- 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>
460 lines
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460 lines
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# Pyramid (U) (Sachen) — Pass 2 name map
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#
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# Derived from this dump's own committed split. Every name below was read
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# out of the code; nothing is generic where the ROM gives a better basis.
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#
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# Format: <CPU address><TAB><name>
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#
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# The routine entries (the task table, the engine routines and the boot
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# chain) are named by hand; the internal branch targets are derived from the
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# branch that reaches them by _tools/derive_branch_names.py:
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# beq -> OnZero bne -> OnNonzero
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# bcc -> OnCarryClear bcs -> OnCarrySet
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# bmi -> OnNegative bpl -> OnNonnegative
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# bvc -> OnOverflowClear bvs -> OnOverflowSet
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# a backwards branch (the target is below the branch) -> Loop
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#
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# The game dispatches through `jmp` trampoline tables that live inside the
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# data regions ($C000-$C01B and the data blocks at $C01E, $C02A, $C042 and
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# $C054). Those table entries are the game's *task* entries and are named
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# Task_<name>; the routines they jump to carry the plain name.
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#
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# Two vocabularies are used for the zero-page and RAM state:
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# * $02/$03 the 16-bit script pointer
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# * $00/$01 the high/low bytes of a VRAM address
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# * $04 the command-list sync flag
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# * $05/$06 the VRAM write position
|
|
# * $0700/$0701 the VRAM command buffer (16-bit pointer)
|
|
|
|
C000 Task_PlayVramScript
|
|
C003 Task_CopyBlockToCommandBuffer
|
|
C006 Task_UploadPalette1
|
|
C009 Task_UploadPalette2
|
|
C00C Task_FinishCommandList
|
|
C00F Task_StrobeControllers
|
|
C012 Task_EmitVramAddressMarker
|
|
C015 Task_DrawSpriteAtPosition
|
|
C018 Task_ClearOamShadow
|
|
