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

1743 lines
42 KiB
Plaintext

C649 Reset
C680 IdleWaitForFirstNmi
C686 InitPlayerState
C69C SubCC686_Block_C69C
C6A4 SubCC686_Block_C6A4
C6C9 ResetVramUpdateQueue
C6D1 ClearScreenAndSpritePalettes
C6D7 ResetPpuControlAndScroll
C6EB DisableRendering
C6F1 ClearOamBuffer
C6F5 SubCC6F1_Block_C6F5
C6FC TestObjectBoxOverlap
C701 NmiHandler
C724 SubCC6FC_Block_C724
C732 SubCC6FC_Block_C732
C73C SubCC6FC_Block_C73C
C746 SubCC6FC_Block_C746
C754 SubCC6FC_Block_C754
C75A SubCC6FC_Block_C75A
C75D FinishNmiFrame
C76A RunGameplayScreen
C7C3 SubCC76A_Block_C7C3
C7D0 SubCC76A_Block_C7D0
C7E1 SubCC76A_Block_C7E1
C7EA SubCC76A_Block_C7EA
C7F6 SubCC76A_Block_C7F6
C81F BeginLevelLoad
C845 SubCC81F_Block_C845
C861 SubCC81F_Block_C861
C865 SubCC81F_Block_C865
C87A LoadLevelLayout
C88E QueueVramBlockFromLevelTable
C89B RunTitleScreen
C8AB SubCC89B_Block_C8AB
C8B8 SubCC89B_Block_C8B8
C8B9 SubCC89B_Block_C8B9
C8C6 SubCC89B_Block_C8C6
C8CD SubCC89B_Block_C8CD
C8CF SubCC89B_Block_C8CF
C8FD SubCC89B_Block_C8FD
C939 SubCC89B_Block_C939
C951 BuildTitleScreenOne
C974 SubCC951_Block_C974
C97C SubCC951_Block_C97C
C981 BuildTitleScreenTwo
C98F SubCC981_Block_C98F
C995 SubCC981_Block_C995
C998 UpdateTitleScreen
C9C2 SubCC998_Block_C9C2
C9C9 SubCC998_Block_C9C9
C9CE SubCC998_Block_C9CE
C9E1 SubCC998_Block_C9E1
C9ED StartAttractDemo
C9F2 SubCC9ED_Block_C9F2
CA05 ResetObjectAnimation
CA0F LoadLevelPalette
CA2E PlaceAndActivateObject
CA37 BuildLevelScreenZero
CA56 BuildLevelScreenTwo
CA71 BuildLevelScreenOne
CA8B RunAttractDemo
CA94 SubCCA8B_Block_CA94
CAAD SubCCA8B_Block_CAAD
CAB5 SubCCA8B_Block_CAB5
CAB6 SubCCA8B_Block_CAB6
CAC6 SubCCA8B_Block_CAC6
CAD4 RunEnemyEncounterUpdate
CAE6 SubCCAD4_Block_CAE6
CAE7 SubCCAD4_Block_CAE7
CAEA SubCCAD4_Block_CAEA
CAF6 SubCCAD4_Block_CAF6
CB11 SubCCAD4_Block_CB11
CB12 RunStageTransitionUpdate
CB1B SubCCB12_Block_CB1B
CB45 SubCCB12_Block_CB45
CB68 SubCCB12_Block_CB68
CB69 SubCCB12_Block_CB69
CB72 SubCCB12_Block_CB72
CB81 SubCCB12_Block_CB81
CB92 SaveJoypadButtons
CB94 UpdateInGameActors
CBA1 SubCCB94_Block_CBA1
CBA9 SubCCB94_Block_CBA9
CBD9 SubCCB94_Block_CBD9
CC0F SubCCB94_Block_CC0F
CC1E HandleLifeLost
CC33 SubCCC1E_Block_CC33
CC3E SubCCC1E_Block_CC3E
CC73 SubCCC1E_Block_CC73
CC81 CheckLevelExitTrigger
CC97 SubCCC81_Block_CC97
CC9F SubCCC81_Block_CC9F
CCA0 ToggleAttractMode
CCBE SubCCCA0_Block_CCBE
CCD9 SubCCCA0_Block_CCD9
CCE1 SubCCCA0_Block_CCE1
CCE3 SubCCCA0_Block_CCE3
CCE8 SubCCCA0_Block_CCE8
CCEC SubCCCA0_Block_CCEC
CCFD SetAttractCooldown
CD02 SubCCCFD_Block_CD02
CD03 BeginGameOverSequence
CD14 SubCCD03_Block_CD14
CD29 QueueLevelTileBlock
CD36 SubCCD29_Block_CD36
CD3C SubCCD29_Block_CD3C
CD50 SubCCD29_Block_CD50
CD5B SubCCD29_Block_CD5B
CD5C SubCCD29_Block_CD5C
CD7D SubCCD29_Block_CD7D
CD80 SubCCD29_Block_CD80
CD8C MergeJoypadDirections
CD9A SubCCD8C_Block_CD9A
CDAC SubCCD8C_Block_CDAC
CDAD StartNextLevel
CDDC SubCCDAD_Block_CDDC
CDEA HandlePlayerCaptured
CE08 SubCCDEA_Block_CE08
CE09 SubCCDEA_Block_CE09
CE14 SubCCDEA_Block_CE14
CE28 SubCCDEA_Block_CE28
CE32 SubCCDEA_Block_CE32
CE48 HidePlayerSprites
CE4F HidePlayerSpriteSlots
CE53 SubCCE4F_Block_CE53
CE5F SubCCE4F_Block_CE5F
CE6A AddOamSprite
CE71 SubCCE6A_Block_CE71
CE9E SubCCE6A_Block_CE9E
CEAA ReserveSpriteSlots
CED7 SubCCEAA_Block_CED7
CED8 UpdateHudScore
CEF4 SubCCED8_Block_CEF4
CF00 SubCCED8_Block_CF00
CF06 QueueLevelVramBlock
CF09 QueueLevelBorderBlock
CF14 SubCCF09_Block_CF14
CF1A QueueVramTileRecord
CF2B SubCCF1A_Block_CF2B
CF37 UpdatePickupsAndDamage
CF3D TestFirstPlayerHitbox
CF3F TestHitbox
CF45 HandleCollectiblePickup
CF79 SubCCF45_Block_CF79
CF7C SubCCF45_Block_CF7C
CF7D SubCCF45_Block_CF7D
CF96 SubCCF45_Block_CF96
CFA2 SubCCF45_Block_CFA2
CFA7 HandleCollectiblePickupAlt
CFAD SubCCFA7_Block_CFAD
CFAE SubCCFA7_Block_CFAE
CFD5 SubCCFA7_Block_CFD5
CFD6 SubCCFA7_Block_CFD6
CFD9 SubCCFA7_Block_CFD9
CFEB SubCCFA7_Block_CFEB
CFEC TestPlayerHitboxesAlt
CFEE TestHitboxAlt
CFF4 HandlePlayerDamage
CFF9 SubCCFF4_Block_CFF9
D019 SubCCFF4_Block_D019
D03D SubCCFF4_Block_D03D
D044 SubCCFF4_Block_D044
D045 CheckCollectiblePickup
D06C SubCD045_Block_D06C
D06D SetSourcePointerFromTable
D079 UpdateStageActors
D097 SubCD079_Block_D097
D0A1 SubCD079_Block_D0A1
D0A7 SpawnEnemySprites
D10B SubCD0A7_Block_D10B
D10C UpdatePlayerAndEnemies
D139 SubCD10C_Block_D139
D14D SubCD10C_Block_D14D
D14E SubCD10C_Block_D14E
D159 SubCD10C_Block_D159
D163 SubCD10C_Block_D163
D172 SubCD10C_Block_D172
D1A3 SubCD10C_Block_D1A3
D1A6 SubCD10C_Block_D1A6
D1A7 CheckCollectibleReach
D1D6 SubCD1A7_Block_D1D6
D1D9 CheckLeftEdgeCollision
D1F4 SubCD1D9_Block_D1F4
D1F9 SubCD1D9_Block_D1F9
D1FC CheckRightEdgeCollision
D213 SubCD1FC_Block_D213
D218 SubCD1FC_Block_D218
D21B CheckObjectNearEdge
D234 CheckObjectOverlap
D26D SubCD234_Block_D26D
D26F StoreOverlapResult
D279 SubCD26F_Block_D279
D27E CheckWallCollision
D29B SubCD27E_Block_D29B
D29E SubCD27E_Block_D29E
D29F CheckEnemyBodyCollision
D2BE SubCD29F_Block_D2BE
D2C1 SubCD29F_Block_D2C1
D2C2 CheckPlayerOffScreen
D2CF SubCD2C2_Block_D2CF
D2D0 IsPositionOffScreen
D2D9 SubCD2D0_Block_D2D9
D2DC SpawnTextRecord
D312 ScanForFreeTextSlot
D320 SubCD312_Block_D320
D333 SubCD312_Block_D333
D334 SubCD312_Block_D334
D340 CheckObjectSpawnTable
D349 SubCD340_Block_D349
D356 SetHitReactionFlags
D365 SubCD356_Block_D365
D379 SubCD356_Block_D379
D38C SubCD356_Block_D38C
D399 SubCD356_Block_D399
D3AD SubCD356_Block_D3AD
