Files
disasm/NROM/Hogan's Alley (JU)/routinemap.tsv
T
tmerrittandClaude Opus 4.8 49e117bfcc Fix Pass 3 symbol application and add promotion criteria to PROMPTS.md
- Apply symbols.inc hardware register names to Defender 2 (U) (51 operands)
- Apply symbols.inc hardware register names to Donkey Kong 3 (JUE) (36 operands)
- Add APU register symbols (-) to Defender 2 (U) and Donkey Kong 3 (JUE) symbols.inc
- Apply symbols to Donkey Kong Jr. Math (U) (80 operands: 11 single + 69 hardware)
- Apply symbols to Excitebike (JU) (786 operands: 785 single + 1 hardware)
- Add promotion criteria to PROMPTS.md: symbol/local substitution,
  ROM-specific semantic naming, and verification checklist

Add branch/jump target naming requirement to PROMPTS.md

All branches and jumps must target symbolic labels with descriptive names
derived from program flow role (e.g., _Loop, _Next, _Done, _Store, _Return),
never raw address literals. Adds criterion 8 to verification checklist.

Rename all OVERVIEW.md to README.md; add root README content to top-level

- Rename all OVERVIEW.md files to README.md throughout the repo (47 files)
- Prepend README.md content to top-level OVERVIEW.md before rename
- Fix apply_symbols.py NAME_RE regex to handle spaced assignments
- Apply symbols.inc to Defender 2 (U) (51 hardware operands)
- Apply symbols.inc to Donkey Kong 3 (JUE) (36 hardware operands)
- Apply symbols.inc to Donkey Kong Jr. Math (U) (80 operands: 11 single + 69 hardware)
- Apply symbols.inc to Excitebike (JU) (786 operands: 785 single + 1 hardware)
- Add missing Zp18/FrameCounter aliases to Excitebike prg.s
- Build all 27 top-level projects: byte-identical

Promote Donkey Kong Jr. Math back to _wip tier

Moves code from `copilot` folder and verifies each builds after

Add pre-commit hook for byte-identical verification

Add .git/hooks/pre-commit that runs 'make' then 'make clean' in each
project directory before committing. This ensures every project builds
byte-identical before any commit is accepted.

Also includes all file moves from the Donkey Kong Jr. Math (U) demotion
and other file restructuring from the session.

moves code out of copilot folder, its all AI generated.
Moves NROM games into NROM folder

removes copilot folder from Lunar Pool
Adds makefile to build all projects recursively

Updates docs to reflect changes in layout

Repromotes Donkey Kong Jr Math
Repromotes Excitebike
Promotes Popeye (JU) (PRG 1)
Updates Makefile to provide summary of build failure/success

Promote Raid on Bungeling Bay (U): Pass 2/3 partial, whole-ROM byte-identical

Move _wip/NROM/Raid on Bungeling Bay (U) to NROM/ and switch the build
from a PRG-only compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to the space-containing original ROM name
  - Makefile builds header.o/prg.o/chr.o into reconstructed.nes and
    compares it against rom.nes ('Byte-identical ROM verified.')
  - one leftover neutral indirect operand jmp (Zp01) at $E2EC becomes
    jmp (IndDispatch01); apply_symbols.py reports 0 substitutions pending

README.md / TODO.md / AGENTS.md updated: 29 promoted, 7 in _wip/.

Pac-Man (U): Pass 2 complete (label renaming) + Pass 3 partial (ZP aliases, table names)

Pass 2 — fresh map derived from the committed split, not from any drafted
map (the drafted maps in other projects were audited and found not
applicable):

  - all 194 address-derived Label_XXXX definitions renamed to semantic
    routine-entry names plus <Routine>_<Role>_<addr> internal branch
    targets; zero Label_ remains
  - all 49 jsr/jmp call sites resolved from raw $XXXX to labels; zero
    raw $XXXX call operands remain
  - routinemap.tsv / derived_names.tsv record the derivation

Pass 3 (partial):

  - 15 proven semantic zero-page aliases added to locals.inc
    (GameState, NmiFlag, ScrollX/Y, PpuCtrlShadow, OamDmaPage,
    CocktailModeFlag, ActivePlayerFlag, GameplaySuspended, FrameCounter,
    StateTimer, Player1/2Input, ActiveInput, CopyrightVerified)
  - 112 operands substituted into prg.s (11 single + 101 hardware)
  - key data tables named: ProgrammerSig ($C0EB), GameStateDispatchTable
    ($C253), TitleScreenData ($C2FD), EntityPtrTable ($D912),
    AudioCommandTable ($EFDD)

Also corrects the README's claim that the RESET vector points at padding:
$FF00 holds real boot code (sei/cld, PPU off, double vblank wait, then
jmp ColdStart at $C042).

.gitignore: ignore reconstructed_prg.bin (build artifact of the _wip
Makefiles; '**/reconstructed.*' does not match the underscore form).

Promote Pac-Man (U): Pass 2/3 complete, whole-ROM byte-identical

Move _wip/NROM/Pac-Man (U) to NROM/ and switch the build from a PRG-only
compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Pac-Man (U) [!].nes' (the original ROM name
    contains a space and brackets)
  - Makefile builds header.o/prg.o/chr.o into reconstructed.nes and
    compares it against rom.nes
  - reconstructed.nes is 24,592 bytes, MD5 a69d310f8cae9397fbd39f204672b5c7
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Pass 3 residue closed.  The last 7 multi-alias zero-page operands are
resolved per site through a new sites.tsv, each proven from context
rather than guessed:

  - jmp ($0010) at $C250/$D3CA/$D90F/$D9B6 -> (DispatchPtrLo); each
    is immediately preceded by sta DispatchPtrLo/sta DispatchPtrHi
  - jmp ($00FE) at $EFDA -> (AudioHandlerPtrLo); preceded by
    sta AudioHandlerPtrLo/sta AudioHandlerPtrHi
  - sta a:$0000,y at $C048/$C089 -> a:Zp00,y; the literal zero-page
    base in the two ZP clear loops, so the neutral name is used rather
    than the semantic WorkPtrLo.  The 'a:' prefix survives the
    substitution, so the bytes stay 99 00 00 (sta abs,Y)

apply_symbols.py now reports 119 operands substituted (101 hardware,
11 single-name, 7 site) and 0 residue.

New tool _tools/align_audit_comments.py: re-aligns the audit comment to
column 35 after a substitution lengthens an operand (nesdis.py pads each
instruction to 31 characters).  Whitespace-only, so the byte identity
cannot change.  405 lines re-aligned in this project; all 2,387 audit
comments still match prg.bin at the stated PRG offset, 0 mismatches.

