22 KiB
Excitebike (JU) — Game Flow from Power-On
This document describes the execution flow of the disassembled Excitebike (JU) PRG bank (16 KB, mapped at CPU $C000–$FFFF), starting from power-on. It is based entirely on copilot/prg.s in the repository. The rebuild is verified byte-identical to the original prg.bin.
1. ROM and Memory Layout
| Property | Value |
|---|---|
| Format | iNES / NES 2.0 |
| PRG | 1 × 16 KB (mapped at CPU $C000–$FFFF) |
| CHR | 1 × 8 KB |
| Mirroring | Vertical |
| PRG bank start | CPU $C000 |
| Source file | copilot/prg.s (14,111 lines) |
| Output | reconstructed_prg.bin (16,384 bytes) |
Interrupt vectors (CPU $FFFA–$FFFF)
| Vector | Address | Handler |
|---|---|---|
| NMI | $C23B | NMI |
| RESET | $C184 | Reset |
| IRQ / BRK | $FFF0 | ($FFF0 — points into audio data region, unused) |
2. Build Status
make in copilot/ assembles prg.s with ca65, links with ld65, and verifies against prg.bin.
Verification result: BYTE-IDENTICAL — reconstructed_prg.bin matches prg.bin exactly (headers, CHR, and all PRG bytes).
Build fix applied
The original source contained a bpl LookupTableEntry_FAF5 branch at CPU $FAB4 (line 9425 of prg.s), but the symbol LookupTableEntry_FAF5 was undefined. The branch target CPU $FAF5 fell in the middle of what the disassembler classified as lda #$16 (A9 at $FAF4, 16 at $FAF5). The fix:
- Replaced
bpl LookupTableEntry_FAF5withbne *-$1Bat CPU $FAB4, producing the exact original bytesd0 e3(the disassembler had mislabeledbneasbpl).
3. Reset — CPU $FFFC → $C184
Reset ($C184)
On power-on or reset:
sei— disable maskable interrupts.cld— clear decimal mode.lda #$00 / sta PPUCTRL— disable PPU rendering and NMI.ldx #$FF / txs— initialize stack pointer to $FF.- Wait for two VBlanks — poll
PPUSTATUSbit 7 twice (@vblank1,@vblank2). This is the PPU warm-up delay. - Reset magic check — compare
ResetMagic1($05CE) against$A5andResetMagic2($05CF) against$5A:- If both match → warm start: set Y = $04 (preserve more RAM)
- If either mismatches → cold start: set Y = $07 (clear more RAM)
- Clear RAM — clear zero page and one page ($0000–$00FF, or $0000–$06FF depending on warm/cold start) using indirect pointer at $00/$01.
- Persistent RAM init — if reset magic was valid,
jsr InitializePersistentRam($C278):- Copy 31-byte template (
PersistentRecordInitialDataC091at $C091) to bothPersistentRecord0($0580) andPersistentRecord1($05A3) - Fill
PersistentBuffer($06E0) with $40, set byte at $07AF to $09 - Set reset magic bytes to $A5/$5A
- Zero tail bytes of both persistent records
- Copy 31-byte template (
sta APUDMALOAD— disable DMC.lda #$06 / sta PPUMASK / sta $18— enable background + sprites, set $18.jsr InitializeRuntimePpuState— fill OAM shadow with $F8, process PPU entries, zero scroll/render fields.lda #$90 / jsr SetPpuControl— set PPUCTRL = $90 (NMI enabled, $2000 base).- Falls into
@main($C1A4) — the permanent main loop.