D3AE SubCD356_Block_D3AE
D3B4 SubCD356_Block_D3B4
D3DD SubCD356_Block_D3DD
D3DE TestObjectAtPosition
D3EB UpdateProjectileObjects
D3FD SubCD3EB_Block_D3FD
D408 SubCD3EB_Block_D408
D422 SubCD3EB_Block_D422
D424 ResetProjectileRecord
D449 SubCD424_Block_D449
D450 SubCD424_Block_D450
D45B SubCD424_Block_D45B
D465 SpawnBonusSprite
D498 SubCD465_Block_D498
D499 MarkPickupMissed
D4AC SubCD499_Block_D4AC
D4AD TestBonusSpriteOverlap
D4C6 GetObjectScreenPosition
D4CF CheckStageEndTrigger
D4EA SubCD4CF_Block_D4EA
D506 SubCD4CF_Block_D506
D523 SubCD4CF_Block_D523
D524 UpdateWorldEntities
D553 SubCD524_Block_D553
D565 SubCD524_Block_D565
D56F QueueLevelTextRow
D57B SubCD56F_Block_D57B
D5A3 SubCD591_Block_D5A3
D5B2 SubCD591_Block_D5B2
D5B5 SpawnScoreNumberPopup
D5C8 SubCD5B5_Block_D5C8
D5DD SubCD5B5_Block_D5DD
D5E8 QueueTextRowFromTable
D5EB SubCD5E8_Block_D5EB
D605 QueueTextRowLoop
D607 QueueTextRowInnerLoop
D613 SubCD607_Block_D613
D621 SubCD607_Block_D621
D631 SubCD607_Block_D631
D634 QueueLevelTextTable
D637 SubCD634_Block_D637
D641 ScanTextTableColumns
D64B SubCD641_Block_D64B
D663 SubCD641_Block_D663
D67B SubCD641_Block_D67B
D67D SubCD641_Block_D67D
D690 UpdateEnemiesAndEffects
D6A8 SubCD690_Block_D6A8
D6B7 SubCD690_Block_D6B7
D6B8 SubCD690_Block_D6B8
D6C7 SubCD690_Block_D6C7
D6D0 SubCD690_Block_D6D0
D6D7 SubCD690_Block_D6D7
D6E2 SubCD690_Block_D6E2
D6EE SubCD690_Block_D6EE
D6EF UpdateScrollingPlatform
D700 SubCD6EF_Block_D700
D721 SubCD6EF_Block_D721
D728 SubCD6EF_Block_D728
D729 SubCD6EF_Block_D729
D736 ResetPlatformState
D73E SubCD736_Block_D73E
D751 UpdatePlayerMovement
D76F SubCD751_Block_D76F
D788 SubCD751_Block_D788
D793 SubCD751_Block_D793
D799 SetScorePopupTileOffset
D79B SubCD799_Block_D79B
D7C2 SubCD7B2_Block_D7C2
D7D0 SubCD7B2_Block_D7D0
D7D6 SubCD7B2_Block_D7D6
D7E0 SubCD7B2_Block_D7E0
D7E7 RenderPlayerTile
D7F4 AdvancePlayerAnimationFrame
D7FE SubCD7F4_Block_D7FE
D801 ResetPlayerAnimation
D82B SubCD801_Block_D82B
D836 SubCD801_Block_D836
D839 StartPlayerThrow
D84C SubCD839_Block_D84C
D852 StartThrowAnimation
D857 SubCD852_Block_D857
D85D SubCD852_Block_D85D
D87D SubCD852_Block_D87D
D896 SubCD852_Block_D896
D8AD SubCD852_Block_D8AD
D8B0 SubCD852_Block_D8B0
D8B3 ClearPlayerDirectionFlags
D8BC StartPlayerThrowAnim
D8CD SubCD8BC_Block_D8CD
D8DF SubCD8BC_Block_D8DF
D8EF SetThrowTargetOffset
D8F7 SubCD8EF_Block_D8F7
D902 SubCD8EF_Block_D902
D90F SubCD8EF_Block_D90F
D918 SubCD8EF_Block_D918
D925 SetAlternateThrowOffset
D92D SubCD925_Block_D92D
D938 AddThrowTargetOffset
D959 SubCD938_Block_D959
D961 SelectThrowTile
D96B SubCD961_Block_D96B
D983 SubCD961_Block_D983
D988 SubCD961_Block_D988
D9A3 SubCD992_Block_D9A3
D9A9 SetThrowFacingRight
D9BC SubCD9A9_Block_D9BC
D9C8 RenderThrowTile
D9D9 CancelPlayerAction
D9F1 SubCD9D9_Block_D9F1
D9FA SubCD9D9_Block_D9FA
DA01 UpdatePlayerCarryAnim
DA0B SubCDA01_Block_DA0B
DA15 SubCDA01_Block_DA15
DA37 SubCDA01_Block_DA37
DA4B SubCDA01_Block_DA4B
DA60 SubCDA01_Block_DA60
DA8E SubCDA81_Block_DA8E
DA9F TestCarryHitbox
DAA7 StartCarryAnimation
DAC3 SubCDAA7_Block_DAC3
DAC6 SubCDAA7_Block_DAC6
DAE5 SubCDAA7_Block_DAE5
DAF6 SubCDAA7_Block_DAF6
DAF8 SubCDAA7_Block_DAF8
DAF9 QueueVramBlockFromSpriteTable
DB0C StartKidnapSequence
DB2D SubCDB0C_Block_DB2D
DB32 SubCDB0C_Block_DB32
DB34 BeginKidnapMovement
DB3A SubCDB34_Block_DB3A
DB50 SubCDB34_Block_DB50
DB51 SubCDB34_Block_DB51
DB62 RunScreenStateMachine
DB72 SubCDB62_Block_DB72
DB79 SubCDB62_Block_DB79
DB80 SubCDB62_Block_DB80
DB87 SubCDB62_Block_DB87
DB8E SubCDB62_Block_DB8E
DB95 SubCDB62_Block_DB95
DB9C SubCDB62_Block_DB9C
DBA3 SubCDB62_Block_DBA3
DBB7 SubCDB62_Block_DBB7
DBC0 SubCDB62_Block_DBC0
DBC3 HandleScreenState01
DBD4 SubCDBC3_Block_DBD4
DBD9 SubCDBC3_Block_DBD9
DBDF DrawState01Tile
DBE7 SubCDBDF_Block_DBE7
DBEA HandleScreenStateDefault
DBF5 SubCDBEA_Block_DBF5
DC15 SubCDBEA_Block_DC15
DC23 SubCDBEA_Block_DC23
DC25 SubCDBEA_Block_DC25
DC2A AdvanceDefaultStateObject
DC38 SubCDC2A_Block_DC38
DC4A SubCDC2A_Block_DC4A
DC54 SubCDC2A_Block_DC54
DC57 HandleScreenStateBit40
DC72 SubCDC57_Block_DC72
DC8D SubCDC7A_Block_DC8D
DCA1 SubCDC7A_Block_DCA1
DCA4 AdvanceStateBit40Object
DCBB SubCDCB2_Block_DCBB
DCC8 SubCDCB2_Block_DCC8
DCE1 SubCDCB2_Block_DCE1
DCE7 ResetStateBit40Object
DCEE SubCDCE7_Block_DCEE
DCEF FaceTowardPlayer
DCFB SubCDCEF_Block_DCFB
DD05 FacePlayerRight
DD0E FacePlayerLeft
DD17 FaceTowardTarget
DD20 SubCDD17_Block_DD20
DD23 HandleScreenState10
DD39 SubCDD23_Block_DD39
DD61 SubCDD23_Block_DD61
DD6B SubCDD23_Block_DD6B
DD77 SubCDD23_Block_DD77
DD80 SubCDD23_Block_DD80
DD8A SubCDD23_Block_DD8A
DD8C RenderState10Object
DD95 SubCDD8C_Block_DD95
DDAC SetScrollForSplitScreen
DDCD HandleScreenState80
DDE6 SubCDDCD_Block_DDE6
DDE8 RenderState80Object
DDEE SubCDDE8_Block_DDEE
DE0D SubCDDE8_Block_DE0D
DE17 AdvanceState80Sprite
DE31 SubCDE17_Block_DE31
DE36 SubCDE17_Block_DE36
DE40 HandleScreenState40
DE68 SubCDE40_Block_DE68
DE6A AdvanceState40Object
DE77 SubCDE6A_Block_DE77
DE79 AdvanceState40Height
DE81 SubCDE79_Block_DE81
DE89 SubCDE79_Block_DE89
DE96 SubCDE79_Block_DE96
DE98 AddState40Height
DEA1 RenderState40Object
DEA7 SubCDEA1_Block_DEA7
DEAA SubCDEA1_Block_DEAA
DEB0 HandleScreenState20
DEBB SubCDEB0_Block_DEBB
DEDA SubCDEB0_Block_DEDA
DEDE SetState20ObjectTile
DEEE SubCDEDE_Block_DEEE
DEF6 RenderState20Object
DF03 SubCDEF6_Block_DF03
DF0D SubCDEF6_Block_DF0D
DF14 HandleScreenState08
DF2D SubCDF14_Block_DF2D
DF33 HandleScreenState04
DF6A SubCDF33_Block_DF6A