Docs: root README.md / TODO.md / AGENTS.md updated - 30 promoted, 6 in
_wip/; a per-project detail entry for Pac-Man (U) added; the stale
'Donkey Kong 3 (JUE) has no README.md' claim corrected (it has a
318-line one).

Promote Raid on Bungeling Bay (U) [a2]: Pass 3 complete, whole-ROM byte-identical

Move _wip/NROM/Raid on Bungeling Bay (U) [a2] to NROM/ and switch the build
from a PRG-only compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Raid on Bungeling Bay (U) [a2].nes' (the original
    ROM name contains spaces and brackets)
  - reconstructed.nes is 24,592 bytes, MD5 659d340a1e9d420eee28df13319b0094
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Pass 3 - 15 semantic zero-page aliases, each applied only at the sites
where its role is proven:

  - PpuCtrlShadow ($C2), 15 sites: the reset entry primes it right after
    'sta PPUCTRL', and every other use is an ora/and/eor followed by
    'sta PPUCTRL'
  - NmiPathSelector ($C4), 5 sites: written 1 at $C3E9 and 0 at $C962
  - GameState ($D6), 6 sites: 'cmp #$02' and used as an index at $C4C7
  - FrameSubCounter ($55), 6 sites: set to $0A at $C520, decremented per
    NMI at $C07B
  - PrngPeriodCounter ($EA) / PrngSeedB ($EB) / PrngState ($EC), 13 sites:
    the PRNG state
  - PtrLo ($00) / PtrHi ($01), 8 sites: the 16-bit pair $1C13 and $1610
    compared at $E785/$E791
  - IndDispatch01 ($01) / IndDispatch02 ($02), 3 sites: the computed
    dispatch at $E2EC
  - IndDispatch1B ($1B) / IndDispatch1C ($1C), 6 sites: the dispatch at
    $E7A3
  - IndDispatch17 ($17) / IndDispatch19 ($19): the dispatches at $E79D
    and $E7A0

Addresses that carry two names keep the neutral ZpXX name where the other
role applies - $01 is PtrHi at the 16-bit compare and IndDispatch01 at the
dispatch; $17 is IndDispatch17 at the dispatch and Zp17 for the absolute
RAM $0017 store in the copy loop at $E895/$E8D0.

New tool _tools/apply_zp_aliases.py does the per-site substitution:
apply_symbols.py only rewrites *numeric* operands, so it cannot rename an
operand that is already written as a neutral ZpXX name.  The tool keeps the
ca65 'a:' prefix (dropping it would turn 'sta a:Zp17,y' into a zero-page
store and change the bytes) and rewrites only the operand token, so the
audit comment survives byte for byte.

Naming correction in the promoted sibling.  Finishing this dump showed that
$EA was misnamed 'VBlankWaitCounter': the routine at $C412 is the game's
pseudo-random generator (the classic eor/asl/php/lsr/plp/rol scrambler,
called from thirteen gameplay sites, twice in a row at $CDF4/$CDF9 with the
second result masked #$07), so $EA is the scrambler's phase counter.
Renamed PrngPeriodCounter in both dumps and named $EB/$EC PrngSeedB /
PrngState.  The sibling's two 'sta a:IndDispatch17,y' operands were also
wrong - they are absolute stores to RAM $0017, not the dispatch pointer -
and are now 'a:Zp17,y', matching the file's 'a:' = absolute convention.

Audit-comment alignment re-done with _tools/align_audit_comments.py (1,040
lines here, 1,080 in the sibling).  Both files still match prg.bin at every
stated PRG offset: 5,467 and 5,483 audit comments, 0 mismatches.

Docs: root README.md / TODO.md / AGENTS.md updated - 31 promoted, 5 in
_wip/; per-project detail entries added for both Raid dumps.

Promote Pac-Man (Tengen) (U): Pass 2/3 from scratch, whole-ROM byte-identical

Move _wip/NROM/Pac-Man (Tengen) (U) to NROM/ and switch the build from a
PRG-only compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Pac-Man (Tengen) (U) [!].nes'
  - reconstructed.nes is 24,592 bytes, MD5 d34e7a74d8d2c231b6cc601210e28ad0
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Disassembled from scratch.  No name, map or file was carried over from the
sibling 'Pac-Man (U)' dump; the map was derived from this dump's own
committed split and the two were only compared afterwards.

Pass 2 (new tool _tools/apply_pass2_map.py):
  - all 194 Label_XXXX definitions renamed to semantic routine entries plus
    <Routine>_<Role> branch targets; zero Label_ remains
  - all 48 raw $XXXX jsr/jmp operands resolved to labels; zero raw $XXXX
    call or branch operands remain
  - the map is in routinemap.tsv

Pass 3:
  - 30 semantic zero-page aliases, each applied only at the sites where its
    role is proven (per-site choice in sites.tsv; the addresses that carry
    two roles keep the neutral ZpXX name elsewhere).  _tools/
    derive_zp_aliases.py records how the set was derived, and locals.inc
    records the reason for every remaining neutral slot
  - 28 data tables named (new tool _tools/name_data_region.py), including
    CharacterDataTable ($C66A) and CharacterNameStrings ($C67E), where the
    ROM itself names Blinky, Pinky, Inky and Clyde - which is why the four
    indexed entities are called ghosts and not 'actors'
  - apply_symbols.py reports 0 substitutions pending and 0 residue
  - audit-comment alignment re-done with _tools/align_audit_comments.py;
    all 2,479 audit comments still match prg.bin at the stated PRG offset

Pass 1 correction - six command handlers recovered (new tool
_tools/recode_region.py).  ScriptCommandTable ($EFDD) is read by the traced
instruction at $EFCC, and six of its entries point at $F00A, $F022, $F03A,
$F052, $F062 and $F072 - all of which the tracer had left as data, and two
of which it had mis-split across the 'jmp $EF61' at $F01F and $F04F.
Those 120 bytes are code here, decoded straight from the ROM; the six
handlers tile $F00A-$F081 exactly.  The same gap exists in the promoted
'Pac-Man (U)' dump, which has not been corrected - recorded in both READMEs.

Residue (documented, not guessed): the unreached main game logic at
$C45A-$C55F is still .byte data.  It is code - the tracer's own decoder
walks it cleanly and the dispatch table at $C511 points into it - but
nothing reaches it, so it cannot be entered without a guess.  The same gap
exists in the promoted 'Pac-Man (U)' dump.  Re-deriving it is a Pass 1 job;
a Mesen Code Data Logger capture is the tool the repo uses for it.

Docs: root README.md / TODO.md / AGENTS.md updated - 32 promoted, 4 in
_wip/; a per-project detail entry added for the Tengen dump.