C01B Task_AddToCounter
|
|
C027 Task_FlushVramCommandList
|
|
C03C Task_Multiply16
|
|
C03F Task_BuildVramCommandList
|
|
C048 Task_ShiftRight8
|
|
C04B Task_ShiftLeft8
|
|
C04E Task_SetPalette16
|
|
C051 Task_SetPaletteBlock16
|
|
C063 PlayVramScript
|
|
C090 PlayVramScript_CopyRun
|
|
C0A0 PlayVramScript_WriteData
|
|
C0A8 PlayVramScript_StoreCount
|
|
C0AD PlayVramScript_NextCommand
|
|
C0B3 PlayVramScript_End
|
|
C0B9 CopyBlockToCommandBuffer
|
|
C0CD CopyBlockToCommandBuffer_Loop
|
|
C0DB UploadPalette1
|
|
C0ED UploadPalette1_Loop
|
|
C0FB UploadPalette2
|
|
C10D UploadPalette2_Loop
|
|
C11B FinishCommandList
|
|
C122 FinishCommandList_Wait
|
|
C127 FlushVramCommandList
|
|
C139 FlushVramCommandList_Loop
|
|
C155 FlushVramCommandList_WriteData
|
|
C15B FlushVramCommandList_End
|
|
C160 StrobeControllers
|
|
C16A ReadControllers
|
|
C188 DrawSpriteAtPosition
|
|
C192 EmitVramAddressMarker
|
|
C198 BuildVramAddress
|
|
C1B6 ClearOamShadow
|
|
C1BA ClearOamShadow_Loop
|
|
C1C1 AddToCounter
|
|
C1C4 AddToCounter_Wait
|
|
C1C9 IncrementCounter16
|
|
C1CF IncrementCounter16_End
|
|
C1D0 AdvanceScriptPointer
|
|
C1D6 AdvanceScriptPointer_Loop
|
|
C1D7 ConvertNibbleToBcd
|
|
C1E2 ConvertNibbleToBcd_Digit
|
|
C1EA ConvertNibbleToBcd_Store
|
|
C1EF SetPpuCtrl
|
|
C1F6 WaitForVblankClear
|
|
C1FB WaitForVblankSet
|
|
C201 SetPpuCtrlAndMask
|
|
C205 SetPpuCtrlAndMask_Alt
|
|
C207 SetPpuCtrlAndMask_Store
|
|
C225 StoreOamEntry
|
|
C23A DrawTwoDigitNumber
|
|
C256 DrawTwoDigitNumber_Loop
|
|
C25F DrawTwoDigitNumber_High
|
|
C277 EmitDigit
|
|
C28A EmitDigit_SetFlag
|
|
C28F EmitDigit_Store
|
|
C294 AddDeltaToPosition
|
|
C2A0 AddDeltaToPosition_Loop
|
|
C2B6 AddDeltaToPosition_Carry
|
|
C2BE AddDeltaToPosition_Store
|
|
C2E2 AddDeltaToPosition_Carry2
|
|
C2EA AddDeltaToPosition_Store2
|
|
C2F9 AddDeltaToPosition_End
|
|
C300 Multiply16
|
|
C317 BuildVramCommandList
|
|
C31B BuildVramCommandList_SetAddress
|
|
C32C BuildVramCommandList_Data
|
|
C341 BuildVramCommandList_Store
|
|
C347 BuildVramCommandList_End
|
|
C34A CopyBlockToCommandBufferTail
|
|
C354 CopyBlockToCommandBufferTail_Loop
|
|
C35F SetPaletteBlock
|
|
C36D SetPaletteBlock_Loop
|
|
C384 ScanForButtonPress
|
|
C386 ScanForButtonPress_Loop
|
|
C392 DispatchTask1
|
|
C3B6 MoveSpriteRight
|
|
C3C7 MoveSpriteLeft
|
|
C3D8 ComputeOamSlotAddress
|
|
C3E3 MoveSpriteDown
|
|
C3E7 MoveSpriteUp
|
|
C3EB MoveSpriteLeft2
|
|
C3EF MoveSpriteRight2
|
|
C3F0 ClampSpriteToGrid
|
|
C3FA ClampSpriteToGrid_Redraw
|
|
C3FD Task_ReturnStub
|
|
C3FE BuildVramPositionWrite
|
|
C43E Subtract16
|
|
C460 Subtract16_Loop
|
|
C477 Subtract16_Loop2
|
|
C47A Subtract16_Loop3
|
|
C49A Subtract16_Loop4
|
|
C4B1 Subtract16_Loop5
|
|
C4B4 Subtract16_Loop6
|
|
C4B8 ShiftRight8
|
|
C4C0 ShiftRight8_OnNonzero
|
|
C4C7 ShiftRight8_Loop
|
|
C4D1 ShiftLeft8
|
|
C4D9 ShiftLeft8_OnNonzero
|
|
C4E4 ShiftLeft8_Loop
|
|
C4EB SetPalette16
|
|
C4FD SetPalette16_Loop
|
|
C50A SetPalette16_Entry
|
|
C536 SetPaletteBlock16
|
|
C548 SetPaletteBlock16_Loop
|
|
C56D SetPaletteBlock16_Entry
