Files
disasm/NROM/Mario Bros (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

28 KiB

1# Mario Bros (JU) - Pass 2 name map
2#
3# Derived from this dump's own committed split (after the 2026-10-20 Code
4# Data Logger re-classification). Every name below was read out of the code;
5# nothing was carried over from another dump.
6#
7# Format: <CPU address><TAB><name>
8#
9# The map starts from every label the committed split already carried - the
10# partial Pass 2 a previous session did - so the internal branch targets
11# can be attributed to the routine that owns them.
12#
13# Where a routine's role could not be established from the code, the honest
14# address-derived `SubC<addr>` residue form is kept rather than a guess.
15#
16# The internal branch targets are derived from the branch that reaches them
17# by _tools/derive_branch_names.py:
18# beq -> OnZero bne -> OnNonzero
19# bcc -> OnCarryClear bcs -> OnCarrySet
20# bmi -> OnNegative bpl -> OnNonnegative
21# bvc -> OnOverflowClear bvs -> OnOverflowSet
22# a backwards branch (the target is below the branch) -> Loop
23#
24# ---- derived internal branch-target names ----
25C000Reset
26C002WaitVblank1
27C01DClearRamPageLoop
28C02BClearRamPageLoop_Loop
29C04FClearFramePending
30C05DClearFramePending_Loop
31C060ClearFramePending_Loop2
32C06AEndFrame
33C077EndFrame_Loop
34C07DNmiHandler
35C0ACNmiHandler_Loop
36C0B6NmiPhaseDispatch
37C0BFNmiPhaseDispatch_Loop
38C0C2NmiPhaseDispatch_Loop2
39C0F3NmiPhaseDispatch_Loop3
40C12ENmiPhaseDispatch_Loop4
41C130HandleNmiPhase2
42C13EHandleNmiPhase2_Loop
43C149NmiPhaseHandlerA
44C14FNmiPhaseHandlerA_Loop
45C152NmiPhaseHandlerA_Loop2
46C155NmiPhaseHandlerA_Loop3
47C158NmiPhaseHandlerA_Loop4
48C15BNmiPhaseHandlerA_Loop5
49C15ENmiPhaseHandlerA_Loop6
50C161NmiPhaseHandlerA_Loop7
51C164NmiPhaseHandlerA_Loop8
52C189NmiPhaseHandlerA_Loop9
53C193NmiPhaseHandlerA_Loop10
54C196HandleNmiPhase3
55C19FHandleNmiPhase3_OnNonzero
56C1C3HandleNmiPhase4
57C1CEHandleNmiPhase4_Loop
58C1ECSetMarioSpriteAttrs
59C1FDAdvanceFrameCounter
60C212AdvanceFrameCounter_Loop
61C221AdvanceFrameCounter_Loop2
62C22DHandleNmiPhase5
63C236HandleNmiPhase5_OnCarrySet
64C23CHandleNmiPhase5_Loop
65C24BHandleNmiPhase5_Loop2
66C26EHandleNmiPhase5_Loop3
67C27BHandleNmiPhase5_OnNonzero
68C282HandleNmiPhase5_Loop4
69C286HandleNmiPhase5_Loop5
70C2A7HandleNmiPhase5_Loop6
71C2ADHandleNmiPhase6
72C2B6HandleNmiPhase6_OnCarryClear
73C2BCHandleNmiPhase6_Loop
74C2CBHandleNmiPhase6_Loop2
75C2F3HandleNmiPhase6_Loop3
76C2FFHandleNmiPhase6_OnNonzero
77C304HandleNmiPhase6_Loop4
78C308HandleNmiPhase6_Loop5
79C32EHandleNmiPhase6_Loop6
80C334SetMarioSpriteFlip
81C35ASetMarioSpriteFlip_Loop
82C35BHandleNmiPhase7
83C369HandleNmiPhase7_OnZero
84C376HandleNmiPhase7_Loop
85C37AHandleNmiPhase7_Loop2
86C37DHandleNmiPhase8
87C38BHandleNmiPhase8_OnZero
88C399HandleNmiPhase8_Loop
89C39DHandleNmiPhase8_Loop2
90C3A0CheckFrameStarted
91C3A8InitFrameState
92C3B9InitFrameState_Loop
93C3C1InitFrameState_Loop2
94C3C2CheckState97_02
95C3D5CheckState97_02_Loop
96C3DCCheckState97_02_Loop2
97C3E3SwapMarioState
98C3F5HideOamPair
99C402SetMarioDirection
100C41FGetScrollPosition
101C429GetScrollDelta
102C430SubScrollDelta
103C43CSubScrollDelta_Loop
104C440SubScrollDelta_Loop2
105C443SubScrollDelta_Loop3
106C446SetVramPointer
107C44ASetVramPointer2
108C456SetVramPointer2_OnNonzero
109C46ESetVramPointer2_Loop
110C494SetVramPointer2_Loop2
111C4AESetVramPointer2_Loop3
112C4B8UpdateGameplay
113C4D7UpdateGameplay_Loop
114C4D9UpdateGameplay_OnNonnegative
115C4F9UpdateGameplay_Loop2
116C501UpdateGameplay_Loop3
117C507UpdateGameplay_Loop4
118C50BUpdateGameplay_Loop5
119C528UpdateGameplay_Loop6
120C543UpdateGameplay_Loop7
121C55CUpdateGameplay_Loop8
122C561UpdateGameplay_Loop9
123C568UpdateGameplay_Loop10
124C570StartEnemyAction
