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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

PROMPTS.md gains two Pass 3 requirements:

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

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

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

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

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

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

All seven projects still build byte-identical.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Three lessons from the seven re-splits:

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

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

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

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

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

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

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

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

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

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

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

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

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

derive_routine_docs.py: describe what each routine actually does

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

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

Rewrite the routine headers across the promoted tier

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

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

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

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

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

CHANGELOG: record the tier-wide routine header rewrite

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

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

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

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

make still prints Byte-identical ROM verified.

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

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

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

Two real bugs are fixed on the way:

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

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

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

Complete Pass 2 across the tier: no Label_ residue left

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

Three more real defects in the tools are fixed:

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

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

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

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

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

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

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

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

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

apply_pass2_map.py: do not write the same equate twice

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

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

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

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

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

All 61 promoted projects now carry the section.

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

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

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

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

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

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

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

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

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

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

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

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

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

Repair the damaged audit trails across the tier

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

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

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

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

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

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

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

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

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

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

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

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

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

Give every routine header a contract that is its own

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Interpret the data tables across the tier

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

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

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

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

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

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

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

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

Every project still prints Byte-identical ROM verified.

CHANGELOG: move the committed entries into History

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

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

Root README: refresh the coverage column of the project inventory

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

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

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

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

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

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

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

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

TODO.md: bring the handoff up to date

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

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

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

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

Three gaps it found, now closed:

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

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

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

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

Every project still prints Byte-identical ROM verified.

PROMPTS.md: the checklist now has a checker

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

CHANGELOG: record the checklist work

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Every project still prints Byte-identical ROM verified.

CHANGELOG: record the zero-page residue work

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

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

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

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

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

Every project still prints Byte-identical ROM verified.

The promoted tier now passes every item of the promotion checklist

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

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

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

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

Every project still prints Byte-identical ROM verified.

CHANGELOG: record the tier passing the checklist

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

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

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

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

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

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

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

Every project still prints Byte-identical ROM verified.

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

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

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

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

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

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

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

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

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

Remaining entry-point naming

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

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

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

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

CHANGELOG: record the entry-point naming

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

Re-align the audit comments to the canonical column

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

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

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

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

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

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

CHANGELOG: record the audit-comment re-alignment

Remaining entry-point naming

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

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

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

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

CHANGELOG: record the tier reaching completion

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

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

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

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

Every project still prints Byte-identical ROM verified.

