Adds remaining NROM as _wip Update gitignore to not keep object files Adds AGENTS.md as this is an AI helped project
17 KiB
Clu Clu Land (JU) — Game Flow from Power-On
This document describes the execution flow of the disassembled Clu Clu Land (JU) PRG bank (16 KB, mapped at CPU $C000–$FFFF), starting from power-on. It is based entirely on copilot/prg.s in the repository. The rebuild is verified byte-identical to the original prg.bin.
1. ROM and Memory Layout
| Property | Value |
|---|---|
| Format | iNES / NES 2.0 |
| PRG | 1 × 16 KB (mapped at CPU $C000–$FFFF) |
| CHR | 1 × 8 KB |
| Mirroring | Horizontal |
| PRG bank start | CPU $C000 |
| Source file | copilot/prg.s (9,150 lines) |
| Output | reconstructed_prg.bin (16,384 bytes) |
Interrupt vectors (CPU $FFFA–$FFFF)
| Vector | Address | Handler |
|---|---|---|
| NMI | $C1F1 | NMIHandler |
| RESET | $C196 | ResetEntry |
| IRQ / BRK | $C196 | IRQHandler (reuses ResetEntry) |
2. Build Status
make in copilot/ assembles prg.s with ca65, links with ld65, and verifies against prg.bin.
Verification result: BYTE-IDENTICAL — reconstructed_prg.bin matches prg.bin exactly (all 16,384 bytes), and prg.bin matches the PRG bank of rom.nes.
3. Reset — CPU $FFFC → $C196
ResetEntry ($C196)
On power-on or reset:
CLD— clear decimal mode.LDA #$00 / STA PPUCTRL— disable PPU rendering/NMI.SEI— disable maskable interrupts.LDX #$FF / TXS— initialize stack pointer to $FF.- Wait for two VBlanks —
InterruptPathLoop_C1A2(LDX #$02, then pollPPUSTATUSbit 7 twice viaDEX/BNE). This is the PPU warm-up delay. - Clear RAM —
LDY #$24(or$18ifStartupPreserveFlag0/$48 orStartupPreserveFlag1/$49 is nonzero), thenSTA $0000,Yin a loop clearing zero page + one page. The Y start value ($24 vs $18) is selected by the two preserve flags. JSR RunGameTaskRoutine_CBA6($C1C2) — run an initial game task routine with Y=$07, X=$06.LDA #$55 / STA FrameShiftRegister0($10) — initialize frame shift register 0.LDA #$12 / STA PPUCTRL / STA ShadowPPUCTRL($40) — set PPU control to $12 (NMI enabled, $2000 base) and shadow.LDA #$06 / STA PPUMASK / STA ShadowPPUMASK($41) — enable background + sprites, set mask shadow.LDA #$0F / STA APUSTATUS / STA $0100— enable all four APU channels, write to $0100.JSR RunGameTaskRoutine_C3E4($C1DF) — run the C3E4 game task routine.LDA ShadowPPUCTRL / ORA #$80 / STA ShadowPPUCTRL / STA PPUCTRL— set NMI enable bit in shadow and PPUCTRL (enables NMI).- Falls into
InterruptPathDispatch_C1EB($C1EB) — the permanent main loop.
4. Main Loop — InterruptPathDispatch_C1EB ($C1EB)
Once NMI is enabled, ResetEntry never returns. It enters an infinite loop:
InterruptPathDispatch_C1EB ($C1EB):
JSR EnginePath_F58D ; $C1EB: 20 8D F5 - frame/input processing
JMP InterruptPathDispatch_C1EB ; $C1EE: 4C EB C1 - loop forever
The real-time work happens in the NMI (see section 5). The main loop only repeatedly calls EnginePath_F58D and spins. EnginePath_F58D ($F58D) shifts the frame shift registers ($10–$17) right based on controller input bits ($10/$11 bit 2), producing a carry that drives rotation.