125C574StartEnemyAction_Loop
126C57EStartEnemyAction_Loop2
127C58EStartEnemyAction_Loop3
128C5A3JsrThunkTable
129C5DBInitEnemyScript
130C5F8InitEnemyScript_OnNonzero
131C605InitEnemyScript_Loop
132C629InitEnemyScript_Loop2
133C62CInitEnemyScript_Loop3
134C636InitEnemyScript_Loop4
135C63FInitEnemyScript_Loop5
136C647InitEnemyScript_Loop6
137C657RunEnemyScript
138C65DRunEnemyScriptEnd
139C66AClearEnemyPosition
140C66FClearEnemyPosition_Loop
141C686MoveEnemyDown
142C697MoveEnemyDown_Loop
143C6BCMoveEnemyDown_Loop2
144C6BFCheckEnemyCollision
145C6C9CheckEnemyCollision_Loop
146C6CDCheckEnemyCollision_Loop2
147C6E0CheckEnemyCollision_Loop3
148C6E9CheckEnemyCollision_Loop4
149C6FCCheckEnemyCollision_Loop5
150C708ResolveEnemyCollision
151C727ResolveEnemyCollision_Loop
152C73BResolveEnemyCollision_Loop2
153C744ResolveEnemyCollision_Loop3
154C747UpdateEnemyScript
155C758UpdateEnemyScript_Loop
156C75ARunEnemyScriptB
157C75DRunEnemyScriptC
158C770RunEnemyScriptC_OnZero
159C775RunEnemyScriptC_Loop
160C781RunEnemyScriptC_Loop2
161C782RunEnemyScriptC_Loop3
162C785CheckEnemyType30
163C792CheckEnemyType30_Loop
164C797CheckEnemyType30_Loop2
165C7B3CheckEnemyType30_Loop3
166C7B7CheckEnemyType30_Loop4
167C7C7CheckEnemyType30_Loop5
168C7CACheckEnemyType30_Loop6
169C7CDDispatchEnemyBehaviour
170C7DADispatchEnemyBehaviour_Loop
171C7DEDispatchEnemyBehaviour_Loop2
172C7EADispatchEnemyBehaviour_Loop3
173C7F3DispatchEnemyBehaviour_Loop4
174C7F9DispatchEnemyBehaviour_Loop5
175C824DispatchEnemyBehaviour_Loop6
176C853DispatchEnemyBehaviour_Loop7
177C86CDispatchEnemyBehaviour_Loop8
178C86FDispatchEnemyBehaviour_Loop9
179C881DispatchEnemyBehaviour_Loop10
180C883DispatchEnemyBehaviour_Loop11
181C884ClearEnemyFlag
182C891ClearEnemyFlag_Loop
183C895ClearEnemyFlag_OnZero
184C8A4ClearEnemyFlag_Loop2
185C8ADClearEnemyFlag_Loop3
186C8B5SetEnemyStateFromScroll
187C8B7SetEnemyState
188C8C7SetEnemyState_Loop
189C8CFSetEnemyState_Loop2
190C8D1DispatchEnemyBehaviourB
191C8D7HandleEnemyBehaviour
192C8DEHandleEnemyBehaviour_Loop
193C8E4HandleEnemyBehaviour_Loop2
194C8F1HandleEnemyBehaviour_Loop3
195C8F4DispatchEnemyBehaviourC
196C90ADispatchEnemyBehaviourC_Loop
197C916DispatchEnemyBehaviourC_Loop2
198C917DispatchEnemyBehaviourC_Loop3
199C91CDispatchEnemyBehaviourC_Loop4
200C91DDispatchEnemyBehaviourC_Loop5
201C92CDispatchEnemyBehaviourC_Loop6
202C936DispatchEnemyBehaviourC_Loop7
203C939DispatchEnemyBehaviourC_Loop8
204C93ACheckEnemyScriptCommand
205C954CheckEnemyScriptCommand_Loop
206C959CheckEnemyScriptCommand_Loop2
207C96FCheckEnemyScriptCommand_Loop3
208C973CheckEnemyScriptCommand_Loop4
209C97DHandleEnemyCommand30
210C98EHandleEnemyCommand30_Loop
211C992SetEnemyScrollTarget
212C99ESetEnemyScrollTarget_Loop
213C9A1ReadEnemyTileIndex
214C9BDReadEnemyTileIndex_Loop
215C9CBClearEnemyTileFlags
216C9D1ClearEnemyTileFlags_OnZero
217C9D2ClearEnemyTileFlags_Loop
218C9DBAdvanceEnemyTileIndex
219C9DDAddEnemyTileIndex
220C9E6DispatchEnemyBehaviourD
221C9F1DispatchEnemyBehaviourD_Loop
222C9F8DispatchEnemyBehaviourD_Loop2
223C9FEDispatchEnemyBehaviourE
224CA0CDispatchEnemyBehaviourE_Loop
225CA15DispatchEnemyBehaviourE_Loop2
226CA18DispatchEnemyBehaviourE_Loop3
227CA1BInitVramAddress
228CA20SetVramAddress2400
229CA22SetVramAddress2400B
230CA2BSetVramAddressF400
231CA35SetVramAddressF400_OnNonzero
232CA3BDrawTileRow
233CA5EDrawTileRow_Loop
234CA65DrawTileRow_OnZero
235CA66DrawTileRow2
236CA73DrawTileRow2_Loop
237CA77DrawTileRow2_Loop2
238CA7DComputeTileOffset
239CAA4CheckRangeReturn012
240CAB3CheckRangeReturn012_Loop
241CAB6CheckRangeReturn012_Loop2
242CAB9DispatchTableF393
243CACCAdvanceScriptCounter
244CADEAdvanceScriptCounter_Loop
245CAEBCheckZpB3Return
246CAF2CheckZpB3Return_Loop
247CAF7UpdateEnemyScroll
248CB08UpdateEnemyScroll_Loop
249CB18UpdateEnemyScroll_OnNonzero
250CB29UpdateEnemyScroll_Loop2