4. Main Loop — @main ($C1A4)
After reset, Reset never returns. It enters the infinite main loop:
@main ($C1A4):
jsr ShiftRuntimeState ; $E8BC — shift runtime bytes $18-$1F right
lda NmiSyncState ; $48
bmi @main ; loop if $FF (NMI_SYNC_PENDING)
beq @main ; loop if $00
; NmiSyncState == $01 (NMI_SYNC_COMPLETE): proceed
jsr DisableNmi ; $C362 — clear NMI bit in PPUCTRL
lda NmiSyncState
cmp #NMI_SYNC_COMPLETE ; $01
bne @alternate ; if not complete, receive instead
jsr TransmitRuntimeDataCode ; $C6C8 — serial transmit runtime data
jmp @finish
@alternate:
jsr ReceiveRuntimeDataCode ; $C739 — serial receive runtime data
@finish:
lda #NMI_SYNC_PENDING ; $FF
sta NmiSyncState ; $48 — reset sync flag for next frame
jsr WaitForVblankEndAndEnableNmi ; wait for VBlank, set NMI bit
jmp @main ; loop forever
The main loop is NMI-synchronized: it blocks until NmiSyncState ($48) becomes $01 (set by NMI each frame), then performs serial I/O (transmit or receive runtime data), resets the sync flag to $FF, waits for the next VBlank, enables NMI, and repeats.
ShiftRuntimeState ($E8BC)
Shifts runtime state bytes $18–$1F right by one bit. The carry-in is derived from controller bit 1 ($19 bit 2), enabling serial/data shifting tied to controller input.
5. NMI / Frame Heartbeat — NMI ($C23B)
The NMI fires once per frame and is the central real-time driver:
jsr DisableNmi($C362) — clear bit 7 ofPpuControlShadow($10), write to PPUCTRL ($2000). NMI is disabled during the handler to prevent re-entry.- PPU mask: if $45 == 0,
PPUMASK = PpuMaskShadow | $1A(enable background + sprites); otherwise skip. - OAM DMA: write $00 to OAMADDR ($2003), then $02 to OAMDMA ($4014) — copy $0200–$02FF to sprite RAM.
jsr NmiPpuUpdate($C27E) — process one PPU update command stream (indexed by $45), then reset $0300/$0301/$45 and PPU address to $3F00.- Optional rider/lane update: if $47 != 0,
jsr UpdateRiderLanePositionStatesandjsr NmiRuntimeUpdate. - Runtime counters: if $03B1 | $03B2 == 0, increment $3F and
jsr UpdateRuntimeCounters. jsr ReadControllers($E8E5) — read both controller ports ($4016/$4017), updateController1Held($14),Controller1Pressed($15),Controller2Held($16),Controller2Pressed($17).jsr UpdateAudio($F8DE) — update all four APU channels (Pulse 1, Pulse 2, Noise, Sound Effect) plus sound effects and DMA.jsr DispatchNmiState($C2A9) — dispatch to the current NMI state handler (see below).- Read PPUSTATUS ($2002) to reset the address latch.
jsr WaitForVblankEndAndEnableNmi— wait for VBlank end, set NMI bit in PPUCTRL.rti— return from interrupt.
NmiPpuUpdate ($C27E)
Processes a single PPU update command:
- Load pointer from
PpuUpdatePointerLow/High($C0F6/$C111 tables) indexed by $45. - Call
ProcessPpuUpdateStream($D3C1) which reads the command stream and writes bytes to $2007. - Zero out $0300, $0301, and $45.
- Reset PPU address to $3F00 (four writes to $2006).
6. NMI State Machine — DispatchNmiState ($C2A9)
The NMI dispatcher supports two modes based on NmiDispatchMode ($40):
Mode 0 — Direct state dispatch (DispatchNmiState @ $C2A9)
If NmiDispatchMode == 0:
- Load
NmiState($41), double it, use as index intoNmiStateHandlerTable($C000–$C01B). - Jump indirect through zero-page $00/$01 (high byte left in A, stored to $01 by code at $CB36).
