E44CSubCE410_Block_E44C
523E488AdjustObjectPosition
524E4A3SubCE488_Block_E4A3
525E4B3SubCE488_Block_E4B3
526E4B4UpdateScorePopup
527E4C8SubCE4B4_Block_E4C8
528E4CESubCE4B4_Block_E4CE
529E4D1SubCE4B4_Block_E4D1
530E4D4AdvanceScorePopup
531E4EFSubCE4D4_Block_E4EF
532E4F3SubCE4D4_Block_E4F3
533E4F4QueueEdgeBlock
534E500SubCE4F4_Block_E500
535E512SubCE4F4_Block_E512
536E51FSubCE4F4_Block_E51F
537E524SubCE4F4_Block_E524
538E526QueueEdgeBlockData
539E539SubCE526_Block_E539
540E53AUpdateTextScrollObjects
541E540ScanTextScrollRecord
542E54CSubCE540_Block_E54C
543E553SubCE540_Block_E553
544E56FSubCE561_Block_E56F
545E592SubCE561_Block_E592
546E5B4SubCE561_Block_E5B4
547E5BCSubCE561_Block_E5BC
548E5D0SubCE561_Block_E5D0
549E5DESubCE561_Block_E5DE
550E5E2SubCE561_Block_E5E2
551E5E4SetTextScrollState
552E5E6NextTextScrollRecord
553E5F6SubCE5E6_Block_E5F6
554E5F7UpdateStatusPanel
555E610SubCE5F7_Block_E610
556E631SubCE5F7_Block_E631
557E63DSubCE5F7_Block_E63D
558E66ASubCE5F7_Block_E66A
559E66DStartStatusPanelTimer
560E677SubCE66D_Block_E677
561E678SubCE66D_Block_E678
562E682SubCE66D_Block_E682
563E689ClearStatusPanelTimer
564E693SubCE689_Block_E693
565E694DrawScoreDigits
566E6A9SubCE694_Block_E6A9
567E6B0SubCE694_Block_E6B0
568E6E5SubCE694_Block_E6E5
569E6E6AdvanceStoryScroll
570E6F2SubCE6E6_Block_E6F2
571E6F7SubCE6E6_Block_E6F7
572E6FDSubCE6E6_Block_E6FD
573E70ESubCE6E6_Block_E70E
574E71FSubCE6E6_Block_E71F
575E722SetScrollRowIndex
576E723SetScrollTablePointers
577E741FindScrollRow
578E74BSubCE741_Block_E74B
579E755SubCE741_Block_E755
580E765QueueScrollRowBlock
581E77BDrawSpriteList
582E77DDrawSpriteListLoop
583E796SubCE77D_Block_E796
584E797ResetDrawState
585E79BResetSpriteFrameCounter
586E79FResetSpriteAnimState
587E7B2RenderObjectTile
588E7BDResetObjectAnimationState
589E7DDSubCE7BD_Block_E7DD
590E7ECSetObjectDirectionFlags
591E80CSelectObjectTileByState
592E821SubCE80C_Block_E821
593E840SubCE80C_Block_E840
594E845SetObjectTileCoords
595E84DSetObjectTileBuffer
596E854RenderTileAtPosition
597E859DrawBlockAt
598E872DrawPopupBlock
599E887DrawStatusBlock
600E899SetBlockBuffer
601E89BDrawBlockAtCorner
602E8A0LoadHitboxPointer
603E8A8SetSourcePointerLow
604E8AASetObjectScreenPosition
605E8B3SetSourcePointerDefault
606E8BCLoadAltHitboxPointer
607E8C4SetTileNumber
608E8C6SetObjectOrigin
609E8CFSetSourcePointerStatus
610E8D8TestBitInPattern
611E8DDSubCE8D8_Block_E8DD
612E8E8SubCE8D8_Block_E8E8
613E8EADrawTileBlock
614E906SubCE8EA_Block_E906
615E91FSubCE8EA_Block_E91F
616E925SubCE8EA_Block_E925
617E92BSubCE8EA_Block_E92B
618E92EFinishTileBlock
619E936WriteOamEntries
620E940SubCE936_Block_E940
621E952DrawHorizontalRun
622E958SubCE952_Block_E958
623E96DDrawDiagonalRun
624E976SubCE96D_Block_E976
625E97BSubCE96D_Block_E97B
626E9A1DrawReverseDiagonalRun
627E9AASubCE9A1_Block_E9AA
628E9AFSubCE9A1_Block_E9AF
629E9D7DrawVerticalRun
630E9DDSubCE9D7_Block_E9DD
631E9FDFillTileBlock
632E9FFSubCE9FD_Block_E9FF
633EA05SubCE9FD_Block_EA05
634EA25TestObjectBoxOverlapMode
635EA27TestObjectBoxOverlapModeAlt
636EA35SubCEA27_Block_EA35
637EA43SubCEA27_Block_EA43
638EA4EAdvanceOverlapList
639EA62SubCEA5D_Block_EA62
640EA67ReturnOverlapResult
641EA6ELoadOverlapBoxAbsolute
642EA76SubCEA6E_Block_EA76
643EA79AddOverlapBoxOffset
644EA8CLoadOverlapBoxRelative
645EA94SubCEA8C_Block_EA94
646EA97CopyOverlapBox
647EAA4CheckBoxOverlap
648EAB5SubCEAA4_Block_EAB5
649EABBSubCEAA4_Block_EABB
650EACCSubCEAA4_Block_EACC
651EAD2SubCEAA4_Block_EAD2
652EAD8CompareDistanceToTarget
653EAF4SubCEAD8_Block_EAF4
654EAF7ReturnDistanceCompare
655EAFCSubCEAF7_Block_EAFC
656EAFFSubCEAF7_Block_EAFF
657EB02GetHitboxOrigin
658EB0CSubCEB02_Block_EB0C
659EB1AResetBoxOrigin
660EB23TestHitboxTable0
661EB2ERunBoxOverlapTest
662EB35TestHitboxTable1
663EB4FSubCEB35_Block_EB4F
664EB61SubCEB35_Block_EB61
665EB6DSubCEB35_Block_EB6D
666EB72SubCEB35_Block_EB72
667EB73TestHitboxTable2
668EB88SubCEB73_Block_EB88
669EB89TestHitboxTable3
670EB9BSetHitboxResult
671EBA3SubCEB9B_Block_EBA3
672EBA4FindCollectibleAtColumn
673EBB2SubCEBA4_Block_EBB2
674EBCESubCEBA4_Block_EBCE
675EBD6HandleCollectibleColumnHit
676EBE0SubCEBD6_Block_EBE0
677EBF2SubCEBD6_Block_EBF2
678EBF5CheckCollectibleFacing
679EC03SubCEBF5_Block_EC03