|
|
C585 WriteDigitString
|
|
C58F WriteDigitString_Loop
|
|
C59D WriteDigitString_Loop_Loop
|
|
C5A1 WriteDigitString_Loop_Loop2
|
|
C5AB AddDelta24
|
|
C5B8 AddDelta24_Copy
|
|
C5C0 AddDelta24_Loop
|
|
C5E1 AddDelta24_Borrow
|
|
C614 AddDelta24B
|
|
C620 AddDelta24B_Save
|
|
C662 SetPaletteEntry
|
|
C676 SetPaletteEntry_OnCarryClear
|
|
C683 SetPaletteEntry_OnCarryClear2
|
|
C6A3 SetPaletteEntry2
|
|
C6BA SetPaletteEntry2_OnNonnegative
|
|
C6DB SetPaletteEntry2_OnCarryClear
|
|
C800 BootColdStart
|
|
C805 BootWaitForVblank
|
|
C80A BootWaitForVblank2
|
|
C815 BootClearRam
|
|
C835 BootInitState
|
|
C897 BootFirstFrame
|
|
C8A4 BootDecCounters
|
|
C8B8 BootDecTimer
|
|
C8D0 BootCopySpriteData
|
|
C8F2 BootUploadPalette
|
|
C90D BootCopyTableToBuffer
|
|
C932 BootCopyTableStart
|
|
C934 BootCopyTableLoop
|
|
C9A7 BootInitLevel
|
|
CA1D BootCheckController
|
|
CA32 BootFrameCounter
|
|
CA41 BootDrawSprite
|
|
CA61 BootSetFlag
|
|
CA68 BootSelectTable
|
|
CA80 BootCopyTable
|
|
CA97 BootSetPaletteBlock
|
|
CAF3 BootInitPpu
|
|
CB68 ActorGridClear
|
|
CB6C ActorGridClear_Loop
|
|
CB82 ActorGridLookup
|
|
CB99 ActorGridRead
|
|
CBAD ActorGridStart
|
|
CBDC ActorGridClamp
|
|
CBE5 ActorGridInit
|
|
CBF9 ActorGridFill
|
|
CC11 TaskScheduler
|
|
CC3D TaskScheduler_Tick
|
|
CC56 TaskScheduler_Count
|
|
CC5C TaskScheduler_Step
|
|
CC71 TaskScheduler_Scan
|
|
CC73 TaskScheduler_ScanLoop
|
|
CC8B TaskScheduler_Button
|
|
CC90 TaskScheduler_Next
|
|
CCA5 TaskScheduler_Restart
|
|
CCA8 TaskScheduler_Accept
|
|
CCB1 DispatchTask2
|
|
CCB8 DispatchTask2_Build
|
|
CCE5 TaskScheduler_Return
|
|
CCEE TaskScheduler_Select
|
|
CD07 TaskScheduler_Compare
|
|
CD18 TaskScheduler_Compare_Loop
|
|
CD23 TaskScheduler_Compare_Loop2
|
|
CD24 TaskScheduler_Return2
|
|
CD27 TaskScheduler_Check
|
|
CD43 TaskScheduler_Check2
|
|
CD72 TaskScheduler_Return3
|
|
CD75 TaskScheduler_SetPointer
|
|
CD80 TaskScheduler_Wait
|
|
CD85 TaskScheduler_Wait2
|
|
CD8A TaskScheduler_Wait3
|
|
CDA4 TaskScheduler_Finish
|
|
CDAC TaskScheduler_Advance
|
|
CDBD TaskScheduler_Return4
|
|
CDC0 TaskScheduler_Start
|
|
CDDC TaskScheduler_Place
|
|
CE14 TaskScheduler_CursorNext
|
|
CE17 TaskScheduler_Return5
|
|
CE1A TaskScheduler_Move
|
|
CE22 TaskScheduler_MoveStep
|
|
CE32 TaskScheduler_Return6
|
|
CE35 TaskScheduler_Turn
|
|
CE54 TaskScheduler_TurnStep
|
|
CE5B TaskScheduler_Return7
|
|
CE5E TaskScheduler_Move2
|
|
CE66 TaskScheduler_Move2Step
|
|
CE78 TaskScheduler_Return8
|
|
CE7B TaskScheduler_Turn2
|
|
CE96 TaskScheduler_Turn2Step
|
|
CE9D TaskScheduler_Return9
|
|
CEA0 ActorPositionLookup
|
|
CEA8 ActorPositionLookup_Entry
|
|
CED3 TaskScheduler_Return10
|
|
CED6 ActorGridRebuild
|
|
CEE0 ActorGridRebuild_Row
|
|
CEEB ActorGridRebuild_Cell
|
|
CEF6 ActorGridRebuild_Next
|
|
CF02 ActorGridRebuild_NextRow
|
|
CF0E ActorGridRebuild_Column
|
|
CF10 ActorGridRebuild_ColumnStart
|
|
CF14 ActorGridRebuild_Slot
|
|
CF29 ActorGridRebuild_Copy
|
|
CF35 ActorGridRebuild_SlotEnd
|
|
CF55 ActorGridRebuild_Column2
|
|
CF67 ActorGridRebuild_Column2Loop