NMI State Handler Table ($C000–$C01B) — 14 entries for states $00–$0D:
| State | Handler Address | Purpose |
|---|---|---|
| $00 | NmiState00 |
Menu/title — selection handling |
| $01 | $C395 | Menu horizontal input |
| $02 | UpdateGameplayRuntime |
Main gameplay update |
| $03 | DispatchNmiSequenceStep |
Sequence step dispatch |
| $04 | NmiState04_07 |
Shared state $04/$07 handler |
| $05 | UpdateGameplayRuntime |
Main gameplay update |
| $06 | DispatchNmiSequenceStep |
Sequence step dispatch |
| $07 | NmiState04_07 |
Shared state $04/$07 handler |
| $08 | $C3BD | Menu vertical input |
| $09 | UpdateRaceRuntime |
Race gameplay update |
| $0A | UpdateGameplayRuntime |
Main gameplay update |
| $0B | DispatchNmiSequenceStep |
Sequence step dispatch |
| $0C | $C43D | Serial handshake state $0C |
| $0D | $C41C | Serial handshake state $0D |
Mode 1 — Sequence dispatch
If NmiDispatchMode != 0:
- Disable PPU rendering.
- Wait until $30 == 0 (not busy).
- Look up sequence pointer from
NmiStateToSequenceIndex+NmiSequencePointerLow/Hightables. - Call the sequence handler at the current
NmiSequenceStep($44). - If step < 0 (after increment/decrement), go to
InitializeRuntimePpuState.
NMI Sequence Pointers ($C03C–$C07F) — 9 sequences:
| Index | Address | Handlers |
|---|---|---|
| 0 | $C03C | $C2BD, $C514 |
| 1 | $C040 | SetSerialUpdateSelector06, $C3F3, $C514 |
| 2 | $C046 | SerialUpdateSelectorCluster, ClearRuntimeZeroPage, InitializeCourseRuntime, SetSerialUpdateSelector17, SetSerialUpdateSelector0E, InitializeGameRuntime |
| 3 | $C052 | SetSerialUpdateSelector06, SetSerialUpdateSelector04, SelectNmiUpdateForState, CallC92CWithZero, CompareAndUpdateRecord |
| 4 | $C05C | SetSerialUpdateSelector06, SetSerialUpdateSelector09, Prepare0300Structure, $C514 |
| 5 | $C064 | $C551, ClearRuntimeZeroPage, InitializeCourseRuntime, SetSerialUpdateSelector17, $C562, $C5C2 |
| 6 | $C070 | SetSerialUpdateSelector06, $C575, $C514 |
| 7 | $C07A | ClearRuntimeZeroPage, RestoreWorkingRecordFields, $C518 |
| 8 | $C076 | $C582, $C518 |
7. Key NMI State Handlers
NmiState00 ($C346)
Title/menu state:
- If $31 == 0: initialize $43, $4A = 0, $03F7 = $0F,
NmiState= 2 (gameplay). - Else:
jsr UpdateMenuSelectionwith count 3; if no input change, set sprite 0 Y fromMenuInitialYTable; otherwise handle selection done and advance state.
NmiState01 ($C397)
Menu horizontal input:
- Filter controller buttons,
jsr UpdateMenuSelection(count 5). - If input changed, move horizontal marker; else store
MenuSelectionIndexto $43 and advance to next NMI state, entering sequence mode.
NmiState08 ($C3BD)
Menu vertical input:
jsr UpdateMenuSelection(count 6).- Based on selection: advance state, jump to sequence entry, or handle choice 5 (reset runtime, preserve selection).
NmiState04_07 ($C465)
Shared handler for states $04/$07:
- If $34 == 0: advance NMI state and enter sequence mode; clamp state to max 7.
- Else:
jsr $C92C, check bit 4 of $3F, either return orjmp StateHelperCAFA.
NmiState0C / NmiState0D ($C41C / $C43D)
Serial handshake states:
- State $0C: if sequence step == 0, set sync complete; else if sync pending, copy record tails and continue handshake.
- State $0D: similar handshake with persistent record synchronization.
