Balloon Fight (JU) - verified complete (in 7d7d78d).
Donkey Kong Jr. (JU) - no source changes needed. Full byte-accounting audit of
prg.s: all 16,384 PRG bytes emitted exactly once (6,199 instructions + 3,889
.byte + 16 .word), every emitted value equals the ROM byte, zero audit-comment
mismatches, zero duplicate addresses, no .incbin remains. The complete-opcode
tracer reaches 6,135 instructions / 12,358 code bytes, all of which are already
in the file; the file carries 121 further code bytes the tracer does not find,
reached through the DeferredTaskHandlerTable dispatch at $BFFE.
Donkey Kong 3 (JUE) - real bug fix. The project was recorded as BYTE-IDENTICAL
but had never built byte-identical: its committed reconstructed.nes also
differed from rom.nes. The bne at CPU $C14C (PRG $014C) is annotated 'D0 12'
(target $C160) but assembled as 'D0 0D', because it referenced
StoreSelectedPlayerAndScreenFlags ($C15B) instead of the routine actually at
$C160. Retargeted to ClearAudioSetGameMode, which is also the semantically
correct destination for a 'mode != $01' test. cmp now passes.
Root OVERVIEW.md: added a Pass 1 methodology section recording both Pass 1
limitations (documented-opcodes-only, and no runtime dispatch) with the measured
per-project impact, and flagged Joypad Test Cartridge as the one project still
carrying the truncated Pass 1.
All 15 top-level projects verified byte-identical.
25 KiB
Disassembly Project Index — /home/tmerritt/Projects/disassembly/
This document provides a consolidated overview of all NES disassembly projects in this directory. Each project has its own folder containing a copilot/ subdirectory with the full source, build tooling, and an individual OVERVIEW.md (at the project folder root) with a detailed power-on execution flow analysis.
Project Inventory
| # | Project | Region/Version | PRG Size | CHR Size | Mirroring | Build Status | Vectors (NMI / RESET / IRQ) |
|---|---|---|---|---|---|---|---|
| 1 | Balloon Fight (JU) | Japan | 16 KB | 8 KB | Horizontal | BYTE-IDENTICAL | $C094 / $C000 / $C0F7 |
| 2 | Baseball (UE) | USA/Europe | 16 KB | 8 KB | Horizontal | BYTE-IDENTICAL | $C046 / $C40B / $C43E |
| 3 | Bomberman (U) | USA | 16 KB | 8 KB | Vertical | BYTE-IDENTICAL | $C01A / $C000 / $FFF9 |
| 4 | Burger Time (U) | USA | 16 KB | 8 KB | Horizontal | BYTE-IDENTICAL | $C046 / $C40B / $C43E |
| 5 | Clu Clu Land (JU) | Japan | 16 KB | 8 KB | Horizontal | BYTE-IDENTICAL | $C1F1 / $C000 / $FFF9 |
| 6 | Defender 2 (U) | USA | 16 KB | 8 KB | Vertical | BYTE-IDENTICAL | $CAA1 / $C983 / $CA9E |
| 7 | Excitebike (JU) | Japan | 16 KB | 8 KB | Vertical | BYTE-IDENTICAL | $C1F1 / $FD24 / $FD24 |
| 8 | Tennis (JU) | Japan | 16 KB | 8 KB | Vertical | BYTE-IDENTICAL | $C07D / $C000 / $C000 |
| 9 | Pac-Man (USA) (Namco) | USA | 16 KB | 8 KB | Horizontal | BYTE-IDENTICAL | $C10E / $C000 / $C17E |
| 10 | Donkey Kong 3 (JUE) | Japan | 16 KB | 8 KB | Horizontal | BYTE-IDENTICAL | $C07D / $C000 / $C000 |
| 11 | Donkey Kong Jr. (JU) | Japan | 16 KB | 8 KB | Horizontal | BYTE-IDENTICAL (Pass 2/3) | $C6E6 / $C66E / $FFF0 |
Per-Project Details
1. Balloon Fight (JU)
- Folder:
Balloon Fight (JU)/ - ROM:
balloon.nes(24,592 bytes) - Source:
copilot/prg.s(8,538 lines) - Linker: PRG at $C000, 16 KB; single segment
- Vectors: NMI → $C094 (
NmiHandler), RESET → $C000 (Reset), IRQ → $C0F7 (IrqHandler, self-loop) - Key subsystems: NMI-driven frame loop with PPU command buffer, round spawner ($C790), bonus objects ($CB74), carrier/rescue sequence ($C6F9), particle system ($CDAA), sound driver ($FFF7 banked)
- Build fix: None needed; byte-identical out of the box. Pass 1 verified complete 2026-10-16 — 5,303 instructions / 11,260 code bytes (68.7%), which is more than the complete-opcode static tracer finds (5,277 / 11,202); the 166 tracer-only bytes are genuine data (command scripts at $D437/$D45A, the $C3B5 pointer table, the arithmetic table at $FBCA), not missed code. The last two
.incbinspans were converted to explicit classified bytes (TrailingFillBeforeApuTablesat $F4C5,SoundEngineTailBytesat $F5FC), so no ROM byte is hidden - Details:
Balloon Fight (JU)/OVERVIEW.md
2. Baseball (UE)
- Folder:
Baseball (UE)/ - ROM:
baseball.nes(24,592 bytes) - Source:
copilot/prg.s(21,624 lines — largest source) - Linker: PRG at $C000, 16 KB; single segment
- Vectors: NMI → $C046 (
NMI), RESET → $C40B (Reset), IRQ → $C43E (IRQ,rti) - Key subsystems: Queued event system ($EB66–$EB9C) as the main frame driver, round/state machine ($C5FE), batting/pitching ($C6044–$C6414), object sorting ($C339), sound driver ($F9D0–$FE2x)
- Build fix: None needed; byte-identical out of the box
- Details:
Baseball (UE)/OVERVIEW.md
3. Bomberman (U)
- Folder:
Bomberman (U)/ - ROM:
bomberman.nes(24,592 bytes) - Source:
copilot/main.s(8,070 lines) - Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
- Vectors: NMI → $C01A (
NmiHandler), RESET → $C000 (Reset), IRQ → $FFF9 (IrqHandler,rti) - Key subsystems: NMI-driven PPU command queue and VRAM transfers, main loop at $C368 with state dispatch table ($C75D), bomb/object object slots (80 slots at $03E6), sound driver ($E642–$FE2x) with dispatch table ($E6AD)
- Build fix: One-byte mismatch at CPU $E70C (
dec $E4vsdec $54) — resolved by addingRandomStateAlt = $E4tolocals.incalongsideRandomState0 = $54(zero-page reuse); also renamedControllerState→ControllerState1,Main_HandleControl_C368→MainGameLoop,Gameplay_HandleControl_C79D→GameplayUpdate,Sound_HandleControl_E65F→SoundUpdate - Details:
Bomberman (U)/OVERVIEW.md
4. Burger Time (U)
- Folder:
Burger Time (U)/ - ROM:
Burger Time (U) [!].nes(24,592 bytes) - Source:
copilot/prg.s(9,323 lines),copilot/header.s,copilot/chr.s - Linker: HEADER, PRG at $C000 (0x3FFA), VECTORS at $FFFA, CHR
- Vectors: NMI → $C046 (
NmiHandler), RESET → $C40B (ResetHandler), IRQ → $C43E (IrqHandler) - Key subsystems: Event-driven main loop via
CommonEngineExit($EB6A) and queued events ($EB9D), title screen / round state machine ($C5FE), object arrays ($03E6 state, $0436/$0486 position), audio engine ($F9D0–$FE2x) with music sequencer ($FD34) - Build fix: None needed; byte-identical. Requires symlink
burger_time.nes → "../Burger Time (U) [!].nes"due to spaces in ROM filename - Details:
Burger Time (U)/OVERVIEW.md
5. Clu Clu Land (JU)
- Folder:
Clu Clu Land (JU)/ - ROM:
rom.nes(24,592 bytes) - Source:
copilot/main.s(9,150 lines) - Linker: PRG at $C000, 16 KB; single segment (no separate HEADER/CHR segments in cfg, but CHR data is embedded inline at end of prg.s)
- Vectors: NMI → $C1F1 (
NMIHandler), RESET → $C000 (ResetEntry), IRQ → $C196 (IrqHandler, reuses Reset) - Key subsystems: State-machine main loop via dispatch table at $C000–$C00D, NMI-driven PPU command queue + VRAM transfers, object pools ($03E6 state, $0436/$0486 position), sound driver ($E642–$F7C0) with dispatch table ($E6AD)
- Build fix: One
bplbranch to undefined label at CPU $FAB4 — replaced withbne *-$1Bto produce originald0 e3bytes (disassembler mislabeledbneasbpl) - Details:
Clu Clu Land (JU)/OVERVIEW.md
6. Defender 2 (U)
- Folder:
Defender 2 (U)/ - ROM:
Defender 2 (U).nes(24,592 bytes) - Source:
copilot/prg.s(11,905 lines) - Linker: HEADER at $0000 (16 bytes), PRG at $C000 (0x3FFA), VECTORS at $FFFA, CHR at $0000
- Vectors: NMI → $CAA1 (
NmiHandler), RESET → $C983 (ResetHandler), IRQ → $CA9E (IrqHandler, reuses Reset) - Key subsystems: Event-driven main loop (
UpdateSideScrollingGameplay_CA6Aat $CA6A) waiting on NMI flag, side-scrolling gameplay ($C073–$C324 family), PPU streaming ($F20B–$F7C0), audio engine ($E642–$F7C0) with dispatch table ($E6AD) - Build fix: Same
bpl→bne *-$1Bfix at CPU $E811 as Clu Clu Land (disassembler mislabeledbneasbpl) - Details:
Defender 2 (U)/OVERVIEW.md
7. Excitebike (JU)
- Folder:
Excitebike (JU)/ - ROM:
rom.nes(24,592 bytes) - Source:
copilot/prg.s(14,111 lines) - Linker: PRG at $C000, 16 KB; single segment
- Vectors: NMI → $C23B (
NMI), RESET → $C184 (Reset), IRQ → $FFF0 (points into audio data region — likely placeholder/unused) - Key subsystems: NMI-driven state machine with dispatch table at $C000–$C00D (14 states), title/menu system ($C346–$C454), gameplay update chain ($C99A), race update ($C8D6), audio engine ($F8DE) with 4 channels + SFX, serial I/O over controller port $4016
- Build fix: Same
bpl→bne *-$1Bfix at CPU $FAB4 (same pattern as Clu Clu Land/Defender 2) - Details:
Excitebike (JU)/OVERVIEW.md
8. Tennis (JU)
- Folder:
Tennis (JU)/ - ROM:
Tennis (JU).nes(24,592 bytes) - Source:
copilot/prg.s(9,268 lines) - Linker: PRG at $C000, 16 KB; single segment
- Vectors: NMI → $C07D (
NmiHandler), RESET → $C000 (Reset), IRQ → $C000 (Resetreused) - Key subsystems: NMI-synchronized main loop (
MainLoopat $C04F), game state machine viaMainStateHandlerTable($C101, 12 states), game mode state machine viaGameModeStateTable($CAD7, 8 states), object/sprite system with fixed-point physics, audio engine ($F8DE) with serial I/O over controller port - Build fix: None needed; byte-identical out of the box
- Details:
Tennis (JU)/OVERVIEW.md
9. Pac-Man (USA) (Namco)
- Folder:
Pac-Man (USA) (Namco)/ - ROM:
rom.nes(24,592 bytes) - Source:
copilot/prg.s(9,268 lines) - Linker: PRG at $C000, 16 KB; single segment
- Vectors: NMI → $C10E (
NmiHandler), RESET → $C000 (Reset), IRQ → $C17E (IrqHandler) - Key subsystems: NMI-synchronized main loop (
MainLoopat $C04F), game state machine viaMainStateHandlerTable($C101, 12 states), game mode state machine viaGameModeStateTable($CAD7, 8 states), object/sprite system with fixed-point physics, audio engine ($F8DE) with serial I/O over controller port - Build fix: None needed; byte-identical out of the box