DF7A SubCDF33_Block_DF7A
DF88 ResetHudScoreFields
DF95 HandleScreenState02
DFC0 SubCDF95_Block_DFC0
DFCD SubCDF95_Block_DFCD
DFD6 AdjustState02Object
DFEE SubCDFD6_Block_DFEE
E00C SubCDFD6_Block_E00C
E018 SubCDFD6_Block_E018
E029 SubCDFD6_Block_E029
E039 SubCDFD6_Block_E039
E040 TwoComplementNegate
E046 SpawnPlayerObject
E04D SubCE046_Block_E04D
E05F SubCE046_Block_E05F
E060 SubCE046_Block_E060
E065 SubCE046_Block_E065
E070 SubCE046_Block_E070
E07D SubCE046_Block_E07D
E086 SubCE046_Block_E086
E08D SubCE046_Block_E08D
E091 SubCE046_Block_E091
E0A4 SubCE046_Block_E0A4
E0B1 SubCE046_Block_E0B1
E0B3 InitObjectRecord
E0D2 SubCE0B3_Block_E0D2
E0DE SubCE0B3_Block_E0DE
E0EB SubCE0B3_Block_E0EB
E0F5 LoadObjectPattern
E11D SubCE0F5_Block_E11D
E120 SetObjectTile
E125 FlipObjectDirection
E131 SubCE125_Block_E131
E134 SetObjectPatternByLevel
E140 AdvanceObjectPattern
E158 SubCE140_Block_E158
E16E SubCE140_Block_E16E
E171 SetObjectTileAndFlip
E180 SubCE171_Block_E180
E182 ClampObjectX
E191 SubCE182_Block_E191
E197 FlipObjectDirectionAlt
E1A4 SubCE19D_Block_E1A4
E1A7 UpdateObjectAnimationFrames
E1AC SubCE1A7_Block_E1AC
E1BE SubCE1A7_Block_E1BE
E1CC SubCE1A7_Block_E1CC
E1F0 SubCE1A7_Block_E1F0
E1FC UpdateCarriedObject
E21A SubCE1FC_Block_E21A
E223 UpdateCarriedObjectFlip
E232 SubCE223_Block_E232
E233 GetObjectTargetPosition
E240 GetObjectSecondPosition
E24D QueueObjectVramBlock
E258 QueueObjectStatusBlock
E260 QueueVramBlockFromPointer
E265 SpawnPatrolObjects
E28F SubCE265_Block_E28F
E296 NextPatrolSlot
E2A3 SubCE296_Block_E2A3
E2A4 SubCE296_Block_E2A4
E2BC SubCE296_Block_E2BC
E2CD SubCE296_Block_E2CD
E2DD SubCE296_Block_E2DD
E2EE FindPatrolThreshold
E2FA SubCE2EE_Block_E2FA
E30E SubCE2EE_Block_E30E
E313 AdvancePatrolCounter
E324 SubCE313_Block_E324
E327 SubCE313_Block_E327
E333 SubCE313_Block_E333
E35E SubCE34E_Block_E35E
E365 SetObjectAttribute
E371 SubCE365_Block_E371
E37F SubCE365_Block_E37F
E381 SetObjectTileAlt
E389 AdvanceObjectAnimationState
E3A5 SubCE389_Block_E3A5
E3B7 SubCE3AB_Block_E3B7
E3C0 SubCE3AB_Block_E3C0
E3C9 SubCE3AB_Block_E3C9
E3D8 MoveObjectByDelta
E3F4 MoveObjectX
E404 SubCE3F4_Block_E404
E406 ApplyObjectXDelta
E410 HandleObjectReachedEnd
E41D SubCE410_Block_E41D
E436 SubCE410_Block_E436
E43E SubCE410_Block_E43E
E44C SubCE410_Block_E44C
E488 AdjustObjectPosition
E4A3 SubCE488_Block_E4A3
E4B3 SubCE488_Block_E4B3
E4B4 UpdateScorePopup
E4C8 SubCE4B4_Block_E4C8
E4CE SubCE4B4_Block_E4CE
E4D1 SubCE4B4_Block_E4D1
E4D4 AdvanceScorePopup
E4EF SubCE4D4_Block_E4EF
E4F3 SubCE4D4_Block_E4F3
E4F4 QueueEdgeBlock
E500 SubCE4F4_Block_E500
E512 SubCE4F4_Block_E512
E51F SubCE4F4_Block_E51F
E524 SubCE4F4_Block_E524
E526 QueueEdgeBlockData
E539 SubCE526_Block_E539
E53A UpdateTextScrollObjects
E540 ScanTextScrollRecord
E54C SubCE540_Block_E54C
E553 SubCE540_Block_E553
E56F SubCE561_Block_E56F
E592 SubCE561_Block_E592
E5B4 SubCE561_Block_E5B4
E5BC SubCE561_Block_E5BC
E5D0 SubCE561_Block_E5D0
E5DE SubCE561_Block_E5DE
E5E2 SubCE561_Block_E5E2
E5E4 SetTextScrollState
E5E6 NextTextScrollRecord
E5F6 SubCE5E6_Block_E5F6
E5F7 UpdateStatusPanel
E610 SubCE5F7_Block_E610
E631 SubCE5F7_Block_E631
E63D SubCE5F7_Block_E63D
E66A SubCE5F7_Block_E66A
E66D StartStatusPanelTimer
E677 SubCE66D_Block_E677
E678 SubCE66D_Block_E678
E682 SubCE66D_Block_E682
E689 ClearStatusPanelTimer
E693 SubCE689_Block_E693
E694 DrawScoreDigits
E6A9 SubCE694_Block_E6A9
E6B0 SubCE694_Block_E6B0
E6E5 SubCE694_Block_E6E5
E6E6 AdvanceStoryScroll
E6F2 SubCE6E6_Block_E6F2
E6F7 SubCE6E6_Block_E6F7
E6FD SubCE6E6_Block_E6FD
E70E SubCE6E6_Block_E70E
E71F SubCE6E6_Block_E71F
E722 SetScrollRowIndex
E723 SetScrollTablePointers
E741 FindScrollRow
E74B SubCE741_Block_E74B
E755 SubCE741_Block_E755
E765 QueueScrollRowBlock
E77B DrawSpriteList
E77D DrawSpriteListLoop
E796 SubCE77D_Block_E796
E797 ResetDrawState
E79B ResetSpriteFrameCounter
E79F ResetSpriteAnimState
E7B2 RenderObjectTile
E7BD ResetObjectAnimationState
E7DD SubCE7BD_Block_E7DD
E7EC SetObjectDirectionFlags
E80C SelectObjectTileByState
E821 SubCE80C_Block_E821
E840 SubCE80C_Block_E840
E845 SetObjectTileCoords
E84D SetObjectTileBuffer
E854 RenderTileAtPosition
E859 DrawBlockAt
E872 DrawPopupBlock
E887 DrawStatusBlock
E899 SetBlockBuffer
E89B DrawBlockAtCorner
E8A0 LoadHitboxPointer
E8A8 SetSourcePointerLow
E8AA SetObjectScreenPosition
E8B3 SetSourcePointerDefault
E8BC LoadAltHitboxPointer
E8C4 SetTileNumber
E8C6 SetObjectOrigin
E8CF SetSourcePointerStatus
E8D8 TestBitInPattern
E8DD SubCE8D8_Block_E8DD
E8E8 SubCE8D8_Block_E8E8
E8EA DrawTileBlock
E906 SubCE8EA_Block_E906
E91F SubCE8EA_Block_E91F
E925 SubCE8EA_Block_E925
E92B SubCE8EA_Block_E92B
E92E FinishTileBlock
E936 WriteOamEntries
E940 SubCE936_Block_E940
E952 DrawHorizontalRun
E958 SubCE952_Block_E958
E96D DrawDiagonalRun
E976 SubCE96D_Block_E976
E97B SubCE96D_Block_E97B
E9A1 DrawReverseDiagonalRun
E9AA SubCE9A1_Block_E9AA
E9AF SubCE9A1_Block_E9AF
E9D7 DrawVerticalRun
E9DD SubCE9D7_Block_E9DD
E9FD FillTileBlock
E9FF SubCE9FD_Block_E9FF
EA05 SubCE9FD_Block_EA05
EA25 TestObjectBoxOverlapMode
EA27 TestObjectBoxOverlapModeAlt
EA35 SubCEA27_Block_EA35
EA43 SubCEA27_Block_EA43
EA4E AdvanceOverlapList
EA62 SubCEA5D_Block_EA62
EA67 ReturnOverlapResult
EA6E LoadOverlapBoxAbsolute
EA76 SubCEA6E_Block_EA76
EA79 AddOverlapBoxOffset
EA8C LoadOverlapBoxRelative
EA94 SubCEA8C_Block_EA94
EA97 CopyOverlapBox
EAA4 CheckBoxOverlap
EAB5 SubCEAA4_Block_EAB5
EABB SubCEAA4_Block_EABB
EACC SubCEAA4_Block_EACC