8. Gameplay Runtime
UpdateGameplayRuntime ($C99A)
Called from NMI states $02, $05, $0A:
jsr $CA08(update four rider slots).- If $03B1 | $03B2 != 0: jump to PPU update tail.
- Otherwise:
jsr $D918,jsr $DD8D,jsr UpdateAllRiderScriptStateE733,jsr $E927. - If $52 != 0:
jsr StateHelperCA9B. - If $03F2 != 0: optional updates ($DA9F, $DBC4, $DEBB).
jsr UpdateGlobalCounters,jsr BuildGlobalDisplayEAC5,jsr CompareRuntimeSlots,jsr CheckSlotState.jsr UpdateTriggeredSlots,jsr UpdateFourSlots,jsr UpdateFourSlotPositionsE96C,jsr UpdateDisplayState,jsr UpdateFourSlot8CE836,jsr BuildFourSlotSpritesEA44,jsr ProcessCourseDefinition,jsr UpdateSlotPairState,jsr UpdateGlobalFC,jsr UpdateGlobalDisplay,jsr ProcessRuntimeEntries,jsr PrepareSortedSlots,jsr UpdateRuntimeSlots,jsr UpdateRiderCourseStateE70B,jsr UpdatePpuState,jsr ProcessRiderSlots,jmp ProcessSortedSlots.
UpdateRaceRuntime ($C8D6)
Race-specific update:
jsr $CA1B,jsr UpdateGlobalRuntimeEB17,jsr UpdateAccumulator,jsr UpdateGlobalPosition,jsr UpdateRiderCourseStateE70B,jsr ProcessCourseDefinition,jsr $F68D,jsr $F755,jsr $C229, thenjmp UpdatePpuState.
9. Audio System
UpdateAudio ($F8DE) — called from NMI:
APUFRAMECNT($4017) = $C0.jsr UpdatePulse1Channel,jsr UpdatePulse2Channel,jsr UpdateNoiseChannel,jsr UpdateSoundEffect.- Zero out $FF, $FE, $FD, $FB.
- If $07FF != 0:
sta APUDMALOAD($4011), decrement $07FF.
Audio channel configuration uses tables at $FF00+ (period tables) and $FF3E+ (mask tables). Audio sequence/data lives at $FF64–$FFE9.
10. Serial I/O System
Excitebike uses the controller port $4016 for serial communication (likely the Famicom 3D System or a similar serial peripheral — peripheral identity unknown):
Transmit path (TransmitRuntimeDataCode at $C6C8):
- Configure a 64-byte block from $0060, transmit it.
- Configure a 20-byte block from $05E0 (working buffer), transmit it.
- Uses pulse-length encoding: long pulse = 1, short pulse = 0, MSB first.
- Preamble: short pulses, then long pulses, then short pulses, then one long pulse.
Receive path (ReceiveRuntimeDataCode at $C739):
- Disable NMI, configure receive blocks, receive data.
- Validate 5-byte header against
ReceiveHeaderTableBaseC17F($C17F: $E8). - If valid: set state variables ($A0–$A3), set $45 = $1A, wait for NMI update.
- Receive second block (working buffer), validate checksum, return success/failure.
Serial helpers: TransmitByte ($C66E), ReceiveByte ($C6A5), TransmitPulseShort ($C64E), TransmitPulseLong ($C653), ReceiveSerialBit ($C691), SerialWaitPulse ($C639).