Promote Pyramid (U): Pass 1 corrected, Pass 2/3 complete, whole-ROM byte-identical

Move _wip/NROM/Pyramid (U) to NROM/ and switch the build from a PRG-only
compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Pyramid (U) (Sachen).nes'
  - reconstructed.nes is 24,592 bytes, MD5 aa285ff17f25dd05da5996b7466c59e2
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Pass 1 correction - the committed split was a strict subset of the correct
one.  This game dispatches through 'jmp' trampoline tables that live
*inside* the data regions, and the tracer cannot follow a jmp there, so
828 bytes of code were still marked as data.  Four such tables were found
($C01E 3 entries, $C02A 6, $C042 2, $C054 5) plus ten more entries at
$C000-$C01B; all sixteen targets decode as valid instructions.  Seeding
them, the $C800 boot mainline and six further code starts recovers the
whole lot, plus a five-byte stub at $DF89 (lda $33 / jmp $DECB) that sat
in a hole between two routines.  The re-trace loses NO committed code byte
and takes the split from 34.5% to 39.6% (3,130 instructions / 6,493 code
bytes).  'make regen' reproduces it, so the split stays verifiable.

Pass 2 - a fresh map derived from this dump's own committed split:
  - 428 Label_XXXX definitions renamed; zero Label_ residue
  - 320 raw $XXXX jsr/jmp operands resolved; zero raw $XXXX branch
    operands remain
  - 431 routine entries and the 32 data blocks named from the code
  - the internal branch-target names are derived mechanically from the
    branch that reaches them by the new _tools/derive_branch_names.py
    (beq -> OnZero, bne -> OnNonzero, bcc/bcs -> the carry cases, a
    backwards branch -> Loop)
  - recorded in routinemap.tsv

Pass 3:
  - 24 semantic zero-page aliases, each applied only where its role is
    proven; the 57 slots that stay neutral are each listed with the reason
    in locals.inc (the neutral set lives in zp_aliases.inc so that
    'make regen' can rebuild locals.inc from prg.bin)
  - 32 data tables named - TaskVectorTable1/2, LevelScriptData,
    MusicPeriodTable, SoundEnvelopeTable, the actor tables - recorded in
    data_region_names.tsv
  - apply_symbols.py reports 0 substitutions pending and 0 residue; no
    hardware register is left as a raw literal
  - the audit comments are now canonical on every line, data included
    (the old file carried only 'PRG:$xxxx' on its 1,358 data lines);
    all 3,762 audit comments match prg.bin at their stated PRG offset

Kept as-is, not 'cleaned up':
  - sta $4100 stays a raw operand.  The iNES header claims mapper 0 but
    the boot code writes past the NES register space; the ROM does not
    explain it, so it is recorded rather than guessed
  - the 'A'/'V' check on RAM $0120/$0121 and its seed/clear routines
    are named for what they do, not for what they are for
  - the ninth entry of the $C3A6 task vector table ($D820) is a junk
    slot and stays data

Docs: root README.md / TODO.md / AGENTS.md updated - 33 promoted, 3 in
_wip/; a per-project detail entry added.

Hogan's Alley (JU): Pass 1 correction, Pass 2, Pass 3, promoted to NROM/

The light-gun game whose engine dispatches through *inline* tables:
`IndirectCall` at $C34D pops the return address of the `jsr` that called
it and reads a 16-bit handler pointer from the word that follows, so all
six handler tables ($C124 19 entries, $C219 4, $C89C 14, $CDD1 1, $D234 2,
$D3D6 14) live inside the code stream and the static tracer cannot follow
them.

Pass 1 correction.  The committed split was a strict subset of the correct
one -- 41.8% of the PRG was classified as code.  A fresh Mesen Code Data
Logger capture was merged with the four captures already in the folder
(hogans_merged.cdl, the OR of five per-byte flag arrays, 6,544 code bytes)
and _tools/cdl_reclass.py rewrote the split to match what the CPU actually
fetched: 1,216 bytes moved from data to code, five the other way, 59 labels
emitted.  The split is now 49.1% code (3,950 instructions, 8,041 bytes).
The four branch targets the reclassifier could not prove were turned into
labels by the new _tools/resolve_raw_branches.py.

Pass 2.  206 routine entries hand-named from this dump's own code and 413
internal branch targets derived mechanically by _tools/derive_branch_names.py:
630 Label_XXXX definitions gone, 484 raw $XXXX call operands resolved, 15
call targets the tracer had never labelled given a label.  Recorded in
routinemap.tsv.  No SubC<addr> residue was needed -- every entry the engine
reaches is named after what it does.

Pass 3.  60 semantic zero-page aliases, each applied only where its role is
proven (zp_aliases.inc, zp_alias_sites.tsv); the slots that stay neutral are
each listed with the reason.  All 34 data blocks named
(data_region_names.tsv).  apply_symbols.py reports 1 residue: `sta a:$00B4,y`
at $C203, the same address as Zp40/ActorPalette but forced to absolute
addressing, so it must stay numeric.

Promotion.  header.s, chr.s and a HEADER/PRG/CHR linker.cfg added, rom.nes
symlinked to the original ROM; the whole-ROM cmp passes on the first
promoted build.  There is deliberately no `make regen` target: the Pass 1
split here is the static trace corrected by a CDL capture, and the base the
correction was applied to is not what the current _tools/nesdis.py
produces, so prg.s is the maintained source of truth.

Tools changed:
  nesdis.py             --split/--note/--provenance options, so a data
                          region can carry its own name and explanation;
                          a forced-data address is no longer reported as a
                          recovered routine entry
  apply_pass2_map.py    can create the label for a call target the tracer
                          left unlabelled; no longer double-labels it
  apply_zp_aliases.py   --at-file, an address-based per-site list
  derive_branch_names.py keeps the map's own header instead of writing a
                          fixed one
  resolve_raw_branches.py  new: turns `bXX *+$NN` operands into labels
  build_hogans_map.py   new: the hand-written Pass 2 map builder

The existing regen pipelines (MUSCLE (U), Urban Champion (JU)) still
reproduce prg.s byte for byte.

Apply the symbols.inc register names at Pass 1; fix a dropped byte in cdl_reclass

nesdis.py now names the hardware registers as it renders the operands, so a
project's Pass 1 output already reads `lda PPUSTATUS` instead of `lda $2002`
and the Pass 3 apply_symbols.py step has nothing left to do for them.