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

2457 lines
58 KiB
Plaintext

8000 Reset
800A Reset_OnNonnegative
8013 Reset_OnNonnegative2
8021 Reset_OnNonzero
8044 Reset_OnNonnegative3
804F Reset_Loop
8082 Reset_OnNonzero2
8095 InitGameState
809F NmiHandler
80A7 NmiHandler_OnNonnegative
80D6 NmiHandler_OnNonzero
80DD NmiHandler_OnZero
80E4 NmiHandler_Loop
80EE ReadPlayerRecordByte
80F2 SetPlayerRecordByte
80F9 NmiHandler_Loop2
8112 NmiHandler_Loop3
8118 NmiHandler_OnNonnegative2
8137 NmiHandler_Loop4
8146 NmiHandler_Loop5
8158 NmiHandler_Loop6
815C NmiHandler_Loop7
8161 ReadPlayerRecordWord
818A ResetPlayerRecord
81A0 NmiHandler_Loop8
81A7 NmiHandler_Loop9
81BB ResetPlayerOnGoal
81C2 NmiHandler_Loop10
81E7 NmiHandler_Loop11
81EF NmiHandler_Loop12
8200 NmiHandler_Loop13
8213 NmiHandler_Loop14
821B NmiHandler_Loop15
8224 NmiHandler_Loop16
822B NmiHandler_Loop17
822F SetGoalScoredFlag
8233 NmiHandler_Loop18
823D NmiHandler_Loop19
8249 NmiHandler_Loop20
824C NmiHandler_Loop21
8263 StartNewMatch
82A6 NmiHandler_Loop22
82C0 SetPlayerRecordEntry
82CB NmiHandler_OnNonzero2
82E3 NmiHandler_Loop23
8307 InitPlayerTimers
8309 NmiHandler_OnNonnegative3
8330 UpdateGameFrame
833D NmiHandler_Loop24
8353 NmiHandler_Loop25
8363 NmiHandler_Loop26
836D NmiHandler_Loop27
8380 LoadFieldState
8382 NmiHandler_OnNonnegative4
838F ClearOamBuffer
8393 NmiHandler_OnNonzero3
839D WriteVramBlockFromTable
83C4 NmiHandler_Loop28
83C5 ReadControllers
83DC NmiHandler_Loop29
83DE NmiHandler_OnNonzero4
8405 NmiHandler_Loop30
8406 ApplyVramUpdateStream
8422 NmiHandler_OnNonzero5
8431 NmiHandler_OnNonzero6
843B NmiHandler_Loop31
8449 NmiHandler_Loop32
844A ClearScreenAndPalettes
8451 ClearNameTableRows
8466 NmiHandler_OnNonzero7
847C NmiHandler_OnNonzero8
8495 NmiHandler_OnNonzero9
849C TickFrameTimers
84A8 NmiHandler_OnNonnegative5
84AE NmiHandler_Loop33
84B8 NmiHandler_Loop34
84BD CallLevelHandler
84DB NmiHandler_OnNonzero10
84F1 NmiHandler_Loop35
84FD NmiHandler_Loop36
8500 NmiHandler_OnNonzero11
8503 NmiHandler_Loop37
8517 ApplyVramStream
8521 SetScrollX
8531 SetScrollPosition
8548 NmiHandler_OnNonzero12
855F NmiHandler_OnNonzero13
8589 SetTimerValue
8599 NmiHandler_Loop38
859A PlayerRecordDataPart1
85A3 NmiHandler_Loop39
85AA PlayerRecordDataPart2
85AB PlayerRecordDataPart3
85B4 NmiHandler_OnZero2
85D7 NmiHandler_Loop40
85DB NmiHandler_Loop41
8609 NmiHandler_Loop42
860F NmiHandler_Loop43
8614 UpdatePlayerRecordFields
862B NmiHandler_Loop44
862C ResetFrameCounter
8637 NmiHandler_Loop45
8644 NmiHandler_OnCarrySet
8648 NmiHandler_Loop46
864D AdvanceFrameCounter
8660 NmiHandler_Loop47
866C NmiHandler_Loop48
866F SetFrameCounter
867E ReadFieldState
8694 NmiHandler_Loop49
86A9 NmiHandler_Loop50
86AD SetGameState
86B8 NmiHandler_OnZero3
86BF ResetFrameCounters
86C6 NmiHandler_OnNonzero14
86CC SetGameMode
86D5 SetVramPointerAndWrite
86DC ResetFrameCounterAlt
86E4 NmiHandler_Loop51
86E5 TickFrameCounter
86EE ResetMatchFlags
86F6 NmiHandler_OnNonzero15
86F8 NmiHandler_OnNonzero16
8706 ReadPlayerInput
870A SetPlayerInput
870E ClearPlayerInput
8712 SetPlayerStateAlt
8716 ReadPlayerState
871A WritePlayerState
871E ComparePlayerState
8722 SetPlayerDirection
8724 NmiHandler_Loop52
872B NmiHandler_Loop53
8731 ReadPlayerDirection
873A NmiHandler_Loop54
8740 ResetBallPosition
8744 ResetFieldObjects
8748 ResetFieldObjectsAlt
874A NmiHandler_Loop55
8751 NmiHandler_Loop56
8757 ReadBallState
875B WriteBallState
875F SetBallFlag
8775 NmiHandler_Loop57
877C NmiHandler_Loop58
8782 FieldDataPart1
8786 FieldDataPart2
878E FieldDataPart3
8792 FieldDataPart4
8796 FieldDataPart5
879A FieldDataPart6
879E FieldDataPart7
87A0 NmiHandler_Loop59
87A7 NmiHandler_Loop60
87A8 NmiHandler_Loop61
87AD UpdatePlayerSprite
87E8 NmiHandler_OnZero4
87E9 NmiHandler_Loop62
87FD NmiHandler_OnNonzero17
881E NmiHandler_Loop63
882D NmiHandler_Loop64
8835 NmiHandler_OnNonzero18
8859 NmiHandler_Loop65
8861 HideOamSprites
887C NmiHandler_Loop66
887D ReadFieldTile
8883 LoadLevelTileRow
88AA NmiHandler_Loop67
88B0 SetLevelPointer
88D4 NmiHandler_Loop68
88DF SetLevelStartPosition
891A NmiHandler_Loop69
8997 UpdateScore
89A6 SetScoreValue
89BF NmiHandler_Loop70
89C0 NmiHandler_Loop71
89DC UpdateGoal
89EE NmiHandler_Loop72
8A0C NmiHandler_Loop73
8A12 NmiHandler_Loop74
8A35 NmiHandler_Loop75
8A48 NmiHandler_Loop76
8A4A SetScoreDisplay
8A5A NmiHandler_Loop77
8A65 NmiHandler_Loop78
8A6A ReadPlayerStat
8A72 NmiHandler_Loop79
8A7B UpdatePlayerStat
8A92 NmiHandler_Loop80
8A9B NmiHandler_Loop81
8AB8 NmiHandler_Loop82
8ABE UpdatePlayerRecord
8AE3 NmiHandler_Loop83
8AE8 ReadPlayerRecordTail
8AF1 NmiHandler_Loop84
8B03 NmiHandler_Loop85
8B07 NmiHandler_Loop86
8B08 WritePlayerRecordByte
8B10 NmiHandler_Loop87
8B1F NmiHandler_Loop88
8B21 NmiHandler_Loop89
8B38 ResetMatchState
8B4A NmiHandler_Loop90
8B4F NmiHandler_OnNonnegative6
8B5F NmiHandler_Loop91
8B87 NmiHandler_Loop92
8B8A MatchDataPart1
8B8E NmiHandler_Loop93
8B92 NmiHandler_Loop94
8B93 NmiHandler_Loop95
8BB2 NmiHandler_Loop96
8BC2 ResetBall
8BCF NmiHandler_Loop97
8BE2 NmiHandler_Loop98
8C01 NmiHandler_Loop99
8C06 NmiHandler_Loop100
8C0C UpdateScoreDisplay
8C52 NmiHandler_Loop101
8C64 NmiHandler_OnZero5
8C65 NmiHandler_Loop102
8C7E SetScoreDigits
8CA6 NmiHandler_Loop103
8CAD NmiHandler_Loop104
8CB8 NmiHandler_Loop105
8CBF SetPlayerStats
8CDE NmiHandler_Loop106
8CDF NmiHandler_Loop107
8CEA NmiHandler_Loop108
8D08 NmiHandler_Loop109
8D10 NmiHandler_Loop110
8D12 AdvancePlayerTimer
8D1D NmiHandler_Loop111
8D20 NmiHandler_OnNonzero19
8D35 WriteVramRecord
8DD4 UpdatePlayerPositions
8DE9 NmiHandler_Loop112
8DF8 NmiHandler_Loop113
8DF9 NmiHandler_Loop114
8E08 NmiHandler_Loop115
8E0B NmiHandler_Loop116
8E32 NmiHandler_Loop117
8E40 NmiHandler_Loop118
8E45 NmiHandler_Loop119
8E4E NmiHandler_OnNonnegative7
8E57 ReadPlayerData
8E61 SetBallPosition
8E6F NmiHandler_OnNonzero20
8E80 NmiHandler_Loop120
8E8D SetPlayerDirectionAlt
8EA8 NmiHandler_OnNonnegative8
8EB0 NmiHandler_Loop121
8ECD NmiHandler_Loop122
8F21 UpdatePlayerAi
8F25 NmiHandler_OnNonnegative9
8F40 NmiHandler_OnNonzero21
8F44 NmiHandler_OnNonzero22
8F53 NmiHandler_Loop123
8F60 NmiHandler_Loop124
8F6B NmiHandler_Loop125
8F82 NmiHandler_Loop126
8F99 NmiHandler_Loop127
8FA2 NmiHandler_Loop128
8FA9 ReadFieldPointer
8FAD SetFieldPointer
8FB7 NmiHandler_OnNonzero23
8FC5 NmiHandler_Loop129
8FD7 NmiHandler_Loop130
8FE4 NmiHandler_Loop131
8FE5 SetFieldPointerAlt
8FF0 NmiHandler_Loop132
9006 NmiHandler_Loop133
9013 UpdateTeamPlayers
9017 NmiHandler_OnNonzero24
901E SetPlayerIndex
9028 NmiHandler_OnNonzero25
9043 NmiHandler_OnNonzero26
9050 CallPlayerHandler
90F9 SetPlayerRecordField
9103 NmiHandler_OnZero6
912B NmiHandler_Loop134
9131 NmiHandler_Loop135
9138 NmiHandler_Loop136
913B NmiHandler_Loop137
913E NmiHandler_Loop138
914B UpdatePlayerPosition
9172 SetPlayerStateField
9178 NmiHandler_Loop139
9186 NmiHandler_Loop140
9189 SetPlayerFlagAlt
9194 NmiHandler_Loop141
9197 NmiHandler_OnNonzero27
91A1 NmiHandler_Loop142
91BB NmiHandler_Loop143
91C1 NmiHandler_Loop144
91D3 NmiHandler_Loop145
91DC NmiHandler_Loop146
91FD NmiHandler_Loop147
9204 UpdatePlayerState
9208 ResetPlayerRecordAlt
9218 NmiHandler_Loop148
921A ReadPlayerPosition
9224 ResetPlayerRecordAlt2
922A MovePlayer
924D NmiHandler_Loop149
9250 UpdatePlayerSpeed
9260 NmiHandler_Loop150
9267 NmiHandler_Loop151
9276 ResetPlayerTimers
92AC NmiHandler_Loop152
92AF SetPlayerFlagAlt2
92BC NmiHandler_Loop153
92BF SetPlayerType
92D7 NmiHandler_OnNonzero28
92EF NmiHandler_Loop154
92FC NmiHandler_Loop155
9305 NmiHandler_Loop156
9313 NmiHandler_Loop157
932A NmiHandler_Loop158
932D InitPlayerRecord
935E NmiHandler_Loop159
936B GetFieldTile
937D NmiHandler_Loop160
9395 NmiHandler_OnNonzero29
93AD NmiHandler_Loop161
93B8 NmiHandler_OnNonzero30
93D0 NmiHandler_Loop162
93D9 NmiHandler_Loop163
93DE NmiHandler_Loop164
93DF ReadPlayerScriptByte
93E9 NmiHandler_Loop165
9402 SetPlayerDirectionFromData
940C GetPlayerPosition
941F NmiHandler_Loop166
9426 NmiHandler_Loop167
9433 NmiHandler_Loop168
943A NmiHandler_Loop169
9445 NmiHandler_Loop170
9447 NmiHandler_OnNonzero31
944F NmiHandler_Loop171
9457 NmiHandler_Loop172
9465 NmiHandler_Loop173
9469 NmiHandler_Loop174
946B NmiHandler_Loop175
9479 NmiHandler_Loop176
9481 NmiHandler_Loop177
948D NmiHandler_Loop178
948E UpdatePlayerFrame
94B4 NmiHandler_Loop179
94CA NmiHandler_Loop180
94EC NmiHandler_Loop181
9502 NmiHandler_Loop182
9503 FieldScriptDataPart1
9507 SetLevelPointerAlt