680EC05SubCEBF5_Block_EC05
681EC08FindCollectibleAtColumnAlt
682EC16SubCEC08_Block_EC16
683EC33SubCEC08_Block_EC33
684EC4FSubCEC08_Block_EC4F
685EC56SetStateBit40Flag
686EC5ETestHitboxTable4
687EC6BSubCEC5E_Block_EC6B
688EC6CLoadHitboxTable4
689EC77TestHitboxTable5
690EC81SetHitboxResultAlt
691EC89SubCEC81_Block_EC89
692EC8ATestHitboxTable6
693ECA5SubCEC8A_Block_ECA5
694ECA6TestHitboxTable7
695ECBESetHitboxResultAlt2
696ECC2SubCECBE_Block_ECC2
697ECC3RunDeferredTask
698ECF7SubCECC3_Block_ECF7
699ED02SubCECC3_Block_ED02
700ED03ReserveObjectSlot
701ED1CSubCED03_Block_ED1C
702ED1FSubCED03_Block_ED1F
703ED20ApplyVramUpdateQueue
704ED34UploadOamViaDma
705ED3FClearNameTableTopAndPalettes
706ED59SubCED3F_Block_ED59
707ED70SubCED3F_Block_ED70
708ED77QueueVramScreenBlocks
709ED79SubCED77_Block_ED79
710ED82SubCED77_Block_ED82
711ED88QueueVramBlockRecord
712EDC4SubCED88_Block_EDC4
713EDE3SubCED88_Block_EDE3
714EDF4SubCED88_Block_EDF4
715EDF5QueueVramDataRecord
716EE0ASubCEDF5_Block_EE0A
717EE21SubCEDF5_Block_EE21
718EE4DAdvanceVramQueueIndex
719EE4FCheckVramQueueFull
720EE5DSubCEE4F_Block_EE5D
721EE5EUpdateAttractTimers
722EE6ASubCEE5E_Block_EE6A
723EE70SubCEE5E_Block_EE70
724EE74PollJoypadButtonEdge
725EE84SubCEE74_Block_EE84
726EE89ReadControllers
727EE9DReadControllerPort
728EE9FSubCEE9D_Block_EE9F
729EEC8SubCEE9D_Block_EEC8
730EEC9SubCEE9D_Block_EEC9
731EEDFSubCEE9D_Block_EEDF
732EEEBSubCEE9D_Block_EEEB
733EEEESubCEE9D_Block_EEEE
734EEF1SubCEE9D_Block_EEF1
735EF05ApplyVramUpdateStream
736EF19ScrollTextWindowDown
737EF1FSubCEF19_Block_EF1F
738EF30SubCEF19_Block_EF30
739EF3AShiftTextWindowRows
740EF47SubCEF3A_Block_EF47
741EF6ASubCEF3A_Block_EF6A
742EF6ESubCEF3A_Block_EF6E
743EF9CSubCEF3A_Block_EF9C
744EFA2SubCEF3A_Block_EFA2
745EFBESubCEF3A_Block_EFBE
746EFBFScrollTextColumnForward
747EFCASubCEFBF_Block_EFCA
748EFD7SubCEFBF_Block_EFD7
749EFDBSubCEFBF_Block_EFDB
750EFE0ScrollTextColumnBack
751EFF3SubCEFE0_Block_EFF3
752EFFFSubCEFE0_Block_EFFF
753F002SplitCoordinateIntoNibbles
754F026SubCF002_Block_F026
755F02FSubCF002_Block_F02F
756F055SubCF002_Block_F055
757F05ASubCF002_Block_F05A
758F06FSubCF002_Block_F06F
759F071ScrollTextWindowUp
760F07BSubCF071_Block_F07B
761F07CSubCF071_Block_F07C
762F080SubCF071_Block_F080
763F085SubCF071_Block_F085
764F833SetPulse1ControlMaxSweepAndNote
765F835SetPulse1ControlAndNote
766F838WritePulse1NoteTimer
767F83ASubCF838_Block_F83A
768F849SubCF838_Block_F849
769F84AWritePulse2NoteTimer
770F84EWriteTriangleNoteTimer
771F852ConvertNoteToIndex
772F858LookUpNotePeriod
773F863SubCF858_Block_F863
774F876SubCF858_Block_F876
775F889SubCF858_Block_F889
776F88ESubCF858_Block_F88E
777F891SubCF858_Block_F891
778F895SubCF858_Block_F895
779F89ASubCF858_Block_F89A
780F8A1UpdateSoundEngineFrame
781F8BBSubCF8A1_Block_F8BB
782F8BESubCF8A1_Block_F8BE
783F8D4SubCF8A1_Block_F8D4
784F8D9SubCF8A1_Block_F8D9
785F8FDSubCF8A1_Block_F8FD
786F970UpdateSoundEngine
787F983ShiftBitIndex
788F985SubCF983_Block_F985
789F98BSubCF983_Block_F98B
790F98CSetPulse1ControlMaxSweep
791F98ESetPulse1ControlAndSweep
792F995EnablePulse1Channel
793F99BSubCF995_Block_F99B
794F9A7SubCF995_Block_F9A7
795F9AASubCF995_Block_F9AA
796F9B1SubCF995_Block_F9B1
797F9C0SubCF995_Block_F9C0
798F9CFSubCF995_Block_F9CF
799F9D1SubCF995_Block_F9D1
800F9DFSubCF995_Block_F9DF
801F9EDSubCF995_Block_F9ED
802F9F9SubCF995_Block_F9F9
803F9FEAdvanceSoundSequence
804FA2DSubCF9FE_Block_FA2D
805FA37SubCF9FE_Block_FA37
806FA3ASubCF9FE_Block_FA3A
807FA3DContinueSoundSequence
808FA43SubCFA3D_Block_FA43
809FA50SubCFA3D_Block_FA50
810FA60SubCFA3D_Block_FA60
811FA65SubCFA3D_Block_FA65
812FA6ASubCFA3D_Block_FA6A
813FA75SubCFA3D_Block_FA75
814FA7ASubCFA3D_Block_FA7A
815FA87SubCFA3D_Block_FA87
816FA8DSubCFA3D_Block_FA8D
817FAA5SubCFA3D_Block_FAA5
818FAAFSubCFA3D_Block_FAAF
819FAC2SubCFA3D_Block_FAC2
820FAD1SubCFA3D_Block_FAD1
821FADBSubCFA3D_Block_FADB
822FADFSubCFA3D_Block_FADF
823FAE8AdvanceSoundEffectSequence
824FB06SubCFAE8_Block_FB06
825FB09SubCFAE8_Block_FB09
826FB1ASubCFAE8_Block_FB1A
827FB21SubCFAE8_Block_FB21
828FB25SubCFAE8_Block_FB25
829FB33SubCFAE8_Block_FB33
830FB3DSubCFAE8_Block_FB3D
831FB40SubCFAE8_Block_FB40
832FB48SubCFAE8_Block_FB48
833FB4ASubCFAE8_Block_FB4A