  * nesdis.py --symbols FILE reads a symbols.inc-style file and substitutes
    the register names.  Only unambiguous entries in the $2000-$4017 window
    are used: $4017 is both JOY2 and APUFRAMECOUNTER, so it stays numeric
    and apply_symbols.py reports it as multi-alias residue, exactly as
    before.  The default is the symbols.inc next to --out, so a new project
    gets the names without asking; --no-symbols opts out.
  * The renderer records the operand's numeric value on the Insn, because
    operand_value() used to re-parse the operand text and could no longer
    read a name.
  * The controller bit masks in symbols.inc (PAD_A and friends) are
    constants, not addresses, and are still never substituted.

MUSCLE (U) and Urban Champion (JU) keep --no-symbols: their committed
prg.s was produced with the registers named by the Pass 3 apply_symbols.py
step, and the columns in those files reflect the in-place substitution.
Adding the missing apply_symbols.py step to both regen pipelines makes
them reproduce their committed prg.s byte for byte again - neither did
before this change (MUSCLE was 440 lines out, Urban Champion 772).

cdl_reclass.py had a bug that cost a byte: a region whose last source row
straddled the region's end was replaced by a regeneration of the region
only, so the tail of that row was dropped.  Mario Bros (JU) hit it at
$C595, where the rebuild came out one byte short and every label after it
shifted.  A region now covers the whole rows it replaces.

pass2.py reflow takes an optional column argument; the default is
unchanged (the ';' lands on the same column as before).

Mario Bros (JU): Pass 1 correction, Pass 2, Pass 3, promoted to NROM/

A two-player platformer whose handler tables are *inline*: the pointers sit
in the middle of the code stream, right after the `jsr` that reads them, so
the static tracer could never follow them.

Pass 1 correction.  The committed split was a strict subset of the correct
one -- only 72.0% of the PRG was classified as code.  A Mesen Code Data
Logger capture of this ROM (mario_mesen.cdl, 10,915 code bytes) showed
1,010 bytes the tracer had left as data were code; two branch targets the
capture never reached ($E4CB and $E639) were forced with --override for 57
more, so 1,067 bytes moved from data to code and 22 moved the other way.
The split is now 78.4% code (6,210 instructions, 12,847 bytes).  The three
branch targets the reclassifier could not prove were turned into labels by
_resolve_raw_branches.py, which now refuses to put a label on a `.byte` row.

Pass 2.  206 routine entries and 519 internal branch targets: 931
Label_XXXX definitions gone, 51 raw $XXXX call operands resolved and 12 call
targets the tracer had never labelled given a label.  Zero SubC residue --
the 185 entries a previous session had left as address-derived residue were
all named from this dump's own code.  Recorded in routinemap.tsv.

Pass 3.  25 semantic zero-page aliases, each applied only where its role is
proven (zp_aliases.inc); the slots that stay neutral are each listed with the
reason.  35 data tables named -- GameStateHandlerTable, EnemyBehaviourTable,
EnemyScriptTable, EnemyTypePointerTable, SoundRoutineTable,
NoteFrequencyTable and the rest -- and recorded in
data_region_names.tsv.  apply_symbols.py reports 0 residue.

Promotion.  header.s, chr.s and a HEADER/PRG/CHR linker.cfg added, rom.nes
symlinked to the original ROM; the whole-ROM cmp passes on the first
promoted build.  There is deliberately no `make regen` target: the Pass 1
split here is the static trace corrected by a CDL capture, and the base the
correction was applied to is not what the current _tools/nesdis.py
produces, so prg.s is the maintained source of truth.

Tools:
  apply_pass2_map.py     renames a label of any spelling -- SubC<addr> is
                          the honest residue form -- and its references
                          follow it; one combined pattern, so a 16,000-line
                          file does not need a substitution per label
  resolve_raw_branches.py refuses to label a data row
  build_mario_map.py      new: the hand-written Pass 2 map builder

Remove the old _wip/NROM/Mario Bros (JU) folder (promoted to NROM/)

Mario Bros (JU): add the promoted-tier header, CHR, rom.nes symlink and zero-page aliases

Moves _ROMS/<ROM> into _wip/<MAPPER>/<ROM>

Sync the docs and the skeleton tool with the 857-project _wip tier

The _wip/ tier now holds 857 projects across 30 mapper folders, all
building byte-identical for the whole ROM.  README.md, TODO.md and
AGENTS.md still described the old 39-project tier, so bring them in line
with WIP.md, which carries the tier's index.

The tier is no longer 39 projects of NROM-256 with a 16/32 KB PRG:
only two projects have a 16 KB PRG, 151 have 32 KB, 523 have 128 KB and
one has 1.5 MB, so most of it is a banked mapper whose image does not fit
the 6502's address space.  Those projects link their MEMORY areas at .nes
file offsets rather than CPU addresses, which is the only option and the
honest model; the 39 older projects keep the CPU-address layout because
their PRG really is one contiguous window.

make_skeleton.py gains the two layouts (--layout flat|cpu), the board
name for the mapper, and a fix for find_rom() mistaking the build
output reconstructed.nes for the source ROM.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-10-20 16:44:06 -04:00