251CB38UpdateEnemyScroll_OnCarrySet
252CB40UpdateEnemyScroll_Loop3
253CB48CopyOamRow
254CB4FCopyOamRow_Loop
255CB50CopyOamBytes
256CB58UpdateOamShadow
257CB65UpdateOamShadow_Loop
258CB6AUpdateOamShadow_OnNonzero
259CB84UpdateOamShadow_Loop2
260CB85SetupScriptPointer
261CB9BSetupScriptPointerA
262CB9ESetupScriptPointerA_OnNonzero
263CBAEAdvanceScriptPointer
264CBB6SetupScriptPointerB
265CBB9SetupScriptPointerB_OnNonzero
266CBC3SetupScriptPointerB_OnZero
267CBC4SetScriptTableBase
268CBDDSetScriptTableBase_OnNonzero
269CBE4SetScriptTableBase_Loop
270CBE9SetScriptTableBase_Loop2
271CC0DSetScriptTableBase_Loop3
272CC13SetScriptTableBase_Loop4
273CC1DSetScriptTableBase_Loop5
274CC22ReadScriptRecord
275CC29DispatchScriptCommand
276CC3FCheckEnemyTileRange
277CC4CCheckEnemyTileRange_Loop
278CC54CheckEnemyTileRange_Loop2
279CC5FCheckEnemyTileRange_Loop3
280CC73AddEnemyTileOffset
281CC84AddEnemyTileOffset_Loop
282CC8FAddEnemyTileOffset_Loop2
283CCA0PushTablePointerDispatch
284CCC2PushTablePointerDispatch_Loop
285CCC5ReadControllerPort
286CCD3ReadControllerBits
287CCD5ReadControllerBits_OnNonzero
288CCFEReadControllerBits_Loop
289CCFFDrawHudRow
290CD1BDrawHudRow_OnNonzero
291CD2ADrawHudRow_OnNonzero2
292CD34DrawHudRow_Loop
293CD42DrawHudRow_Loop2
294CD43UpdatePpuCtrl
295CD52UpdatePpuCtrl_OnNonzero
296CD68UpdatePpuCtrl_OnNonzero2
297CD81UpdatePpuCtrl_OnNonzero3
298CD88DecFrameCounter
299CD94DecFrameCounter_OnNonnegative
300CD9ADecFrameCounter_Loop
301CD9EDispatchViaStackPointer
302CDB4AdvanceDispatchPointer
303CDC4AdvanceDispatchPointer_OnNonzero
304CDDAAdvanceDispatchPointer_Loop
305CDE6AdvanceDispatchPointer_Loop2
306CDE9AdvanceDispatchPointer_OnNonzero2
307CDECAdvanceDispatchPointer_Loop3
308CE00WriteVramList
309CE09SetScroll
310CE16CopyBlockToVram
311CE18CopyByteBlock
312CE23CopyByteBlock_OnNonzero
313CE2CReturnOne
314CE43ReturnOne_OnNonzero
315CE5AReturnOne_OnNonzero2
316CE84NextIndex
317CE86ClampTileIndex
318CE94ClampTileIndex_Loop
319CE95CheckMarioFacing
320CE9CLoadEnemyTileIndex
321CEA3LoadYFromZpB4
322CEB1LoadYFromZpB4_Loop
323CEBAResetActorState
324CEC3InitEnemyScriptBlock
325CED9InitEnemyScriptBlock_OnNonzero
326CEEFInitEnemyScriptBlock_Loop
327CF04InitEnemyScriptBlock_Loop2
328CF12InitEnemyScriptBlock_OnNonzero2
329CF19InitEnemyScriptBlock_Loop3
330CF25InitEnemyScriptBlock_OnNonzero3
331CF2CInitEnemyScriptBlock_Loop4
332CF3BInitEnemyScriptBlock_Loop5
333CF48InitEnemyScriptBlock_Loop6
334CF53InitEnemyScriptBlock_Loop7
335CF5BInitEnemyScriptBlock_Loop8
336CF67CheckEnemySpawnFree
337CF83CheckEnemySpawnFree_Loop
338CF88CheckEnemySpawnFree_Loop2
339CF89CheckEnemySpawnFree_Loop3
340CF8BCheckEnemySpawnFree_OnCarryClear
341CF9ECheckEnemySpawnFree_OnZero
342CFA7CheckEnemySpawnFree_Loop4
343CFA8CheckEnemySpawnFree_Loop5
344CFB6CheckEnemySpawnFree_Loop6
345CFC4CheckEnemySpawnFree_Loop7
346CFC6CheckEnemySpawnFree_Loop8
347CFCAComputeSpriteOffset
348D019CheckEnemyTileRangeB
349D02CCheckEnemyTileRangeB_Loop
350D02FDrawScoreDigit
351D03FNextScoreDigit
352D083NextScoreDigit_OnNonzero
353D0A2NextScoreDigit_Loop
354D0B3NextScoreDigit_Loop2
355D0B4ComputeSpriteOffsetB
356D0C1ComputeSpriteOffsetB_OnZero
357D0E4ComputeSpriteOffsetB_Loop
358D0E8ComputeSpriteOffsetB_Loop2
359D116ComputeSpriteOffsetB_Loop3
360D11CComputeSpriteOffsetB_Loop4
361D138ComputeSpriteOffsetB_Loop5
362D139AddDecimalDigit
363D144AddDecimalDigit_Loop
364D151AddDecimalDigit_OnCarrySet
365D155AddDecimalDigit_Loop2
366D15AAdjustDecimalColumns
367D16DAdjustDecimalColumns_Loop
368D179AdjustDecimalColumns_Loop2
369D17CSplitDecimalByte
370D18BSetVramColumn
371D1A0SetVramColumn_OnNonnegative
372D1A9SetVramColumn_OnZero
373D1CFSetVramColumn_OnNonzero
374D1D4SetVramColumn_OnCarryClear
375D1E9SetVramColumn_Loop
376D1F5SetVramColumn_Loop2
377D1F6SetVramColumn_Loop3
378D1FASetVramColumn_Loop4