EAD2 SubCEAA4_Block_EAD2
EAD8 CompareDistanceToTarget
EAF4 SubCEAD8_Block_EAF4
EAF7 ReturnDistanceCompare
EAFC SubCEAF7_Block_EAFC
EAFF SubCEAF7_Block_EAFF
EB02 GetHitboxOrigin
EB0C SubCEB02_Block_EB0C
EB1A ResetBoxOrigin
EB23 TestHitboxTable0
EB2E RunBoxOverlapTest
EB35 TestHitboxTable1
EB4F SubCEB35_Block_EB4F
EB61 SubCEB35_Block_EB61
EB6D SubCEB35_Block_EB6D
EB72 SubCEB35_Block_EB72
EB73 TestHitboxTable2
EB88 SubCEB73_Block_EB88
EB89 TestHitboxTable3
EB9B SetHitboxResult
EBA3 SubCEB9B_Block_EBA3
EBA4 FindCollectibleAtColumn
EBB2 SubCEBA4_Block_EBB2
EBCE SubCEBA4_Block_EBCE
EBD6 HandleCollectibleColumnHit
EBE0 SubCEBD6_Block_EBE0
EBF2 SubCEBD6_Block_EBF2
EBF5 CheckCollectibleFacing
EC03 SubCEBF5_Block_EC03
EC05 SubCEBF5_Block_EC05
EC08 FindCollectibleAtColumnAlt
EC16 SubCEC08_Block_EC16
EC33 SubCEC08_Block_EC33
EC4F SubCEC08_Block_EC4F
EC56 SetStateBit40Flag
EC5E TestHitboxTable4
EC6B SubCEC5E_Block_EC6B
EC6C LoadHitboxTable4
EC77 TestHitboxTable5
EC81 SetHitboxResultAlt
EC89 SubCEC81_Block_EC89
EC8A TestHitboxTable6
ECA5 SubCEC8A_Block_ECA5
ECA6 TestHitboxTable7
ECBE SetHitboxResultAlt2
ECC2 SubCECBE_Block_ECC2
ECC3 RunDeferredTask
ECF7 SubCECC3_Block_ECF7
ED02 SubCECC3_Block_ED02
ED03 ReserveObjectSlot
ED1C SubCED03_Block_ED1C
ED1F SubCED03_Block_ED1F
ED20 ApplyVramUpdateQueue
ED34 UploadOamViaDma
ED3F ClearNameTableTopAndPalettes
ED59 SubCED3F_Block_ED59
ED70 SubCED3F_Block_ED70
ED77 QueueVramScreenBlocks
ED79 SubCED77_Block_ED79
ED82 SubCED77_Block_ED82
ED88 QueueVramBlockRecord
EDC4 SubCED88_Block_EDC4
EDE3 SubCED88_Block_EDE3
EDF4 SubCED88_Block_EDF4
EDF5 QueueVramDataRecord
EE0A SubCEDF5_Block_EE0A
EE21 SubCEDF5_Block_EE21
EE4D AdvanceVramQueueIndex
EE4F CheckVramQueueFull
EE5D SubCEE4F_Block_EE5D
EE5E UpdateAttractTimers
EE6A SubCEE5E_Block_EE6A
EE70 SubCEE5E_Block_EE70
EE74 PollJoypadButtonEdge
EE84 SubCEE74_Block_EE84
EE89 ReadControllers
EE9D ReadControllerPort
EE9F SubCEE9D_Block_EE9F
EEC8 SubCEE9D_Block_EEC8
EEC9 SubCEE9D_Block_EEC9
EEDF SubCEE9D_Block_EEDF
EEEB SubCEE9D_Block_EEEB
EEEE SubCEE9D_Block_EEEE
EEF1 SubCEE9D_Block_EEF1
EF05 ApplyVramUpdateStream
EF19 ScrollTextWindowDown
EF1F SubCEF19_Block_EF1F
EF30 SubCEF19_Block_EF30
EF3A ShiftTextWindowRows
EF47 SubCEF3A_Block_EF47
EF6A SubCEF3A_Block_EF6A
EF6E SubCEF3A_Block_EF6E
EF9C SubCEF3A_Block_EF9C
EFA2 SubCEF3A_Block_EFA2
EFBE SubCEF3A_Block_EFBE
EFBF ScrollTextColumnForward
EFCA SubCEFBF_Block_EFCA
EFD7 SubCEFBF_Block_EFD7
EFDB SubCEFBF_Block_EFDB
EFE0 ScrollTextColumnBack
EFF3 SubCEFE0_Block_EFF3
EFFF SubCEFE0_Block_EFFF
F002 SplitCoordinateIntoNibbles
F026 SubCF002_Block_F026
F02F SubCF002_Block_F02F
F055 SubCF002_Block_F055
F05A SubCF002_Block_F05A
F06F SubCF002_Block_F06F
F071 ScrollTextWindowUp
F07B SubCF071_Block_F07B
F07C SubCF071_Block_F07C
F080 SubCF071_Block_F080
F085 SubCF071_Block_F085
F833 SetPulse1ControlMaxSweepAndNote
F835 SetPulse1ControlAndNote
F838 WritePulse1NoteTimer
F83A SubCF838_Block_F83A
F849 SubCF838_Block_F849
F84A WritePulse2NoteTimer
F84E WriteTriangleNoteTimer
F852 ConvertNoteToIndex
F858 LookUpNotePeriod
F863 SubCF858_Block_F863
F876 SubCF858_Block_F876
F889 SubCF858_Block_F889
F88E SubCF858_Block_F88E
F891 SubCF858_Block_F891
F895 SubCF858_Block_F895
F89A SubCF858_Block_F89A
F8A1 UpdateSoundEngineFrame
F8BB SubCF8A1_Block_F8BB
F8BE SubCF8A1_Block_F8BE
F8D4 SubCF8A1_Block_F8D4
F8D9 SubCF8A1_Block_F8D9
F8FD SubCF8A1_Block_F8FD
F970 UpdateSoundEngine
F983 ShiftBitIndex
F985 SubCF983_Block_F985
F98B SubCF983_Block_F98B
F98C SetPulse1ControlMaxSweep
F98E SetPulse1ControlAndSweep
F995 EnablePulse1Channel
F99B SubCF995_Block_F99B
F9A7 SubCF995_Block_F9A7
F9AA SubCF995_Block_F9AA
F9B1 SubCF995_Block_F9B1
F9C0 SubCF995_Block_F9C0
F9CF SubCF995_Block_F9CF
F9D1 SubCF995_Block_F9D1
F9DF SubCF995_Block_F9DF
F9ED SubCF995_Block_F9ED
F9F9 SubCF995_Block_F9F9
F9FE AdvanceSoundSequence
FA2D SubCF9FE_Block_FA2D
FA37 SubCF9FE_Block_FA37
FA3A SubCF9FE_Block_FA3A
FA3D ContinueSoundSequence
FA43 SubCFA3D_Block_FA43
FA50 SubCFA3D_Block_FA50
FA60 SubCFA3D_Block_FA60
FA65 SubCFA3D_Block_FA65
FA6A SubCFA3D_Block_FA6A
FA75 SubCFA3D_Block_FA75
FA7A SubCFA3D_Block_FA7A
FA87 SubCFA3D_Block_FA87
FA8D SubCFA3D_Block_FA8D
FAA5 SubCFA3D_Block_FAA5
FAAF SubCFA3D_Block_FAAF
FAC2 SubCFA3D_Block_FAC2
FAD1 SubCFA3D_Block_FAD1
FADB SubCFA3D_Block_FADB
FADF SubCFA3D_Block_FADF
FAE8 AdvanceSoundEffectSequence
FB06 SubCFAE8_Block_FB06
FB09 SubCFAE8_Block_FB09
FB1A SubCFAE8_Block_FB1A
FB21 SubCFAE8_Block_FB21
FB25 SubCFAE8_Block_FB25
FB33 SubCFAE8_Block_FB33
FB3D SubCFAE8_Block_FB3D
FB40 SubCFAE8_Block_FB40
FB48 SubCFAE8_Block_FB48
FB4A SubCFAE8_Block_FB4A
FB58 SubCFAE8_Block_FB58
FB5F UpdatePulse2Channel
FB6B SubCFB5F_Block_FB6B
FB75 SubCFB5F_Block_FB75
FB89 SubCFB5F_Block_FB89
FB8E SubCFB5F_Block_FB8E
FBA8 SubCFB5F_Block_FBA8
FBB8 SubCFB5F_Block_FBB8
FBC6 SubCFB5F_Block_FBC6
FBC7 UpdateSoundEffectChannels
FBD3 SubCFBC7_Block_FBD3
FC05 SubCFBC7_Block_FC05
FC13 SubCFBC7_Block_FC13
FC24 SubCFBC7_Block_FC24
FC3C SubCFC2D_Block_FC3C
FC4C SubCFC2D_Block_FC4C
FC55 SubCFC2D_Block_FC55
FC78 SubCFC2D_Block_FC78
FC96 SubCFC2D_Block_FC96
FC9F SubCFC2D_Block_FC9F
FCA0 SubCFC2D_Block_FCA0
FCB1 SubCFC2D_Block_FCB1
FCC1 SubCFC2D_Block_FCC1
FCC7 SubCFC2D_Block_FCC7
FCCD SubCFC2D_Block_FCCD
FFF0 IrqHandler
# ---- derived internal branch-target names ----
C649 Reset
C653 SubCC653_OnZero
C663 SubCC663_OnNonzero
C680 IdleWaitForFirstNmi
C686 InitPlayerState
C69C SubCC686_Block_C69C
C6A4 SubCC686_Block_C6A4