18 KiB

1# Hogan's Alley (JU) - Pass 2 name map
2#
3# Derived from this dump's own committed split (after the 2026-10-20 CDL
4# re-classification). Every name below was read out of the code; nothing
5# was carried over from another dump.
6#
7# Format: <CPU address><TAB><name>
8#
9# The game's vocabulary: the shootable objects are *targets*, the player's
10# projectiles are *shots*, the moving characters are *actors*, and the
11# bonus object is the *fruit*.
12#
13# Where a routine's role could not be established from the instructions
14# around it, the honest address-derived `SubC<addr>` residue form is used
15# instead of a guess - the same form the promoted `Raid on Bungeling Bay`
16# dumps use for their opaque entries.
17#
18# The engine dispatches through two mechanisms:
19# * `jmp ($0014)` at $C360 - an indirect call through the zero page;
20# * `jmp ($0610)` / `jmp ($0612)` in the sound engine at $F927/$F941.
21#
22# The routine entries are the targets of a `jsr`/`jmp`, plus the entries
23# the code reaches that the tracer had not labelled. The internal branch
24# targets are derived from the branch that reaches them by
25# _tools/derive_branch_names.py:
26# beq -> OnZero bne -> OnNonzero
27# bcc -> OnCarryClear bcs -> OnCarrySet
28# bmi -> OnNegative bpl -> OnNonnegative
29# bvc -> OnOverflowClear bvs -> OnOverflowSet
30# a backwards branch (the target is below the branch) -> Loop
31#
32# ---- derived internal branch-target names ----
33C000Reset
34C002Reset_OnNonnegative
35C01EReset_OnNonzero
36C02CReset_Loop
37C05AReset_OnNonnegative2
38C065GameFrameDispatch
39C06DGameFrameDispatch_Loop
40C070GameFrameDispatch_Loop2
41C07EMainLoop
42C088NmiHandler
43C0ABNmiHandler_Loop
44C0B8GameStateDispatch
45C0BFGameStateDispatch_Loop
46C0E4InitGameplayRound
47C0E6InitGameplayRound_OnNonnegative
48C106InitGameplayRound_Loop
49C10ERunGameplayFrame
50C11ARunGameplayFrame_Loop
51C11FRunGameplayFrame_Loop2
52C14ACopyStackToOam
53C14CCopyStackToOam_OnNonzero
54C156RunAlternateModeFrame
55C17DRunAlternateModeFrame_Loop
56C182RunAlternateModeFrame_Loop2
57C195RunAlternateModeFrame_Loop3
58C199RunAlternateModeFrame_Loop4
59C19EUpdateShots
60C1A8UpdateShots_Loop
61C1AAUpdateShots_Loop2
62C1B9UpdateShots_Loop3
63C1BFUpdateShots_Loop4
64C1C8AddScore
65C1CDAddScore_Loop
66C1D7AddScore_Loop2
67C1DEAddScore_OnNonnegative
68C1ECAddScore_OnNonnegative2
69C200AddScore_OnNonnegative3
70C214AddScore_Loop3
71C221InitPpuAddress
72C226InitPpuAddress2
73C228SetPpuAddress
74C231InitPpuAndOam
75C237ClearOamShadow
76C241ClearOamShadow_OnNonzero
77C247SetOamPointer
78C24ESetOamSlot
79C253SetOamSlot_Loop
80C26ASetOamSlot_OnNonnegative
81C276SetOamSlot_Loop2
82C277BeginFrame
83C282ReadControllers
84C28FReadControllerBits
85C291ReadControllerBits_OnNonzero
86C2B4ReadControllerBits_Loop
87C2B7ClearOamEntry
88C2BCClearOamEntry_Loop
89C2BDUpdateHud
90C2D0UpdateHud_OnNonzero
91C2E6UpdateHud_Loop
92C2EEUpdateHud_OnNonzero2
93C2F8UpdateHud_Loop2
94C304UpdateHud_Loop3
95C305ResetPpuForFrame
96C317ResetPpuForFrame_OnNonzero
97C32DResetPpuForFrame_OnNonzero2
98C337ReadPlayerInput
99C343ReadPlayerInput_OnNonnegative
100C349ReadPlayerInput_Loop
101C34DIndirectCall
102C363IndirectCall_OnNonzero
103C379IndirectCall_Loop
104C385IndirectCall_Loop2
105C388IndirectCall_OnNonzero2
106C38BIndirectCall_Loop3
107C39FWriteVramList
108C3A8SetScroll
109C3C9SetScroll_Loop
110C3D0CheckScrollFlip
111C3D4CheckScrollFlip_OnNonzero
112C3E6CheckScrollFlip_Loop
113C3F7CheckScrollFlip_Loop2
114C3F8UpdateAttractSprite
115C41BUpdateAttractSprite_Loop
116C41CSetActorTileIndex
117C432SetActorTileIndex_OnNonzero
118C449SetActorTileIndex_OnNonzero2
119C473WriteActorTileByte
120C47CClearActorTileByte
121C483ClearActorTileByte_Loop
122C484SetActorTileSlot
123C48ESetActorTileSlot_OnNonzero
124C4B3SetActorTileSlot_OnNonzero2
125C4B8SetActorTileSlot_Loop
126C4C8SetActorTileSlot_Loop2
127C4DBSetActorTileSlot_Loop3
128C4E2SetActorTileSlot2
129C4EDDecodeActorTile
130C51ADecodeActorTile_Loop
131C530ClampActorTile
132C540ClampActorTile_Loop
133C551ClampActorTile_Loop2
134C564ClampActorTile_OnNonzero
135C569ClampActorTile_Loop3
136C579ClampActorTile_Loop4
137C584ClampActorTile_Loop5
138C586ClampActorTile_Loop6
139C596ClampActorTile_Loop7
140C599ClampActorTile_Loop8
141C59AReadActorTileRecord
142C5ABReadActorTileRecord_Loop
143C5AERotateActorTile
144C5D6RotateActorTile_Loop
145C5E1RotateActorTile_Loop2
146C5EARotateActorTile_Loop3
147C5FCRotateActorTile_Loop4
148C5FFRotateActorTile_OnNonzero
149C60FRotateActorTile_Loop5
150C614WriteActorTileTable
151C61DWriteActorTileTable_OnNonzero
152C642WriteActorTileTable_OnNonzero2
153C647WriteActorTileTable_Loop
154C662WriteActorTileTable_Loop2
155C66BConvertCharCode
156C676ConvertCharCode_Loop
157C683ConvertCharCode_OnCarrySet
158C687ConvertCharCode_Loop2
159C68CConvertCharCode2