|
|
CF74 ActorGridRebuild_Copy2
|
|
CF90 ActorGridRebuild_Copy2End
|
|
CF98 ActorGridRebuild_Column2End
|
|
CFC4 ActorGridRebuild_End
|
|
CFC7 ActorGridNext
|
|
CFFA ActorGridNext_Reset
|
|
CFFF ActorGridNext_Start
|
|
D020 ActorGridNext_Start_Loop
|
|
D02A ActorSearch
|
|
D036 ActorSearch_Row
|
|
D03D ActorSearch_Slot
|
|
D04A ActorSearch_Match
|
|
D074 ActorSearch_Check
|
|
D085 ActorSearch_NotFound
|
|
D087 ActorSearch_Restore
|
|
D0A0 ActorSearch_Restore2
|
|
D0AC ActorSearch_Restore3
|
|
D0AD ActorSearch_Empty
|
|
D0B6 ActorSearch_Restore4
|
|
D0B8 ActorSearch_Next
|
|
D0C3 ActorSearch_Done
|
|
D0D3 ActorPositionTest
|
|
D0DF ActorPositionTest_Loop
|
|
D0F5 ActorPositionTest_Loop_Loop
|
|
D0F8 ActorPositionTest_Step
|
|
D105 ActorPositionTest_End
|
|
D10D ActorPositionTest_Match
|
|
D134 ActorPositionTest_Blocked
|
|
D13C ActorPositionTest_Taken
|
|
D146 ActorPositionTest_Compare
|
|
D15B ActorPositionTest_Blocked2
|
|
D15E ActorPositionTest_Compare2
|
|
D16A ActorPositionTest_Compare3
|
|
D185 ActorPositionTest_Next
|
|
D190 ActorPositionTest_Done
|
|
D193 RandomByte
|
|
D1B2 DrawActorRow
|
|
D1BB DrawActorRow_Setup
|
|
D1D7 DrawActorRow_Copy
|
|
D1EC DrawScore
|
|
D1FD DrawLifeCount
|
|
D20E DrawLevelNumber
|
|
D21C DrawTileRow
|
|
D227 DrawTileRow_Loop
|
|
D237 DrawTileRow_Digit
|
|
D23A DrawTileRow_Store
|
|
D248 DecimalSplit
|
|
D24A DecimalSplit_Hundreds
|
|
D253 DecimalSplit_Tens
|
|
D257 DecimalSplit_Units
|
|
D260 DecimalSplit_Done
|
|
D265 DrawActorSprite
|
|
D27F DrawActorSprite_Setup
|
|
D2A0 OamShadowClear
|
|
D2A4 OamShadowClear_Loop
|
|
D2BF ActorGridOffset
|
|
D2ED ActorGridOffset_Copy
|
|
D3A1 RandomWithinRange
|
|
D3B5 RandomWithinRange_Out
|
|
D3B7 ActorSpriteSetup
|
|
D3BB ActorSpriteSetup_Offset
|
|
D41D ActorSpriteSetup_State
|
|
D424 ActorSpriteSetup_Pos
|
|
D42E ActorSpriteSetup_Next
|
|
D43E ActorSpriteSetup_Draw
|
|
D45A OamShadowClear2
|
|
D45E OamShadowClear2_Loop
|
|
D476 OamShadowClear3
|
|
D47F OamShadowClear3_Loop
|
|
D488 ActorSpriteSetup_Offset2
|
|
D4B7 OamShadowClear4
|
|
D4BB OamShadowClear4_Loop
|
|
D4C5 ActorInitFromTable
|
|
D50A ActorUpdate
|
|
D510 ActorUpdate_Loop
|
|
D512 ActorUpdate_Slot
|
|
D520 ActorUpdate_Timer
|
|
D530 ActorUpdate_Move
|
|
D54A ActorUpdate_Next
|
|
D555 ActorUpdate_Done
|
|
D56B ActorUpdate_Anim
|
|
D57A ActorUpdate_AnimIndex
|
|
D59A ActorUpdate_Sprite
|
|
D5AD ActorUpdate_SpritePos
|
|
D5CA ActorUpdate_NextSprite
|
|
D632 ActorSpawn
|
|
D63B ActorSpawn_Setup
|
|
D655 ActorSpawn_Start
|
|
D66D ActorSpawn_Copy
|
|
D679 ActorSpawn_CopyLoop
|
|
D6AC ActorGridShift
|
|
D6B2 ActorGridShift_Row
|
|
D6BB ActorGridShift_Scan
|
|
D6C9 ActorGridShift_Next
|
|
D6D6 ActorGridShift_Dst
|
|
D6E7 ActorGridShift_Copy
|
|
D6F6 ActorGridShift_Copy_Loop
|
|
D6FD ActorGridShift_Copy2
|
|
D720 ActorGridShift_End
|
|
D72C ActorGridShift_Done
|
|
D72E NmiHandler
|
|
D78A NmiHandler_Body
|
|
D793 NmiHandler_Epilogue
|
|
D79D NmiHandler_Number
|
|
D79F NmiHandler_NumberLoop
|
|
D7A8 NmiHandler_NumberDigit
|
|
D7B6 WriteSoundRegister