379D1FFSetVramColumn_Loop5
380D202SelectEnemyFrame
381D20FSelectEnemyFrame_Loop
382D217SelectEnemyFrame_Loop2
383D218SelectEnemyFrame_Loop3
384D251SelectEnemyFrame_Loop4
385D257SelectEnemyFrame_Loop5
386D25BSelectEnemyFrame_Loop6
387D25FSelectEnemyFrame_Loop7
388D26ASelectEnemyFrame_OnNonzero
389D277SelectEnemyFrame_Loop8
390D27FReadActorPointerTable
391D297ReadActorPointerTable_Loop
392D2C7ReadActorPointerTable_Loop2
393D2D0ReadActorPointerTable_Loop3
394D2DFCheckEnemyActive
395D2E4CheckEnemyActive_Loop
396D2E9CheckEnemyActive_Loop2
397D301CheckMarioAlive
398D306CheckMarioAlive_Loop
399D30BCheckMarioAlive_Loop2
400D31FCheckMarioAlive_Loop3
401D328TestRamFlagPair0500
402D33ATestRamFlagPair0500_Loop
403D34AResetRoundState
404D36DResetRoundState_Loop
405D37DSetEnemySpawnParams
406D381SetEnemySpawnParams_Loop
407D38FSetEnemySpawnParams_OnNonnegative
408D39FSetEnemySpawnParams_Loop2
409D3A7SetEnemySpawnParams_OnNonzero
410D3C6SetEnemySpawnParams_OnNonnegative2
411D3EASetEnemySpawnParams_OnNonzero2
412D3EDSetEnemySpawnParams_Loop3
413D3F5SetEnemySpawnParams_Loop4
414D3F9UpdateOamSprites
415D40BSetHudVramAddress
416D440SetHudVramAddress_Loop
417D444SetHudVramAddress_Loop2
418D450SetHudVramAddress_Loop3
419D451DispatchGameState
420D459DispatchGameState_Loop
421D46FDispatchGameState_Loop2
422D471DispatchGameState_OnNonnegative
423D47ADispatchGameState_Loop3
424D47CReturnWithoutAction
425D47DSetActorFlagOn4B
426D48DSetActorFlagOn4B_Loop
427D48ESetActorFlagOn4B_Loop2
428D4FEClearActorCounters
429D502ClearActorCounters_OnNonnegative
430D508SetHudVramPointer
431D518SetHudVramPointer_OnNonzero
432D51CSetHudVramPointer_OnNonzero2
433D53ASetHudVramPointer_Loop
434D54ASetHudVramPointer_Loop2
435D54FSetHudVramPointer_Loop3
436D568SetHudVramPointer_OnNonnegative
437D56ECheckScriptCommand
438D588CheckScriptCommand_Loop
439D58BCheckScriptCommand_Loop2
440D58CWriteVramAtF4F5
441D593ComputeActorTableOffset
442D5BEWriteVramAtF660
443D5D5WriteVramAt
444D5DCResetOamShadow
445D5E1ResetOamShadow_OnZero
446D5E5ReturnFromActorUpdate
447D5E6InitEnemySprites
448D5ECInitEnemySpritesB
449D5F0InitEnemySpritesB_Loop
450D5FBInitEnemySpritesB_OnNonzero
451D5FEInitEnemySpritesB_OnNonzero2
452D609InitEnemySpritesB_Loop2
453D60AInitEnemySpritesB_Loop3
454D60FCopyHudPalette
455D611CopyHudPalette_OnNonzero
456D61DDrawHud
457D634DrawHud_Loop
458D63CDrawHud_OnNonnegative
459D672AdvanceHudCounter
460D67EAdvanceHudCounter_Loop
461D67FClearSpriteBlock
462D68FClearSpriteBlock_Loop
463D69ARunScriptBlockF3BA
464D6BACheckEnemyType
465D6E6CheckEnemyType_Loop
466D6F1CheckEnemyType_Loop2
467D6FACheckEnemyType_Loop3
468D701CheckEnemyType_Loop4
469D708CheckEnemyType_Loop5
470D70FCheckEnemyType_OnNonzero
471D710CheckEnemyType_Loop6
472D73CCheckEnemySubType
473D744CheckEnemySubType_Loop
474D753CheckEnemySubType_Loop2
475D767CheckEnemySubType_Loop3
476D77FCheckEnemySubType_Loop4
477D785CheckEnemySubType_Loop5
478D789SpawnEnemySprites
479D792SpawnEnemySprites_Loop
480D797SpawnEnemySprites_Loop2
481D79DSetEnemySpriteFlags
482D7AAReadEnemyPointer
483D7C1ReadEnemyPointer_Loop
484D7C2HandleEnemySubType
485D7CEHandleEnemySubType_Loop
486D7E0HandleEnemySubType_OnZero
487D7E4HandleEnemySubType_Loop2
488D7FEHandleEnemySubType_Loop3
489D80EHandleEnemyCommand
490D829HandleEnemyCommand_Loop
491D831HandleEnemyCommand_Loop2
492D84FHandleEnemyCommand_Loop3
493D851CheckEnemyCommandA
494D855HandleEnemyCommandB
495D861HandleEnemyCommandB_Loop
496D871HandleEnemyCommandB_Loop2
497D877SpawnEnemy
498D885HandleEnemyCommandC
499D89DHandleEnemyCommandC_Loop
500D89EHandleEnemyCommandC_Loop2
501D8AFHandleEnemyCommandC_Loop3
502D8C0HandleEnemyCommandC_Loop4
503D8C1HandleEnemyCommandC_Loop5
504D8E5HandleEnemyCommandC_Loop6
505D8F1HandleEnemyCommandC_Loop7
506D904ResetEnemyList
507D90DCheckBF_LowNibble