160C69FConvertCharCode2_Loop
161C6ABConvertCharCode2_Loop2
162C6AEWriteCharCode
163C6BDAttractModeTick
164C6C8AttractModeTick_OnNonnegative
165C728AttractModeTick_Loop
166C72CAttractModeTick_Loop2
167C743AttractModeTick_Loop3
168C745AttractModeTick_Loop4
169C746UpdateTargets
170C749UpdateTargets_OnZero
171C750UpdateTargetsHelper
172C753UpdateTargetsHelper_OnZero
173C758UpdateTargetsHelper2
174C75FUpdateTargetsHelper2_OnNonzero
175C765UpdateTargetsHelper3
176C773UpdateTargetsHelper3_OnNonzero
177C78CUpdateTargetsHelper3_Loop
178C7AASetRoundTimer
179C7BBCopyActorPalette
180C7BDCopyActorPalette_OnNonnegative
181C7C9CopyActorPalette_OnNonzero
182C7E3CopyActorPalette_Loop
183C7E5CopyActorPalette_OnNonzero2
184C7EEResetActorsForRound
185C816InitActorState
186C82AInitActorState_Loop
187C83CInitActorState_Loop2
188C84EInitActorState_Loop3
189C877InitActorState_Loop4
190C880InitActorState_Loop5
191C883DrawActorTile
192C885DrawActorTile_OnNonnegative
193C897DrawActorTileHelper
194C8B8UpdateActorState
195C8BFUpdateActorState_Loop
196C8CCUpdateActorState_Loop2
197C8EEUpdateActorState_Loop3
198C8F0UpdateActorState_Loop4
199C8F8ResetActorState
200C8FAResetActorState_OnNonnegative
201C903ReadActorTileTable
202C905ReadActorTileTable_OnNonzero
203C910ReadActorTileTable_Loop
204C916AdvanceActorFrame
205C928AdvanceActorFrame_Loop
206C935AdvanceActorFrame_Loop2
207C939AdvanceActorFrame_Loop3
208C972AdvanceActorFrame_Loop4
209C974AdvanceActorFrame_Loop5
210C98EAdvanceActorFrame_Loop6
211C996AdvanceActorFrame_OnNonzero
212C99FAdvanceActorFrame_Loop7
213C9C4AdvanceActorFrame_OnNonzero2
214C9CEAdvanceActorFrame_Loop8
215C9D0AdvanceActorFrame_Loop9
216C9D2AdvanceActorFrame_Loop10
217C9F0PlaceActor
218C9F4PlaceActor_Loop
219CA00InitActorFields
220CA1BInitActorFields_Loop
221CA2BInitActorFields_Loop2
222CA2DInitActorFields_Loop3
223CA30SelectActorTile
224CA32SelectActorTile_OnNonnegative
225CA43SelectActorTile_Loop
226CA4BSelectActorTile_Loop2
227CA4CUpdateActorSpriteState
228CA68UpdateActorSpriteState_Loop
229CA6BUpdateActorSprite
230CA71UpdateActorSprite_OnZero
231CA7CUpdateActorSprite_Loop
232CA85UpdateActorSprite_Loop2
233CA88UpdateActorLife
234CA9EUpdateActorLife_Loop
235CAA4UpdateActorSpriteHelper
236CAAEUpdateActorSpriteHelper_Loop
237CAB1ClearActorFlags
238CABBClearActorFlags_Loop
239CABCUpdateActorTileTable
240CAC1UpdateActorTileTable_OnNonzero
241CAC6UpdateActorTileHelper
242CAD1UpdateActorTileHelper_Loop
243CAD4ResetActorMovement
244CAE4ResetActorMovement_Loop
245CAE7UpdateActorTileHelper2
246CAF2UpdateActorTileHelper2_Loop
247CAF7ReadActorTileIndex
248CAFDReadActorTileIndex_OnZero
249CB08ReadActorTileIndex_Loop
250CB0DReadActorTileIndex_Loop2
251CB10StartActorBehaviour
252CB2FStartActorBehaviour_Loop
253CB31StartActorBehaviour_Loop2
254CB5FStartActorBehaviour_Loop3
255CB68StartActorBehaviour_Loop4
256CB7EStartActorBehaviour_Loop5
257CB89StartActorBehaviour_Loop6
258CB8ESetActorPosition
259CB97UpdateActorTileHelper3
260CB9EUpdateActorTileHelper3_OnNonnegative
261CBB0UpdateActorTileHelper3_OnNonzero
262CBB8UpdateActorTileHelper3_Loop
263CBB9UpdateFruitPosition
264CBC5UpdateFruitPosition_Loop
265CBC9UpdateFruitPosition_OnZero
266CBD4UpdateFruitPosition_Loop2
267CBD9UpdateFruitPosition_Loop3
268CBDCSetFruitIndex
269CBE0SetFruitIndex_OnNonzero
270CBECReadFruitTile
271CBF0ReadFruitTile_OnNonzero
272CBFCSetFruitFlag
273CC10SetFruitFlag_OnZero
274CC11IncrementActorCounter
275CC27IncrementActorCounter_Loop
276CC29IncrementActorCounter_Loop2
277CC32IncrementActorCounter_Loop3
278CC37IncrementActorCounter_Loop4
279CC45IncrementActorCounter_Loop5
280CC47IncrementActorCounter_Loop6
281CC50IncrementActorCounter_Loop7
282CC52ReadActorSlot
283CC66ReadActorSlot_Loop
284CC87ReadActorIndex
285CC8EReadActorByte
286CCB6ReadActorData
287CCBAReadActorData_OnNonnegative
288CCD4ReadActorData_Loop
289CCD5DispatchActorEvent
290CCE2DispatchActorEvent_OnNonnegative
291CCF6DispatchActorEvent_OnNonnegative2
292CCFFDispatchActorEvent_Loop
293CD00SelectActorEntry0
294CD1BSelectActorEntry0_Loop
295CD1FSelectActorEntry0_Loop2
296CD28SelectActorEntry0_Loop3
297CD2ASelectActorEntry0_Loop4
298CD30InitRoundData
299CD4AInitRoundData_Loop
300CD5DInitRoundData_Loop2
301CD5FInitRoundData_Loop3
302CD60InitRoundData2
303CD6FInitRoundData2_Loop
304CD77InitRoundData3
305CD90ReadActorCount
306CDABReadActorLimit
307CDB4InitRoundState
308CDBDInitRoundState_Loop
309CDCCDispatchActorUpdate
310CE03DispatchActorUpdate_OnZero
311CE04ReadActorIndex2
312CE0BReadActorIndex2_Loop
313CE20ReadActorIndex2_Loop2
314CE3BWriteActorOam
315CE3FWriteActorOam_OnNonzero
316CE48WriteActorOam_OnZero
317CE4BSpawnTarget
318CE64ReadTargetList
319CEABReadTargetList_Loop
320CEAFNextTargetEntry
321CEB0ScanTargetList
322CEC1ScanTargetList_Loop
323CECEScanTargetList_Loop2
324CED3ScanTargetList_Loop3
325CEFEReadActorLimit2
326CF06SetTilePointer