9509 NmiHandler_OnNonzero32
97EC NmiHandler_OnZero7
97F3 NmiHandler_Loop183
97FB NmiHandler_Loop184
9813 PlayerDataPart1
9832 NmiHandler_Loop185
984A NmiHandler_OnNonzero33
984C NmiHandler_OnZero8
984F NmiHandler_Loop186
9858 NmiHandler_Loop187
985B NmiHandler_Loop188
9867 NmiHandler_Loop189
9876 NmiHandler_Loop190
9889 NmiHandler_Loop191
9897 NmiHandler_Loop192
989C NmiHandler_Loop193
98A5 NmiHandler_Loop194
98B3 NmiHandler_Loop195
98B5 NmiHandler_Loop196
98EF PlayerDataPart2
98F8 PlayerDataPart3
9909 NmiHandler_Loop197
9963 SetPlayerRecordValue
996A NmiHandler_OnNonzero34
996B NmiHandler_Loop198
997B NmiHandler_OnZero9
9987 NmiHandler_Loop199
998F NmiHandler_OnZero10
9999 NmiHandler_Loop200
999E WriteFieldData
99AB NmiHandler_Loop201
99C7 ReadFieldData
99CC NmiHandler_OnNonzero35
99E7 NmiHandler_Loop202
9B45 StartHalfTime
9B4A NmiHandler_Loop203
9B5A NmiHandler_Loop204
9B6A NmiHandler_Loop205
9B77 NmiHandler_Loop206
9B9B NmiHandler_Loop207
9BA1 NmiHandler_Loop208
9BAA NmiHandler_Loop209
9BAD SetPlayerRecordCounter
9BBE NmiHandler_Loop210
9BC9 NmiHandler_Loop211
9BD1 ReadPlayerRecordCounter
9BE1 NmiHandler_Loop212
9BE2 CallPlayerScript
9BF4 ResetPlayerRecordFields
9C15 ResetPlayerScriptState
9C31 NmiHandler_Loop213
9C3C NmiHandler_Loop214
9C53 NmiHandler_Loop215
9C7D PlayerScriptDataPart1
9C87 ResetPlayerScriptCounter
9C93 NmiHandler_Loop216
9CA3 NmiHandler_OnCarrySet2
9CCE NmiHandler_Loop217
9CD2 NmiHandler_Loop218
9CD4 NmiHandler_Loop219
9CE5 NmiHandler_Loop220
9CE7 NmiHandler_Loop221
9CEF NmiHandler_Loop222
9CF7 NmiHandler_Loop223
9CF8 NmiHandler_Loop224
9D00 SetPlayerScriptState
9D10 NmiHandler_Loop225
9D16 ResetPlayerScriptStateAlt
9D20 ReadPlayerScriptState
9D23 ClearPlayerScriptState
9D2E NmiHandler_Loop226
9D3D CallPlayerScriptAlt
9D4F ResetPlayerScriptStateAlt2
9D61 ResetPlayerScriptStateAlt3
9D7E NmiHandler_Loop227
9D7F NmiHandler_Loop228
9D97 NmiHandler_OnNonzero36
9D98 NmiHandler_Loop229
9DC3 NmiHandler_Loop230
9DCB NmiHandler_Loop231
9DDC NmiHandler_Loop232
9DDE NmiHandler_Loop233
9DF9 SetPlayerScreenPosition
9E12 SetPlayerScreenPositionAlt
9E22 SetPlayerScreenPositionAlt2
9E42 NmiHandler_OnNonzero37
9E5E NmiHandler_Loop234
9E69 NmiHandler_Loop235
9E6B ReadPlayerScriptCounter
9E78 NmiHandler_Loop236
9E94 NmiHandler_Loop237
9E99 NmiHandler_Loop238
9EB1 NmiHandler_Loop239
9EB2 NmiHandler_Loop240
9EBE NmiHandler_OnNonzero38
9ED0 NmiHandler_OnZero11
9EE9 NmiHandler_Loop241
9EEB SetScoreField
9F19 NmiHandler_OnNonzero39
9F25 NmiHandler_Loop242
9F49 NmiHandler_Loop243
9F4A NmiHandler_Loop244
9F6E ReadFieldCounter
9F80 NmiHandler_Loop245
A092 ResetLevelState
A0AD NmiHandler_Loop246
A0BA ResetLevelCounter
A0C4 ResetLevelStateAlt
A0C7 SetLevelState
A0CF NmiHandler_Loop247
A0D0 StartLevel
A0D6 InitLevelState
A0E5 NmiHandler_Loop248
A0E7 LoadLevelParameters
A109 StartLevelAlt
A10F ReadLevelCounter
A11E NmiHandler_Loop249
A131 NmiHandler_Loop250
A144 NmiHandler_Loop251
A15A NmiHandler_Loop252
A165 NmiHandler_Loop253
A17D NmiHandler_Loop254
A17E ResetLevelCounterAlt
A18E NmiHandler_Loop255
A19D NmiHandler_Loop256
A1BA NmiHandler_Loop257
A1BF NmiHandler_Loop258
A1CE NmiHandler_Loop259
A1EB NmiHandler_Loop260
A1F0 NmiHandler_Loop261
A35D CallPlayerScriptAlt2
A37C NmiHandler_Loop262
A392 NmiHandler_OnNonzero40
A3A9 SetLevelFlag
A3AF NmiHandler_Loop263
A3B7 PlayerScriptDataPart2
A3BB NmiHandler_OnNonzero41
A3E5 ResetLevelFlag
A400 NmiHandler_Loop264
A401 ReadPlayerCounter
A418 NmiHandler_Loop265
A42D NmiHandler_Loop266
A439 NmiHandler_OnNonzero42
A43D NmiHandler_Loop267
A45A NmiHandler_Loop268
A477 ResetPlayerFlag
A47C InitPlayerRecordAlt
A496 InitPlayerRecordAlt2
A4D0 InitPlayerRecordAlt3
A4D6 ResetPlayerField
A4E6 SetPlayerField
A4ED ResetPlayerFieldAlt
A4FA NmiHandler_Loop269
A52C ClearPlayerField
A536 NmiHandler_Loop270
A53C ReadPlayerScriptTable
A54B NmiHandler_Loop271
A575 ReadPlayerScriptTableAlt
A584 NmiHandler_Loop272
A59A SetPlayerScreenPointer
B5E3 ReadPlayerCounterAlt
B5F0 NmiHandler_Loop273
B5FF NmiHandler_Loop274
B601 NmiHandler_OnCarryClear
B631 NmiHandler_Loop275
B653 SetPlayerRecordFieldAlt
B666 NmiHandler_Loop276
B667 UpdatePlayerRecordAlt
B6BA NmiHandler_Loop277
B6BB ReadPlayerRecordField
B6CC NmiHandler_Loop278
B6D9 NmiHandler_Loop279
B6E9 NmiHandler_Loop280
B6FE NmiHandler_Loop281
B6FF SetPlayerRecordFieldAlt2
B705 ClearPlayerRecordField
B716 NmiHandler_Loop282
B744 NmiHandler_Loop283
B75B NmiHandler_OnNonzero43
B787 NmiHandler_Loop284
B795 NmiHandler_Loop285
B798 NmiHandler_Loop286
B7AE ReadPlayerInputState
B7B8 NmiHandler_OnNonzero44
B7C0 SwapPlayerRecords
B7DB NmiHandler_OnNonzero45
B7E7 UpdatePlayerInputState
B829 SetPlayerInputState
B84E NmiHandler_Loop287
B850 NmiHandler_OnNonzero46
B85A ResetInputCounter
B86C NmiHandler_Loop288
B88D NmiHandler_Loop289
B8AA SetPlayerRecordValueAlt
B8C0 SetPlayerRecordValueAlt2
B8C9 NmiHandler_OnCarrySet3
B8D0 NmiHandler_OnNonzero47
B8D1 ReadFieldPointerAlt
B8EC NmiHandler_Loop290
B907 NmiHandler_Loop291
B95A NmiHandler_Loop292
B972 NmiHandler_Loop293
B97E NmiHandler_OnNonnegative10
B99D NmiHandler_Loop294
B99E ReadFieldPointerAlt2
B9AF AdvanceFieldPointer
B9B0 SetFieldPointerValue
B9B8 NmiHandler_OnNonzero48
B9CF NmiHandler_Loop295
B9D6 NmiHandler_Loop296
B9D8 FieldPointerDataPart1
B9D9 FieldPointerDataPart2
B9E1 FieldPointerDataPart4
B9E8 SetPlayerRecordValueAlt3
B9F1 ReadPlayerRecordValue
B9F7 NmiHandler_OnCarrySet4
BA0F FieldPointerDataPart6
BA13 AdvanceFieldPointerAlt
BA19 ReadFieldPointerAlt3
BA25 NmiHandler_Loop297
BA36 NmiHandler_Loop298
BA37 FieldPointerDataPart7
BA38 FieldPointerDataPart8
BA3D NmiHandler_Loop299
BA45 FieldPointerDataPart10
BA47 Sub_BA47
BA48 SubCBA48
BA5B NmiHandler_Loop300
BA6A NmiHandler_Loop301
BA79 NmiHandler_Loop302
BA88 NmiHandler_Loop303
BA8A NmiHandler_Loop304
BA8C NmiHandler_Loop305
BA8F NmiHandler_Loop306
BA9D NmiHandler_Loop307
BAB0 NmiHandler_Loop308
BAB1 UpdateFieldPointer
BABD NmiHandler_OnNonzero49
BACC NmiHandler_Loop309
BAD1 NmiHandler_Loop310
BAE0 NmiHandler_Loop311
BAF5 NmiHandler_Loop312
BAF7 NmiHandler_OnNonzero50
BB10 NmiHandler_Loop313
BB31 NmiHandler_Loop314
BB39 NmiHandler_Loop315
BB51 NmiHandler_Loop316
BB5D NmiHandler_Loop317
BB67 NmiHandler_Loop318
BB7B NmiHandler_Loop319
BB88 NmiHandler_Loop320
BB89 GetPlayerFieldOffset
BB9E NmiHandler_Loop321
BBB5 NmiHandler_OnNonnegative11
BBBD NmiHandler_OnNonnegative12
BBE2 NmiHandler_Loop322
BBE5 Sub_BBE5
BBE7 NmiHandler_OnNonzero51
BBF9 NmiHandler_Loop323
BBFF NmiHandler_Loop324
BC12 NmiHandler_Loop325
BC25 SetPlayerFieldAlt
BC51 NmiHandler_Loop326
BC59 NmiHandler_Loop327
BC66 NmiHandler_Loop328
BC6E NmiHandler_Loop329
BC7B NmiHandler_Loop330
BC7E NmiHandler_Loop331
BC81 NmiHandler_Loop332
BC84 NmiHandler_Loop333
BC8A NmiHandler_Loop334
BC9D NmiHandler_Loop335
BCA5 NmiHandler_Loop336
BCB0 NmiHandler_Loop337
BCBD NmiHandler_Loop338
BCC5 NmiHandler_Loop339
BCD4 NmiHandler_Loop340
BCDC NmiHandler_Loop341
BCF5 NmiHandler_Loop342
BCF6 SetFieldPointerValue2
BD05 NmiHandler_Loop343
BD0A NmiHandler_OnNonzero52
BD11 UpdatePlayerScreen
BD38 NmiHandler_Loop344
BD4F NmiHandler_Loop345
BD6B NmiHandler_Loop346
BD7D NmiHandler_Loop347
BD89 NmiHandler_Loop348
BD91 NmiHandler_Loop349
BD92 ReadPlayerFlag
BD9D NmiHandler_Loop350
BDA2 NmiHandler_Loop351
BDAF NmiHandler_Loop352
BDB5 ResetPlayerPositions
BDB7 NmiHandler_OnNonzero53
BE07 NmiHandler_OnNonzero54
BE16 SubCBE16
BE1A LoadPlayerRecordFromTable
BE43 NmiHandler_Loop353
BE55 InitNewMatchState
BF0C UpdateFieldObjects
BF25 NmiHandler_Loop354
BF26 NmiHandler_Loop355
BF2A NmiHandler_Loop356
BF48 NmiHandler_Loop357
BF55 NmiHandler_Loop358
BF72 NmiHandler_Loop359
BF79 NmiHandler_Loop360
BF7C NmiHandler_Loop361
BF83 SetScoreValueAlt
BFA7 NmiHandler_Loop362
BFAC ClearScoreValue
BFBD WriteScoreValue
BFD4 NmiHandler_Loop363
BFED NmiHandler_Loop364
BFF2 ResetScoreValue
C003 AdvanceScoreValue
C01A NmiHandler_Loop365
C020 NmiHandler_OnZero12
C023 NmiHandler_Loop366
C040 NmiHandler_Loop367
C080 NmiHandler_Loop368
C08A NmiHandler_Loop369
C08D NmiHandler_Loop370
C0A2 NmiHandler_Loop371
C0B1 NmiHandler_Loop372
C0B8 WriteFieldByte
C0BE WriteFieldByteAlt
C0C9 ResetPlayerState
C0EA UpdatePlayerSpriteAlt
C101 NmiHandler_Loop373
C116 NmiHandler_Loop374
C11D SetPlayerValue
C130 NmiHandler_OnZero13
C131 NmiHandler_Loop375
C148 NmiHandler_Loop376
C14D NmiHandler_Loop377
C162 NmiHandler_Loop378
C16A NmiHandler_Loop379
C172 NmiHandler_Loop380
C17F NmiHandler_Loop381
C182 NmiHandler_Loop382
C189 NmiHandler_Loop383