- Details:
Pac-Man (USA) (Namco)/OVERVIEW.md
10. Donkey Kong 3 (JUE)
- Folder:
Donkey Kong 3 (JUE)/ - ROM:
Donkey Kong 3 (JUE).nes(24,592 bytes) - Source:
copilot/prg.s(9,952 lines) - Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
- Vectors: NMI → $C07D (
NmiHandler), RESET → $C000 (Reset), IRQ → $C000 (Resetreused) - Key subsystems: Main loop with object/game state management at $C02E–$C18D, object movement and geometry calculations ($C28E–$C683), audio engine ($F8DE+) with sound channels ($F0–$FF), PPU command buffer streaming ($C3F4+)
- Build fix: Build split
main.sintoheader.s,prg.s,chr.s; addedRandomStateAlt = $E4fordec $E4at CPU $E71B (zero-page reuse withRandomState0 = $54). 2026-10-16 — one-byte branch-target bug fixed: the project was recorded as BYTE-IDENTICAL but had never built byte-identical. Thebneat CPU $C14C (PRG $014C) was annotatedD0 12(target $C160) but assembled asD0 0D, because it was labelledStoreSelectedPlayerAndScreenFlags($C15B) instead of the routine actually at $C160. Retargeted toClearAudioSetGameMode— which is also the semantically correct target for a "mode != $01" test.cmpnow passes. - Details:
Donkey Kong 3 (JUE)/copilot/OVERVIEW.md
11. Donkey Kong Jr. (JU)
- Folder:
Donkey Kong Jr. (JU)/ - ROM:
Donkey Kong Jr. (JU).nes(24,592 bytes) - Source:
copilot/prg.s(12,807 lines; 6,135 instructions, 266 routines, 68 data labels, 0 conflicts) - Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
- Vectors: NMI → $C6E6 (
NmiHandler), RESET → $C66E (ResetHandler), IRQ → $FFF0 (stray byte, effectively unused) - Key subsystems: Reset idles in a PRNG-advance loop — the entire frame state machine (title/attract/gameplay/sound) runs inside the NMI handler; VRAM/event queue at $0300 with dispatch table at $BFFE; 8-byte PRNG at $18–$1F; sound timers at $F1AF
- Build fix: None needed; byte-identical out of the box (
makeincopilot/). Pass 1 verified complete 2026-10-16 — a full byte-accounting audit ofprg.sconfirms all 16,384 PRG bytes are emitted exactly once (6,199 instructions + 3,889.byte+ 16.word), every emitted value equals the ROM byte, and there are zero audit-comment mismatches or duplicate addresses. No.incbinremains. A complete-opcode static tracer independently reaches 6,135 instructions / 12,358 code bytes (75.4%) — every one of which is already present in the file, and the file carries 121 further code bytes the tracer does not find (reached via theDeferredTaskHandlerTabledispatch at $BFFE). Pass 2/3 naming is complete; Pass 3 tables are named (DeferredTaskHandlerTable,HudDigitDescriptorTable, …) - Details:
Donkey Kong Jr. (JU)/OVERVIEW.md
12. CIRCUS
- Folder:
CIRCUS/ - ROM:
rom.nes(24,592 bytes) - Source:
copilot/prg.s(~12,755 lines) - Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
- Vectors: NMI → $C05A (
NmiHandler), RESET → $C000 (Reset), IRQ → $4CB7 (outside mapped space — effectively unused) - Key subsystems: NMI-driven frame state machine — main loop is a spin loop at $C057, all per-frame work runs in NMI; main state dispatcher at $C0D0 with 16-state pointer table; controller input with edge flags at $09; menu system with text table at $C763 ("CONTINUE", "STAGE", "SELECT", "PLAY"); palette/screen transfer via descriptor streams; VRAM queue processing; variant object state machine at $DC3F–$FE7B; audio engine with sequence data at $FABB–$FFFB