834FB58SubCFAE8_Block_FB58
835FB5FUpdatePulse2Channel
836FB6BSubCFB5F_Block_FB6B
837FB75SubCFB5F_Block_FB75
838FB89SubCFB5F_Block_FB89
839FB8ESubCFB5F_Block_FB8E
840FBA8SubCFB5F_Block_FBA8
841FBB8SubCFB5F_Block_FBB8
842FBC6SubCFB5F_Block_FBC6
843FBC7UpdateSoundEffectChannels
844FBD3SubCFBC7_Block_FBD3
845FC05SubCFBC7_Block_FC05
846FC13SubCFBC7_Block_FC13
847FC24SubCFBC7_Block_FC24
848FC3CSubCFC2D_Block_FC3C
849FC4CSubCFC2D_Block_FC4C
850FC55SubCFC2D_Block_FC55
851FC78SubCFC2D_Block_FC78
852FC96SubCFC2D_Block_FC96
853FC9FSubCFC2D_Block_FC9F
854FCA0SubCFC2D_Block_FCA0
855FCB1SubCFC2D_Block_FCB1
856FCC1SubCFC2D_Block_FCC1
857FCC7SubCFC2D_Block_FCC7
858FCCDSubCFC2D_Block_FCCD
859FFF0IrqHandler
860# ---- derived internal branch-target names ----
861C649Reset
862C653SubCC653_OnZero
863C663SubCC663_OnNonzero
864C680IdleWaitForFirstNmi
865C686InitPlayerState
866C69CSubCC686_Block_C69C
867C6A4SubCC686_Block_C6A4
868C6C9ResetVramUpdateQueue
869C6D1ClearScreenAndSpritePalettes
870C6D7ResetPpuControlAndScroll
871C6EBDisableRendering
872C6F1ClearOamBuffer
873C6F5SubCC6F1_Block_C6F5
874C6FCTestObjectBoxOverlap
875C701NmiHandler
876C724SubCC6FC_Block_C724
877C732SubCC6FC_Block_C732
878C73CSubCC6FC_Block_C73C
879C746SubCC6FC_Block_C746
880C754SubCC6FC_Block_C754
881C75ASubCC6FC_Block_C75A
882C75DFinishNmiFrame
883C76ARunGameplayScreen
884C7C3SubCC76A_Block_C7C3
885C7D0SubCC76A_Block_C7D0
886C7E1SubCC76A_Block_C7E1
887C7EASubCC76A_Block_C7EA
888C7F6SubCC76A_Block_C7F6
889C801SubCC801_Loop
890C81FBeginLevelLoad
891C845SubCC81F_Block_C845
892C861SubCC81F_Block_C861
893C865SubCC81F_Block_C865
894C87ALoadLevelLayout
895C88EQueueVramBlockFromLevelTable
896C89BRunTitleScreen
897C8ABSubCC89B_Block_C8AB
898C8B8SubCC89B_Block_C8B8
899C8B9SubCC89B_Block_C8B9
900C8C6SubCC89B_Block_C8C6
901C8CDSubCC89B_Block_C8CD
902C8CFSubCC89B_Block_C8CF
903C8FDSubCC89B_Block_C8FD
904C939SubCC89B_Block_C939
905C951BuildTitleScreenOne
906C974SubCC951_Block_C974
907C97CSubCC951_Block_C97C
908C981BuildTitleScreenTwo
909C98FSubCC981_Block_C98F
910C995SubCC981_Block_C995
911C998UpdateTitleScreen
912C9C2SubCC998_Block_C9C2
913C9C9SubCC998_Block_C9C9
914C9CESubCC998_Block_C9CE
915C9E1SubCC998_Block_C9E1
916C9EDStartAttractDemo
917C9F2SubCC9ED_Block_C9F2
918CA05ResetObjectAnimation
919CA0FLoadLevelPalette
920CA2EPlaceAndActivateObject
921CA37BuildLevelScreenZero
922CA56BuildLevelScreenTwo
923CA71BuildLevelScreenOne
924CA8BRunAttractDemo
925CA94SubCCA8B_Block_CA94
926CAADSubCCA8B_Block_CAAD
927CAB5SubCCA8B_Block_CAB5
928CAB6SubCCA8B_Block_CAB6
929CAC6SubCCA8B_Block_CAC6
930CAD4RunEnemyEncounterUpdate
931CAE6SubCCAD4_Block_CAE6
932CAE7SubCCAD4_Block_CAE7
933CAEASubCCAD4_Block_CAEA
934CAF6SubCCAD4_Block_CAF6
935CB11SubCCAD4_Block_CB11
936CB12RunStageTransitionUpdate
937CB1BSubCCB12_Block_CB1B
938CB45SubCCB12_Block_CB45
939CB68SubCCB12_Block_CB68
940CB69SubCCB12_Block_CB69
941CB72SubCCB12_Block_CB72
942CB81SubCCB12_Block_CB81
943CB92SaveJoypadButtons
944CB94UpdateInGameActors
945CBA1SubCCB94_Block_CBA1
946CBA9SubCCB94_Block_CBA9
947CBD9SubCCB94_Block_CBD9
948CC0FSubCCB94_Block_CC0F
949CC1EHandleLifeLost
950CC33SubCCC1E_Block_CC33
951CC3ESubCCC1E_Block_CC3E
952CC73SubCCC1E_Block_CC73
953CC78SubCCC78_Loop
954CC7CSubCCC7C_Loop
955CC81CheckLevelExitTrigger
956CC97SubCCC81_Block_CC97
957CC9FSubCCC81_Block_CC9F
958CCA0ToggleAttractMode
959CCBESubCCCA0_Block_CCBE
960CCD9SubCCCA0_Block_CCD9
961CCE1SubCCCA0_Block_CCE1
962CCE3SubCCCA0_Block_CCE3
963CCE8SubCCCA0_Block_CCE8
964CCECSubCCCA0_Block_CCEC
965CCFDSetAttractCooldown
966CD02SubCCCFD_Block_CD02
967CD03BeginGameOverSequence
968CD14SubCCD03_Block_CD14
969CD29QueueLevelTileBlock
970CD36SubCCD29_Block_CD36
971CD3CSubCCD29_Block_CD3C
972CD50SubCCD29_Block_CD50
973CD5BSubCCD29_Block_CD5B
974CD5CSubCCD29_Block_CD5C
975CD7DSubCCD29_Block_CD7D
976CD80SubCCD29_Block_CD80
977CD8CMergeJoypadDirections
978CD9ASubCCD8C_Block_CD9A
979CDACSubCCD8C_Block_CDAC
980CDADStartNextLevel
981CDDCSubCCDAD_Block_CDDC
982CDEAHandlePlayerCaptured
983CE08SubCCDEA_Block_CE08
984CE09SubCCDEA_Block_CE09
985CE14SubCCDEA_Block_CE14
986CE28SubCCDEA_Block_CE28
987CE32SubCCDEA_Block_CE32
988CE48HidePlayerSprites
989CE4FHidePlayerSpriteSlots
990CE53SubCCE4F_Block_CE53