508D91ACheckBF_LowNibble_Loop
509D927CheckBF_LowNibble_OnZero
510D928CheckBF_LowNibble_Loop2
511D932CheckBF_LowNibble_OnNonzero
512D93CSetMarioDirectionB
513D949SetMarioDirectionB_OnNonzero
514D95FSetMarioDirectionB_Loop
515D961SetMarioDirectionB_Loop2
516D965SetMarioDirectionB_Loop3
517D968SetMarioDirectionB_Loop4
518D979ReadEnemyScriptValue
519D988ReadEnemyScriptValue_Loop
520D990ComputeScoreOffset
521D99DComputeScoreOffset_OnZero
522D99FComputeScoreOffset_OnNonzero
523D9ADComputeScoreOffset_Loop
524D9B6FindFreeEnemySlot
525D9B7FindFreeActorSlot
526D9C5FindFreeEnemySlotBack
527D9C9FindFreeActorSlotBack
528D9D4FindFreeActorSlotBack_Loop
529D9E0ReadEnemyPointerB
530D9EASelectEnemyDirection
531D9F3SelectEnemyDirection_Loop
532D9FECheckEnemySpawn
533DA09CheckEnemySpawn_Loop
534DA1ECheckEnemySpawn_Loop2
535DA1FCheckEnemySpawn_Loop3
536DA24CheckEnemySpawn_Loop4
537DA32CheckEnemySpawn_Loop5
538DA3BCheckEnemySpawn_OnCarryClear
539DA3CCheckEnemySpawn_Loop6
540DA40CheckEnemySpawn_Loop7
541DA46CheckEnemySpawn_Loop8
542DA61CheckEnemySpawn_Loop9
543DA6ACheckEnemySpawn_OnCarrySet
544DA6DCheckEnemySpawn_Loop10
545DA75CheckEnemySpawn_Loop11
546DA7EUpdateEnemySprite
547DAA5UpdateEnemySprite_Loop
548DABAUpdateEnemySprite_Loop2
549DAC0UpdateEnemySprite_Loop3
550DAC1UpdateEnemySprite_Loop4
551DAE3UpdateEnemySprite_Loop5
552DAFCUpdateEnemySprite_Loop6
553DB18UpdateEnemySprite_Loop7
554DB19UpdateEnemySprite_Loop8
555DB1EAdvanceEnemySpeed
556DB2BAdvanceEnemySpeed_Loop
557DB2DDecEnemyTimer
558DB33DecEnemyTimer_OnZero
559DB34SelectActorSprite
560DB4ASelectActorSprite_Loop
561DB53DecEnemyScriptCounter
562DB6ADecEnemyScriptCounter_Loop
563DB6BDecEnemyScriptCounter_Loop2
564DB73DecEnemyScriptCounter_Loop3
565DBACDecEnemyScriptCounter_Loop4
566DBC6DecEnemyScriptCounter_Loop5
567DBE2DecEnemyScriptCounter_Loop6
568DBFEDecEnemyScriptCounter_Loop7
569DBFFCheckEnemySpawnBlocked
570DC1FCheckEnemySpawnBlocked_Loop
571DC38FlipEnemySprite
572DC3BFlipEnemySprite_Loop
573DC44FlipEnemySprite_Loop2
574DC4EFlipEnemySprite_Loop3
575DC50FlipEnemySprite_OnZero
576DC55FlipEnemySprite_Loop4
577DC6EFlipEnemySprite_Loop5
578DC75SetEnemyVramPointer
579DC86SetEnemyVramPointer_Loop
580DC91SetEnemyVramPointer_OnNonzero
581DC92SetEnemyVramPointer_Loop2
582DCB9SetEnemyVramPointer_Loop3
583DCBCSetEnemyVramPointer_Loop4
584DCBFSetEnemyVramPointer_Loop5
585DCC2SetEnemyVramPointer_Loop6
586DCCEResetEnemyListB
587DCDCResetEnemyListB_Loop
588DCE5ResetEnemyListB_Loop2
589DCEAInitEnemySpawn
590DD11InitEnemySpawn_Loop
591DD2CInitEnemySpawn_Loop2
592DD3CInitEnemySpawn_Loop3
593DD40InitEnemySpawn_Loop4
594DD5EInitEnemySpawn_Loop5
595DD65InitEnemySpawn_Loop6
596DD67InitEnemySpawn_Loop7
597DD7FInitEnemySpawn_Loop8
598DD89InitEnemySpawn_Loop9
599DD9AInitEnemySpawn_Loop10
600DDB6SetEnemyActiveFlag
601DDC7CheckEnemySlotUsed
602DDE0CheckEnemyState
603DDFBCheckEnemyState_Loop
604DE02CheckEnemyState_OnNonzero
605DE04CheckEnemyState_Loop2
606DE05CheckEnemyState_Loop3
607DE0EStartActorAction
608DE2CStartActorAction_Loop
609DE2EStartActorAction_Loop2
610DE2FLoadEnemyTileIndexB
611DE3BLoadEnemyTileIndexB_Loop
612DE4ELoadEnemyTileIndexB_Loop2
613DE57LoadEnemyTileIndexB_Loop3
614DE5ELoadEnemyTileIndexB_OnNonzero
615DE78LoadEnemyTileIndexB_Loop4
616DE83InitZerosIfZp30Zero
617DE9AInitZerosIfZp30Zero_Loop
618DEA3InitEnemySpriteTable
619DEA5InitEnemySpriteTable_OnNonnegative
620DEAEInitEnemySpriteTable_Loop
621DEAFCheckEnemyCollisionB
622DEBACheckEnemyCollisionB_Loop
623DEC3CheckEnemyCollisionB_Loop2
624DEDACheckEnemyCollisionB_Loop3
625DEDFCheckEnemyCollisionB_Loop4
626DEE0CheckEnemyCollisionB_Loop5
627DEECCheckEnemyScroll
628DEFECheckEnemyScroll_OnNonzero
629DF07CheckEnemyScroll_Loop
630DF11CheckEnemyScroll_OnNonzero2
631DF24CheckEnemyScroll_Loop2
632DF37CheckEnemyScroll_Loop3
633DF50CheckEnemyScroll_Loop4