- Build fix: None needed; byte-identical out of the box (
makeincopilot/). Pass 1/2/3 complete — full code/data classification, semantic routine naming, and data table naming all done - Details:
CIRCUS/OVERVIEW.md
13. Wild Gunman (U)
- Folder:
Wild Gunman (U)/ - ROM:
rom.nes(24,592 bytes) - Source:
copilot/prg.s(~3,000 lines with routine headers) - Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
- Vectors: NMI → $C086 (
NmiHandler), RESET → $C000 (Reset), IRQ → $C000 (reusesReset) - Key subsystems: NMI-driven frame loop — main loop is a spin loop waiting on NMI phase flag ($20); NMI handler does OAM DMA ($4014), PPU updates, and calls game logic subroutines ($C29F, $C233, $C3AC, $C265); main state dispatcher at $C0B3 based on
GameMode($30); reset copies sprite/OAM data from $C844 to $05F0; APU enabled via $4015 = $0F - Build fix: None needed; byte-identical out of the box (
makeincopilot/). Pass 1 redone 2026-10-16 — the original tracer followed only RESET/NMI/IRQ and jsr/jmp/branch targets and knew just the 151 documented opcodes, so it missed Wild Gunman's runtime dispatch (Label_C341'spla-based computed goto puts the jump table inline right after eachjsr $C341) and filed ~4.9 KB of real code as.bytedata. Code coverage went 1,597 instr / 3,352 B (20.5%) → 3,956 instr / 8,085 B (49.3%). Pass 2 partial — routine headers and semantic naming for key routines (Reset,NmiHandler,MainStateDispatch,MainLoopBody, etc.); zero-page aliases inlocals.inc(GameMode=$30,NmiPhase=$20,NmiFlag=$22,Timer2F=$2F, etc.). Pass 3 pending (no data tables named yet) - Details:
Wild Gunman (U)/OVERVIEW.md
14. Joypad Test Cartridge (U)
- Folder:
Joypad Test Cartridge (U)/ - ROM:
rom.nes(24,592 bytes) - Source:
copilot/prg.s(~1,360 lines with routine headers) - Linker: HEADER at $0000 (16 bytes), PRG at $C000 (16 KB), CHR at $0000 (8 KB)
- Vectors: NMI → $CCF7 (
NmiHandler), RESET → $C000 (Reset), IRQ → $C000 (reusesReset) - Key subsystems: NMI-driven frame loop — main loop spins waiting on NMI phase; NMI handler does OAM DMA ($4014), PPU scroll/control latch, and burst VRAM writes from table at $0302;
VramPtrWrite($CD3F) uses a return-address modification trick atRetAddrUpdate($CDC8) for runtime-computed dispatch;VramWrite($CDEE) sets PPU address and writes data to PPUDATA; reset clears RAM, initializes PPU ($2000=$10, $2001=$00), triggers OAM DMA, and enters main loop - Build fix: None needed; byte-identical out of the box (
makeincopilot/). Pass 1 complete — full code/data classification (~3.5% code / ~96.5% data); Pass 2 complete — routine headers for all labels, semantic naming for key routines, zero-page aliases inlocals.inc(VramPtrLo=$00,PpuCtrlShadow=$EF,FrameCounterLo=$53, etc.) - Details:
Joypad Test Cartridge (U)/OVERVIEW.md
Skeleton Projects (under _wip/)
20 additional ROMs awaiting full disassembly. Each is set up as a Pass-0 skeleton (default_project.tar.gz): copilot/ contains the split prg.bin/header.bin/chr.bin, a symbolic skeleton prg.s, and builds BYTE-IDENTICAL at the PRG level. Mapper 0 / 16 KB PRG / 8 KB CHR for all.