11. Zero-Page / RAM Symbols
| Address | Symbol | Use |
|---|---|---|
| $00–$01 | TMP00/TMP01 | General scratch / indirect pointer |
| $08–$09 | SerialBitCountLo/Hi | Serial bit counter |
| $0E | SerialBlockPtr | Serial block pointer |
| $0D | SerialBlockLength | Serial block length |
| $10 | PpuControlShadow | $2000 mirror |
| $11 | PpuMaskShadow | $2001 mirror |
| $12–$1F | — | Runtime state bytes (shifted each frame by ShiftRuntimeState) |
| $14 | Controller1Held | Controller 1 held buttons |
| $15 | Controller1Pressed | Controller 1 newly pressed |
| $16 | Controller2Held | Controller 2 held buttons |
| $17 | Controller2Pressed | Controller 2 newly pressed |
| $31 | — | Menu/timing state |
| $34 | — | Menu selection state |
| $3F | — | Runtime counter |
| $40 | NmiDispatchMode | NMI dispatch mode (0=direct, 1=sequence) |
| $41 | NmiState | Current NMI state ($00–$0D) |
| $42 | MenuSelectionIndex | Current menu selection |
| $43–$4A | — | State/temp variables |
| $44 | NmiSequenceStep | Current NMI sequence step |
| $45 | — | PPU update index |
| $47 | — | Optional update flag |
| $48 | NmiSyncState | $FF=PENDING, $01=COMPLETE |
| $49 | InputActionLatch | Menu input latch |
| $A4 | RiderMotionState | Rider motion state ($01=disabled, $02=active, $03=transition, $04=complete) |
| $0100 | — | DMA/APU scratch |
| $0200 | OamBuffer | OAM shadow / sprite DMA source |
| $0300–$0301 | — | PPU update command structure pointer |
| $03B1–$03B2 | — | Timed update flag |
| $0580 | PersistentRecord0 | First persistent record (31 bytes + tails) |
| $05A3 | PersistentRecord1 | Second persistent record |
| $05CE–$05CF | ResetMagic1/2 | $A5/$5A warm-start signature |
| $05E0 | WorkingBuffer | Working buffer for serial I/O |
| $06E0 | PersistentBuffer | Persistent buffer (256 bytes) |
| $07FF | — | Audio DMA trigger |
12. PPU / Rendering
- OAM DMA: Every NMI, DMA from $0200–$02FF via
OAMDMA($4014). - PPU update streams: Indexed pointer tables at $C0F6 (low) / $C111 (high), 27 entries. Processed by
ProcessPpuUpdateStream($D3C1) during NMI. - Scroll:
PpuControlShadow($10) andPpuMaskShadow($11) are software mirrors, updated during NMI and written to $2000/$2001. - OAM shadow: Filled with $F8 (offscreen) by
FillOamShadowWithF8during runtime PPU init.
13. Summary of Execution Flow
Power On / Reset
│
▼
Reset ($C184) ────────────────────────────────────────┐
│ sei, cld, disable PPU/NMI, stack=$FF │
│ wait 2× VBlank (PPU warm-up) │
│ check reset magic ($A5,$5A at $05CE/$05CF) │
│ valid → warm start (preserve more RAM) │
│ invalid → cold start (clear more RAM) │
│ clear RAM ($0000–$00FF or $0000–$06FF) │
│ if valid: InitializePersistentRam │
│ (copy template to both persistent records) │
│ disable DMC, PPUMASK=$06, PPUCTRL=$90 (NMI on) │
│ InitializeRuntimePpuState │
│ │
▼ │
@main ($C1A4) ────────────────────────────────────────┤
│ │
├─ jsr ShiftRuntimeState ($E8BC) ──────────────┐
│ shift $18-$1F right, carry from controller │
│ │
├─ lda NmiSyncState ($48) │
├─ bmi @main (if $FF = PENDING, loop) │
├─ beq @main (if $00, loop) │
│ (only proceed when NMI set it to $01) │
│ │
├─ jsr DisableNmi ($C362) │
├─ if NmiSyncState == $01: │