634DF59CheckEnemyScroll_Loop5
635DF5BCheckEnemyScroll_OnNonzero3
636DF60CheckEnemyScroll_Loop6
637DF6CCheckEnemyScroll_Loop7
638DF72CheckEnemyScroll_Loop8
639DF75CheckEnemyScroll_OnZero
640DF86CheckEnemyScroll_OnNonzero4
641DF87CheckEnemyScroll_Loop9
642DF9DInitEnemyPalette
643DF9FInitEnemyPalette_OnNonzero
644DFA1InitEnemyPalette_OnNonnegative
645DFACInitEnemyPaletteB
646DFB0ClearEnemySprites
647DFB9ClearEnemySprites_Loop
648DFBAAdvanceEnemyFrameCounter
649DFBDAdvanceSpriteCounter
650DFC4InitSpritesOffscreen
651DFC8InitSpritesOffscreen_OnNonzero
652DFD3CheckSpriteFlip
653DFEECheckSpriteFlip_Loop
654DFF5CheckSpriteFlip_Loop2
655DFF7CheckSpriteFlip_OnNonzero
656DFF8CheckEnemyVisible
657E00FCheckEnemyVisible_Loop
658E023CheckEnemyVisible_Loop2
659E03CCheckEnemyVisible_Loop3
660E044CheckEnemyVisible_OnNonzero
661E049CheckEnemyVisible_Loop4
662E051CheckEnemyVisible_Loop5
663E058CheckEnemyVisible_Loop6
664E06DCheckEnemyVisible_Loop7
665E077CheckEnemyVisible_Loop8
666E0B8WriteVramAt0300
667E129SetActorStateReturn
668E131SetActorStateReturn_Loop
669E132DisableBackgroundAndSprites
670E13DEnableBackgroundAndSprites
671E170EnableBackgroundAndSprites_Loop
672E188EnableBackgroundAndSprites_Loop2
673E190EnableBackgroundAndSprites_Loop3
674E1A7EnableBackgroundAndSprites_Loop4
675E1C4EnableBackgroundAndSprites_Loop5
676E1CECheckEnemyScriptFlag
677E1E4CheckEnemyScriptFlag_Loop
678E1EACheckEnemyScriptFlag_Loop2
679E1ECSetActorState9
680E1F4SetActorStateAndReturn
681E1F6SetActorStateAndReturn_Loop
682E1F7CheckStageComplete
683E20ACheckStageComplete_OnNonzero
684E20FCheckStageComplete_Loop
685E219CheckStageComplete_Loop2
686E21ARunScriptBlock
687E239RunScriptBlock_Loop
688E24EAdvanceEnemyTimer
689E258AdvanceEnemyTimer_OnZero
690E25EAdvanceEnemyTimer_OnZero2
691E25FAdvanceEnemyTimer_Loop
692E26DAdvanceEnemyTimerB
693E299AdvanceEnemyTimerB_Loop
694E29ASetEnemyScriptFlag
695E2AASetEnemyScriptFlag_Loop
696E2ABCheckStageStarted
697E2B1CheckStageStarted_Loop
698E2CFCheckStageStarted_OnNonzero
699E2D1CheckStageStarted_OnNonzero2
700E2E4CheckStageStarted_Loop2
701E2EDCheckStageStarted_Loop3
702E2F6CheckStageStarted_Loop4
703E2FDWriteScriptByte
704E329WriteScriptByte_Loop
705E333InitStage
706E34EInitStage_Loop
707E358InitStage_Loop2
708E35CInitStage_Loop3
709E36CInitStage_Loop4
710E374InitStage_Loop5
711E3AEInitStage_Loop6
712E3BBInitStage_Loop7
713E3C7InitStage_OnNonzero
714E3DDRunStageScript
715E3E0RunStageScript_OnNonzero
716E3E3RunStageScriptB
717E3F2RunStageScriptB_Loop
718E3F3RunStageScriptB_Loop2
719E400RunStageScriptB_Loop3
720E403RunStageScriptB_Loop4
721E41EHandleStageCommand
722E42FHandleStageCommand_Loop
723E440HandleStageCommand_Loop2
724E448HandleStageCommand_Loop3
725E489HandleStageCommand_OnNonzero
726E4CBWriteVramAt22D0
727E4CDWriteVramAt22D0_Loop
728E4EDWriteVramAt22D0_Loop2
729E4FCWriteVramAt22D0_Loop3
730E506WriteVramAt22D0_Loop4
731E51EWriteVramAt22D0_OnNonzero
732E522WriteVramAt22D0_Loop5
733E53DWriteVramAt22D0_OnNonnegative
734E5F3WriteVramAt22D0_OnCarrySet
735E5F6WriteVramAt22D0_OnCarryClear
736E631WriteVramAt22D0_OnZero
737E639UpdateScoreCounter
738E698UpdateScoreCounter_OnNonzero
739E6A0UpdateScoreCounter_Loop
740E709CountDownStageTimer
741E711CountDownStageTimer_Loop
742E719CountDownStageTimer_Loop2
743E72DCountDownStageTimer_Loop3
744E735CountDownStageTimer_Loop4
745E73DCountDownStageTimer_Loop5
746E73ECheckMarioSprite
747E74DCheckMarioSprite_OnNonzero
748E75DCheckMarioSprite_Loop
749E768CheckMarioSprite_Loop2
750E769CheckMarioSprite_Loop3
751E772CheckEnemySprite
752E783CopyEnemyTileTable
753E787CopyEnemyTileTable_OnNonnegative
754E795CheckStageReady
755E7ACCheckStageReady_Loop
756E7ADCheckStageReady_Loop2
757E7BDCheckStageReady_Loop3
758E7CBCheckStageReady_Loop4
759E7D6CheckStageReady_Loop5
760E7E4WriteEnemyOam
761E805WriteOamSlot