991CE5FSubCCE4F_Block_CE5F
992CE6AAddOamSprite
993CE71SubCCE6A_Block_CE71
994CE9ESubCCE6A_Block_CE9E
995CEAAReserveSpriteSlots
996CED7SubCCEAA_Block_CED7
997CED8UpdateHudScore
998CEF4SubCCED8_Block_CEF4
999CF00SubCCED8_Block_CF00
1000CF06QueueLevelVramBlock
1001CF09QueueLevelBorderBlock
1002CF14SubCCF09_Block_CF14
1003CF1AQueueVramTileRecord
1004CF2BSubCCF1A_Block_CF2B
1005CF37UpdatePickupsAndDamage
1006CF3DTestFirstPlayerHitbox
1007CF3FTestHitbox
1008CF45HandleCollectiblePickup
1009CF79SubCCF45_Block_CF79
1010CF7CSubCCF45_Block_CF7C
1011CF7DSubCCF45_Block_CF7D
1012CF96SubCCF45_Block_CF96
1013CFA2SubCCF45_Block_CFA2
1014CFA7HandleCollectiblePickupAlt
1015CFADSubCCFA7_Block_CFAD
1016CFAESubCCFA7_Block_CFAE
1017CFD5SubCCFA7_Block_CFD5
1018CFD6SubCCFA7_Block_CFD6
1019CFD9SubCCFA7_Block_CFD9
1020CFEBSubCCFA7_Block_CFEB
1021CFECTestPlayerHitboxesAlt
1022CFEETestHitboxAlt
1023CFF4HandlePlayerDamage
1024CFF9SubCCFF4_Block_CFF9
1025D019SubCCFF4_Block_D019
1026D03DSubCCFF4_Block_D03D
1027D044SubCCFF4_Block_D044
1028D045CheckCollectiblePickup
1029D06CSubCD045_Block_D06C
1030D06DSetSourcePointerFromTable
1031D079UpdateStageActors
1032D097SubCD079_Block_D097
1033D0A1SubCD079_Block_D0A1
1034D0A7SpawnEnemySprites
1035D10BSubCD0A7_Block_D10B
1036D10CUpdatePlayerAndEnemies
1037D139SubCD10C_Block_D139
1038D14DSubCD10C_Block_D14D
1039D14ESubCD10C_Block_D14E
1040D159SubCD10C_Block_D159
1041D163SubCD10C_Block_D163
1042D172SubCD10C_Block_D172
1043D1A3SubCD10C_Block_D1A3
1044D1A6SubCD10C_Block_D1A6
1045D1A7CheckCollectibleReach
1046D1D6SubCD1A7_Block_D1D6
1047D1D9CheckLeftEdgeCollision
1048D1F4SubCD1D9_Block_D1F4
1049D1F9SubCD1D9_Block_D1F9
1050D1FCCheckRightEdgeCollision
1051D213SubCD1FC_Block_D213
1052D218SubCD1FC_Block_D218
1053D21BCheckObjectNearEdge
1054D234CheckObjectOverlap
1055D26DSubCD234_Block_D26D
1056D26FStoreOverlapResult
1057D279SubCD26F_Block_D279
1058D27ECheckWallCollision
1059D29BSubCD27E_Block_D29B
1060D29ESubCD27E_Block_D29E
1061D29FCheckEnemyBodyCollision
1062D2BESubCD29F_Block_D2BE
1063D2C1SubCD29F_Block_D2C1
1064D2C2CheckPlayerOffScreen
1065D2CFSubCD2C2_Block_D2CF
1066D2D0IsPositionOffScreen
1067D2D9SubCD2D0_Block_D2D9
1068D2DCSpawnTextRecord
1069D312ScanForFreeTextSlot
1070D320SubCD312_Block_D320
1071D333SubCD312_Block_D333
1072D334SubCD312_Block_D334
1073D340CheckObjectSpawnTable
1074D349SubCD340_Block_D349
1075D356SetHitReactionFlags
1076D365SubCD356_Block_D365
1077D379SubCD356_Block_D379
1078D38CSubCD356_Block_D38C
1079D399SubCD356_Block_D399
1080D3ADSubCD356_Block_D3AD
1081D3AESubCD356_Block_D3AE
1082D3B4SubCD356_Block_D3B4
1083D3DDSubCD356_Block_D3DD
1084D3DETestObjectAtPosition
1085D3EBUpdateProjectileObjects
1086D3FDSubCD3EB_Block_D3FD
1087D408SubCD3EB_Block_D408
1088D422SubCD3EB_Block_D422
1089D424ResetProjectileRecord
1090D449SubCD424_Block_D449
1091D450SubCD424_Block_D450
1092D45BSubCD424_Block_D45B
1093D465SpawnBonusSprite
1094D498SubCD465_Block_D498
1095D499MarkPickupMissed
1096D4ACSubCD499_Block_D4AC
1097D4ADTestBonusSpriteOverlap
1098D4C6GetObjectScreenPosition
1099D4CFCheckStageEndTrigger
1100D4EASubCD4CF_Block_D4EA
1101D506SubCD4CF_Block_D506
1102D523SubCD4CF_Block_D523
1103D524UpdateWorldEntities
1104D553SubCD524_Block_D553
1105D565SubCD524_Block_D565
1106D56FQueueLevelTextRow
1107D57BSubCD56F_Block_D57B
1108D591SubCD591_OnZero
1109D5A3SubCD591_Block_D5A3
1110D5B2SubCD591_Block_D5B2
1111D5B5SpawnScoreNumberPopup
1112D5C8SubCD5B5_Block_D5C8
1113D5DDSubCD5B5_Block_D5DD
1114D5E8QueueTextRowFromTable
1115D5EBSubCD5E8_Block_D5EB
1116D605QueueTextRowLoop
1117D607QueueTextRowInnerLoop
1118D613SubCD607_Block_D613
1119D621SubCD607_Block_D621
1120D631SubCD607_Block_D631
1121D634QueueLevelTextTable
1122D637SubCD634_Block_D637
1123D641ScanTextTableColumns
1124D64BSubCD641_Block_D64B
1125D663SubCD641_Block_D663
1126D67BSubCD641_Block_D67B
1127D67DSubCD641_Block_D67D
1128D690UpdateEnemiesAndEffects
1129D6A8SubCD690_Block_D6A8
1130D6B7SubCD690_Block_D6B7
1131D6B8SubCD690_Block_D6B8
1132D6C7SubCD690_Block_D6C7
1133D6D0SubCD690_Block_D6D0
1134D6D7SubCD690_Block_D6D7
1135D6E2SubCD690_Block_D6E2
1136D6EESubCD690_Block_D6EE
1137D6EFUpdateScrollingPlatform
1138D700SubCD6EF_Block_D700
1139D721SubCD6EF_Block_D721