5. NMI / Frame Heartbeat — NMIHandler ($C1F1)
The NMI fires once per frame and is the central real-time driver. It:
- Save A (
PHA) and save WorkPtr0Lo ($00) onto the stack. - PPU control:
LDA ShadowPPUCTRL ($40) / AND #$7F(clear NMI bit), store back to shadow and $2000 — this temporarily disables NMI during the handler to prevent re-entry. - PPU mask:
LDA ShadowPPUMASK ($41) / AND #$E7(clear sprite/background enable bits), store to shadow and $2001 — rendering off during updates. - Game state update:
JSR UpdateGameStateRoutine_C996($C207) — core per-frame game state logic. - OAM DMA: write $00 to OAMADDR ($2003), then $02 to OAMDMA ($4014) — DMA $0200–$02FF to sprite RAM.
- Resource/level data:
JSR ResourceAndLevelData($F20B) — PPU command buffer processing / nametable updates. - Object paths:
JSR ObjectPath_E113($E113), thenJSR ObjectPath_DDC1($DDC1) — object movement/collision. - Restore PPU: write ShadowPPUCTRL ($40) to $2000;
LDA ShadowPPUMASK / ORA #$18(re-enable background + sprites), store to shadow and $2001 — rendering back on. - Audio driver:
JSR AudioDriverCode($F7C1) — process all audio channels. - Engine path:
JSR EnginePath_F5AE($F5AE) — controller strobing + input processing (ProcessResourceStateRoutine_F5BE). - Object path:
JSR ObjectPath_DDC1($DDC1) again. - Game task:
JSR RunGameTaskRoutine_C368($C368) — main game task dispatcher. - PPU status poll:
NMIReadPPUStatus_C234— read PPUSTATUS (reset address latch). - Re-enable NMI:
LDA ShadowPPUCTRL / ORA #$80 / STA ShadowPPUCTRL / STA PPUCTRL. - Restore:
PLA / STA WorkPtr0Lo ($00),PLA,RTI.
AudioDriverCode ($F7C1)
Called from NMI. Processes four audio state routines in sequence:
ProcessAudioStateRoutine_F898ProcessAudioStateRoutine_FA2EProcessAudioStateRoutine_FACFProcessAudioStateRoutine_FB22Then clears audio request bytes $FB–$FF, handles the noise channel ($07FE, $4011), and returns.
6. Game Task Dispatcher — RunGameTaskRoutine_C368 ($C368)
Called each NMI frame. This is the primary gameplay dispatcher with multiple entry points ($C368, $C3BC, $C3E4, $C402, $C463, $C47A, etc.). It branches on game state variables ($92, $B0, $8A, $8D, $8C, etc.) to:
ProcessResourceStateRoutine_F577— resource processingCoreGameCode($C245) — the large central object-processing routine (see section 7)RunGameTaskRoutine_C6BE,C7EF,C7F3,C809,C816,C81A,C824,C830,C84B— various sub-tasksProcessResourceStateRoutine_F40C / F408 / F31A / F77D— resource/command buffer updates
The dispatcher uses a dense network of CorePath* / UpdateGameState* / UpdatePlayerState* / RunGameTaskDispatch_* branch targets driven by zero-page state ($8A–$8F, $90–$93, $A7, $AC–$AF, $B0, etc.).