C19A NmiHandler_Loop384
C19D NmiHandler_Loop385
C1AB NmiHandler_Loop386
C1BC NmiHandler_Loop387
C1C1 ReadPlayerValue
C1D3 NmiHandler_Loop388
C1DA WritePlayerValue
C1E3 Sub_C1E3
C1F8 NmiHandler_Loop389
C1FB NmiHandler_Loop390
C217 NmiHandler_Loop391
C21C ReadPlayerValueAlt
C22E NmiHandler_Loop392
C235 WritePlayerValueAlt
C23B NmiHandler_Loop393
C254 NmiHandler_Loop394
C25B NmiHandler_Loop395
C277 NmiHandler_Loop396
C288 NmiHandler_Loop397
C29F NmiHandler_Loop398
C2A2 NmiHandler_Loop399
C2AB NmiHandler_Loop400
C2CB NmiHandler_OnNonzero55
C2CE NmiHandler_Loop401
C30C SetFieldValue
C312 ReadFieldValue
C315 NmiHandler_OnNonzero56
C319 ReadPlayerValueAlt2
C31D NmiHandler_OnCarryClear2
C32E NmiHandler_Loop402
C33D NmiHandler_Loop403
C351 NmiHandler_Loop404
C355 NmiHandler_Loop405
C358 NmiHandler_Loop406
C36F NmiHandler_Loop407
C370 SetFieldCounter
C373 SubCC373
C38B ResetFieldCounter
C397 NmiHandler_Loop408
C39D NmiHandler_Loop409
C3B1 ResetPlayerStateAlt
C3C6 SubCC3C6
C3CF NmiHandler_Loop410
C3E5 NmiHandler_Loop411
C3F5 ReadSoundTableByte
C3FB SubCC3FB
C3FD NmiHandler_OnNonzero57
C409 NmiHandler_Loop412
C40A SoundScriptDataPart1
C502 SubCC502
C503 SubCC503
C513 NmiHandler_Loop413
C517 SubCC517
C528 NmiHandler_Loop414
C52A ReadSoundValue
C53A SubCC53A
C552 NmiHandler_Loop415
C55A NmiHandler_Loop416
C563 NmiHandler_Loop417
C571 NmiHandler_Loop418
C5CD NmiHandler_Loop419
C5D5 ResetSoundState
C604 NmiHandler_Loop420
C60A NmiHandler_OnZero14
C60B SubCC60B
C619 NmiHandler_Loop421
C62D NmiHandler_Loop422
C634 NmiHandler_Loop423
C644 NmiHandler_Loop424
C688 NmiHandler_OnZero15
C689 NmiHandler_Loop425
C6C7 NmiHandler_Loop426
C6DB SubCC6DB
C707 NmiHandler_Loop427
C716 NmiHandler_Loop428
C718 SetPlayerStateValue
C721 NmiHandler_Loop429
C730 NmiHandler_Loop430
C738 NmiHandler_Loop431
C745 NmiHandler_Loop432
C776 SetPlayerRecordFields
C795 NmiHandler_Loop433
C7C0 NmiHandler_Loop434
C7CB SetPlayerFlag
C7D9 ResetPlayerCounters
C7E2 SetPlayerCounterAlt
C7E7 NmiHandler_Loop435
C804 NmiHandler_Loop436
C80E SubCC80E
C81A NmiHandler_OnNonzero58
C82C SubCC82C
C831 NmiHandler_Loop437
C83A SubCC83A
C83C NmiHandler_OnNonzero59
C864 NmiHandler_Loop438
C86F NmiHandler_Loop439
C880 NmiHandler_Loop440
C886 NmiHandler_OnZero16
C891 SubCC891
C89A SubCC89A
C89F ReadPlayerLevel
C8AB NmiHandler_Loop441
C8C2 NmiHandler_Loop442
C8DD NmiHandler_Loop443
C8E1 Sub_C8E1
C8E8 NmiHandler_Loop444
C907 NmiHandler_Loop445
C90C NmiHandler_Loop446
C92A NmiHandler_OnNonzero60
C940 NmiHandler_Loop447
C952 SetFieldPointerAlt2
C95B NmiHandler_Loop448
C95D NmiHandler_OnNonzero61
C973 NmiHandler_Loop449
C98F NmiHandler_Loop450
C9AA NmiHandler_OnNonzero62
C9C0 NmiHandler_Loop451
C9D5 Sub_C9D5
C9DC NmiHandler_Loop452
C9E2 NmiHandler_OnNonzero63
C9EC NmiHandler_Loop453
C9EE NmiHandler_OnNonzero64
C9FB NmiHandler_Loop454
CA07 SubCCA07
CA17 NmiHandler_Loop455
CA31 NmiHandler_Loop456
CA44 NmiHandler_Loop457
CA47 SetPlayerPosition
CA52 NmiHandler_Loop458
CA63 NmiHandler_Loop459
CA66 SetPlayerPositionAlt
CA71 NmiHandler_Loop460
CA72 SetPlayerSpeed
CA73 SetPlayerScoreValue
CA82 SetPlayerScoreValueAlt
CA99 SubCCA99
CAA5 NmiHandler_Loop461
CAB0 NmiHandler_Loop462
CAB6 NmiHandler_Loop463
CAB9 SetPlayerTimer
CABD NmiHandler_Loop464
CADB NmiHandler_OnCarryClear3
CAEB NmiHandler_Loop465
CAEF NmiHandler_Loop466
CAF9 SubCCAF9
CAFE NmiHandler_Loop467
CB20 NmiHandler_Loop468
CB2A NmiHandler_Loop469
CB4E NmiHandler_Loop470
CB57 NmiHandler_Loop471
CB61 NmiHandler_Loop472
CB68 NmiHandler_Loop473
CB7E Sub_CB7E
CBB8 NmiHandler_Loop474
CBC7 SetPlayerStateAlt2
CBDB NmiHandler_Loop475
CBE8 Sub_CBE8
CBF2 NmiHandler_Loop476
CBF9 NmiHandler_Loop477
CC12 ReadFieldValueAlt
CC19 NmiHandler_Loop478
CC39 NmiHandler_Loop479
CC40 ResetPlayerTimersAlt2
CC61 NmiHandler_Loop480
CC65 NmiHandler_Loop481
CC70 NmiHandler_Loop482
CC72 NmiHandler_Loop483
CC86 ResetPlayerRecordAlt3
CC8C NmiHandler_Loop484
CCB4 NmiHandler_Loop485
CCC3 SetPlayerValueAlt
CCCE NmiHandler_Loop486
CCD1 SetPlayerValueAlt2
CCD9 NmiHandler_Loop487
CCF9 NmiHandler_Loop488
CD00 NmiHandler_Loop489
CD01 SubCCD01
CD18 NmiHandler_Loop490
CD37 SetPlayerLevelAlt
CD3C NmiHandler_Loop491
CD3D SubCCD3D
CD61 NmiHandler_Loop492
CD6B SetPlayerFlagAlt3
CD76 NmiHandler_Loop493
CD82 NmiHandler_Loop494
CD87 NmiHandler_Loop495
CD93 NmiHandler_Loop496
CD95 SetPlayerValueAlt3
CDAB NmiHandler_Loop497
CDB4 SetPlayerValueAlt4
CDC1 NmiHandler_Loop498
CDC2 ResetPlayerTimersAlt
CDF2 NmiHandler_Loop499
CE03 NmiHandler_Loop500
CE0D NmiHandler_Loop501
CE1D NmiHandler_Loop502
CE24 NmiHandler_Loop503
CE34 SubCCE34
CE42 NmiHandler_Loop504
CE55 NmiHandler_Loop505
CE5D NmiHandler_Loop506
CE60 NmiHandler_Loop507
CE91 NmiHandler_Loop508
CEA0 NmiHandler_OnNonzero65
CEAF NmiHandler_OnNonzero66
CEB0 NmiHandler_Loop509
CEBD NmiHandler_Loop510
CEC8 NmiHandler_Loop511
CEDB ResetPlayerStateAlt3
CF1D NmiHandler_Loop512
CF22 NmiHandler_Loop513
CF23 NmiHandler_Loop514
CF31 NmiHandler_Loop515
CF47 NmiHandler_Loop516
CF57 NmiHandler_Loop517
CF69 NmiHandler_Loop518
CF79 NmiHandler_Loop519
CF7A Sub_CF7A
CF88 NmiHandler_Loop520
CFA9 NmiHandler_Loop521
CFB3 NmiHandler_Loop522
CFB7 SetPlayerCounterAlt2
CFD8 NmiHandler_Loop523
CFE2 NmiHandler_Loop524
CFE3 ReadPlayerLevelAlt2
CFE5 NmiHandler_OnNonzero67
D00E SetPlayerLevelAlt2
D015 NmiHandler_OnNonzero68
D016 NmiHandler_Loop525
D056 NmiHandler_Loop526
D05C NmiHandler_Loop527
D063 NmiHandler_OnNonzero69
D06B NmiHandler_Loop528
D07B NmiHandler_Loop529
D08E NmiHandler_Loop530
D096 ResetPlayerPosition
D0A8 NmiHandler_Loop531
D0C3 ReadPlayerFlagAlt
D0CB NmiHandler_Loop532
D0CD SetPlayerCounterAlt3
D0E1 NmiHandler_Loop533
D0F5 NmiHandler_Loop534
D0F8 NmiHandler_Loop535
D10C NmiHandler_Loop536
D120 NmiHandler_Loop537
D123 NmiHandler_Loop538
D131 NmiHandler_Loop539
D134 NmiHandler_Loop540
D138 NmiHandler_Loop541
D139 UpdatePlayerLevel
D13F NmiHandler_OnNonzero70
D149 NmiHandler_Loop542
D14B NmiHandler_OnNonzero71
D158 NmiHandler_Loop543
D164 SetPlayerPositionAlt2
D17B NmiHandler_Loop544
D196 NmiHandler_Loop545
D19A SetFieldOffsetAlt
D1A1 NmiHandler_Loop546
D1C0 NmiHandler_Loop547
D1C5 NmiHandler_Loop548
D1E3 NmiHandler_OnNonzero72
D1F9 NmiHandler_Loop549
D20B SetFieldPointerAlt3
D214 NmiHandler_Loop550
D216 NmiHandler_OnNonzero73
D22C NmiHandler_Loop551
D248 NmiHandler_Loop552
D263 NmiHandler_OnNonzero74
D279 NmiHandler_Loop553
D625 UpdatePlayerLevelAlt
D62F NmiHandler_Loop554
D638 NmiHandler_Loop555
D64D NmiHandler_Loop556
D679 NmiHandler_Loop557
D6C9 NmiHandler_Loop558
D6D6 NmiHandler_Loop559
D709 NmiHandler_Loop560
D70A NmiHandler_Loop561
D71E NmiHandler_Loop562
D738 NmiHandler_Loop563
D744 SetPlayerRecordValueAlt9
D750 NmiHandler_Loop564
D76A NmiHandler_Loop565
D786 NmiHandler_Loop566
D796 NmiHandler_Loop567
D797 ReadFieldValueAlt2
D7B6 NmiHandler_OnZero17
D7B7 NmiHandler_Loop568
D7D4 NmiHandler_Loop569
D7E0 NmiHandler_OnNonzero75
D7EE NmiHandler_Loop570
D7FD NmiHandler_Loop571
D812 NmiHandler_Loop572
D819 NmiHandler_Loop573
D823 NmiHandler_OnNonzero76
D839 NmiHandler_Loop574
D857 NmiHandler_Loop575
D870 NmiHandler_Loop576
D88E NmiHandler_Loop577
D89A NmiHandler_Loop578
D8BA NmiHandler_Loop579
D8C6 NmiHandler_Loop580
D8CA SetFieldPointerAlt4
D8E1 SetPlayerRecordValueAlt5
D8ED NmiHandler_Loop581
D911 NmiHandler_Loop582
D958 ReadPlayerValueAlt5
D95A NmiHandler_OnNonzero77
D97B NmiHandler_Loop583
D97C SetFieldPointerAlt5
D97E NmiHandler_OnNonzero78
D985 SetFieldPointerAlt7
D99C NmiHandler_Loop584
D9A9 NmiHandler_Loop585
D9AD SubCD9AD
D9D3 NmiHandler_Loop586
D9FB NmiHandler_Loop587
DA0B NmiHandler_Loop588
DA0E SetPlayerRecordValueAlt6
DA12 ReadPlayerRecordFromTable
DA2E SetFieldPointerAlt6
DA3A NmiHandler_Loop589
DA4C SubCDA4C
DA4D SubCDA4D
DA55 SubCDA55
DA5C NmiHandler_OnZero18
DA63 SubCDA63
DA84 NmiHandler_Loop590
DAA7 NmiHandler_Loop591
DAB5 NmiHandler_Loop592
DAEA NmiHandler_Loop593
DAF4 NmiHandler_Loop594
DB0E NmiHandler_Loop595
DB2C NmiHandler_Loop596
DB49 NmiHandler_Loop597
DB57 SubCDB57
DB65 NmiHandler_Loop598
DB8C NmiHandler_Loop599
DB8F NmiHandler_Loop600
DB97 NmiHandler_Loop601
DC37 SetPlayerRecordValueAlt7
DC40 ReadPlayerValueAlt6
DC4A ReadPlayerValueAlt7
DC58 NmiHandler_Loop602
DC67 NmiHandler_Loop603
DC6B NmiHandler_OnNonzero79
DC77 NmiHandler_Loop604
DC7E NmiHandler_Loop605
DC7F NmiHandler_Loop606
DC93 GetPlayerPositionAlt2
DCCA NmiHandler_Loop607
DCCF GetPlayerPositionAlt
DCE4 NmiHandler_Loop608
DCED NmiHandler_Loop609
DCEE UpdatePlayerStateAlt
DCFA NmiHandler_Loop610
DD06 NmiHandler_Loop611