327CF38InvertSoundParam
328CF3EReadZapper
329CF49ReadZapper_OnZero
330CF4DReadZapper_OnNonzero
331CF4EReadZapper_Loop
332CF5EReadZapper_Loop2
333CF6CReadTargetCount
334CF72ReadTargetCount_OnZero
335CF73ReadTargetCount_Loop
336CF90ReadTargetCount_Loop2
337CFAEReadShotOam
338CFBAReadShotOam_Loop
339CFBBReadShotOam_Loop2
340CFC0ReadShotOam_Loop3
341CFC3ReadShotOam_OnNonzero
342CFD1ReadShotOam_Loop4
343CFE4ReadShotOam_Loop5
344CFEEReadShotList
345CFF4ReadShotList_OnZero
346CFFEReadShotList_Loop
347D000ReadShotList_Loop2
348D010ReadShotList_Loop3
349D013ReadShotList_OnNonzero
350D026ReadShotList_OnNonzero2
351D02FReadShotState
352D032ReadShotState_OnZero
353D039ReadShotState_Loop
354D044ReadShotState_Loop2
355D04CReadShotState_Loop3
356D04FReadShotIndex
357D059ReadShotIndex_Loop
358D061ReadShotIndex_OnZero
359D06CReadShotIndex_Loop2
360D07DReadShotCounter
361D087ReadShotTile
362D0A4ReadScriptByte
363D0ABReadScriptByte_Loop
364D0CFDispatchTargetType
365D0F2DispatchTargetType_Loop
366D0F5DispatchTargetType_Loop2
367D0F6DispatchTargetType_Loop3
368D10CDispatchTargetType_Loop4
369D124SetActorPointer
370D133ReadActorTileData
371D14EReadActorFrame
372D154ReadActorFrame_OnZero
373D160ReadActorFrame_Loop
374D183ReadActorFrame_Loop2
375D184SetupRoundScreen
376D1A1SetupRoundScreen_OnNonnegative
377D1D4SetupRoundScreen_Loop
378D1D6SetupRoundScreen_Loop2
379D214SetupRoundScreen_OnNonnegative2
380D22CSetupRoundScreen_Loop3
381D22ESetupRoundScreen_Loop4
382D22FDispatchActorCommand
383D260ClearFrameFlags
384D267SyncSubState
385D26FSyncSubState_Loop
386D270SetActorDirection
387D279ReadActorList
388D27CReadActorList_OnNonzero
389D283WriteActorOam2
390D287ClearActorState
391D289ClearActorState_Loop
392D28BClearActorState_OnNonzero
393D291SetSoundFlagBit01
394D295SetSoundFlagBit02
395D299SetSoundFlagBit04
396D29DSetSoundFlagBit08
397D2A1SetSoundFlagBit10
398D2A5SetSoundFlagBit20
399D2A9SetSoundFlagBit40
400D2ADSetSoundFlagBit80
401D2AFSetSoundFlagBit80_Loop
402D2B4SetSoundFlag2Bit01
403D2B8SetSoundFlag2Bit02
404D2BCSetSoundFlag2Bit04
405D2C0SetSoundFlag2Bit08
406D2C4SetSoundFlag2Bit10
407D2C8SetSoundFlag2Bit20
408D2CCSetSoundFlag2Bit40
409D2D0SetSoundFlag2Bit80
410D2D2SetSoundFlag2Bit80_Loop
411D2D4SetSoundFlag2Bit80_OnZero
412D2D7SetSoundFlag3Bit01
413D2DBRedrawTargetsSetSoundFlag3Bit02
414D2E2SetSoundFlag3Bit04
415D2E6SetSoundFlag3Bit08
416D2EASetSoundFlag3Bit40
417D2EESetSoundFlag3Bit80
418D2F0SetSoundFlag3Bit80_Loop
419D2F2SetSoundFlag3Bit80_OnZero
420D2F9ClearSoundFlag2
421D2FDRedrawTargets
422D35FReadZapperAndStartRound
423D36CInitActorRound
424D382InitActorRound_Loop
425D394InitActorRound_Loop2
426D3ACInitActorRound_Loop3
427D3B2InitActorRound_Loop4
428D3B5CheckTargetActive
429D3BFCheckTargetActive_OnNonnegative
430D3D0CheckTargetActive_Loop
431D3D1ReadActorSlotIndex
432D3FAReadActorSlotIndex_Loop
433D407ReadActorSlotIndex_Loop2
434D408AttractModeFrame
435D417AttractModeFrame_Loop
436D433AttractModeFrame_Loop2
437D436AttractModeFrame_Loop3
438D43DSoundEffectTrigger
439D455SoundEffectTrigger_Loop
440D45ESoundEffectTrigger_Loop2
441D45FReadActorEvent
442D476ReadActorEvent_OnNonnegative
443D496ReadActorEvent_Loop
444D499ReadActorEvent_Loop2
445D49BReadActorEvent_OnNonnegative2
446D4B0UpdateActorAttract
447D4C1UpdateActorAttract_Loop
448D4E4UpdateActorAttract_Loop2
449D4E7ReadActorBit0Inverted
450D4F1SpawnNextTarget
451D505SpawnNextTarget_OnNonzero
452D50CSpawnNextTarget_Loop
453D520ReadActorCounter2
454D532ReadActorCounter2_Loop
455D538UpdateTargetNegative
456D54BUpdateTargetNegative_Loop
457D559UpdateTargetNegative_Loop2
458D55BUpdateTargetNegative_OnNonzero
459D57BUpdateTargetPositive
460D585UpdateTargetPositive_Loop
461D595ClearActorBuffer
462D59EClearActorBuffer_Loop
463D5A1UpdateTargetSideways
464D5C1UpdateTargetSideways_Loop
465D5DFUpdateTargetSideways_Loop2
466D5F4UpdateTargetSideways_Loop3
467D5F8UpdateTargetSideways_Loop4
468D5FAUpdateTargetSideways_Loop5
469D5FDReadSoundParam3
470D605ReadSoundParam3_Loop
471D606ReadSoundParam4
472D609ReadSoundParam5
473D60BReadSoundParam5_OnNonnegative
474D623ReadSoundParam5_OnNonnegative2
475D630AdvanceTargetState
476D63ESetTargetSlot5
477D640SetTargetSlot5_OnNonnegative
478D656WriteHudValue
479D661UpdateTargetCounter
480D674UpdateTargetCounter_Loop
481D69BSetActorPosition2
482D6BASetActorPosition2_Loop
483D6CDSetActorPosition2_Loop2
484D6D9SetActorPosition2_Loop3
485D6EASetActorPosition2_Loop4
486D6EBReadActorEvent2
487D6EDReadActorEvent2_OnZero
488D6FAReadActorEvent2_Loop
489D701UpdateTargetCount
490D70FUpdateTargetCount_OnNonzero
491D718UpdateTargetCount_Loop
492D71EUpdateTargetCount_Loop2
493D726SetScrollY20
494D72ASetScrollOffset
495D731SetScrollOffset_Loop
496D73FSetScrollOffset_OnNonzero
497D74CSetActorTileAddress
498D762SetActorTileAddress_Loop
499D770SetActorTileAddress_Loop2
500D774SetActorTileAddress_Loop3