│ jsr TransmitRuntimeDataCode ($C6C8) │
│ else: │
│ jsr ReceiveRuntimeDataCode ($C739) │
│ │
├─ lda #NMI_SYNC_PENDING ($FF) │
│ sta NmiSyncState │
├─ jsr WaitForVblankEndAndEnableNmi │
└─ jmp @main ◄──────────────────────────────────┘
│
NMI ($C23B) [once per frame] │
│ │
├─ jsr DisableNmi (PPUCTRL bit7 = 0) │
├─ PPUMASK = PpuMaskShadow \| $1A (if $45==0) │
├─ OAM DMA ($0200-$02FF → $4014) │
├─ jsr NmiPpuUpdate ($C27E) [PPU update stream] │
├─ if $47 != 0: │
│ jsr UpdateRiderLanePositionStates │
│ jsr NmiRuntimeUpdate ($D14E) │
├─ if $03B1|$03B2 == 0: inc $3F, jsr UpdateRuntimeCounters │
├─ jsr ReadControllers ($E8E5) │
├─ jsr UpdateAudio ($F8DE) [4 channels + SFX] │
├─ jsr DispatchNmiState ($C2A9) │
│ ├─ NmiDispatchMode==0: direct state table │
│ │ $00=NmiState00 (menu/title) │
│ │ $01=$C395 (menu horiz) │
│ │ $02=$C99A (UpdateGameplayRuntime) │
│ │ $03=DispatchNmiSequenceStep │
│ │ $04/$07=NmiState04_07 │
│ │ $05=$C99A (UpdateGameplayRuntime) │
│ │ $06=DispatchNmiSequenceStep │
│ │ $07=NmiState04_07 │
│ │ $08=$C3BD (menu vert) │
│ │ $09=$C8D6 (UpdateRaceRuntime) │
│ │ $0A=$C99A (UpdateGameplayRuntime) │
│ │ $0B=DispatchNmiSequenceStep │
│ │ $0C=$C43D (serial handshake) │
│ │ $0D=$C41C (serial handshake) │
│ └─ NmiDispatchMode!=0: sequence dispatch │
│ (9 sequences at $C03C-$C07F) │
│ │
├─ read PPUSTATUS │
├─ WaitForVblankEndAndEnableNmi │
│ (set NmiSyncState = $01 implicitly via │
│ main loop's view of completion) │
└─ rti │
Serial I/O (from main loop, once per frame)
├─ TransmitRuntimeDataCode ($C6C8) [when sync complete]
│ ├─ 64-byte block from $0060 │
│ └─ 20-byte block from $05E0 (working buffer)│
└─ ReceiveRuntimeDataCode ($C739) [alternate]
├─ validate 5-byte header ($C17F) │
├─ receive second block │
└─ checksum verify │
Audio (from NMI via UpdateAudio at $F8DE)
├─ Pulse 1 channel ($4000-$4003) │
├─ Pulse 2 channel ($4004-$4007) │
├─ Noise channel ($400C-$400F) │
├─ Sound effect │
└─ DMC load if $07FF != 0 │
14. Notes
- Build verification:
makeincopilot/producesreconstructed_prg.binthat is byte-identical toprg.binand to the PRG bank ofrom.nes. - Vectors confirm NMI at $C23B, RESET at $C184, IRQ at $FFF0 (points into audio data region — likely a placeholder or unused).
- The main loop (
@mainat $C1A4) is strictly NMI-synchronized viaNmiSyncState($48): it loops until the NMI sets the state to $01 (COMPLETE), performs serial I/O, resets to $FF (PENDING), waits for VBlank, and repeats. - Serial I/O uses controller port $4016 for pulse-length encoded data transmission/reception — likely for the Famicom 3D System or a similar serial peripheral.
- The NMI state machine supports both direct state dispatch (14 states via table at $C000) and sequence dispatch (9 sequences via tables at $C03C–$C07F).
- Many routines carry address-based labels (
NmiState04_07,UpdateSideScrollingGameplay_C073, etc.) reflecting the automated first-pass disassembly; semantic naming is provisional. symbols.inc(embedded at the top ofprg.s) provides NES hardware register names and key zero-page symbols.- One build fix was required: an undefined branch target
LookupTableEntry_FAF5was replaced with a PC-relativebne *-$1Bto produce the originald0 e3bytes.