| Project | Vectors (NMI/RESET/IRQ) | Mir. | Status |
|---|---|---|---|
Donkey Kong (JU) |
$C85F / $C79E / $FFF0 | V | BYTE-IDENTICAL |
Donkey Kong Jr. Math (U) |
$C4A9 / $C41E / $FFF0 | H | BYTE-IDENTICAL |
Duck Hunt (JUE) |
$C086 / $C000 / $C000 | H | BYTE-IDENTICAL |
Golf (JU) |
$C0A6 / $C000 / $C0C4 | H | BYTE-IDENTICAL |
Hogan's Alley (JU) |
$C088 / $C000 / $C000 | H | BYTE-IDENTICAL |
Ice Climber (JE) |
$C076 / $C014 / $FFF0 | V | BYTE-IDENTICAL |
Ice Climber (U) |
$C076 / $C014 / $FFF0 | V | BYTE-IDENTICAL |
Lode Runner (U) |
$C02C / $C000 / $FFF9 | H | BYTE-IDENTICAL |
Lunar Pool (U) |
$FF65 / $E80C / $FF64 | H | BYTE-IDENTICAL |
MUSCLE (U) |
$86CB / $8000 / $8764 | H | Pass 3 done — code/data split, full semantic naming, data tables structured; see _wip/MUSCLE (U)/OVERVIEW.md |
Mario Bros (JU) |
$C07D / $C000 / $C000 | H | BYTE-IDENTICAL |
Millipede (U) |
$C7F1 / $C735 / $FFF0 | H | BYTE-IDENTICAL |
Pac-Man (Tengen) (U) |
$C0FA / $C033 / $C16A | V | BYTE-IDENTICAL |
Pac-Man (U) |
$C0FA / $FF00 / $C16A | V | BYTE-IDENTICAL |
Pinball (JU) |
$C1ED / $C000 / $C1ED | H | BYTE-IDENTICAL |
Popeye (JU) (PRG 0) |
$C701 / $C649 / $FFF0 | H | BYTE-IDENTICAL |
Popeye (JU) (PRG 1) |
$C701 / $C649 / $FFF0 | V | BYTE-IDENTICAL |
Pyramid (U) |
$D72E / $FF00 / $FF00 | H | Pass 1 done — classified code/data, byte-identical; see _wip/Pyramid (U)/OVERVIEW.md |
Raid on Bungeling Bay (U) |
$C04C / $C000 / $C2C0 | H | BYTE-IDENTICAL |
Raid on Bungeling Bay (U) [a2] |
$C04C / $C000 / $C2C0 | V | BYTE-IDENTICAL |
Urban Champion (JU) |
$CA91 / $CA00 / $CA00 | H | BYTE-IDENTICAL |
Notable vector/header observations for Pass 1 work:
- Pac-Man (U) RESET at
$FF00(vector-page tail), while the Tengen variant RESETs at$C033— different builds confirmed (PRG bytes differ). - MUSCLE (U) — resolved at Pass 1: this is the one NROM ROM in the set mapped low, at $8000–$BFFF, because RESET is $8000. The skeleton's
$C000linker assumption was wrong andlinker.cfghad to move. The vectors themselves still sit in the mirror at $FFFA. IRQ $8764 is a bareRTIthat doubles as the NMI epilogue. - Lunar Pool (U) NMI
$FF65/ IRQ$FF64are adjacent in the vector page; RESET$E80C. - NES PowerPad Test Card (U) — at Pass 2/3: minimal code (~7.2%), data-heavy test cartridge. RESET at $E000 (non-$C000 entry). NMI handler reads controllers via shift register, processes pad transitions, draws score/lives. See
NES PowerPad Test Card (U)/OVERVIEW.md. - Ice Climber (JE) vs (U): byte-identical PRG and header — only the CHR differs (~regional title graphic).