C6C9 ResetVramUpdateQueue
C6D1 ClearScreenAndSpritePalettes
C6D7 ResetPpuControlAndScroll
C6EB DisableRendering
C6F1 ClearOamBuffer
C6F5 SubCC6F1_Block_C6F5
C6FC TestObjectBoxOverlap
C701 NmiHandler
C724 SubCC6FC_Block_C724
C732 SubCC6FC_Block_C732
C73C SubCC6FC_Block_C73C
C746 SubCC6FC_Block_C746
C754 SubCC6FC_Block_C754
C75A SubCC6FC_Block_C75A
C75D FinishNmiFrame
C76A RunGameplayScreen
C7C3 SubCC76A_Block_C7C3
C7D0 SubCC76A_Block_C7D0
C7E1 SubCC76A_Block_C7E1
C7EA SubCC76A_Block_C7EA
C7F6 SubCC76A_Block_C7F6
C801 SubCC801_Loop
C81F BeginLevelLoad
C845 SubCC81F_Block_C845
C861 SubCC81F_Block_C861
C865 SubCC81F_Block_C865
C87A LoadLevelLayout
C88E QueueVramBlockFromLevelTable
C89B RunTitleScreen
C8AB SubCC89B_Block_C8AB
C8B8 SubCC89B_Block_C8B8
C8B9 SubCC89B_Block_C8B9
C8C6 SubCC89B_Block_C8C6
C8CD SubCC89B_Block_C8CD
C8CF SubCC89B_Block_C8CF
C8FD SubCC89B_Block_C8FD
C939 SubCC89B_Block_C939
C951 BuildTitleScreenOne
C974 SubCC951_Block_C974
C97C SubCC951_Block_C97C
C981 BuildTitleScreenTwo
C98F SubCC981_Block_C98F
C995 SubCC981_Block_C995
C998 UpdateTitleScreen
C9C2 SubCC998_Block_C9C2
C9C9 SubCC998_Block_C9C9
C9CE SubCC998_Block_C9CE
C9E1 SubCC998_Block_C9E1
C9ED StartAttractDemo
C9F2 SubCC9ED_Block_C9F2
CA05 ResetObjectAnimation
CA0F LoadLevelPalette
CA2E PlaceAndActivateObject
CA37 BuildLevelScreenZero
CA56 BuildLevelScreenTwo
CA71 BuildLevelScreenOne
CA8B RunAttractDemo
CA94 SubCCA8B_Block_CA94
CAAD SubCCA8B_Block_CAAD
CAB5 SubCCA8B_Block_CAB5
CAB6 SubCCA8B_Block_CAB6
CAC6 SubCCA8B_Block_CAC6
CAD4 RunEnemyEncounterUpdate
CAE6 SubCCAD4_Block_CAE6
CAE7 SubCCAD4_Block_CAE7
CAEA SubCCAD4_Block_CAEA
CAF6 SubCCAD4_Block_CAF6
CB11 SubCCAD4_Block_CB11
CB12 RunStageTransitionUpdate
CB1B SubCCB12_Block_CB1B
CB45 SubCCB12_Block_CB45
CB68 SubCCB12_Block_CB68
CB69 SubCCB12_Block_CB69
CB72 SubCCB12_Block_CB72
CB81 SubCCB12_Block_CB81
CB92 SaveJoypadButtons
CB94 UpdateInGameActors
CBA1 SubCCB94_Block_CBA1
CBA9 SubCCB94_Block_CBA9
CBD9 SubCCB94_Block_CBD9
CC0F SubCCB94_Block_CC0F
CC1E HandleLifeLost
CC33 SubCCC1E_Block_CC33
CC3E SubCCC1E_Block_CC3E
CC73 SubCCC1E_Block_CC73
CC78 SubCCC78_Loop
CC7C SubCCC7C_Loop
CC81 CheckLevelExitTrigger
CC97 SubCCC81_Block_CC97
CC9F SubCCC81_Block_CC9F
CCA0 ToggleAttractMode
CCBE SubCCCA0_Block_CCBE
CCD9 SubCCCA0_Block_CCD9
CCE1 SubCCCA0_Block_CCE1
CCE3 SubCCCA0_Block_CCE3
CCE8 SubCCCA0_Block_CCE8
CCEC SubCCCA0_Block_CCEC
CCFD SetAttractCooldown
CD02 SubCCCFD_Block_CD02
CD03 BeginGameOverSequence
CD14 SubCCD03_Block_CD14
CD29 QueueLevelTileBlock
CD36 SubCCD29_Block_CD36
CD3C SubCCD29_Block_CD3C
CD50 SubCCD29_Block_CD50
CD5B SubCCD29_Block_CD5B
CD5C SubCCD29_Block_CD5C
CD7D SubCCD29_Block_CD7D
CD80 SubCCD29_Block_CD80
CD8C MergeJoypadDirections
CD9A SubCCD8C_Block_CD9A
CDAC SubCCD8C_Block_CDAC
CDAD StartNextLevel
CDDC SubCCDAD_Block_CDDC
CDEA HandlePlayerCaptured
CE08 SubCCDEA_Block_CE08
CE09 SubCCDEA_Block_CE09
CE14 SubCCDEA_Block_CE14
CE28 SubCCDEA_Block_CE28
CE32 SubCCDEA_Block_CE32
CE48 HidePlayerSprites
CE4F HidePlayerSpriteSlots
CE53 SubCCE4F_Block_CE53
CE5F SubCCE4F_Block_CE5F
CE6A AddOamSprite
CE71 SubCCE6A_Block_CE71
CE9E SubCCE6A_Block_CE9E
CEAA ReserveSpriteSlots
CED7 SubCCEAA_Block_CED7
CED8 UpdateHudScore
CEF4 SubCCED8_Block_CEF4
CF00 SubCCED8_Block_CF00
CF06 QueueLevelVramBlock
CF09 QueueLevelBorderBlock
CF14 SubCCF09_Block_CF14
CF1A QueueVramTileRecord
CF2B SubCCF1A_Block_CF2B
CF37 UpdatePickupsAndDamage
CF3D TestFirstPlayerHitbox
CF3F TestHitbox
CF45 HandleCollectiblePickup
CF79 SubCCF45_Block_CF79
CF7C SubCCF45_Block_CF7C
CF7D SubCCF45_Block_CF7D
CF96 SubCCF45_Block_CF96
CFA2 SubCCF45_Block_CFA2
CFA7 HandleCollectiblePickupAlt
CFAD SubCCFA7_Block_CFAD
CFAE SubCCFA7_Block_CFAE
CFD5 SubCCFA7_Block_CFD5
CFD6 SubCCFA7_Block_CFD6
CFD9 SubCCFA7_Block_CFD9
CFEB SubCCFA7_Block_CFEB
CFEC TestPlayerHitboxesAlt
CFEE TestHitboxAlt
CFF4 HandlePlayerDamage
CFF9 SubCCFF4_Block_CFF9
D019 SubCCFF4_Block_D019
D03D SubCCFF4_Block_D03D
D044 SubCCFF4_Block_D044
D045 CheckCollectiblePickup
D06C SubCD045_Block_D06C
D06D SetSourcePointerFromTable
D079 UpdateStageActors
D097 SubCD079_Block_D097
D0A1 SubCD079_Block_D0A1
D0A7 SpawnEnemySprites
D10B SubCD0A7_Block_D10B
D10C UpdatePlayerAndEnemies
D139 SubCD10C_Block_D139
D14D SubCD10C_Block_D14D
D14E SubCD10C_Block_D14E
D159 SubCD10C_Block_D159
D163 SubCD10C_Block_D163
D172 SubCD10C_Block_D172
D1A3 SubCD10C_Block_D1A3
D1A6 SubCD10C_Block_D1A6
D1A7 CheckCollectibleReach
D1D6 SubCD1A7_Block_D1D6
D1D9 CheckLeftEdgeCollision
D1F4 SubCD1D9_Block_D1F4
D1F9 SubCD1D9_Block_D1F9
D1FC CheckRightEdgeCollision
D213 SubCD1FC_Block_D213
D218 SubCD1FC_Block_D218
D21B CheckObjectNearEdge
D234 CheckObjectOverlap
D26D SubCD234_Block_D26D
D26F StoreOverlapResult
D279 SubCD26F_Block_D279
D27E CheckWallCollision
D29B SubCD27E_Block_D29B
D29E SubCD27E_Block_D29E
D29F CheckEnemyBodyCollision
D2BE SubCD29F_Block_D2BE
D2C1 SubCD29F_Block_D2C1
D2C2 CheckPlayerOffScreen
D2CF SubCD2C2_Block_D2CF
D2D0 IsPositionOffScreen
D2D9 SubCD2D0_Block_D2D9
D2DC SpawnTextRecord
D312 ScanForFreeTextSlot
D320 SubCD312_Block_D320
D333 SubCD312_Block_D333
D334 SubCD312_Block_D334
D340 CheckObjectSpawnTable
D349 SubCD340_Block_D349
D356 SetHitReactionFlags
D365 SubCD356_Block_D365
D379 SubCD356_Block_D379
D38C SubCD356_Block_D38C
D399 SubCD356_Block_D399
D3AD SubCD356_Block_D3AD
D3AE SubCD356_Block_D3AE
D3B4 SubCD356_Block_D3B4
D3DD SubCD356_Block_D3DD
D3DE TestObjectAtPosition
D3EB UpdateProjectileObjects