762E806WriteOamSlot_Loop
763E824SetEnemyOamSlot
764E830SetEnemyOamSlot_Loop
765E842SetEnemyOamPointerB
766E84ASetEnemyOamPointerB_Loop
767E86BCheckEnemyOamOverflow
768E877CheckEnemyOamOverflow_Loop
769E883SetEnemyOamSlotB
770E889SetEnemyOamSlotB_OnNonzero
771E890SetEnemyOamSlotB_Loop
772E893SetEnemyOamSlotB_Loop2
773E8ADSetEnemyOamSlotB_Loop3
774E8BESpawnEnemySprite
775E8D0SpawnEnemySprite_OnCarrySet
776E8D3SpawnEnemySprite_Loop
777E8F2SpawnEnemySprite_Loop2
778E905SpawnEnemySprite_Loop3
779E907SpawnEnemySprite_Loop4
780E90ASpawnEnemySprite_OnNonzero
781E911ScanEnemyTypeTable
782E925ScanEnemyTypeTable_Loop
783E92EScanEnemyTypeTable_Loop2
784E948ScanEnemyTypeTable_Loop3
785E94BScanEnemyTypeTable_Loop4
786E94DScanEnemyTypeTable_Loop5
787E952SetEnemyOamSlotC
788E95EReadEnemyOamValue
789E96DToggleZpFC_Bit3
790E973ClearStageFlag
791E977ClearStageFlag_Loop
792E97ALookupNoteTable2
793E984LookupNoteTable2_Loop
794E998LookupNoteTable2_Loop2
795E9A0InitEnemyPaletteTable
796E9A2InitEnemyPaletteTable_OnNonnegative
797E9ACInitMarioPaletteTable
798E9AEInitMarioPaletteTable_OnNonnegative
799E9B8CheckEnemyScriptFlagB
800E9D2CheckEnemyScriptFlagB_OnNonzero
801E9D3RunScript
802E9E8RunScript_Loop
803E9F2PrepareOamWrite
804E9FAFetchScriptByte
805EA1DFetchScriptByte_Loop
806EA25CheckFlagsReturnCarry
807EA2FCheckFlagsReturnCarry_Loop
808EA31CheckStageFlag
809EA36CheckStageFlag_OnNonzero
810EA37CheckStageFlag_Loop
811EA4CCheckStageFlag_Loop2
812EA54CheckStageFlag_Loop3
813EA79CheckStageFlag_Loop4
814EA7CCheckStageFlag_Loop5
815EA87SetEnemyOamPointer
816EA90SetEnemyOamPointer_Loop
817EA91SetEnemyOamPointer_Loop2
818EA94SetEnemyOamPointer_Loop3
819EA97SetEnemyOamPointer_Loop4
820EA9FSetEnemyOamPointer_Loop5
821EAB5SetEnemyOamPointer_Loop6
822EAB7SetEnemyOamPointer_OnZero
823EABDSetEnemyOamPointer_Loop7
824EAC5SetEnemyOamPointer_Loop8
825EAD3SetEnemyOamPointer_Loop9
826EADCSetEnemyOamPointer_Loop10
827EADFAdvanceEnemyFrame
828EAE2AdvanceEnemyFrame_Loop
829EAEDAdvanceEnemyFrame_Loop2
830EB1CAdvanceEnemyFrame_Loop3
831EB32AdvanceEnemyFrame_OnNonzero
832EB42AdvanceEnemyFrame_Loop4
833EB4AAdvanceEnemyFrame_Loop5
834EB53AdvanceEnemyFrame_OnZero
835EB5EAdvanceEnemyFrame_Loop6
836EB63AdvanceEnemyFrame_Loop7
837EB6BDecEnemyFrameCounter
838EB74DecEnemyFrameCounter_Loop
839EB84DecEnemyFrameCounter_Loop2
840EBB8DecEnemyFrameCounter_Loop3
841EBBCAddEnemyFrameCounter
842EBC9AddEnemyFrameCounter_Loop
843EBCCScanEnemyTypeTableB
844EBE0ScanEnemyTypeTableB_Loop
845EBE9SetEnemyOamSlotD
846EBF2WriteEnemyOamSlot
847EC13WriteEnemyOamSlot_OnZero
848EC14WriteOamRow
849EC1BWriteOamRow_OnNonzero
850EC25WriteOamRow_Loop
851EC30HideEnemySprite
852EC51HideEnemySprite_Loop
853EC5BHideEnemySprite_Loop2
854EC67ReadActorPointer
855EC6FReadActorPointer_OnNonzero
856EC91ReadActorPointer_Loop
857ECA2CheckStageCompleteB
858ECA7CheckStageCompleteB_OnNonzero
859ECAACheckStageCompleteB_Loop
860ECAFStartEnemyStage
861ECBDStartEnemyStage_OnNonnegative
862ECECHandleEnemyType80
863ECF2HandleEnemyType80_OnNonzero
864ECFBHandleEnemyType80_Loop
865ED18HandleEnemyType80_Loop2
866ED20HandleEnemyType80_Loop3
867ED40HandleEnemyType80_Loop4
868ED50HandleEnemyType80_Loop5
869ED6CHandleEnemyType80_Loop6
870ED9CHandleEnemyType80_Loop7
871EDA9CheckEnemyFlags
872EDACCheckEnemyFlags_Loop
873EDDDCheckEnemyFlags_Loop2
874EDE7CheckEnemyFlags_Loop3
875EDEBCheckStageTimer
876EDF1CheckStageTimer_Loop
877EE1ECheckStageTimer_Loop2
878EE1FCheckStageTimer_Loop3
879EE40CheckStageTimer_Loop4
880EE4CCheckStageTimer_OnNonnegative
881EE6ADrawStageText
882EE81DrawStageText_Loop
883EE82PushActorState
884EEA5UpdateEnemyTile
885EEADCheckStageScript
886EEB9CheckStageScript_Loop
887EEBBCheckStageScript_Loop2
888EEBCAddStageCounter
889EECCSubStageCounter
890EEE3SetEnemySpeed
891EEEESetEnemySpeed_Loop
892EF16SetEnemySpeed_Loop2