1140D728SubCD6EF_Block_D728
1141D729SubCD6EF_Block_D729
1142D736ResetPlatformState
1143D73ESubCD736_Block_D73E
1144D751UpdatePlayerMovement
1145D76FSubCD751_Block_D76F
1146D788SubCD751_Block_D788
1147D793SubCD751_Block_D793
1148D799SetScorePopupTileOffset
1149D79BSubCD799_Block_D79B
1150D7B2SubCD7B2_Loop
1151D7C2SubCD7B2_Block_D7C2
1152D7D0SubCD7B2_Block_D7D0
1153D7D6SubCD7B2_Block_D7D6
1154D7E0SubCD7B2_Block_D7E0
1155D7E7RenderPlayerTile
1156D7F4AdvancePlayerAnimationFrame
1157D7FESubCD7F4_Block_D7FE
1158D801ResetPlayerAnimation
1159D82BSubCD801_Block_D82B
1160D836SubCD801_Block_D836
1161D839StartPlayerThrow
1162D84CSubCD839_Block_D84C
1163D852StartThrowAnimation
1164D857SubCD852_Block_D857
1165D85DSubCD852_Block_D85D
1166D87DSubCD852_Block_D87D
1167D896SubCD852_Block_D896
1168D8ADSubCD852_Block_D8AD
1169D8B0SubCD852_Block_D8B0
1170D8B3ClearPlayerDirectionFlags
1171D8BCStartPlayerThrowAnim
1172D8CDSubCD8BC_Block_D8CD
1173D8DFSubCD8BC_Block_D8DF
1174D8E2SubCD8E2_Loop
1175D8EFSetThrowTargetOffset
1176D8F7SubCD8EF_Block_D8F7
1177D902SubCD8EF_Block_D902
1178D90FSubCD8EF_Block_D90F
1179D918SubCD8EF_Block_D918
1180D925SetAlternateThrowOffset
1181D92DSubCD925_Block_D92D
1182D938AddThrowTargetOffset
1183D959SubCD938_Block_D959
1184D961SelectThrowTile
1185D96BSubCD961_Block_D96B
1186D983SubCD961_Block_D983
1187D988SubCD961_Block_D988
1188D992SubCD992_Loop
1189D9A3SubCD992_Block_D9A3
1190D9A9SetThrowFacingRight
1191D9BCSubCD9A9_Block_D9BC
1192D9C8RenderThrowTile
1193D9D9CancelPlayerAction
1194D9F1SubCD9D9_Block_D9F1
1195D9FASubCD9D9_Block_D9FA
1196DA01UpdatePlayerCarryAnim
1197DA0BSubCDA01_Block_DA0B
1198DA15SubCDA01_Block_DA15
1199DA37SubCDA01_Block_DA37
1200DA4BSubCDA01_Block_DA4B
1201DA60SubCDA01_Block_DA60
1202DA81SubCDA81_Loop
1203DA8ESubCDA81_Block_DA8E
1204DA9FTestCarryHitbox
1205DAA7StartCarryAnimation
1206DAC3SubCDAA7_Block_DAC3
1207DAC6SubCDAA7_Block_DAC6
1208DAE5SubCDAA7_Block_DAE5
1209DAF6SubCDAA7_Block_DAF6
1210DAF8SubCDAA7_Block_DAF8
1211DAF9QueueVramBlockFromSpriteTable
1212DB0CStartKidnapSequence
1213DB2DSubCDB0C_Block_DB2D
1214DB32SubCDB0C_Block_DB32
1215DB34BeginKidnapMovement
1216DB3ASubCDB34_Block_DB3A
1217DB50SubCDB34_Block_DB50
1218DB51SubCDB34_Block_DB51
1219DB62RunScreenStateMachine
1220DB72SubCDB62_Block_DB72
1221DB79SubCDB62_Block_DB79
1222DB80SubCDB62_Block_DB80
1223DB87SubCDB62_Block_DB87
1224DB8ESubCDB62_Block_DB8E
1225DB95SubCDB62_Block_DB95
1226DB9CSubCDB62_Block_DB9C
1227DBA3SubCDB62_Block_DBA3
1228DBB7SubCDB62_Block_DBB7
1229DBC0SubCDB62_Block_DBC0
1230DBC3HandleScreenState01
1231DBD4SubCDBC3_Block_DBD4
1232DBD9SubCDBC3_Block_DBD9
1233DBDFDrawState01Tile
1234DBE7SubCDBDF_Block_DBE7
1235DBEAHandleScreenStateDefault
1236DBF5SubCDBEA_Block_DBF5
1237DC15SubCDBEA_Block_DC15
1238DC23SubCDBEA_Block_DC23
1239DC25SubCDBEA_Block_DC25
1240DC2AAdvanceDefaultStateObject
1241DC38SubCDC2A_Block_DC38
1242DC4ASubCDC2A_Block_DC4A
1243DC54SubCDC2A_Block_DC54
1244DC57HandleScreenStateBit40
1245DC72SubCDC57_Block_DC72
1246DC7ASubCDC7A_Loop
1247DC8DSubCDC7A_Block_DC8D
1248DCA1SubCDC7A_Block_DCA1
1249DCA4AdvanceStateBit40Object
1250DCB2SubCDCB2_Loop
1251DCBBSubCDCB2_Block_DCBB
1252DCC8SubCDCB2_Block_DCC8
1253DCE1SubCDCB2_Block_DCE1
1254DCE7ResetStateBit40Object
1255DCEESubCDCE7_Block_DCEE
1256DCEFFaceTowardPlayer
1257DCFBSubCDCEF_Block_DCFB
1258DD05FacePlayerRight
1259DD0EFacePlayerLeft
1260DD17FaceTowardTarget
1261DD20SubCDD17_Block_DD20
1262DD23HandleScreenState10
1263DD39SubCDD23_Block_DD39
1264DD61SubCDD23_Block_DD61
1265DD6BSubCDD23_Block_DD6B
1266DD77SubCDD23_Block_DD77
1267DD80SubCDD23_Block_DD80
1268DD8ASubCDD23_Block_DD8A
1269DD8CRenderState10Object
1270DD95SubCDD8C_Block_DD95
1271DDACSetScrollForSplitScreen
1272DDCDHandleScreenState80
1273DDE6SubCDDCD_Block_DDE6
1274DDE8RenderState80Object
1275DDEESubCDDE8_Block_DDEE
1276DE0DSubCDDE8_Block_DE0D
1277DE17AdvanceState80Sprite
1278DE31SubCDE17_Block_DE31
1279DE36SubCDE17_Block_DE36
1280DE40HandleScreenState40
1281DE68SubCDE40_Block_DE68
1282DE6AAdvanceState40Object
1283DE77SubCDE6A_Block_DE77
1284DE79AdvanceState40Height
1285DE81SubCDE79_Block_DE81
1286DE89SubCDE79_Block_DE89
1287DE96SubCDE79_Block_DE96
1288DE98AddState40Height
1289DEA1RenderState40Object