D3FD SubCD3EB_Block_D3FD
D408 SubCD3EB_Block_D408
D422 SubCD3EB_Block_D422
D424 ResetProjectileRecord
D449 SubCD424_Block_D449
D450 SubCD424_Block_D450
D45B SubCD424_Block_D45B
D465 SpawnBonusSprite
D498 SubCD465_Block_D498
D499 MarkPickupMissed
D4AC SubCD499_Block_D4AC
D4AD TestBonusSpriteOverlap
D4C6 GetObjectScreenPosition
D4CF CheckStageEndTrigger
D4EA SubCD4CF_Block_D4EA
D506 SubCD4CF_Block_D506
D523 SubCD4CF_Block_D523
D524 UpdateWorldEntities
D553 SubCD524_Block_D553
D565 SubCD524_Block_D565
D56F QueueLevelTextRow
D57B SubCD56F_Block_D57B
D591 SubCD591_OnZero
D5A3 SubCD591_Block_D5A3
D5B2 SubCD591_Block_D5B2
D5B5 SpawnScoreNumberPopup
D5C8 SubCD5B5_Block_D5C8
D5DD SubCD5B5_Block_D5DD
D5E8 QueueTextRowFromTable
D5EB SubCD5E8_Block_D5EB
D605 QueueTextRowLoop
D607 QueueTextRowInnerLoop
D613 SubCD607_Block_D613
D621 SubCD607_Block_D621
D631 SubCD607_Block_D631
D634 QueueLevelTextTable
D637 SubCD634_Block_D637
D641 ScanTextTableColumns
D64B SubCD641_Block_D64B
D663 SubCD641_Block_D663
D67B SubCD641_Block_D67B
D67D SubCD641_Block_D67D
D690 UpdateEnemiesAndEffects
D6A8 SubCD690_Block_D6A8
D6B7 SubCD690_Block_D6B7
D6B8 SubCD690_Block_D6B8
D6C7 SubCD690_Block_D6C7
D6D0 SubCD690_Block_D6D0
D6D7 SubCD690_Block_D6D7
D6E2 SubCD690_Block_D6E2
D6EE SubCD690_Block_D6EE
D6EF UpdateScrollingPlatform
D700 SubCD6EF_Block_D700
D721 SubCD6EF_Block_D721
D728 SubCD6EF_Block_D728
D729 SubCD6EF_Block_D729
D736 ResetPlatformState
D73E SubCD736_Block_D73E
D751 UpdatePlayerMovement
D76F SubCD751_Block_D76F
D788 SubCD751_Block_D788
D793 SubCD751_Block_D793
D799 SetScorePopupTileOffset
D79B SubCD799_Block_D79B
D7B2 SubCD7B2_Loop
D7C2 SubCD7B2_Block_D7C2
D7D0 SubCD7B2_Block_D7D0
D7D6 SubCD7B2_Block_D7D6
D7E0 SubCD7B2_Block_D7E0
D7E7 RenderPlayerTile
D7F4 AdvancePlayerAnimationFrame
D7FE SubCD7F4_Block_D7FE
D801 ResetPlayerAnimation
D82B SubCD801_Block_D82B
D836 SubCD801_Block_D836
D839 StartPlayerThrow
D84C SubCD839_Block_D84C
D852 StartThrowAnimation
D857 SubCD852_Block_D857
D85D SubCD852_Block_D85D
D87D SubCD852_Block_D87D
D896 SubCD852_Block_D896
D8AD SubCD852_Block_D8AD
D8B0 SubCD852_Block_D8B0
D8B3 ClearPlayerDirectionFlags
D8BC StartPlayerThrowAnim
D8CD SubCD8BC_Block_D8CD
D8DF SubCD8BC_Block_D8DF
D8E2 SubCD8E2_Loop
D8EF SetThrowTargetOffset
D8F7 SubCD8EF_Block_D8F7
D902 SubCD8EF_Block_D902
D90F SubCD8EF_Block_D90F
D918 SubCD8EF_Block_D918
D925 SetAlternateThrowOffset
D92D SubCD925_Block_D92D
D938 AddThrowTargetOffset
D959 SubCD938_Block_D959
D961 SelectThrowTile
D96B SubCD961_Block_D96B
D983 SubCD961_Block_D983
D988 SubCD961_Block_D988
D992 SubCD992_Loop
D9A3 SubCD992_Block_D9A3
D9A9 SetThrowFacingRight
D9BC SubCD9A9_Block_D9BC
D9C8 RenderThrowTile
D9D9 CancelPlayerAction
D9F1 SubCD9D9_Block_D9F1
D9FA SubCD9D9_Block_D9FA
DA01 UpdatePlayerCarryAnim
DA0B SubCDA01_Block_DA0B
DA15 SubCDA01_Block_DA15
DA37 SubCDA01_Block_DA37
DA4B SubCDA01_Block_DA4B
DA60 SubCDA01_Block_DA60
DA81 SubCDA81_Loop
DA8E SubCDA81_Block_DA8E
DA9F TestCarryHitbox
DAA7 StartCarryAnimation
DAC3 SubCDAA7_Block_DAC3
DAC6 SubCDAA7_Block_DAC6
DAE5 SubCDAA7_Block_DAE5
DAF6 SubCDAA7_Block_DAF6
DAF8 SubCDAA7_Block_DAF8
DAF9 QueueVramBlockFromSpriteTable
DB0C StartKidnapSequence
DB2D SubCDB0C_Block_DB2D
DB32 SubCDB0C_Block_DB32
DB34 BeginKidnapMovement
DB3A SubCDB34_Block_DB3A
DB50 SubCDB34_Block_DB50
DB51 SubCDB34_Block_DB51
DB62 RunScreenStateMachine
DB72 SubCDB62_Block_DB72
DB79 SubCDB62_Block_DB79
DB80 SubCDB62_Block_DB80
DB87 SubCDB62_Block_DB87
DB8E SubCDB62_Block_DB8E
DB95 SubCDB62_Block_DB95
DB9C SubCDB62_Block_DB9C
DBA3 SubCDB62_Block_DBA3
DBB7 SubCDB62_Block_DBB7
DBC0 SubCDB62_Block_DBC0
DBC3 HandleScreenState01
DBD4 SubCDBC3_Block_DBD4
DBD9 SubCDBC3_Block_DBD9
DBDF DrawState01Tile
DBE7 SubCDBDF_Block_DBE7
DBEA HandleScreenStateDefault
DBF5 SubCDBEA_Block_DBF5
DC15 SubCDBEA_Block_DC15
DC23 SubCDBEA_Block_DC23
DC25 SubCDBEA_Block_DC25
DC2A AdvanceDefaultStateObject
DC38 SubCDC2A_Block_DC38
DC4A SubCDC2A_Block_DC4A
DC54 SubCDC2A_Block_DC54
DC57 HandleScreenStateBit40
DC72 SubCDC57_Block_DC72
DC7A SubCDC7A_Loop
DC8D SubCDC7A_Block_DC8D
DCA1 SubCDC7A_Block_DCA1
DCA4 AdvanceStateBit40Object
DCB2 SubCDCB2_Loop
DCBB SubCDCB2_Block_DCBB
DCC8 SubCDCB2_Block_DCC8
DCE1 SubCDCB2_Block_DCE1
DCE7 ResetStateBit40Object
DCEE SubCDCE7_Block_DCEE
DCEF FaceTowardPlayer
DCFB SubCDCEF_Block_DCFB
DD05 FacePlayerRight
DD0E FacePlayerLeft
DD17 FaceTowardTarget
DD20 SubCDD17_Block_DD20
DD23 HandleScreenState10
DD39 SubCDD23_Block_DD39
DD61 SubCDD23_Block_DD61
DD6B SubCDD23_Block_DD6B
DD77 SubCDD23_Block_DD77
DD80 SubCDD23_Block_DD80
DD8A SubCDD23_Block_DD8A
DD8C RenderState10Object
DD95 SubCDD8C_Block_DD95
DDAC SetScrollForSplitScreen
DDCD HandleScreenState80
DDE6 SubCDDCD_Block_DDE6
DDE8 RenderState80Object
DDEE SubCDDE8_Block_DDEE
DE0D SubCDDE8_Block_DE0D
DE17 AdvanceState80Sprite
DE31 SubCDE17_Block_DE31
DE36 SubCDE17_Block_DE36
DE40 HandleScreenState40
DE68 SubCDE40_Block_DE68
DE6A AdvanceState40Object
DE77 SubCDE6A_Block_DE77
DE79 AdvanceState40Height
DE81 SubCDE79_Block_DE81
DE89 SubCDE79_Block_DE89
DE96 SubCDE79_Block_DE96
DE98 AddState40Height
DEA1 RenderState40Object
DEA7 SubCDEA1_Block_DEA7
DEAA SubCDEA1_Block_DEAA
DEB0 HandleScreenState20
DEBB SubCDEB0_Block_DEBB
DEDA SubCDEB0_Block_DEDA
DEDE SetState20ObjectTile
DEEE SubCDEDE_Block_DEEE
DEF6 RenderState20Object
DF03 SubCDEF6_Block_DF03
DF0D SubCDEF6_Block_DF0D
DF14 HandleScreenState08
DF2D SubCDF14_Block_DF2D
DF33 HandleScreenState04
DF6A SubCDF33_Block_DF6A
