Files
disasm/NROM/Pyramid (U)/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

460 lines
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# Pyramid (U) (Sachen) — Pass 2 name map
#
# Derived from this dump's own committed split. Every name below was read
# out of the code; nothing is generic where the ROM gives a better basis.
#
# Format: <CPU address><TAB><name>
#
# The routine entries (the task table, the engine routines and the boot
# chain) are named by hand; the internal branch targets are derived from the
# branch that reaches them by _tools/derive_branch_names.py:
# beq -> OnZero bne -> OnNonzero
# bcc -> OnCarryClear bcs -> OnCarrySet
# bmi -> OnNegative bpl -> OnNonnegative
# bvc -> OnOverflowClear bvs -> OnOverflowSet
# a backwards branch (the target is below the branch) -> Loop
#
# The game dispatches through `jmp` trampoline tables that live inside the
# data regions ($C000-$C01B and the data blocks at $C01E, $C02A, $C042 and
# $C054). Those table entries are the game's *task* entries and are named
# Task_<name>; the routines they jump to carry the plain name.
#
# Two vocabularies are used for the zero-page and RAM state:
# * $02/$03 the 16-bit script pointer
# * $00/$01 the high/low bytes of a VRAM address
# * $04 the command-list sync flag
# * $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