|
|
D7C5 WriteSoundRegister_Loop
|
|
D7D7 SoundTableEntry
|
|
D7E3 IrqHandler
|
|
D7EB ColdStartAlternate
|
|
DE9A SoundInit
|
|
DEA9 SoundInit_Copy
|
|
DECB SoundPlayEffect
|
|
DEFF SoundClearVoices
|
|
DF0E SoundStopAll
|
|
DF14 SoundStopAll_Loop
|
|
DF29 SoundClearVoices_Loop
|
|
DF80 SoundTick
|
|
DF89 PlaySoundEffectFromSlot
|
|
DF8E SoundTick_Voice
|
|
DF9A SoundTick_Next
|
|
DFA1 SoundTick_Command
|
|
DFAC SoundTick_Command2
|
|
DFB5 SoundTick_Command3
|
|
DFBF SoundTick_Command4
|
|
DFD5 SoundTick_Sample
|
|
DFF4 SoundTick_Volume
|
|
E00C SoundTick_Volume2
|
|
E017 SoundTick_VolumeLoop
|
|
E029 SoundTick_Envelope
|
|
E04B SoundPlayer
|
|
E057 SoundPlayer_Reset
|
|
E05E SoundPlayer_Command
|
|
E069 SoundPlayer_Command2
|
|
E072 SoundPlayer_Command3
|
|
E07C SoundPlayer_Command4
|
|
E099 SoundPlayer_Volume
|
|
E0B1 SoundPlayer_Volume2
|
|
E0BC SoundPlayer_VolumeLoop
|
|
E0CE SoundPlayer_Envelope
|
|
E0F0 SoundPlayer2
|
|
E0FC SoundPlayer2_Reset
|
|
E103 SoundPlayer2_Command
|
|
E10E SoundPlayer2_Command2
|
|
E117 SoundPlayer2_Command3
|
|
E121 SoundPlayer2_Command4
|
|
E13E SoundPlayer2_Volume
|
|
E156 SoundPlayer2_Volume2
|
|
E161 SoundPlayer2_VolumeLoop
|
|
E173 SoundPlayer2_Envelope
|
|
E195 SoundPlayer3
|
|
E1A1 SoundPlayer3_Reset
|
|
E1A8 SoundPlayer3_Command
|
|
E1B7 SoundPlayer3_Command2
|
|
E1D4 SoundPlayer3_Sample
|
|
E1E9 SoundPlayer3_Envelope
|
|
E1FB SoundPlayer3_Write
|
|
E20B SoundPlayer3_WriteLoop
|
|
E215 SoundPlayer3_Voice
|
|
E220 SoundPlayer3_VoiceLoop
|
|
E226 SoundPlayer3_VoiceLoop_OnCarryClear
|
|
E230 SoundPlayer3_Voice2
|
|
E236 SoundPlayer3_Voice2Loop
|
|
E240 SoundPlayer3_Decay
|
|
E249 SoundPlayer3_Decay2
|
|
E24F SoundPlayer3_Decay2Loop
|
|
E259 SoundPlayer3_Done
|
|
E25A SoundVoiceIndexAdvance
|
|
E260 SoundVoiceIndexAdvance_End
|
|
E261 SoundVoiceIndexAdvance2
|
|
E267 SoundVoiceIndexAdvance2_End
|
|
E268 SoundVoiceIndexAdvance3
|
|
E26E SoundVoiceIndexAdvance3_End
|
|
E26F SoundVoiceIndexAdvance4
|
|
E275 SoundVoiceIndexAdvance4_End
|
|
ED6E SampleTableLookup
|
|
EDB7 SampleTableLookup_OnNonzero
|
|
F891 SampleTableRead
|
|
F894 SampleTableRead2
|
|
F897 SampleTableRead3
|
|
F89A SampleTableNext
|
|
F8A2 SampleTableNext_OnNonzero
|
|
F8AD SampleTableNext_Loop
|
|
F8B2 SampleTableNext_Loop2
|
|
F8BC SampleTableNext_Loop3
|
|
F8C0 SampleTableNext_Loop4
|
|
F8C4 SampleTableNext_OnZero
|
|
F8C5 SampleTableNext_Loop5
|
|
F8D8 SampleTableNext_Loop6
|
|
F8DD SampleTableNext_OnNegative
|
|
F8EF SampleTableEnd
|
|
F908 SampleTableEnd_OnNonzero
|
|
F914 SampleTableEnd_Loop
|
|
F922 SampleTableEnd_Loop2
|
|
F929 SampleTableEnd_Loop3
|
|
F93C SampleTableEnd_Loop4
|
|
F941 SampleTableCopy
|
|
F942 SampleDecode
|
|
F951 SampleTableCopy2
|
|
F959 SampleTableCopy2_Loop
|
|
FF00 Reset
|
|
FF2F Reset_Loop
|
|
FF3E BootChainEntry
|
|
FF49 BootPokeMapperUnlock
|
|
FF4C BootUnlockDelay
|
|
FF4E BootUnlockDelay_OnNonzero
|
|
FF50 BootUnlockDelay_OnNonzero2
|
|
FF57 BootCheckStackBytes
|
|
FF67 BootCheckStackBytes_Fail
|
|
FF69 BootSeedStackBytes
|
|
FF74 ClearCheckerBytes
|