DD0B SetPlayerValueAlt5
DD1C NmiHandler_Loop612
DD32 NmiHandler_Loop613
DD3F NmiHandler_Loop614
DD5A NmiHandler_Loop615
DD5F NmiHandler_Loop616
DD60 NmiHandler_Loop617
DD6C NmiHandler_OnZero19
DD73 NmiHandler_Loop618
DD94 NmiHandler_Loop619
DEB3 SetPlayerValueAlt6
DEC9 NmiHandler_Loop620
DEDA NmiHandler_Loop621
DEF1 NmiHandler_OnNonzero80
DF35 NmiHandler_Loop622
DF41 NmiHandler_Loop623
DF5F NmiHandler_Loop624
DFD4 NmiHandler_OnNonzero81
DFF0 SubCDFF0
E0E6 SetFieldCounterAlt
E0F6 NmiHandler_Loop625
E118 NmiHandler_Loop626
E12B NmiHandler_Loop627
E12C NmiHandler_Loop628
E46A ReadPlayerLevelAlt3
E476 NmiHandler_Loop629
E47E NmiHandler_Loop630
E48A NmiHandler_Loop631
E499 NmiHandler_Loop632
E4CC NmiHandler_Loop633
E4E8 NmiHandler_OnCarrySet5
E4E9 NmiHandler_Loop634
E523 NmiHandler_Loop635
E530 NmiHandler_Loop636
E54A NmiHandler_Loop637
E554 NmiHandler_Loop638
E555 SetPlayerRecordValueAlt8
E562 ResetPlayerStateAlt4
E579 NmiHandler_Loop639
E58C NmiHandler_Loop640
E59D NmiHandler_Loop641
E59E SubCE59E
E5B0 SubCE5B0
E5BA NmiHandler_Loop642
E5D4 NmiHandler_OnNonzero82
E601 NmiHandler_OnNonzero83
E605 NmiHandler_OnNonzero84
E622 NmiHandler_OnNonzero85
E633 SubCE633
E63E NmiHandler_Loop643
E63F SubCE63F
E64B NmiHandler_Loop644
E64D NmiHandler_OnNonzero86
E65A NmiHandler_Loop645
E663 SubCE663
E672 NmiHandler_Loop646
F500 UpdateSoundEngine
F53A NmiHandler_Loop647
F544 NmiHandler_Loop648
F549 NmiHandler_Loop649
F54D SetPulse1ControlAndSweep
F554 SetPulse1ControlAndNote
F557 SetPulse1Timer
F559 NmiHandler_OnNonzero87
F56A NmiHandler_Loop650
F56B SetPulse2ControlAndSweep
F572 SetPulse2Timer
F576 SetTriangleTimer
F57A AdvanceMusicSequence
F586 NmiHandler_Loop651
F596 NmiHandler_Loop652
F59F NmiHandler_Loop653
F5A9 NmiHandler_Loop654
F5AF NmiHandler_Loop655
F5B5 NmiHandler_Loop656
F5C0 NmiHandler_Loop657
F5D3 NmiHandler_Loop658
F5D4 SilenceTriangleAndPulse2
F5E2 NmiHandler_OnNonzero88
F5E6 PlayNoteOnPulse1
F5FD NmiHandler_Loop659
F601 NmiHandler_OnCarrySet6
F605 NmiHandler_OnCarrySet7
F609 NmiHandler_OnCarrySet8
F618 NmiHandler_OnCarrySet9
F623 NmiHandler_Loop660
F626 NmiHandler_OnCarrySet10
F62E NmiHandler_OnCarrySet11
F634 NmiHandler_Loop661
F63D NmiHandler_Loop662
F641 NmiHandler_Loop663
F645 NmiHandler_Loop664
F64A NmiHandler_Loop665
F64B NmiHandler_OnCarrySet12
F64E NmiHandler_OnCarrySet13
F651 AdvanceSoundEffectSequence
F692 NmiHandler_Loop666
F693 NmiHandler_OnZero20
F696 NmiHandler_Loop667
F6A5 NmiHandler_Loop668
F6A8 NmiHandler_Loop669
F6C4 NmiHandler_OnNonzero89
F6C9 NmiHandler_Loop670
F6E4 NmiHandler_Loop671
F6E9 NmiHandler_Loop672
F6F6 NmiHandler_Loop673
F6FB AdvanceSoundEffectSequenceAlt
F70B NmiHandler_Loop674
F70E NmiHandler_Loop675
F71E NmiHandler_OnZero21
F726 NmiHandler_Loop676
F738 NmiHandler_Loop677
F741 NmiHandler_Loop678
F745 NmiHandler_Loop679
F74B NmiHandler_OnCarrySet14
F751 NmiHandler_OnCarrySet15
F769 NmiHandler_OnNonzero90
F76D NmiHandler_Loop680
F777 NmiHandler_Loop681
F778 AdvanceMusicSequenceAlt
F794 NmiHandler_Loop682
F7A3 NmiHandler_Loop683
F7AD NmiHandler_Loop684
F7B3 NmiHandler_Loop685
F7B9 NmiHandler_Loop686
F7C2 NmiHandler_Loop687
F7D7 NmiHandler_OnNonzero91
F7D9 NmiHandler_Loop688
F7DF NmiHandler_Loop689
F7F4 ResetSoundCounters
F804 NmiHandler_Loop690
F80D NmiHandler_Loop691
F81D NmiHandler_OnNonzero92
F823 NmiHandler_OnCarryClear4
F857 NmiHandler_Loop692
F85B NmiHandler_OnNonzero93
F87E NmiHandler_Loop693
F888 NmiHandler_Loop694
F894 SilencePulse2
F89F NmiHandler_Loop695
F8AF NmiHandler_Loop696
F8CB NmiHandler_Loop697
F8CE NmiHandler_Loop698
F8F0 NmiHandler_Loop699
F8FD NmiHandler_Loop700
F907 NmiHandler_Loop701
F909 NmiHandler_Loop702
F915 NmiHandler_Loop703
F91A SetPulse1Control
F92B NmiHandler_Loop704
F934 NmiHandler_Loop705
F93E NmiHandler_Loop706
F949 NmiHandler_Loop707
F94C NmiHandler_Loop708
F94F NmiHandler_Loop709
F957 NmiHandler_OnNonzero94
F969 NmiHandler_Loop710
F98B NmiHandler_Loop711
F998 NmiHandler_Loop712
F99C NmiHandler_Loop713
F99E NmiHandler_Loop714
F9A7 NmiHandler_Loop715
F9B3 NmiHandler_Loop716
F9B9 NmiHandler_Loop717
F9D4 NmiHandler_Loop718
F9DF NmiHandler_Loop719
F9EA NmiHandler_Loop720
FA10 NmiHandler_Loop721
FA16 NmiHandler_Loop722
FA1F NmiHandler_Loop723
FA20 LookUpNotePeriod
FB06 SubCFB06
FFF7 StartSoundEngine
# ---- derived internal branch-target names ----
8000 Reset
800A Reset_OnNonnegative
8013 Reset_OnNonnegative2
8021 Reset_OnNonzero
8044 Reset_OnNonnegative3
804F Reset_Loop
8082 Reset_OnNonzero2
8095 InitGameState
809F NmiHandler
80A7 NmiHandler_OnNonnegative
80D6 NmiHandler_OnNonzero
80DD NmiHandler_OnZero
80E4 NmiHandler_Loop
80EE ReadPlayerRecordByte
80F2 SetPlayerRecordByte
80F9 NmiHandler_Loop2
8112 NmiHandler_Loop3
8118 NmiHandler_OnNonnegative2
8137 NmiHandler_Loop4
8146 NmiHandler_Loop5
8158 NmiHandler_Loop6
815C NmiHandler_Loop7
8161 ReadPlayerRecordWord
818A ResetPlayerRecord
81A0 NmiHandler_Loop8
81A7 NmiHandler_Loop9
81BB ResetPlayerOnGoal
81C2 NmiHandler_Loop10
81E7 NmiHandler_Loop11
81EF NmiHandler_Loop12
8200 NmiHandler_Loop13
8213 NmiHandler_Loop14
821B NmiHandler_Loop15
8224 NmiHandler_Loop16
822B NmiHandler_Loop17
822F SetGoalScoredFlag
8233 NmiHandler_Loop18
823D NmiHandler_Loop19
8249 NmiHandler_Loop20
824C NmiHandler_Loop21
8263 StartNewMatch
82A6 NmiHandler_Loop22
82C0 SetPlayerRecordEntry
82CB NmiHandler_OnNonzero2
82E3 NmiHandler_Loop23
8307 InitPlayerTimers
8309 NmiHandler_OnNonnegative3
8330 UpdateGameFrame
833D NmiHandler_Loop24
8353 NmiHandler_Loop25
8363 NmiHandler_Loop26
836D NmiHandler_Loop27
8380 LoadFieldState
8382 NmiHandler_OnNonnegative4
838F ClearOamBuffer
8393 NmiHandler_OnNonzero3
839D WriteVramBlockFromTable
83C4 NmiHandler_Loop28
83C5 ReadControllers
83DC NmiHandler_Loop29
83DE NmiHandler_OnNonzero4
8405 NmiHandler_Loop30
8406 ApplyVramUpdateStream
8422 NmiHandler_OnNonzero5
8431 NmiHandler_OnNonzero6
843B NmiHandler_Loop31
8449 NmiHandler_Loop32
844A ClearScreenAndPalettes
8451 ClearNameTableRows
8466 NmiHandler_OnNonzero7
847C NmiHandler_OnNonzero8
8495 NmiHandler_OnNonzero9
849C TickFrameTimers
84A8 NmiHandler_OnNonnegative5
84AE NmiHandler_Loop33
84B8 NmiHandler_Loop34
84BD CallLevelHandler
84DB NmiHandler_OnNonzero10
84F1 NmiHandler_Loop35
84FD NmiHandler_Loop36
8500 NmiHandler_OnNonzero11
8503 NmiHandler_Loop37
8517 ApplyVramStream
8521 SetScrollX
8531 SetScrollPosition
8548 NmiHandler_OnNonzero12
855F NmiHandler_OnNonzero13
8589 SetTimerValue
8599 NmiHandler_Loop38
859A PlayerRecordDataPart1
85A3 NmiHandler_Loop39
85AA PlayerRecordDataPart2
85AB PlayerRecordDataPart3
85B4 NmiHandler_OnZero2
85D7 NmiHandler_Loop40
85DB NmiHandler_Loop41
8609 NmiHandler_Loop42
860F NmiHandler_Loop43
8614 UpdatePlayerRecordFields
862B NmiHandler_Loop44
862C ResetFrameCounter
8637 NmiHandler_Loop45
8644 NmiHandler_OnCarrySet
8648 NmiHandler_Loop46
864D AdvanceFrameCounter
8660 NmiHandler_Loop47
866C NmiHandler_Loop48
866F SetFrameCounter
867E ReadFieldState
8694 NmiHandler_Loop49
86A9 NmiHandler_Loop50
86AD SetGameState
86B8 NmiHandler_OnZero3
86BF ResetFrameCounters
86C6 NmiHandler_OnNonzero14
86CC SetGameMode
86D5 SetVramPointerAndWrite
86DC ResetFrameCounterAlt
86E4 NmiHandler_Loop51
86E5 TickFrameCounter
86EE ResetMatchFlags
86F6 NmiHandler_OnNonzero15
86F8 NmiHandler_OnNonzero16
8706 ReadPlayerInput
870A SetPlayerInput
870E ClearPlayerInput
8712 SetPlayerStateAlt
8716 ReadPlayerState
871A WritePlayerState
871E ComparePlayerState
8722 SetPlayerDirection
8724 NmiHandler_Loop52
872B NmiHandler_Loop53
8731 ReadPlayerDirection
873A NmiHandler_Loop54
8740 ResetBallPosition
8744 ResetFieldObjects
8748 ResetFieldObjectsAlt
874A NmiHandler_Loop55
8751 NmiHandler_Loop56
8757 ReadBallState
875B WriteBallState
875F SetBallFlag
8775 NmiHandler_Loop57
877C NmiHandler_Loop58
8782 FieldDataPart1
8786 FieldDataPart2
878E FieldDataPart3
8792 FieldDataPart4
8796 FieldDataPart5
879A FieldDataPart6
879E FieldDataPart7
87A0 NmiHandler_Loop59
87A7 NmiHandler_Loop60
87A8 NmiHandler_Loop61
87AD UpdatePlayerSprite
87E8 NmiHandler_OnZero4
87E9 NmiHandler_Loop62
87FD NmiHandler_OnNonzero17
881E NmiHandler_Loop63
882D NmiHandler_Loop64
8835 NmiHandler_OnNonzero18
8859 NmiHandler_Loop65
8861 HideOamSprites
887C NmiHandler_Loop66
887D ReadFieldTile
8883 LoadLevelTileRow
88AA NmiHandler_Loop67
88B0 SetLevelPointer
88D4 NmiHandler_Loop68
88DF SetLevelStartPosition
891A NmiHandler_Loop69
8997 UpdateScore
89A6 SetScoreValue
89BF NmiHandler_Loop70
89C0 NmiHandler_Loop71
89DC UpdateGoal
89EE NmiHandler_Loop72
8A0C NmiHandler_Loop73