DF7A SubCDF33_Block_DF7A
DF88 ResetHudScoreFields
DF95 HandleScreenState02
DFC0 SubCDF95_Block_DFC0
DFCD SubCDF95_Block_DFCD
DFD6 AdjustState02Object
DFEE SubCDFD6_Block_DFEE
E00C SubCDFD6_Block_E00C
E018 SubCDFD6_Block_E018
E029 SubCDFD6_Block_E029
E039 SubCDFD6_Block_E039
E040 TwoComplementNegate
E046 SpawnPlayerObject
E04D SubCE046_Block_E04D
E05F SubCE046_Block_E05F
E060 SubCE046_Block_E060
E065 SubCE046_Block_E065
E070 SubCE046_Block_E070
E07D SubCE046_Block_E07D
E086 SubCE046_Block_E086
E08D SubCE046_Block_E08D
E091 SubCE046_Block_E091
E0A4 SubCE046_Block_E0A4
E0B1 SubCE046_Block_E0B1
E0B3 InitObjectRecord
E0D2 SubCE0B3_Block_E0D2
E0DE SubCE0B3_Block_E0DE
E0EB SubCE0B3_Block_E0EB
E0F5 LoadObjectPattern
E11D SubCE0F5_Block_E11D
E120 SetObjectTile
E125 FlipObjectDirection
E131 SubCE125_Block_E131
E134 SetObjectPatternByLevel
E140 AdvanceObjectPattern
E158 SubCE140_Block_E158
E16E SubCE140_Block_E16E
E171 SetObjectTileAndFlip
E180 SubCE171_Block_E180
E182 ClampObjectX
E191 SubCE182_Block_E191
E197 FlipObjectDirectionAlt
E19D SubCE19D_Loop
E1A4 SubCE19D_Block_E1A4
E1A7 UpdateObjectAnimationFrames
E1AC SubCE1A7_Block_E1AC
E1BE SubCE1A7_Block_E1BE
E1CC SubCE1A7_Block_E1CC
E1F0 SubCE1A7_Block_E1F0
E1F3 SubCE1F3_Loop
E1FC UpdateCarriedObject
E21A SubCE1FC_Block_E21A
E223 UpdateCarriedObjectFlip
E232 SubCE223_Block_E232
E233 GetObjectTargetPosition
E240 GetObjectSecondPosition
E24D QueueObjectVramBlock
E258 QueueObjectStatusBlock
E260 QueueVramBlockFromPointer
E265 SpawnPatrolObjects
E28F SubCE265_Block_E28F
E296 NextPatrolSlot
E2A3 SubCE296_Block_E2A3
E2A4 SubCE296_Block_E2A4
E2BC SubCE296_Block_E2BC
E2CD SubCE296_Block_E2CD
E2DD SubCE296_Block_E2DD
E2EE FindPatrolThreshold
E2FA SubCE2EE_Block_E2FA
E30E SubCE2EE_Block_E30E
E313 AdvancePatrolCounter
E324 SubCE313_Block_E324
E327 SubCE313_Block_E327
E333 SubCE313_Block_E333
E34E SubCE34E_Loop
E35E SubCE34E_Block_E35E
E365 SetObjectAttribute
E371 SubCE365_Block_E371
E37F SubCE365_Block_E37F
E381 SetObjectTileAlt
E389 AdvanceObjectAnimationState
E3A5 SubCE389_Block_E3A5
E3AB SubCE3AB_Loop
E3B7 SubCE3AB_Block_E3B7
E3C0 SubCE3AB_Block_E3C0
E3C9 SubCE3AB_Block_E3C9
E3D8 MoveObjectByDelta
E3F4 MoveObjectX
E404 SubCE3F4_Block_E404
E406 ApplyObjectXDelta
E410 HandleObjectReachedEnd
E41D SubCE410_Block_E41D
E436 SubCE410_Block_E436
E43E SubCE410_Block_E43E
E44C SubCE410_Block_E44C
E488 AdjustObjectPosition
E4A3 SubCE488_Block_E4A3
E4B3 SubCE488_Block_E4B3
E4B4 UpdateScorePopup
E4C8 SubCE4B4_Block_E4C8
E4CE SubCE4B4_Block_E4CE
E4D1 SubCE4B4_Block_E4D1
E4D4 AdvanceScorePopup
E4EF SubCE4D4_Block_E4EF
E4F3 SubCE4D4_Block_E4F3
E4F4 QueueEdgeBlock
E500 SubCE4F4_Block_E500
E512 SubCE4F4_Block_E512
E51F SubCE4F4_Block_E51F
E524 SubCE4F4_Block_E524
E526 QueueEdgeBlockData
E539 SubCE526_Block_E539
E53A UpdateTextScrollObjects
E540 ScanTextScrollRecord
E54C SubCE540_Block_E54C
E553 SubCE540_Block_E553
E561 SubCE561_Loop
E56F SubCE561_Block_E56F
E592 SubCE561_Block_E592
E5B4 SubCE561_Block_E5B4
E5BC SubCE561_Block_E5BC
E5D0 SubCE561_Block_E5D0
E5DE SubCE561_Block_E5DE
E5E2 SubCE561_Block_E5E2
E5E4 SetTextScrollState
E5E6 NextTextScrollRecord
E5F6 SubCE5E6_Block_E5F6
E5F7 UpdateStatusPanel
E610 SubCE5F7_Block_E610
E631 SubCE5F7_Block_E631
E63D SubCE5F7_Block_E63D
E66A SubCE5F7_Block_E66A
E66D StartStatusPanelTimer
E677 SubCE66D_Block_E677
E678 SubCE66D_Block_E678
E682 SubCE66D_Block_E682
E689 ClearStatusPanelTimer
E693 SubCE689_Block_E693
E694 DrawScoreDigits
E6A9 SubCE694_Block_E6A9
E6B0 SubCE694_Block_E6B0
E6E5 SubCE694_Block_E6E5
E6E6 AdvanceStoryScroll
E6F2 SubCE6E6_Block_E6F2
E6F7 SubCE6E6_Block_E6F7
E6FD SubCE6E6_Block_E6FD
E70E SubCE6E6_Block_E70E
E71F SubCE6E6_Block_E71F
E722 SetScrollRowIndex
E723 SetScrollTablePointers
E741 FindScrollRow
E74B SubCE741_Block_E74B
E755 SubCE741_Block_E755
E765 QueueScrollRowBlock
E77B DrawSpriteList
E77D DrawSpriteListLoop
E796 SubCE77D_Block_E796
E797 ResetDrawState
E79B ResetSpriteFrameCounter
E79F ResetSpriteAnimState
E7B2 RenderObjectTile
E7BD ResetObjectAnimationState
E7DD SubCE7BD_Block_E7DD
E7EC SetObjectDirectionFlags
E7F1 SubCE7F1_OnZero
E80C SelectObjectTileByState
E821 SubCE80C_Block_E821
E840 SubCE80C_Block_E840
E845 SetObjectTileCoords
E84D SetObjectTileBuffer
E854 RenderTileAtPosition
E859 DrawBlockAt
E872 DrawPopupBlock
E887 DrawStatusBlock
E899 SetBlockBuffer
E89B DrawBlockAtCorner
E8A0 LoadHitboxPointer
E8A8 SetSourcePointerLow
E8AA SetObjectScreenPosition
E8B3 SetSourcePointerDefault
E8BC LoadAltHitboxPointer
E8C4 SetTileNumber
E8C6 SetObjectOrigin
E8CF SetSourcePointerStatus
E8D8 TestBitInPattern
E8DD SubCE8D8_Block_E8DD
E8E8 SubCE8D8_Block_E8E8
E8EA DrawTileBlock
E906 SubCE8EA_Block_E906
E91F SubCE8EA_Block_E91F
E925 SubCE8EA_Block_E925
E92B SubCE8EA_Block_E92B
E92E FinishTileBlock
E936 WriteOamEntries
E940 SubCE936_Block_E940
E952 DrawHorizontalRun
E958 SubCE952_Block_E958
E96D DrawDiagonalRun
E976 SubCE96D_Block_E976
E97B SubCE96D_Block_E97B
E9A1 DrawReverseDiagonalRun
E9AA SubCE9A1_Block_E9AA
E9AF SubCE9A1_Block_E9AF
E9D7 DrawVerticalRun
E9DD SubCE9D7_Block_E9DD
E9FD FillTileBlock
E9FF SubCE9FD_Block_E9FF
EA05 SubCE9FD_Block_EA05
EA25 TestObjectBoxOverlapMode
EA27 TestObjectBoxOverlapModeAlt
EA35 SubCEA27_Block_EA35
EA43 SubCEA27_Block_EA43
EA4E AdvanceOverlapList
EA5D SubCEA5D_Loop
EA62 SubCEA5D_Block_EA62
EA67 ReturnOverlapResult
EA6E LoadOverlapBoxAbsolute
EA76 SubCEA6E_Block_EA76
EA79 AddOverlapBoxOffset
EA8C LoadOverlapBoxRelative