- Popeye (JU) PRG 0 vs PRG 1: different PRG binaries (and mirroring); same vectors.
- Raid on Bungeling Bay (U) vs [a2]:
[a2]differs in mirroring only per header, but PRGs differ — separate builds. - Pyramid (U) — already at Pass 1: interesting unlicensed Sachen boot ($4100 mapper pokes, "AV" stack-byte check, two queued-event dispatchers). See its
OVERVIEW.md. - MUSCLE (U) — at Pass 3: bytecode-VM game. A naive recursive trace reaches only 50.6% of the PRG because the game dispatches through three jump tables and two zero-page
jmp (zp)calls that a static descender cannot follow: a 38-entry token-program pointer table at$8CEF, a 40-entry opcode handler table at$9237, a second 16-entry handler table at$9F2B, and a 3-entry per-level VRAM-writer table at$AC35. Resolving those took code coverage to 64.9%. Compressed-VRAM RLE decoder at$AC82with a 12-byte fill table at$ACBD; restoring division by 20 at$82AC; four-channel sound engine with per-channel state in zero page$C4-$EF. SeeMUSCLE (U)/OVERVIEW.md. - CIRCUS — at Pass 2/3: full recursive disassembly complete. NMI-driven frame state machine (main loop is a spin loop at $C057). Menu text at $C763 ("CONTINUE", "STAGE", "SELECT", "PLAY"). Object state machine at $DC3F–$FE7B. Audio sequence data at $FABB–$FFFB. See
CIRCUS/OVERVIEW.md. - Joypad Test Cartridge (U) — at Pass 2/3: minimal code (~3.5%), data-heavy test cartridge. NMI handler drives per-frame PPU/OAM updates. Uses return-address modification trick at
RetAddrUpdate($CDC8) withVramPtrWrite($CD3F) for runtime-computed dispatch. SeeJoypad Test Cartridge (U)/OVERVIEW.md. - Wild Gunman (U) — Pass 1 redone, Pass 2 partial, Pass 3 pending: NMI-driven frame loop. Gates its code behind runtime computed-goto tables — see the
prg.sheader block and itsOVERVIEW.md.
Common Patterns Across All Projects
Memory Map
Every project uses a single 16 KB PRG bank mapped at CPU $C000–$FFFF, with 8 KB CHR. All builds are NROM (no bank switching).
Interrupt Structure
All projects follow the same NES interrupt pattern:
- NMI fires once per frame and is the real-time heartbeat — handles OAM DMA, PPU updates, controller reading, and audio.
- RESET performs cold-start hardware init, RAM clearing, and enters the main loop.
- IRQ is almost always unused (either
rtior a self-loop).
Two exceptions worth noting from branches of this family:
- Excitebike uses a state-dispatch table at $C000 rather than a conventional inline main loop, and its IRQ vector points into a data region (unused).
- Donkey Kong Jr. is the extreme case: its reset path idles forever in a PRNG-advance loop, and the entire frame state machine (title, attract, gameplay, sound) executes inside the NMI handler itself. Its reset entry is also at $C66E rather than $C000.
Build Toolchain
All projects use the same toolchain:
- ca65 (6502 assembler)
- ld65 (linker with
.cfgmemory map) - All rebuilds are verified byte-identical to the original
prg.bin/ ROM PRG bank.