8A12 NmiHandler_Loop74
8A35 NmiHandler_Loop75
8A48 NmiHandler_Loop76
8A4A SetScoreDisplay
8A5A NmiHandler_Loop77
8A65 NmiHandler_Loop78
8A6A ReadPlayerStat
8A72 NmiHandler_Loop79
8A7B UpdatePlayerStat
8A92 NmiHandler_Loop80
8A9B NmiHandler_Loop81
8AB8 NmiHandler_Loop82
8ABE UpdatePlayerRecord
8AE3 NmiHandler_Loop83
8AE8 ReadPlayerRecordTail
8AF1 NmiHandler_Loop84
8B03 NmiHandler_Loop85
8B07 NmiHandler_Loop86
8B08 WritePlayerRecordByte
8B10 NmiHandler_Loop87
8B1F NmiHandler_Loop88
8B21 NmiHandler_Loop89
8B38 ResetMatchState
8B4A NmiHandler_Loop90
8B4F NmiHandler_OnNonnegative6
8B5F NmiHandler_Loop91
8B87 NmiHandler_Loop92
8B8A MatchDataPart1
8B8E NmiHandler_Loop93
8B92 NmiHandler_Loop94
8B93 NmiHandler_Loop95
8BB2 NmiHandler_Loop96
8BC2 ResetBall
8BCF NmiHandler_Loop97
8BE2 NmiHandler_Loop98
8C01 NmiHandler_Loop99
8C06 NmiHandler_Loop100
8C0C UpdateScoreDisplay
8C52 NmiHandler_Loop101
8C64 NmiHandler_OnZero5
8C65 NmiHandler_Loop102
8C7E SetScoreDigits
8CA6 NmiHandler_Loop103
8CAD NmiHandler_Loop104
8CB8 NmiHandler_Loop105
8CBF SetPlayerStats
8CDE NmiHandler_Loop106
8CDF NmiHandler_Loop107
8CEA NmiHandler_Loop108
8D08 NmiHandler_Loop109
8D10 NmiHandler_Loop110
8D12 AdvancePlayerTimer
8D1D NmiHandler_Loop111
8D20 NmiHandler_OnNonzero19
8D35 WriteVramRecord
8DD4 UpdatePlayerPositions
8DE9 NmiHandler_Loop112
8DF8 NmiHandler_Loop113
8DF9 NmiHandler_Loop114
8E08 NmiHandler_Loop115
8E0B NmiHandler_Loop116
8E32 NmiHandler_Loop117
8E40 NmiHandler_Loop118
8E45 NmiHandler_Loop119
8E4E NmiHandler_OnNonnegative7
8E57 ReadPlayerData
8E61 SetBallPosition
8E6F NmiHandler_OnNonzero20
8E80 NmiHandler_Loop120
8E8D SetPlayerDirectionAlt
8EA8 NmiHandler_OnNonnegative8
8EB0 NmiHandler_Loop121
8ECD NmiHandler_Loop122
8F21 UpdatePlayerAi
8F25 NmiHandler_OnNonnegative9
8F40 NmiHandler_OnNonzero21
8F44 NmiHandler_OnNonzero22
8F53 NmiHandler_Loop123
8F60 NmiHandler_Loop124
8F6B NmiHandler_Loop125
8F82 NmiHandler_Loop126
8F99 NmiHandler_Loop127
8FA2 NmiHandler_Loop128
8FA9 ReadFieldPointer
8FAD SetFieldPointer
8FB7 NmiHandler_OnNonzero23
8FC5 NmiHandler_Loop129
8FD7 NmiHandler_Loop130
8FE4 NmiHandler_Loop131
8FE5 SetFieldPointerAlt
8FF0 NmiHandler_Loop132
9006 NmiHandler_Loop133
9013 UpdateTeamPlayers
9017 NmiHandler_OnNonzero24
901E SetPlayerIndex
9028 NmiHandler_OnNonzero25
9043 NmiHandler_OnNonzero26
9050 CallPlayerHandler
90F9 SetPlayerRecordField
9103 NmiHandler_OnZero6
912B NmiHandler_Loop134
9131 NmiHandler_Loop135
9138 NmiHandler_Loop136
913B NmiHandler_Loop137
913E NmiHandler_Loop138
914B UpdatePlayerPosition
9172 SetPlayerStateField
9178 NmiHandler_Loop139
9186 NmiHandler_Loop140
9189 SetPlayerFlagAlt
9194 NmiHandler_Loop141
9197 NmiHandler_OnNonzero27
91A1 NmiHandler_Loop142
91BB NmiHandler_Loop143
91C1 NmiHandler_Loop144
91D3 NmiHandler_Loop145
91DC NmiHandler_Loop146
91FD NmiHandler_Loop147
9204 UpdatePlayerState
9208 ResetPlayerRecordAlt
9218 NmiHandler_Loop148
921A ReadPlayerPosition
9224 ResetPlayerRecordAlt2
922A MovePlayer
924D NmiHandler_Loop149
9250 UpdatePlayerSpeed
9260 NmiHandler_Loop150
9267 NmiHandler_Loop151
9276 ResetPlayerTimers
92AC NmiHandler_Loop152
92AF SetPlayerFlagAlt2
92BC NmiHandler_Loop153
92BF SetPlayerType
92D7 NmiHandler_OnNonzero28
92EF NmiHandler_Loop154
92FC NmiHandler_Loop155
9305 NmiHandler_Loop156
9313 NmiHandler_Loop157
932A NmiHandler_Loop158
932D InitPlayerRecord
935E NmiHandler_Loop159
936B GetFieldTile
937D NmiHandler_Loop160
9395 NmiHandler_OnNonzero29
93AD NmiHandler_Loop161
93B8 NmiHandler_OnNonzero30
93D0 NmiHandler_Loop162
93D9 NmiHandler_Loop163
93DE NmiHandler_Loop164
93DF ReadPlayerScriptByte
93E9 NmiHandler_Loop165
9402 SetPlayerDirectionFromData
940C GetPlayerPosition
941F NmiHandler_Loop166
9426 NmiHandler_Loop167
9433 NmiHandler_Loop168
943A NmiHandler_Loop169
9445 NmiHandler_Loop170
9447 NmiHandler_OnNonzero31
944F NmiHandler_Loop171
9457 NmiHandler_Loop172
9465 NmiHandler_Loop173
9469 NmiHandler_Loop174
946B NmiHandler_Loop175
9479 NmiHandler_Loop176
9481 NmiHandler_Loop177
948D NmiHandler_Loop178
948E UpdatePlayerFrame
94B4 NmiHandler_Loop179
94CA NmiHandler_Loop180
94EC NmiHandler_Loop181
9502 NmiHandler_Loop182
9503 FieldScriptDataPart1
9507 SetLevelPointerAlt
9509 NmiHandler_OnNonzero32
97EC NmiHandler_OnZero7
97F3 NmiHandler_Loop183
97FB NmiHandler_Loop184
9813 PlayerDataPart1
9832 NmiHandler_Loop185
984A NmiHandler_OnNonzero33
984C NmiHandler_OnZero8
984F NmiHandler_Loop186
9858 NmiHandler_Loop187
985B NmiHandler_Loop188
9867 NmiHandler_Loop189
9876 NmiHandler_Loop190
9889 NmiHandler_Loop191
9897 NmiHandler_Loop192
989C NmiHandler_Loop193
98A5 NmiHandler_Loop194
98B3 NmiHandler_Loop195
98B5 NmiHandler_Loop196
98EF PlayerDataPart2
98F8 PlayerDataPart3
9909 NmiHandler_Loop197
9963 SetPlayerRecordValue
996A NmiHandler_OnNonzero34
996B NmiHandler_Loop198
997B NmiHandler_OnZero9
9987 NmiHandler_Loop199
998F NmiHandler_OnZero10
9999 NmiHandler_Loop200
999E WriteFieldData
99AB NmiHandler_Loop201
99C7 ReadFieldData
99CC NmiHandler_OnNonzero35
99E7 NmiHandler_Loop202
9B45 StartHalfTime
9B4A NmiHandler_Loop203
9B5A NmiHandler_Loop204
9B6A NmiHandler_Loop205
9B77 NmiHandler_Loop206
9B9B NmiHandler_Loop207
9BA1 NmiHandler_Loop208
9BAA NmiHandler_Loop209
9BAD SetPlayerRecordCounter
9BBE NmiHandler_Loop210
9BC9 NmiHandler_Loop211
9BD1 ReadPlayerRecordCounter
9BE1 NmiHandler_Loop212
9BE2 CallPlayerScript
9BF4 ResetPlayerRecordFields
9C15 ResetPlayerScriptState
9C31 NmiHandler_Loop213
9C3C NmiHandler_Loop214
9C53 NmiHandler_Loop215
9C7D PlayerScriptDataPart1
9C87 ResetPlayerScriptCounter
9C93 NmiHandler_Loop216
9CA3 NmiHandler_OnCarrySet2
9CCE NmiHandler_Loop217
9CD2 NmiHandler_Loop218
9CD4 NmiHandler_Loop219
9CE5 NmiHandler_Loop220
9CE7 NmiHandler_Loop221
9CEF NmiHandler_Loop222
9CF7 NmiHandler_Loop223
9CF8 NmiHandler_Loop224
9D00 SetPlayerScriptState
9D10 NmiHandler_Loop225
9D16 ResetPlayerScriptStateAlt
9D20 ReadPlayerScriptState
9D23 ClearPlayerScriptState
9D2E NmiHandler_Loop226
9D3D CallPlayerScriptAlt
9D4F ResetPlayerScriptStateAlt2
9D61 ResetPlayerScriptStateAlt3
9D7E NmiHandler_Loop227
9D7F NmiHandler_Loop228
9D97 NmiHandler_OnNonzero36
9D98 NmiHandler_Loop229
9DC3 NmiHandler_Loop230
9DCB NmiHandler_Loop231
9DDC NmiHandler_Loop232
9DDE NmiHandler_Loop233
9DF9 SetPlayerScreenPosition
9E12 SetPlayerScreenPositionAlt
9E22 SetPlayerScreenPositionAlt2
9E42 NmiHandler_OnNonzero37
9E5E NmiHandler_Loop234
9E69 NmiHandler_Loop235
9E6B ReadPlayerScriptCounter
9E78 NmiHandler_Loop236
9E94 NmiHandler_Loop237
9E99 NmiHandler_Loop238
9EB1 NmiHandler_Loop239
9EB2 NmiHandler_Loop240
9EBE NmiHandler_OnNonzero38
9ED0 NmiHandler_OnZero11
9EE9 NmiHandler_Loop241
9EEB SetScoreField
9F19 NmiHandler_OnNonzero39
9F25 NmiHandler_Loop242
9F49 NmiHandler_Loop243
9F4A NmiHandler_Loop244
9F6E ReadFieldCounter
9F80 NmiHandler_Loop245
A092 ResetLevelState
A0AD NmiHandler_Loop246
A0BA ResetLevelCounter
A0C4 ResetLevelStateAlt
A0C7 SetLevelState
A0CF NmiHandler_Loop247
A0D0 StartLevel
A0D6 InitLevelState
A0E5 NmiHandler_Loop248
A0E7 LoadLevelParameters
A109 StartLevelAlt
A10F ReadLevelCounter
A11E NmiHandler_Loop249
A131 NmiHandler_Loop250
A144 NmiHandler_Loop251
A15A NmiHandler_Loop252
A165 NmiHandler_Loop253
A17D NmiHandler_Loop254
A17E ResetLevelCounterAlt
A18E NmiHandler_Loop255
A19D NmiHandler_Loop256
A1BA NmiHandler_Loop257
A1BF NmiHandler_Loop258
A1CE NmiHandler_Loop259
A1EB NmiHandler_Loop260
A1F0 NmiHandler_Loop261
A35D CallPlayerScriptAlt2
A37C NmiHandler_Loop262
A392 NmiHandler_OnNonzero40
A3A9 SetLevelFlag
A3AF NmiHandler_Loop263
A3B7 PlayerScriptDataPart2
A3BB NmiHandler_OnNonzero41
A3E5 ResetLevelFlag
A400 NmiHandler_Loop264
A401 ReadPlayerCounter
A418 NmiHandler_Loop265
A42D NmiHandler_Loop266
A439 NmiHandler_OnNonzero42
A43D NmiHandler_Loop267
A45A NmiHandler_Loop268
A477 ResetPlayerFlag
A47C InitPlayerRecordAlt
A496 InitPlayerRecordAlt2
A4D0 InitPlayerRecordAlt3
A4D6 ResetPlayerField
A4E6 SetPlayerField
A4ED ResetPlayerFieldAlt
A4FA NmiHandler_Loop269
A52C ClearPlayerField
A536 NmiHandler_Loop270
A53C ReadPlayerScriptTable
A54B NmiHandler_Loop271
A575 ReadPlayerScriptTableAlt
A584 NmiHandler_Loop272
A59A SetPlayerScreenPointer
B5E3 ReadPlayerCounterAlt
B5F0 NmiHandler_Loop273
B5FF NmiHandler_Loop274
B601 NmiHandler_OnCarryClear
B631 NmiHandler_Loop275
B653 SetPlayerRecordFieldAlt
B666 NmiHandler_Loop276
B667 UpdatePlayerRecordAlt
B6BA NmiHandler_Loop277
B6BB ReadPlayerRecordField
B6CC NmiHandler_Loop278
B6D9 NmiHandler_Loop279