893EF29SetEnemySpeed_Loop3
894EF32DecEnemyCounter
895EF36DecEnemyCounter_OnNonzero
896EF48DecEnemyCounter_Loop
897EF50ComputeActorTableOffsetB
898EF5AComputeActorTableOffsetB_OnNonzero
899F8A7NopPadding
900F8C2AudioPulse1CtrlSetup
901F8C6AudioPulse1SweepSet
902F8C8StorePulse1Sweep
903F8CBStorePulse1Ctrl
904F8CFSaveXYWritePulse2Freq
905F8D5PlayPulseNote
906F8D8Pulse2FreqXZero
907F8DAWritePulse2Freq
908F8EBAudioReturn
909F8ECWritePulse2Ctrl
910F8EFPulse2FreqXFour
911F8F3ProcessTriangleChannel
912F96BWritePulse2PeriodA
913F96DWritePulse2Period
914F974DivideYBy8
915F978ComputeNotePeriod
916F979YMinusXDiv8
917F981RotateBitsForTableLookup
918F987LookupNoteTable
919F9A2SetupAudioChannel
920F9B5DecayFrequencyEnvelope
921F9BEDecayFrequencyEnvelope_Loop
922F9D8DecayFrequencyEnvelope_Loop2
923F9DDDecayFrequencyEnvelope_Loop3
924F9E3DecayFrequencyEnvelope_Loop4
925F9EDDecayFrequencyEnvelope_Loop5
926F9F2DecayFrequencyEnvelope_Loop6
927FA11DecayFrequencyEnvelope_Loop7
928FA1BDecayFrequencyEnvelope_Loop8
929FA1ESetupSoundChannel
930FA2DSetupSoundChannel_OnCarrySet
931FA38SetupSoundChannel_Loop
932FA3BSetupSoundChannel_OnCarrySet2
933FA44SetupSoundChannel_OnCarrySet3
934FA54SetupSoundChannel_OnCarrySet4
935FA5BSetupSoundChannel_Loop2
936FA5FSetupSoundChannel_Loop3
937FA66SetupSoundChannel_OnCarrySet5
938FA71SetupSoundChannel_Loop4
939FA76SetupSoundChannel_Loop5
940FA7ESetupSoundChannel_Loop6
941FA88SetupSoundChannel_OnCarrySet6
942FA8BSetupSoundChannel_OnCarrySet7
943FA8ESetupSoundChannel_OnCarrySet8
944FA91CheckSoundEnabled
945FAD1CheckSoundEnabled_OnZero
946FAD4CheckSoundEnabled_Loop
947FADBCheckSoundEnabled_Loop2
948FAE5CheckSoundEnabled_OnCarrySet
949FAE8CheckSoundEnabled_OnCarryClear
950FAEBDecayCounter
951FAEFResetAudioChannel
952FAF8ResetAudioChannel_Loop
953FAFFResetAudioChannel_Loop2
954FB0FResetAudioChannel_Loop3
955FB24ResetAudioChannel_Loop4
956FB3ESetupNoiseChannel
957FB48ProcessNoiseChannel
958FB5CProcessNoiseChannel_Loop
959FB6CProcessNoiseChannel_Loop2
960FB7AProcessNoiseChannel_OnCarrySet
961FB87ProcessNoiseChannel_OnCarrySet2
962FB9AProcessNoiseChannel_Loop3
963FBA0ProcessNoiseChannel_Loop4
964FBAEProcessNoiseChannel_OnCarrySet3
965FBBCProcessNoiseChannel_OnCarrySet4
966FBC4ProcessNoiseChannel_Loop5
967FBC7ProcessNoiseChannel_Loop6
968FBD3ProcessNoiseChannel_Loop7
969FBD8ProcessNoiseChannel_OnCarrySet5
970FBE6ProcessNoiseChannel_OnCarrySet6
971FBE9ProcessNoiseChannel_OnCarrySet7
972FBECProcessNoiseEnvelope
973FC28ProcessNoiseEnvelope_OnNonzero
974FC29ProcessNoiseEnvelope_Loop
975FC35ProcessNoiseEnvelope_OnNonzero2
976FC38StopPulse2Channel
977FC46StopPulse2Channel_Loop
978FC54StopPulse2Channel_Loop2
979FC5CStopPulse2Channel_Loop3
980FC60StopPulse2Channel_Loop4
981FC69StopPulse2Channel_Loop5
982FC79StopPulse2Channel_Loop6
983FC88StopPulse2Channel_Loop7
984FC95StopPulse2Channel_Loop8
985FC9DStopPulse2Channel_OnCarryClear
986FCA1StopPulse2Channel_OnCarrySet
987FCA7WritePulse2Sweep
988FCB1WritePulse2Sweep_OnCarrySet
989FCC4WritePulse2Sweep_OnNonzero
990FCC9UpdateSoundState
991FCE3UpdateSoundState_Loop
992FCF3UpdateSoundState_Loop2
993FD0BUpdateSoundState_Loop3
994FD1AUpdateSoundState_Loop4
995FD21UpdateSoundState_Loop5
996FD27UpdateSoundChannel
997FD33UpdateSoundChannel_Loop
998FD35UpdateSoundChannel_OnNonzero
999FD3BUpdateSoundChannel_Loop2
1000FD78UpdateSoundChannel_Loop3
1001FD95UpdateSoundChannel_Loop4
1002FD9EUpdateSoundChannel_Loop5
1003FDA6UpdateSoundChannel_Loop6
1004FDAFUpdateSoundChannel_Loop7
1005FDBEUpdateSoundChannel_Loop8
1006FDDAUpdateSoundChannel_Loop9
1007FDFAUpdateSoundChannel_Loop10
1008FE02UpdateSoundChannel_Loop11
1009FE20UpdateSoundChannel_Loop12
1010FE27UpdateSoundChannel_Loop13
1011FE2DUpdateSoundChannel_Loop14
1012FE54UpdateSoundChannel_Loop15
1013FE5AUpdateSoundChannel_Loop16
1014FE63UpdateSoundChannel_Loop17