1290DEA7SubCDEA1_Block_DEA7
1291DEAASubCDEA1_Block_DEAA
1292DEB0HandleScreenState20
1293DEBBSubCDEB0_Block_DEBB
1294DEDASubCDEB0_Block_DEDA
1295DEDESetState20ObjectTile
1296DEEESubCDEDE_Block_DEEE
1297DEF6RenderState20Object
1298DF03SubCDEF6_Block_DF03
1299DF0DSubCDEF6_Block_DF0D
1300DF14HandleScreenState08
1301DF2DSubCDF14_Block_DF2D
1302DF33HandleScreenState04
1303DF6ASubCDF33_Block_DF6A
1304DF7ASubCDF33_Block_DF7A
1305DF88ResetHudScoreFields
1306DF95HandleScreenState02
1307DFC0SubCDF95_Block_DFC0
1308DFCDSubCDF95_Block_DFCD
1309DFD6AdjustState02Object
1310DFEESubCDFD6_Block_DFEE
1311E00CSubCDFD6_Block_E00C
1312E018SubCDFD6_Block_E018
1313E029SubCDFD6_Block_E029
1314E039SubCDFD6_Block_E039
1315E040TwoComplementNegate
1316E046SpawnPlayerObject
1317E04DSubCE046_Block_E04D
1318E05FSubCE046_Block_E05F
1319E060SubCE046_Block_E060
1320E065SubCE046_Block_E065
1321E070SubCE046_Block_E070
1322E07DSubCE046_Block_E07D
1323E086SubCE046_Block_E086
1324E08DSubCE046_Block_E08D
1325E091SubCE046_Block_E091
1326E0A4SubCE046_Block_E0A4
1327E0B1SubCE046_Block_E0B1
1328E0B3InitObjectRecord
1329E0D2SubCE0B3_Block_E0D2
1330E0DESubCE0B3_Block_E0DE
1331E0EBSubCE0B3_Block_E0EB
1332E0F5LoadObjectPattern
1333E11DSubCE0F5_Block_E11D
1334E120SetObjectTile
1335E125FlipObjectDirection
1336E131SubCE125_Block_E131
1337E134SetObjectPatternByLevel
1338E140AdvanceObjectPattern
1339E158SubCE140_Block_E158
1340E16ESubCE140_Block_E16E
1341E171SetObjectTileAndFlip
1342E180SubCE171_Block_E180
1343E182ClampObjectX
1344E191SubCE182_Block_E191
1345E197FlipObjectDirectionAlt
1346E19DSubCE19D_Loop
1347E1A4SubCE19D_Block_E1A4
1348E1A7UpdateObjectAnimationFrames
1349E1ACSubCE1A7_Block_E1AC
1350E1BESubCE1A7_Block_E1BE
1351E1CCSubCE1A7_Block_E1CC
1352E1F0SubCE1A7_Block_E1F0
1353E1F3SubCE1F3_Loop
1354E1FCUpdateCarriedObject
1355E21ASubCE1FC_Block_E21A
1356E223UpdateCarriedObjectFlip
1357E232SubCE223_Block_E232
1358E233GetObjectTargetPosition
1359E240GetObjectSecondPosition
1360E24DQueueObjectVramBlock
1361E258QueueObjectStatusBlock
1362E260QueueVramBlockFromPointer
1363E265SpawnPatrolObjects
1364E28FSubCE265_Block_E28F
1365E296NextPatrolSlot
1366E2A3SubCE296_Block_E2A3
1367E2A4SubCE296_Block_E2A4
1368E2BCSubCE296_Block_E2BC
1369E2CDSubCE296_Block_E2CD
1370E2DDSubCE296_Block_E2DD
1371E2EEFindPatrolThreshold
1372E2FASubCE2EE_Block_E2FA
1373E30ESubCE2EE_Block_E30E
1374E313AdvancePatrolCounter
1375E324SubCE313_Block_E324
1376E327SubCE313_Block_E327
1377E333SubCE313_Block_E333
1378E34ESubCE34E_Loop
1379E35ESubCE34E_Block_E35E
1380E365SetObjectAttribute
1381E371SubCE365_Block_E371
1382E37FSubCE365_Block_E37F
1383E381SetObjectTileAlt
1384E389AdvanceObjectAnimationState
1385E3A5SubCE389_Block_E3A5
1386E3ABSubCE3AB_Loop
1387E3B7SubCE3AB_Block_E3B7
1388E3C0SubCE3AB_Block_E3C0
1389E3C9SubCE3AB_Block_E3C9
1390E3D8MoveObjectByDelta
1391E3F4MoveObjectX
1392E404SubCE3F4_Block_E404
1393E406ApplyObjectXDelta
1394E410HandleObjectReachedEnd
1395E41DSubCE410_Block_E41D
1396E436SubCE410_Block_E436
1397E43ESubCE410_Block_E43E
1398E44CSubCE410_Block_E44C
1399E488AdjustObjectPosition
1400E4A3SubCE488_Block_E4A3
1401E4B3SubCE488_Block_E4B3
1402E4B4UpdateScorePopup
1403E4C8SubCE4B4_Block_E4C8
1404E4CESubCE4B4_Block_E4CE
1405E4D1SubCE4B4_Block_E4D1
1406E4D4AdvanceScorePopup
1407E4EFSubCE4D4_Block_E4EF
1408E4F3SubCE4D4_Block_E4F3
1409E4F4QueueEdgeBlock
1410E500SubCE4F4_Block_E500
1411E512SubCE4F4_Block_E512
1412E51FSubCE4F4_Block_E51F
1413E524SubCE4F4_Block_E524
1414E526QueueEdgeBlockData
1415E539SubCE526_Block_E539
1416E53AUpdateTextScrollObjects
1417E540ScanTextScrollRecord
1418E54CSubCE540_Block_E54C
1419E553SubCE540_Block_E553
1420E561SubCE561_Loop
1421E56FSubCE561_Block_E56F
1422E592SubCE561_Block_E592
1423E5B4SubCE561_Block_E5B4
1424E5BCSubCE561_Block_E5BC
1425E5D0SubCE561_Block_E5D0
1426E5DESubCE561_Block_E5DE
1427E5E2SubCE561_Block_E5E2
1428E5E4SetTextScrollState
1429E5E6NextTextScrollRecord
1430E5F6SubCE5E6_Block_E5F6
1431E5F7UpdateStatusPanel
1432E610SubCE5F7_Block_E610
1433E631SubCE5F7_Block_E631
1434E63DSubCE5F7_Block_E63D
1435E66ASubCE5F7_Block_E66A
1436E66DStartStatusPanelTimer
1437E677SubCE66D_Block_E677
1438E678SubCE66D_Block_E678
1439E682SubCE66D_Block_E682
1440E689ClearStatusPanelTimer