B6E9 NmiHandler_Loop280
B6FE NmiHandler_Loop281
B6FF SetPlayerRecordFieldAlt2
B705 ClearPlayerRecordField
B716 NmiHandler_Loop282
B744 NmiHandler_Loop283
B75B NmiHandler_OnNonzero43
B787 NmiHandler_Loop284
B795 NmiHandler_Loop285
B798 NmiHandler_Loop286
B7AE ReadPlayerInputState
B7B8 NmiHandler_OnNonzero44
B7C0 SwapPlayerRecords
B7DB NmiHandler_OnNonzero45
B7E7 UpdatePlayerInputState
B829 SetPlayerInputState
B84E NmiHandler_Loop287
B850 NmiHandler_OnNonzero46
B85A ResetInputCounter
B86C NmiHandler_Loop288
B88D NmiHandler_Loop289
B8AA SetPlayerRecordValueAlt
B8C0 SetPlayerRecordValueAlt2
B8C9 NmiHandler_OnCarrySet3
B8D0 NmiHandler_OnNonzero47
B8D1 ReadFieldPointerAlt
B8EC NmiHandler_Loop290
B907 NmiHandler_Loop291
B95A NmiHandler_Loop292
B972 NmiHandler_Loop293
B97E NmiHandler_OnNonnegative10
B99D NmiHandler_Loop294
B99E ReadFieldPointerAlt2
B9AF AdvanceFieldPointer
B9B0 SetFieldPointerValue
B9B8 NmiHandler_OnNonzero48
B9CF NmiHandler_Loop295
B9D6 NmiHandler_Loop296
B9D8 FieldPointerDataPart1
B9D9 FieldPointerDataPart2
B9E1 FieldPointerDataPart4
B9E8 SetPlayerRecordValueAlt3
B9F1 ReadPlayerRecordValue
B9F7 NmiHandler_OnCarrySet4
BA0F FieldPointerDataPart6
BA13 AdvanceFieldPointerAlt
BA19 ReadFieldPointerAlt3
BA25 NmiHandler_Loop297
BA36 NmiHandler_Loop298
BA37 FieldPointerDataPart7
BA38 FieldPointerDataPart8
BA3D NmiHandler_Loop299
BA45 FieldPointerDataPart10
BA47 Sub_BA47
BA48 SubCBA48
BA5B NmiHandler_Loop300
BA6A NmiHandler_Loop301
BA79 NmiHandler_Loop302
BA88 NmiHandler_Loop303
BA8A NmiHandler_Loop304
BA8C NmiHandler_Loop305
BA8F NmiHandler_Loop306
BA9D NmiHandler_Loop307
BAB0 NmiHandler_Loop308
BAB1 UpdateFieldPointer
BABD NmiHandler_OnNonzero49
BACC NmiHandler_Loop309
BAD1 NmiHandler_Loop310
BAE0 NmiHandler_Loop311
BAF5 NmiHandler_Loop312
BAF7 NmiHandler_OnNonzero50
BB10 NmiHandler_Loop313
BB31 NmiHandler_Loop314
BB39 NmiHandler_Loop315
BB51 NmiHandler_Loop316
BB5D NmiHandler_Loop317
BB67 NmiHandler_Loop318
BB7B NmiHandler_Loop319
BB88 NmiHandler_Loop320
BB89 GetPlayerFieldOffset
BB9E NmiHandler_Loop321
BBB5 NmiHandler_OnNonnegative11
BBBD NmiHandler_OnNonnegative12
BBE2 NmiHandler_Loop322
BBE5 Sub_BBE5
BBE7 NmiHandler_OnNonzero51
BBF9 NmiHandler_Loop323
BBFF NmiHandler_Loop324
BC12 NmiHandler_Loop325
BC25 SetPlayerFieldAlt
BC51 NmiHandler_Loop326
BC59 NmiHandler_Loop327
BC66 NmiHandler_Loop328
BC6E NmiHandler_Loop329
BC7B NmiHandler_Loop330
BC7E NmiHandler_Loop331
BC81 NmiHandler_Loop332
BC84 NmiHandler_Loop333
BC8A NmiHandler_Loop334
BC9D NmiHandler_Loop335
BCA5 NmiHandler_Loop336
BCB0 NmiHandler_Loop337
BCBD NmiHandler_Loop338
BCC5 NmiHandler_Loop339
BCD4 NmiHandler_Loop340
BCDC NmiHandler_Loop341
BCF5 NmiHandler_Loop342
BCF6 SetFieldPointerValue2
BD05 NmiHandler_Loop343
BD0A NmiHandler_OnNonzero52
BD11 UpdatePlayerScreen
BD38 NmiHandler_Loop344
BD4F NmiHandler_Loop345
BD6B NmiHandler_Loop346
BD7D NmiHandler_Loop347
BD89 NmiHandler_Loop348
BD91 NmiHandler_Loop349
BD92 ReadPlayerFlag
BD9D NmiHandler_Loop350
BDA2 NmiHandler_Loop351
BDAF NmiHandler_Loop352
BDB5 ResetPlayerPositions
BDB7 NmiHandler_OnNonzero53
BE07 NmiHandler_OnNonzero54
BE16 SubCBE16
BE1A LoadPlayerRecordFromTable
BE43 NmiHandler_Loop353
BE55 InitNewMatchState
BF0C UpdateFieldObjects
BF25 NmiHandler_Loop354
BF26 NmiHandler_Loop355
BF2A NmiHandler_Loop356
BF48 NmiHandler_Loop357
BF55 NmiHandler_Loop358
BF72 NmiHandler_Loop359
BF79 NmiHandler_Loop360
BF7C NmiHandler_Loop361
BF83 SetScoreValueAlt
BFA7 NmiHandler_Loop362
BFAC ClearScoreValue
BFBD WriteScoreValue
BFD4 NmiHandler_Loop363
BFED NmiHandler_Loop364
BFF2 ResetScoreValue
C003 AdvanceScoreValue
C01A NmiHandler_Loop365
C020 NmiHandler_OnZero12
C023 NmiHandler_Loop366
C040 NmiHandler_Loop367
C080 NmiHandler_Loop368
C08A NmiHandler_Loop369
C08D NmiHandler_Loop370
C0A2 NmiHandler_Loop371
C0B1 NmiHandler_Loop372
C0B8 WriteFieldByte
C0BE WriteFieldByteAlt
C0C9 ResetPlayerState
C0EA UpdatePlayerSpriteAlt
C101 NmiHandler_Loop373
C116 NmiHandler_Loop374
C11D SetPlayerValue
C130 NmiHandler_OnZero13
C131 NmiHandler_Loop375
C148 NmiHandler_Loop376
C14D NmiHandler_Loop377
C162 NmiHandler_Loop378
C16A NmiHandler_Loop379
C172 NmiHandler_Loop380
C17F NmiHandler_Loop381
C182 NmiHandler_Loop382
C189 NmiHandler_Loop383
C19A NmiHandler_Loop384
C19D NmiHandler_Loop385
C1AB NmiHandler_Loop386
C1BC NmiHandler_Loop387
C1C1 ReadPlayerValue
C1D3 NmiHandler_Loop388
C1DA WritePlayerValue
C1E3 Sub_C1E3
C1F8 NmiHandler_Loop389
C1FB NmiHandler_Loop390
C217 NmiHandler_Loop391
C21C ReadPlayerValueAlt
C22E NmiHandler_Loop392
C235 WritePlayerValueAlt
C23B NmiHandler_Loop393
C254 NmiHandler_Loop394
C25B NmiHandler_Loop395
C277 NmiHandler_Loop396
C288 NmiHandler_Loop397
C29F NmiHandler_Loop398
C2A2 NmiHandler_Loop399
C2AB NmiHandler_Loop400
C2CB NmiHandler_OnNonzero55
C2CE NmiHandler_Loop401
C30C SetFieldValue
C312 ReadFieldValue
C315 NmiHandler_OnNonzero56
C319 ReadPlayerValueAlt2
C31D NmiHandler_OnCarryClear2
C32E NmiHandler_Loop402
C33D NmiHandler_Loop403
C351 NmiHandler_Loop404
C355 NmiHandler_Loop405
C358 NmiHandler_Loop406
C36F NmiHandler_Loop407
C370 SetFieldCounter
C373 SubCC373
C38B ResetFieldCounter
C397 NmiHandler_Loop408
C39D NmiHandler_Loop409
C3B1 ResetPlayerStateAlt
C3C6 SubCC3C6
C3CF NmiHandler_Loop410
C3E5 NmiHandler_Loop411
C3F5 ReadSoundTableByte
C3FB SubCC3FB
C3FD NmiHandler_OnNonzero57
C409 NmiHandler_Loop412
C40A SoundScriptDataPart1
C502 SubCC502
C503 SubCC503
C513 NmiHandler_Loop413
C517 SubCC517
C528 NmiHandler_Loop414
C52A ReadSoundValue
C53A SubCC53A
C552 NmiHandler_Loop415
C55A NmiHandler_Loop416
C563 NmiHandler_Loop417
C571 NmiHandler_Loop418
C5CD NmiHandler_Loop419
C5D5 ResetSoundState
C604 NmiHandler_Loop420
C60A NmiHandler_OnZero14
C60B SubCC60B
C619 NmiHandler_Loop421
C62D NmiHandler_Loop422
C634 NmiHandler_Loop423
C644 NmiHandler_Loop424
C688 NmiHandler_OnZero15
C689 NmiHandler_Loop425
C6C7 NmiHandler_Loop426
C6DB SubCC6DB
C707 NmiHandler_Loop427
C716 NmiHandler_Loop428
C718 SetPlayerStateValue
C721 NmiHandler_Loop429
C730 NmiHandler_Loop430
C738 NmiHandler_Loop431
C745 NmiHandler_Loop432
C776 SetPlayerRecordFields
C795 NmiHandler_Loop433
C7C0 NmiHandler_Loop434
C7CB SetPlayerFlag
C7D9 ResetPlayerCounters
C7E2 SetPlayerCounterAlt
C7E7 NmiHandler_Loop435
C804 NmiHandler_Loop436
C80E SubCC80E
C81A NmiHandler_OnNonzero58
C82C SubCC82C
C831 NmiHandler_Loop437
C83A SubCC83A
C83C NmiHandler_OnNonzero59
C864 NmiHandler_Loop438
C86F NmiHandler_Loop439
C880 NmiHandler_Loop440
C886 NmiHandler_OnZero16
C891 SubCC891
C89A SubCC89A
C89F ReadPlayerLevel
C8AB NmiHandler_Loop441
C8C2 NmiHandler_Loop442
C8DD NmiHandler_Loop443
C8E1 Sub_C8E1
C8E8 NmiHandler_Loop444
C907 NmiHandler_Loop445
C90C NmiHandler_Loop446
C92A NmiHandler_OnNonzero60
C940 NmiHandler_Loop447
C952 SetFieldPointerAlt2
C95B NmiHandler_Loop448
C95D NmiHandler_OnNonzero61
C973 NmiHandler_Loop449
C98F NmiHandler_Loop450
C9AA NmiHandler_OnNonzero62
C9C0 NmiHandler_Loop451
C9D5 Sub_C9D5
C9DC NmiHandler_Loop452
C9E2 NmiHandler_OnNonzero63
C9EC NmiHandler_Loop453
C9EE NmiHandler_OnNonzero64
C9FB NmiHandler_Loop454
CA07 SubCCA07
CA17 NmiHandler_Loop455
CA31 NmiHandler_Loop456
CA44 NmiHandler_Loop457
CA47 SetPlayerPosition
CA52 NmiHandler_Loop458
CA63 NmiHandler_Loop459
CA66 SetPlayerPositionAlt
CA71 NmiHandler_Loop460
CA72 SetPlayerSpeed
CA73 SetPlayerScoreValue
CA82 SetPlayerScoreValueAlt
CA99 SubCCA99
CAA5 NmiHandler_Loop461
CAB0 NmiHandler_Loop462
CAB6 NmiHandler_Loop463
CAB9 SetPlayerTimer
CABD NmiHandler_Loop464
CADB NmiHandler_OnCarryClear3
CAEB NmiHandler_Loop465
CAEF NmiHandler_Loop466
CAF9 SubCCAF9
CAFE NmiHandler_Loop467
CB20 NmiHandler_Loop468
CB2A NmiHandler_Loop469
CB4E NmiHandler_Loop470
CB57 NmiHandler_Loop471
CB61 NmiHandler_Loop472
CB68 NmiHandler_Loop473
CB7E Sub_CB7E
CBB8 NmiHandler_Loop474
CBC7 SetPlayerStateAlt2
CBDB NmiHandler_Loop475
CBE8 Sub_CBE8
CBF2 NmiHandler_Loop476
CBF9 NmiHandler_Loop477
CC12 ReadFieldValueAlt
CC19 NmiHandler_Loop478
CC39 NmiHandler_Loop479
CC40 ResetPlayerTimersAlt2
CC61 NmiHandler_Loop480
CC65 NmiHandler_Loop481
CC70 NmiHandler_Loop482
CC72 NmiHandler_Loop483
CC86 ResetPlayerRecordAlt3
CC8C NmiHandler_Loop484
CCB4 NmiHandler_Loop485
CCC3 SetPlayerValueAlt
CCCE NmiHandler_Loop486
CCD1 SetPlayerValueAlt2
CCD9 NmiHandler_Loop487
CCF9 NmiHandler_Loop488
CD00 NmiHandler_Loop489
CD01 SubCCD01
CD18 NmiHandler_Loop490
CD37 SetPlayerLevelAlt
CD3C NmiHandler_Loop491
CD3D SubCCD3D
CD61 NmiHandler_Loop492
CD6B SetPlayerFlagAlt3
CD76 NmiHandler_Loop493
CD82 NmiHandler_Loop494