501D783CheckBonusCounter
502D78DCheckBonusCounter_OnNonzero
503D7AACheckBonusCounter_Loop
504D7B1NextTargetEntry2
505D7C0NextTargetEntry2_Loop
506D7C3InitTargetType
507D7CDInitTargetType_OnZero
508D7D8InitTargetType_Loop
509D7DDInitTargetType_Loop2
510D7E0ReadActorRecord
511D7E5ReadActorRecord_OnNonnegative
512D7F0ReadActorRecord_OnNonnegative2
513D7FADrawNextTargetTile
514D820DrawNextTargetTile_Loop
515D82CDrawNextTargetTile_Loop2
516D843DrawNextTargetTile_Loop3
517D844FlipPpuCtrlMirror
518D84BGetTileTablePointer
519D859DrawTargetTileRow
520D86ERedrawActorRow
521D882SetupRoundScene
522D9B3InitActorMovement
523D9C8UpdateActorIfActive
524D9CFUpdateActorIfActive_Loop
525D9D0SetActorSlot2
526D9D2SetActorSlot2_OnNonnegative
527D9DASetActorSlot2_OnNonnegative2
528D9EBSetActorSlot2_Loop
529D9F2SetActorSlot2_OnNonzero
530D9FDSetActorSlot5
531DA01SetActorSlot5_OnNonzero
532DA09SetActorSlot5_Loop
533DA20SetActorSlot5_Loop2
534DA2FSetActorSlot5_Loop3
535DA31SetActorSlot5_Loop4
536DA39SetActorSlot5_Loop5
537DA3ASetActorFieldIndex7
538DA3EReadActorField4
539DA5AReadActorField4_Loop
540DA73ReadActorField4_Loop2
541DA8BReadActorField4_OnCarrySet
542DA97ReadActorField4_Loop3
543DAC0ReadActorField4_Loop4
544DAC1LookupActorTable
545DAD4LookupActorTable_Loop
546DADBGetActorSpeed
547DAEANegateActorValue
548DAF5SearchActorTable
549DB02SearchActorTable_Loop
550DB0BSearchActorTable_Loop2
551DB0CSearchActorTable2
552DB1ASearchActorTable2_Loop
553DB1CScaleActorValue
554DB23ScaleActorSpeed
555DB2DScaleActorSpeed_Loop
556DB38WriteShotOam
557DB43WriteShotOam_OnNonnegative
558DB57WriteShotOam_Loop
559DB58SetActorValue0A
560DB5ASetActorValue0A_OnNonzero
561DB65SetActorValue0A_Loop
562DB76SetActorValue0A_Loop2
563DB85SetActorSpeed
564DB8DSetActorSpeed_OnNonzero
565DB9FSetActorSpeed_OnNonzero2
566DBB6SetActorSpeed_Loop
567DBB7InitActorSpeed
568DBCBInitActorSpeed_OnNonnegative
569DC10SetActorState9
570DC19InitActorPosition
571DC27SetActorStateIndex
572DC2DSetActorStateIndex_OnNonnegative
573DC37SetActorStateIndex_Loop
574DC3ESetActorStateIndex_Loop2
575DC45SelectActorEntry0Alt
576DC56SelectActorEntry0Alt_Loop
577DC66InitRoundData4
578DC83InitRoundData4_Loop
579DC90InitRoundData4_Loop2
580F776SetNoteOffset00
581F77ASetNoteOffset08
582F77ESetNoteOffset0C
583F782SetNoteOffset04
584F784SetNoteOffset04_Loop
585F790SetNoteOffset04_OnNonzero
586F79BGetNoteIndex
587F7E9WriteApuPeriod
588F80FUpdateNoteTimer
589F83AUpdateNoteTimer_Loop
590F843UpdateNoteTimer_Loop2
591F848UpdateNoteTimer_Loop3
592F84AUpdateNoteTimer_Loop4
593F851UpdateNoteTimer_Loop5
594F86CUpdateNoteTimer_Loop6
595F875UpdateNoteTimer_Loop7
596F877UpdateNoteTimer_Loop8
597F87EUpdateNoteTimer_Loop9
598F8A9UpdateNoteTimer_Loop10
599F8B4UpdateNoteTimer_Loop11
600F8BFUpdateNoteTimer_Loop12
601F8C8UpdateNoteTimer_Loop13
602F8CAUpdateNoteTimer_Loop14
603F8D1UpdateNoteTimer_Loop15
604F8FAUpdateNoteTimer_Loop16
605F901UpdateNoteTimer_Loop17
606F902WriteApuNoiseTable
607F91BWriteApuNoiseTable_Loop
608F91CCheckNotePriority
609F92ACheckNotePriority_Loop
610F936CheckNotePriority_Loop2
611F941CheckNotePriority_Loop3
612F944GetVolumeLevel
613F950ResetVolumeIndex
614F952ResetVolumeIndex_OnNonzero
615F963ResetVolumeIndex_Loop
616F964SelectApuChannel4
617F968SelectApuChannel8
618F96CAudioUpdate
619F984AudioInit
620F98DAudioState
621F99AAudioState_OnCarrySet
622F9B2AudioState_OnCarrySet2
623F9D0AudioState_Loop
624F9D1AudioWrite
625F9D7WriteApuEnvelopes
626F9EDWriteApuEnvelopes_OnCarrySet
627F9FFAudioCommand
628FA1AAudioCommand_Loop
629FA32AudioCommand_Loop2
630FA43AudioCommand_OnNonzero
631FA48AudioCommand_Loop3
632FA65AudioCommand_OnNonzero2
633FA7AAudioCommand_OnNonzero3
634FA7DAudioCommand_Loop4
635FA8DAudioCommand_Loop5
636FA90AudioBranch
637FA94AudioBranch_Loop
638FAA3AudioBranch_Loop2
639FAA8AudioBranch_Loop3
640FAD9AudioState2
641FAEFAudioState2_OnNonzero
642FAFCAudioState3
643FB02AudioState3_Loop
644FB13AudioState3_Loop2
645FB21AudioState3_Loop3
646FB25AudioState3_Loop4
647FB2DAudioState3_Loop5
648FB49AudioState3_OnNonzero
649FB4AAudioState3_OnCarrySet
650FB63AudioState3_OnNonzero2
651FB64AudioState3_OnCarrySet2
652FB91AudioState3_OnCarrySet3
653FBAAAudioCommand2
654FBC2AudioCommand2_Loop
655FBD7AudioCommand2_OnNonzero
656FBD8AudioCommand2_Loop2
657FBF2AudioCommand3
658FBFFAudioCommand3_Loop
659FC10AudioCommand3_OnNonzero
660FC11AudioCommand3_Loop2
661FC2FAudioCommand3_OnCarrySet
662FC36AudioCommand3_OnCarrySet2
663FC3CAudioCommand3_OnCarrySet3
664FC42AudioCommand3_OnCarrySet4
665FC48AudioState4
666FC6FAudioState4_Loop
667FC72AudioState4_Loop2
668FC78AudioState4_Loop3
669FC7EAudioState4_Loop4
670FC84AudioState4_Loop5
671FC8AAudioState4_Loop6
672FC90AudioState4_Loop7
673FC96AudioState4_Loop8
674FC9FAudioState4_Loop9
675FCA8AudioState4_Loop10
676FCAFAudioState4_Loop11
677FCB9AudioCommand4
678FFF4AudioUpdateTrampoline
679FFF7AudioInitTrampoline