1441E693SubCE689_Block_E693
1442E694DrawScoreDigits
1443E6A9SubCE694_Block_E6A9
1444E6B0SubCE694_Block_E6B0
1445E6E5SubCE694_Block_E6E5
1446E6E6AdvanceStoryScroll
1447E6F2SubCE6E6_Block_E6F2
1448E6F7SubCE6E6_Block_E6F7
1449E6FDSubCE6E6_Block_E6FD
1450E70ESubCE6E6_Block_E70E
1451E71FSubCE6E6_Block_E71F
1452E722SetScrollRowIndex
1453E723SetScrollTablePointers
1454E741FindScrollRow
1455E74BSubCE741_Block_E74B
1456E755SubCE741_Block_E755
1457E765QueueScrollRowBlock
1458E77BDrawSpriteList
1459E77DDrawSpriteListLoop
1460E796SubCE77D_Block_E796
1461E797ResetDrawState
1462E79BResetSpriteFrameCounter
1463E79FResetSpriteAnimState
1464E7B2RenderObjectTile
1465E7BDResetObjectAnimationState
1466E7DDSubCE7BD_Block_E7DD
1467E7ECSetObjectDirectionFlags
1468E7F1SubCE7F1_OnZero
1469E80CSelectObjectTileByState
1470E821SubCE80C_Block_E821
1471E840SubCE80C_Block_E840
1472E845SetObjectTileCoords
1473E84DSetObjectTileBuffer
1474E854RenderTileAtPosition
1475E859DrawBlockAt
1476E872DrawPopupBlock
1477E887DrawStatusBlock
1478E899SetBlockBuffer
1479E89BDrawBlockAtCorner
1480E8A0LoadHitboxPointer
1481E8A8SetSourcePointerLow
1482E8AASetObjectScreenPosition
1483E8B3SetSourcePointerDefault
1484E8BCLoadAltHitboxPointer
1485E8C4SetTileNumber
1486E8C6SetObjectOrigin
1487E8CFSetSourcePointerStatus
1488E8D8TestBitInPattern
1489E8DDSubCE8D8_Block_E8DD
1490E8E8SubCE8D8_Block_E8E8
1491E8EADrawTileBlock
1492E906SubCE8EA_Block_E906
1493E91FSubCE8EA_Block_E91F
1494E925SubCE8EA_Block_E925
1495E92BSubCE8EA_Block_E92B
1496E92EFinishTileBlock
1497E936WriteOamEntries
1498E940SubCE936_Block_E940
1499E952DrawHorizontalRun
1500E958SubCE952_Block_E958
1501E96DDrawDiagonalRun
1502E976SubCE96D_Block_E976
1503E97BSubCE96D_Block_E97B
1504E9A1DrawReverseDiagonalRun
1505E9AASubCE9A1_Block_E9AA
1506E9AFSubCE9A1_Block_E9AF
1507E9D7DrawVerticalRun
1508E9DDSubCE9D7_Block_E9DD
1509E9FDFillTileBlock
1510E9FFSubCE9FD_Block_E9FF
1511EA05SubCE9FD_Block_EA05
1512EA25TestObjectBoxOverlapMode
1513EA27TestObjectBoxOverlapModeAlt
1514EA35SubCEA27_Block_EA35
1515EA43SubCEA27_Block_EA43
1516EA4EAdvanceOverlapList
1517EA5DSubCEA5D_Loop
1518EA62SubCEA5D_Block_EA62
1519EA67ReturnOverlapResult
1520EA6ELoadOverlapBoxAbsolute
1521EA76SubCEA6E_Block_EA76
1522EA79AddOverlapBoxOffset
1523EA8CLoadOverlapBoxRelative
1524EA94SubCEA8C_Block_EA94
1525EA97CopyOverlapBox
1526EAA4CheckBoxOverlap
1527EAB5SubCEAA4_Block_EAB5
1528EABBSubCEAA4_Block_EABB
1529EACCSubCEAA4_Block_EACC
1530EAD2SubCEAA4_Block_EAD2
1531EAD5SubCEAD5_Loop
1532EAD8CompareDistanceToTarget
1533EAF4SubCEAD8_Block_EAF4
1534EAF7ReturnDistanceCompare
1535EAFCSubCEAF7_Block_EAFC
1536EAFFSubCEAF7_Block_EAFF
1537EB02GetHitboxOrigin
1538EB0CSubCEB02_Block_EB0C
1539EB1AResetBoxOrigin
1540EB23TestHitboxTable0
1541EB2ERunBoxOverlapTest
1542EB35TestHitboxTable1
1543EB4FSubCEB35_Block_EB4F
1544EB61SubCEB35_Block_EB61
1545EB6DSubCEB35_Block_EB6D
1546EB72SubCEB35_Block_EB72
1547EB73TestHitboxTable2
1548EB88SubCEB73_Block_EB88
1549EB89TestHitboxTable3
1550EB9BSetHitboxResult
1551EBA3SubCEB9B_Block_EBA3
1552EBA4FindCollectibleAtColumn
1553EBB2SubCEBA4_Block_EBB2
1554EBCESubCEBA4_Block_EBCE
1555EBD6HandleCollectibleColumnHit
1556EBE0SubCEBD6_Block_EBE0
1557EBF2SubCEBD6_Block_EBF2
1558EBF5CheckCollectibleFacing
1559EC03SubCEBF5_Block_EC03
1560EC05SubCEBF5_Block_EC05
1561EC08FindCollectibleAtColumnAlt
1562EC16SubCEC08_Block_EC16
1563EC33SubCEC08_Block_EC33
1564EC4FSubCEC08_Block_EC4F
1565EC56SetStateBit40Flag
1566EC5BSubCEC5B_Loop
1567EC5ETestHitboxTable4
1568EC6BSubCEC5E_Block_EC6B
1569EC6CLoadHitboxTable4
1570EC77TestHitboxTable5
1571EC81SetHitboxResultAlt
1572EC89SubCEC81_Block_EC89
1573EC8ATestHitboxTable6
1574ECA5SubCEC8A_Block_ECA5
1575ECA6TestHitboxTable7
1576ECBESetHitboxResultAlt2
1577ECC2SubCECBE_Block_ECC2
1578ECC3RunDeferredTask
1579ECF7SubCECC3_Block_ECF7
1580ED02SubCECC3_Block_ED02
1581ED03ReserveObjectSlot
1582ED1CSubCED03_Block_ED1C
1583ED1FSubCED03_Block_ED1F
1584ED20ApplyVramUpdateQueue
1585ED34UploadOamViaDma
1586ED3FClearNameTableTopAndPalettes
1587ED59SubCED3F_Block_ED59
1588ED70SubCED3F_Block_ED70
1589ED77QueueVramScreenBlocks
1590ED79SubCED77_Block_ED79
1591ED82SubCED77_Block_ED82
1592ED88QueueVramBlockRecord