CD87 NmiHandler_Loop495
CD93 NmiHandler_Loop496
CD95 SetPlayerValueAlt3
CDAB NmiHandler_Loop497
CDB4 SetPlayerValueAlt4
CDC1 NmiHandler_Loop498
CDC2 ResetPlayerTimersAlt
CDF2 NmiHandler_Loop499
CE03 NmiHandler_Loop500
CE0D NmiHandler_Loop501
CE1D NmiHandler_Loop502
CE24 NmiHandler_Loop503
CE34 SubCCE34
CE42 NmiHandler_Loop504
CE55 NmiHandler_Loop505
CE5D NmiHandler_Loop506
CE60 NmiHandler_Loop507
CE91 NmiHandler_Loop508
CEA0 NmiHandler_OnNonzero65
CEAF NmiHandler_OnNonzero66
CEB0 NmiHandler_Loop509
CEBD NmiHandler_Loop510
CEC8 NmiHandler_Loop511
CEDB ResetPlayerStateAlt3
CF1D NmiHandler_Loop512
CF22 NmiHandler_Loop513
CF23 NmiHandler_Loop514
CF31 NmiHandler_Loop515
CF47 NmiHandler_Loop516
CF57 NmiHandler_Loop517
CF69 NmiHandler_Loop518
CF79 NmiHandler_Loop519
CF7A Sub_CF7A
CF88 NmiHandler_Loop520
CFA9 NmiHandler_Loop521
CFB3 NmiHandler_Loop522
CFB7 SetPlayerCounterAlt2
CFD8 NmiHandler_Loop523
CFE2 NmiHandler_Loop524
CFE3 ReadPlayerLevelAlt2
CFE5 NmiHandler_OnNonzero67
D00E SetPlayerLevelAlt2
D015 NmiHandler_OnNonzero68
D016 NmiHandler_Loop525
D056 NmiHandler_Loop526
D05C NmiHandler_Loop527
D063 NmiHandler_OnNonzero69
D06B NmiHandler_Loop528
D07B NmiHandler_Loop529
D08E NmiHandler_Loop530
D096 ResetPlayerPosition
D0A8 NmiHandler_Loop531
D0C3 ReadPlayerFlagAlt
D0CB NmiHandler_Loop532
D0CD SetPlayerCounterAlt3
D0E1 NmiHandler_Loop533
D0F5 NmiHandler_Loop534
D0F8 NmiHandler_Loop535
D10C NmiHandler_Loop536
D120 NmiHandler_Loop537
D123 NmiHandler_Loop538
D131 NmiHandler_Loop539
D134 NmiHandler_Loop540
D138 NmiHandler_Loop541
D139 UpdatePlayerLevel
D13F NmiHandler_OnNonzero70
D149 NmiHandler_Loop542
D14B NmiHandler_OnNonzero71
D158 NmiHandler_Loop543
D164 SetPlayerPositionAlt2
D17B NmiHandler_Loop544
D196 NmiHandler_Loop545
D19A SetFieldOffsetAlt
D1A1 NmiHandler_Loop546
D1C0 NmiHandler_Loop547
D1C5 NmiHandler_Loop548
D1E3 NmiHandler_OnNonzero72
D1F9 NmiHandler_Loop549
D20B SetFieldPointerAlt3
D214 NmiHandler_Loop550
D216 NmiHandler_OnNonzero73
D22C NmiHandler_Loop551
D248 NmiHandler_Loop552
D263 NmiHandler_OnNonzero74
D279 NmiHandler_Loop553
D625 UpdatePlayerLevelAlt
D62F NmiHandler_Loop554
D638 NmiHandler_Loop555
D64D NmiHandler_Loop556
D679 NmiHandler_Loop557
D6C9 NmiHandler_Loop558
D6D6 NmiHandler_Loop559
D709 NmiHandler_Loop560
D70A NmiHandler_Loop561
D71E NmiHandler_Loop562
D738 NmiHandler_Loop563
D744 SetPlayerRecordValueAlt9
D750 NmiHandler_Loop564
D76A NmiHandler_Loop565
D786 NmiHandler_Loop566
D796 NmiHandler_Loop567
D797 ReadFieldValueAlt2
D7B6 NmiHandler_OnZero17
D7B7 NmiHandler_Loop568
D7D4 NmiHandler_Loop569
D7E0 NmiHandler_OnNonzero75
D7EE NmiHandler_Loop570
D7FD NmiHandler_Loop571
D812 NmiHandler_Loop572
D819 NmiHandler_Loop573
D823 NmiHandler_OnNonzero76
D839 NmiHandler_Loop574
D857 NmiHandler_Loop575
D870 NmiHandler_Loop576
D88E NmiHandler_Loop577
D89A NmiHandler_Loop578
D8BA NmiHandler_Loop579
D8C6 NmiHandler_Loop580
D8CA SetFieldPointerAlt4
D8E1 SetPlayerRecordValueAlt5
D8ED NmiHandler_Loop581
D911 NmiHandler_Loop582
D958 ReadPlayerValueAlt5
D95A NmiHandler_OnNonzero77
D97B NmiHandler_Loop583
D97C SetFieldPointerAlt5
D97E NmiHandler_OnNonzero78
D985 SetFieldPointerAlt7
D99C NmiHandler_Loop584
D9A9 NmiHandler_Loop585
D9AD SubCD9AD
D9D3 NmiHandler_Loop586
D9FB NmiHandler_Loop587
DA0B NmiHandler_Loop588
DA0E SetPlayerRecordValueAlt6
DA12 ReadPlayerRecordFromTable
DA2E SetFieldPointerAlt6
DA3A NmiHandler_Loop589
DA4C SubCDA4C
DA4D SubCDA4D
DA55 SubCDA55
DA5C NmiHandler_OnZero18
DA63 SubCDA63
DA84 NmiHandler_Loop590
DAA7 NmiHandler_Loop591
DAB5 NmiHandler_Loop592
DAEA NmiHandler_Loop593
DAF4 NmiHandler_Loop594
DB0E NmiHandler_Loop595
DB2C NmiHandler_Loop596
DB49 NmiHandler_Loop597
DB57 SubCDB57
DB65 NmiHandler_Loop598
DB8C NmiHandler_Loop599
DB8F NmiHandler_Loop600
DB97 NmiHandler_Loop601
DC37 SetPlayerRecordValueAlt7
DC40 ReadPlayerValueAlt6
DC4A ReadPlayerValueAlt7
DC58 NmiHandler_Loop602
DC67 NmiHandler_Loop603
DC6B NmiHandler_OnNonzero79
DC77 NmiHandler_Loop604
DC7E NmiHandler_Loop605
DC7F NmiHandler_Loop606
DC93 GetPlayerPositionAlt2
DCCA NmiHandler_Loop607
DCCF GetPlayerPositionAlt
DCE4 NmiHandler_Loop608
DCED NmiHandler_Loop609
DCEE UpdatePlayerStateAlt
DCFA NmiHandler_Loop610
DD06 NmiHandler_Loop611
DD0B SetPlayerValueAlt5
DD1C NmiHandler_Loop612
DD32 NmiHandler_Loop613
DD3F NmiHandler_Loop614
DD5A NmiHandler_Loop615
DD5F NmiHandler_Loop616
DD60 NmiHandler_Loop617
DD6C NmiHandler_OnZero19
DD73 NmiHandler_Loop618
DD94 NmiHandler_Loop619
DEB3 SetPlayerValueAlt6
DEC9 NmiHandler_Loop620
DEDA NmiHandler_Loop621
DEF1 NmiHandler_OnNonzero80
DF35 NmiHandler_Loop622
DF41 NmiHandler_Loop623
DF5F NmiHandler_Loop624
DFD4 NmiHandler_OnNonzero81
DFF0 SubCDFF0
E0E6 SetFieldCounterAlt
E0F6 NmiHandler_Loop625
E118 NmiHandler_Loop626
E12B NmiHandler_Loop627
E12C NmiHandler_Loop628
E46A ReadPlayerLevelAlt3
E476 NmiHandler_Loop629
E47E NmiHandler_Loop630
E48A NmiHandler_Loop631
E499 NmiHandler_Loop632
E4CC NmiHandler_Loop633
E4E8 NmiHandler_OnCarrySet5
E4E9 NmiHandler_Loop634
E523 NmiHandler_Loop635
E530 NmiHandler_Loop636
E54A NmiHandler_Loop637
E554 NmiHandler_Loop638
E555 SetPlayerRecordValueAlt8
E562 ResetPlayerStateAlt4
E579 NmiHandler_Loop639
E58C NmiHandler_Loop640
E59D NmiHandler_Loop641
E59E SubCE59E
E5B0 SubCE5B0
E5BA NmiHandler_Loop642
E5D4 NmiHandler_OnNonzero82
E601 NmiHandler_OnNonzero83
E605 NmiHandler_OnNonzero84
E622 NmiHandler_OnNonzero85
E633 SubCE633
E63E NmiHandler_Loop643
E63F SubCE63F
E64B NmiHandler_Loop644
E64D NmiHandler_OnNonzero86
E65A NmiHandler_Loop645
E663 SubCE663
E672 NmiHandler_Loop646
F500 UpdateSoundEngine
F53A NmiHandler_Loop647
F544 NmiHandler_Loop648
F549 NmiHandler_Loop649
F54D SetPulse1ControlAndSweep
F554 SetPulse1ControlAndNote
F557 SetPulse1Timer
F559 NmiHandler_OnNonzero87
F56A NmiHandler_Loop650
F56B SetPulse2ControlAndSweep
F572 SetPulse2Timer
F576 SetTriangleTimer
F57A AdvanceMusicSequence
F586 NmiHandler_Loop651
F596 NmiHandler_Loop652
F59F NmiHandler_Loop653
F5A9 NmiHandler_Loop654
F5AF NmiHandler_Loop655
F5B5 NmiHandler_Loop656
F5C0 NmiHandler_Loop657
F5D3 NmiHandler_Loop658
F5D4 SilenceTriangleAndPulse2
F5E2 NmiHandler_OnNonzero88
F5E6 PlayNoteOnPulse1
F5FD NmiHandler_Loop659
F601 NmiHandler_OnCarrySet6
F605 NmiHandler_OnCarrySet7
F609 NmiHandler_OnCarrySet8
F618 NmiHandler_OnCarrySet9
F623 NmiHandler_Loop660
F626 NmiHandler_OnCarrySet10
F62E NmiHandler_OnCarrySet11
F634 NmiHandler_Loop661
F63D NmiHandler_Loop662
F641 NmiHandler_Loop663
F645 NmiHandler_Loop664
F64A NmiHandler_Loop665
F64B NmiHandler_OnCarrySet12
F64E NmiHandler_OnCarrySet13
F651 AdvanceSoundEffectSequence
F692 NmiHandler_Loop666
F693 NmiHandler_OnZero20
F696 NmiHandler_Loop667
F6A5 NmiHandler_Loop668
F6A8 NmiHandler_Loop669
F6C4 NmiHandler_OnNonzero89
F6C9 NmiHandler_Loop670
F6E4 NmiHandler_Loop671
F6E9 NmiHandler_Loop672
F6F6 NmiHandler_Loop673
F6FB AdvanceSoundEffectSequenceAlt
F70B NmiHandler_Loop674
F70E NmiHandler_Loop675
F71E NmiHandler_OnZero21
F726 NmiHandler_Loop676
F738 NmiHandler_Loop677
F741 NmiHandler_Loop678
F745 NmiHandler_Loop679
F74B NmiHandler_OnCarrySet14
F751 NmiHandler_OnCarrySet15
F769 NmiHandler_OnNonzero90
F76D NmiHandler_Loop680
F777 NmiHandler_Loop681
F778 AdvanceMusicSequenceAlt
F794 NmiHandler_Loop682
F7A3 NmiHandler_Loop683
F7AD NmiHandler_Loop684
F7B3 NmiHandler_Loop685
F7B9 NmiHandler_Loop686
F7C2 NmiHandler_Loop687
F7D7 NmiHandler_OnNonzero91
F7D9 NmiHandler_Loop688
F7DF NmiHandler_Loop689
F7F4 ResetSoundCounters
F804 NmiHandler_Loop690
F80D NmiHandler_Loop691
F81D NmiHandler_OnNonzero92
F823 NmiHandler_OnCarryClear4
F857 NmiHandler_Loop692
F85B NmiHandler_OnNonzero93
F87E NmiHandler_Loop693
F888 NmiHandler_Loop694
F894 SilencePulse2
F89F NmiHandler_Loop695
F8AF NmiHandler_Loop696
F8CB NmiHandler_Loop697
F8CE NmiHandler_Loop698
F8F0 NmiHandler_Loop699
F8FD NmiHandler_Loop700
F907 NmiHandler_Loop701
F909 NmiHandler_Loop702
F915 NmiHandler_Loop703
F91A SetPulse1Control
F92B NmiHandler_Loop704
F934 NmiHandler_Loop705
F93E NmiHandler_Loop706
F949 NmiHandler_Loop707
F94C NmiHandler_Loop708
F94F NmiHandler_Loop709
F957 NmiHandler_OnNonzero94
F969 NmiHandler_Loop710
F98B NmiHandler_Loop711
F998 NmiHandler_Loop712
F99C NmiHandler_Loop713
F99E NmiHandler_Loop714
F9A7 NmiHandler_Loop715
F9B3 NmiHandler_Loop716
F9B9 NmiHandler_Loop717
F9D4 NmiHandler_Loop718
F9DF NmiHandler_Loop719
F9EA NmiHandler_Loop720
FA10 NmiHandler_Loop721
FA16 NmiHandler_Loop722
FA1F NmiHandler_Loop723
FA20 LookUpNotePeriod
FB06 SubCFB06
FFF7 StartSoundEngine