EA94 SubCEA8C_Block_EA94
EA97 CopyOverlapBox
EAA4 CheckBoxOverlap
EAB5 SubCEAA4_Block_EAB5
EABB SubCEAA4_Block_EABB
EACC SubCEAA4_Block_EACC
EAD2 SubCEAA4_Block_EAD2
EAD5 SubCEAD5_Loop
EAD8 CompareDistanceToTarget
EAF4 SubCEAD8_Block_EAF4
EAF7 ReturnDistanceCompare
EAFC SubCEAF7_Block_EAFC
EAFF SubCEAF7_Block_EAFF
EB02 GetHitboxOrigin
EB0C SubCEB02_Block_EB0C
EB1A ResetBoxOrigin
EB23 TestHitboxTable0
EB2E RunBoxOverlapTest
EB35 TestHitboxTable1
EB4F SubCEB35_Block_EB4F
EB61 SubCEB35_Block_EB61
EB6D SubCEB35_Block_EB6D
EB72 SubCEB35_Block_EB72
EB73 TestHitboxTable2
EB88 SubCEB73_Block_EB88
EB89 TestHitboxTable3
EB9B SetHitboxResult
EBA3 SubCEB9B_Block_EBA3
EBA4 FindCollectibleAtColumn
EBB2 SubCEBA4_Block_EBB2
EBCE SubCEBA4_Block_EBCE
EBD6 HandleCollectibleColumnHit
EBE0 SubCEBD6_Block_EBE0
EBF2 SubCEBD6_Block_EBF2
EBF5 CheckCollectibleFacing
EC03 SubCEBF5_Block_EC03
EC05 SubCEBF5_Block_EC05
EC08 FindCollectibleAtColumnAlt
EC16 SubCEC08_Block_EC16
EC33 SubCEC08_Block_EC33
EC4F SubCEC08_Block_EC4F
EC56 SetStateBit40Flag
EC5B SubCEC5B_Loop
EC5E TestHitboxTable4
EC6B SubCEC5E_Block_EC6B
EC6C LoadHitboxTable4
EC77 TestHitboxTable5
EC81 SetHitboxResultAlt
EC89 SubCEC81_Block_EC89
EC8A TestHitboxTable6
ECA5 SubCEC8A_Block_ECA5
ECA6 TestHitboxTable7
ECBE SetHitboxResultAlt2
ECC2 SubCECBE_Block_ECC2
ECC3 RunDeferredTask
ECF7 SubCECC3_Block_ECF7
ED02 SubCECC3_Block_ED02
ED03 ReserveObjectSlot
ED1C SubCED03_Block_ED1C
ED1F SubCED03_Block_ED1F
ED20 ApplyVramUpdateQueue
ED34 UploadOamViaDma
ED3F ClearNameTableTopAndPalettes
ED59 SubCED3F_Block_ED59
ED70 SubCED3F_Block_ED70
ED77 QueueVramScreenBlocks
ED79 SubCED77_Block_ED79
ED82 SubCED77_Block_ED82
ED88 QueueVramBlockRecord
EDC4 SubCED88_Block_EDC4
EDE3 SubCED88_Block_EDE3
EDF4 SubCED88_Block_EDF4
EDF5 QueueVramDataRecord
EE0A SubCEDF5_Block_EE0A
EE21 SubCEDF5_Block_EE21
EE4D AdvanceVramQueueIndex
EE4F CheckVramQueueFull
EE5D SubCEE4F_Block_EE5D
EE5E UpdateAttractTimers
EE6A SubCEE5E_Block_EE6A
EE70 SubCEE5E_Block_EE70
EE74 PollJoypadButtonEdge
EE84 SubCEE74_Block_EE84
EE89 ReadControllers
EE9D ReadControllerPort
EE9F SubCEE9D_Block_EE9F
EEC8 SubCEE9D_Block_EEC8
EEC9 SubCEE9D_Block_EEC9
EEDF SubCEE9D_Block_EEDF
EEEB SubCEE9D_Block_EEEB
EEEE SubCEE9D_Block_EEEE
EEF1 SubCEE9D_Block_EEF1
EF05 ApplyVramUpdateStream
EF19 ScrollTextWindowDown
EF1F SubCEF19_Block_EF1F
EF30 SubCEF19_Block_EF30
EF3A ShiftTextWindowRows
EF47 SubCEF3A_Block_EF47
EF6A SubCEF3A_Block_EF6A
EF6E SubCEF3A_Block_EF6E
EF9C SubCEF3A_Block_EF9C
EFA2 SubCEF3A_Block_EFA2
EFBE SubCEF3A_Block_EFBE
EFBF ScrollTextColumnForward
EFCA SubCEFBF_Block_EFCA
EFD7 SubCEFBF_Block_EFD7
EFDB SubCEFBF_Block_EFDB
EFE0 ScrollTextColumnBack
EFF3 SubCEFE0_Block_EFF3
EFFF SubCEFE0_Block_EFFF
F002 SplitCoordinateIntoNibbles
F026 SubCF002_Block_F026
F02F SubCF002_Block_F02F
F055 SubCF002_Block_F055
F05A SubCF002_Block_F05A
F06F SubCF002_Block_F06F
F071 ScrollTextWindowUp
F07B SubCF071_Block_F07B
F07C SubCF071_Block_F07C
F080 SubCF071_Block_F080
F085 SubCF071_Block_F085
F833 SetPulse1ControlMaxSweepAndNote
F835 SetPulse1ControlAndNote
F838 WritePulse1NoteTimer
F83A SubCF838_Block_F83A
F849 SubCF838_Block_F849
F84A WritePulse2NoteTimer
F84E WriteTriangleNoteTimer
F852 ConvertNoteToIndex
F858 LookUpNotePeriod
F863 SubCF858_Block_F863
F876 SubCF858_Block_F876
F889 SubCF858_Block_F889
F88E SubCF858_Block_F88E
F891 SubCF858_Block_F891
F895 SubCF858_Block_F895
F89A SubCF858_Block_F89A
F8A1 UpdateSoundEngineFrame
F8BB SubCF8A1_Block_F8BB
F8BE SubCF8A1_Block_F8BE
F8D4 SubCF8A1_Block_F8D4
F8D9 SubCF8A1_Block_F8D9
F8FD SubCF8A1_Block_F8FD
F970 UpdateSoundEngine
F983 ShiftBitIndex
F985 SubCF983_Block_F985
F98B SubCF983_Block_F98B
F98C SetPulse1ControlMaxSweep
F98E SetPulse1ControlAndSweep
F995 EnablePulse1Channel
F99B SubCF995_Block_F99B
F9A7 SubCF995_Block_F9A7
F9AA SubCF995_Block_F9AA
F9B1 SubCF995_Block_F9B1
F9C0 SubCF995_Block_F9C0
F9CF SubCF995_Block_F9CF
F9D1 SubCF995_Block_F9D1
F9DF SubCF995_Block_F9DF
F9ED SubCF995_Block_F9ED
F9F9 SubCF995_Block_F9F9
F9FE AdvanceSoundSequence
FA2D SubCF9FE_Block_FA2D
FA37 SubCF9FE_Block_FA37
FA3A SubCF9FE_Block_FA3A
FA3D ContinueSoundSequence
FA43 SubCFA3D_Block_FA43
FA50 SubCFA3D_Block_FA50
FA60 SubCFA3D_Block_FA60
FA65 SubCFA3D_Block_FA65
FA6A SubCFA3D_Block_FA6A
FA75 SubCFA3D_Block_FA75
FA7A SubCFA3D_Block_FA7A
FA87 SubCFA3D_Block_FA87
FA8D SubCFA3D_Block_FA8D
FAA5 SubCFA3D_Block_FAA5
FAAF SubCFA3D_Block_FAAF
FAC2 SubCFA3D_Block_FAC2
FAD1 SubCFA3D_Block_FAD1
FADB SubCFA3D_Block_FADB
FADF SubCFA3D_Block_FADF
FAE8 AdvanceSoundEffectSequence
FB06 SubCFAE8_Block_FB06
FB09 SubCFAE8_Block_FB09
FB1A SubCFAE8_Block_FB1A
FB21 SubCFAE8_Block_FB21
FB25 SubCFAE8_Block_FB25
FB33 SubCFAE8_Block_FB33
FB3D SubCFAE8_Block_FB3D
FB40 SubCFAE8_Block_FB40
FB48 SubCFAE8_Block_FB48
FB4A SubCFAE8_Block_FB4A
FB58 SubCFAE8_Block_FB58
FB5F UpdatePulse2Channel
FB6B SubCFB5F_Block_FB6B
FB75 SubCFB5F_Block_FB75
FB89 SubCFB5F_Block_FB89
FB8E SubCFB5F_Block_FB8E
FBA8 SubCFB5F_Block_FBA8
FBB8 SubCFB5F_Block_FBB8
FBC6 SubCFB5F_Block_FBC6
FBC7 UpdateSoundEffectChannels
FBD3 SubCFBC7_Block_FBD3
FC05 SubCFBC7_Block_FC05
FC13 SubCFBC7_Block_FC13
FC24 SubCFBC7_Block_FC24
FC2D SubCFC2D_OnZero
FC3C SubCFC2D_Block_FC3C
FC4C SubCFC2D_Block_FC4C
FC55 SubCFC2D_Block_FC55
FC78 SubCFC2D_Block_FC78
FC96 SubCFC2D_Block_FC96
FC9F SubCFC2D_Block_FC9F
FCA0 SubCFC2D_Block_FCA0
FCB1 SubCFC2D_Block_FCB1
FCC1 SubCFC2D_Block_FCC1
FCC7 SubCFC2D_Block_FCC7
FCCD SubCFC2D_Block_FCCD
FFF0 IrqHandler