Disassembly Style
All sources are "Pass-1" style disassemblies:
- Every instruction annotated with PRG offset, CPU address, and emitted bytes
- Inline
.byte/.word/.resdata blocks interleaved with code - Address-based labels (
Label_Cxxxx,Sub_Cxxxx,EngineRoutine_Cxxxx) where semantics are not yet resolved - Zero-page symbol files (
locals.inc) and hardware symbol files (symbols.inc)
Navigation
Each project folder contains:
copilot/— disassembly source, build config, and build artifactsOVERVIEW.md(at the project folder root) — detailed per-project power-on execution flow analysis<rom>.nes— original NES ROM image (for reference)
To rebuild any project:
cd /home/tmerritt/Projects/disassembly/<Project>/copilot
make
To verify byte-identity:
make verify # (where supported by the Makefile)
Pass 1 methodology note (2026-10-16)
The original Pass 1 disassembler had two limitations that silently understated code coverage. Both are worth knowing before trusting a coverage percentage:
- Documented opcodes only. Its table held the 151 documented 6502 opcodes. These ROMs also use the 54 undocumented opcodes and the 26 unofficial NOPs as 2/3-byte padding; a tracer that halts on them strands the real code behind.
- No runtime dispatch. It followed only vectors and direct
jsr/jmp/branch targets. Games here dispatch through computed jumps —jmp ($0014), thepla-based inline-table gotos in Wild Gunman (Label_C341), and task tables like Donkey Kong Jr.'sDeferredTaskHandlerTableat $BFFE.
Effect measured per project (old tracer → complete-opcode dispatch-aware tracer):
| Project | Old | Complete | Action taken |
|---|---|---|---|
| NES PowerPad Test Card (U) | 546 instr | 559 | Pass 1 already sound |
| Joypad Test Cartridge (U) | 282 instr | 1,379 | Pass 1 redo still outstanding |
| Wild Gunman (U) | 1,600 instr | 4,083 | Pass 1 redone (49.3% code) |
| Balloon Fight (JU) | 5,216 instr | 5,277 | hand-done file was already better |
| Donkey Kong Jr. (JU) | 6,135 instr | 6,135 | file already complete |
Joypad Test Cartridge (U) is the one project still carrying the old, truncated
Pass 1 — its recorded "3.5% code" is really ~18%, and roughly 2.4 KB of code is
still filed as .byte data. It must be redone before its Pass 2/3 can be trusted.
Summary
All 15 projects in this repository rebuild byte-identical to their original ROMs:
| # | Project | Build Status | Pass 3 |
|---|---|---|---|
| 1 | Balloon Fight (JU) | BYTE-IDENTICAL | complete (Pass 1 verified) |
| 2 | Baseball (UE) | BYTE-IDENTICAL | complete |
| 3 | Bomberman (U) | BYTE-IDENTICAL | complete |
| 4 | Burger Time (U) | BYTE-IDENTICAL | complete |
| 5 | Clu Clu Land (JU) | BYTE-IDENTICAL | complete |
| 6 | Defender 2 (U) | BYTE-IDENTICAL | complete |
| 7 | Excitebike (JU) | BYTE-IDENTICAL | complete |
| 8 | Tennis (JU) | BYTE-IDENTICAL | complete |
| 9 | Pac-Man (USA) (Namco) | BYTE-IDENTICAL | complete |
| 10 | Donkey Kong 3 (JUE) | BYTE-IDENTICAL | complete |
| 11 | Donkey Kong Jr. (JU) | BYTE-IDENTICAL | complete (Pass 1 verified) |
| 12 | CIRCUS | BYTE-IDENTICAL | complete |
| 13 | Wild Gunman (U) | BYTE-IDENTICAL | pending (Pass 1 redone) |
| 14 | Joypad Test Cartridge (U) | BYTE-IDENTICAL | pending |
| 15 | NES PowerPad Test Card (U) | BYTE-IDENTICAL | complete |
The 20 _wip/ skeleton projects above also all rebuild byte-identical (PRG level); all Pass 1 work and promotion to this index's numbered inventory is future work.