1593EDC4SubCED88_Block_EDC4
1594EDE3SubCED88_Block_EDE3
1595EDF4SubCED88_Block_EDF4
1596EDF5QueueVramDataRecord
1597EE0ASubCEDF5_Block_EE0A
1598EE21SubCEDF5_Block_EE21
1599EE4DAdvanceVramQueueIndex
1600EE4FCheckVramQueueFull
1601EE5DSubCEE4F_Block_EE5D
1602EE5EUpdateAttractTimers
1603EE6ASubCEE5E_Block_EE6A
1604EE70SubCEE5E_Block_EE70
1605EE74PollJoypadButtonEdge
1606EE84SubCEE74_Block_EE84
1607EE89ReadControllers
1608EE9DReadControllerPort
1609EE9FSubCEE9D_Block_EE9F
1610EEC8SubCEE9D_Block_EEC8
1611EEC9SubCEE9D_Block_EEC9
1612EEDFSubCEE9D_Block_EEDF
1613EEEBSubCEE9D_Block_EEEB
1614EEEESubCEE9D_Block_EEEE
1615EEF1SubCEE9D_Block_EEF1
1616EF05ApplyVramUpdateStream
1617EF19ScrollTextWindowDown
1618EF1FSubCEF19_Block_EF1F
1619EF30SubCEF19_Block_EF30
1620EF3AShiftTextWindowRows
1621EF47SubCEF3A_Block_EF47
1622EF6ASubCEF3A_Block_EF6A
1623EF6ESubCEF3A_Block_EF6E
1624EF9CSubCEF3A_Block_EF9C
1625EFA2SubCEF3A_Block_EFA2
1626EFBESubCEF3A_Block_EFBE
1627EFBFScrollTextColumnForward
1628EFCASubCEFBF_Block_EFCA
1629EFD7SubCEFBF_Block_EFD7
1630EFDBSubCEFBF_Block_EFDB
1631EFE0ScrollTextColumnBack
1632EFF3SubCEFE0_Block_EFF3
1633EFFFSubCEFE0_Block_EFFF
1634F002SplitCoordinateIntoNibbles
1635F026SubCF002_Block_F026
1636F02FSubCF002_Block_F02F
1637F055SubCF002_Block_F055
1638F05ASubCF002_Block_F05A
1639F06FSubCF002_Block_F06F
1640F071ScrollTextWindowUp
1641F07BSubCF071_Block_F07B
1642F07CSubCF071_Block_F07C
1643F080SubCF071_Block_F080
1644F085SubCF071_Block_F085
1645F833SetPulse1ControlMaxSweepAndNote
1646F835SetPulse1ControlAndNote
1647F838WritePulse1NoteTimer
1648F83ASubCF838_Block_F83A
1649F849SubCF838_Block_F849
1650F84AWritePulse2NoteTimer
1651F84EWriteTriangleNoteTimer
1652F852ConvertNoteToIndex
1653F858LookUpNotePeriod
1654F863SubCF858_Block_F863
1655F876SubCF858_Block_F876
1656F889SubCF858_Block_F889
1657F88ESubCF858_Block_F88E
1658F891SubCF858_Block_F891
1659F895SubCF858_Block_F895
1660F89ASubCF858_Block_F89A
1661F8A1UpdateSoundEngineFrame
1662F8BBSubCF8A1_Block_F8BB
1663F8BESubCF8A1_Block_F8BE
1664F8D4SubCF8A1_Block_F8D4
1665F8D9SubCF8A1_Block_F8D9
1666F8FDSubCF8A1_Block_F8FD
1667F970UpdateSoundEngine
1668F983ShiftBitIndex
1669F985SubCF983_Block_F985
1670F98BSubCF983_Block_F98B
1671F98CSetPulse1ControlMaxSweep
1672F98ESetPulse1ControlAndSweep
1673F995EnablePulse1Channel
1674F99BSubCF995_Block_F99B
1675F9A7SubCF995_Block_F9A7
1676F9AASubCF995_Block_F9AA
1677F9B1SubCF995_Block_F9B1
1678F9C0SubCF995_Block_F9C0
1679F9CFSubCF995_Block_F9CF
1680F9D1SubCF995_Block_F9D1
1681F9DFSubCF995_Block_F9DF
1682F9EDSubCF995_Block_F9ED
1683F9F9SubCF995_Block_F9F9
1684F9FEAdvanceSoundSequence
1685FA2DSubCF9FE_Block_FA2D
1686FA37SubCF9FE_Block_FA37
1687FA3ASubCF9FE_Block_FA3A
1688FA3DContinueSoundSequence
1689FA43SubCFA3D_Block_FA43
1690FA50SubCFA3D_Block_FA50
1691FA60SubCFA3D_Block_FA60
1692FA65SubCFA3D_Block_FA65
1693FA6ASubCFA3D_Block_FA6A
1694FA75SubCFA3D_Block_FA75
1695FA7ASubCFA3D_Block_FA7A
1696FA87SubCFA3D_Block_FA87
1697FA8DSubCFA3D_Block_FA8D
1698FAA5SubCFA3D_Block_FAA5
1699FAAFSubCFA3D_Block_FAAF
1700FAC2SubCFA3D_Block_FAC2
1701FAD1SubCFA3D_Block_FAD1
1702FADBSubCFA3D_Block_FADB
1703FADFSubCFA3D_Block_FADF
1704FAE8AdvanceSoundEffectSequence
1705FB06SubCFAE8_Block_FB06
1706FB09SubCFAE8_Block_FB09
1707FB1ASubCFAE8_Block_FB1A
1708FB21SubCFAE8_Block_FB21
1709FB25SubCFAE8_Block_FB25
1710FB33SubCFAE8_Block_FB33
1711FB3DSubCFAE8_Block_FB3D
1712FB40SubCFAE8_Block_FB40
1713FB48SubCFAE8_Block_FB48
1714FB4ASubCFAE8_Block_FB4A
1715FB58SubCFAE8_Block_FB58
1716FB5FUpdatePulse2Channel
1717FB6BSubCFB5F_Block_FB6B
1718FB75SubCFB5F_Block_FB75
1719FB89SubCFB5F_Block_FB89
1720FB8ESubCFB5F_Block_FB8E
1721FBA8SubCFB5F_Block_FBA8
1722FBB8SubCFB5F_Block_FBB8
1723FBC6SubCFB5F_Block_FBC6
1724FBC7UpdateSoundEffectChannels
1725FBD3SubCFBC7_Block_FBD3
1726FC05SubCFBC7_Block_FC05
1727FC13SubCFBC7_Block_FC13
1728FC24SubCFBC7_Block_FC24
1729FC2DSubCFC2D_OnZero
1730FC3CSubCFC2D_Block_FC3C
1731FC4CSubCFC2D_Block_FC4C
1732FC55SubCFC2D_Block_FC55
1733FC78SubCFC2D_Block_FC78
1734FC96SubCFC2D_Block_FC96
1735FC9FSubCFC2D_Block_FC9F
1736FCA0SubCFC2D_Block_FCA0
1737FCB1SubCFC2D_Block_FCB1
1738FCC1SubCFC2D_Block_FCC1
1739FCC7SubCFC2D_Block_FCC7
1740FCCDSubCFC2D_Block_FCCD
1741FFF0IrqHandler