7. Core Object Processing — CoreGameCode ($C245)
The largest single routine in the bank. Called from the task dispatcher. It processes objects in two main phases:
Phase 1 ($C245–$C264):
JSR RunGameTaskRoutine_CBB9JSR ObjectPath_D34EJSR UpdateObjectRecord_D27D- Object record reads from
CurrentObjectPtrLo/Hi($08/$09):ReadObjectRecord_DADA,ReadObjectRecord_CD7B,ReadObjectRecord_D11E
Phase 2 ($C264–$C2C2):
JSR ObjectPath_D06D,RunGameTaskRoutine_CBC6,ObjectPath_D34E,UpdateObjectRecord_D27D- Second set of object record reads
- Long chain of object buffer/update routines:
ObjectPath_D08F,ObjectPath_DD10,ObjectPath_DC5A,UpdateObjectBuffer_DB52,ObjectPath_D856,ObjectPath_D8BA,UpdateObjectBuffer_D64F,ObjectPath_D97B,UpdateObjectBuffer_D0C8,ObjectPath_CFA1,ObjectPath_D0B1,ProcessObjectStateRoutine_E6F3,ObjectPath_DA91,UpdateObjectBuffer_DBC7,ObjectPath_D0DF,ObjectPath_D1D6,UpdateObjectBuffer_DD8F,UpdateObjectBuffer_D0F6,UpdateGameStateRoutine_C47A,ObjectPath_D209, thenRTS.
Object loop (CorePathLoop_C2C3 at $C2C3):
JSR RunGameTaskRoutine_C84B- Clears $0080–$009F (32 bytes) via indexed store
RoundOrSubstate($88) = 0- Player/game state initialization based on
ContextIndex($4A)
8. PPU Command / Nametable Processing — ResourceAndLevelData ($F20B)
Called from NMI. Processes an embedded command stream at $0301:
- Reads PPU address high/low from $0301,Y
- Writes a counted block of bytes to $2007 (PPUDATA)
- Handles $3F-prefixed commands (palette) specially — re-writes PPUADDR
- This is the nametable/palette update pipeline driven during VBlank.
Supporting PPU helpers:
SetDefaultScroll($FFEB) — writes $08, $00 to PPUSCROLLLoadPalettestyle routines viaProcessResourceStateRoutine_F40C/F408/F31A/F77DUpdateCommandBufferRoutine_F3A1
9. Object System
Object processing is spread across many ObjectPath_* and UpdateObjectBuffer_* / UpdateObjectRecord_* / ReadObjectRecord_* / ProcessObjectState* routines in the $C000–$EFFF range:
| Group | Address Range | Purpose |
|---|---|---|
| ObjectPath_D06D / D08F / D0B1 / D0DF / D1D6 / D209 | $Cxxx | Object coordinate/state update |
| ObjectPath_D34E | $CD3E | Object processing core |
| ObjectPath_D856 / D8BA / D97B | $CDxx | Object buffer/rendering |
| ObjectPath_DC5A / DD10 / DDC1 | $CDxx–$DDxx | Object collision/movement |
| ObjectPath_E113 | $E113 | Object entry (called from NMI) |
| UpdateObjectRecord_D27D | $CD27D | Object record maintenance |
| ReadObjectRecord_DADA / CD7B / D11E | $CDxx–$DAxx | Object record reading |
| ProcessObjectStateRoutine_E6F3 / D1CE / D211 / D42C / D44A / D94D / DA26 | $CDxx–$E6xx | Object state machine dispatch |
| UpdateObjectBuffer_DB52 / D64F / DBC7 / DD8F / D0F6 | $CDxx–$DDxx | OAM buffer writes |
| ProcessCurrentObjectRoutine_CBE3 | $CBE3 | Current object processing |
Objects use CurrentObjectPtrLo/Hi ($08/$09) and CurrentObjectIndex ($0A) for indirect access. Object state arrays live in zero page ($90–$AF, $D0–$D8) and RAM ($0400–$07FF).
10. Zero-Page / RAM Symbols
| Address | Symbol | Use |
|---|---|---|
| $00–$01 | WorkPtr0Lo/Hi | General indirect pointer (also saved across NMI) |
| $02–$03 | WorkPtr1Lo/Hi | Secondary pointer |
| $04–$05 | DataPtrLo/Hi | Data pointer |
| $06–$07 | ListPtrLo/Hi | List pointer |
| $08–$09 | CurrentObjectPtrLo/Hi | Current object pointer |
| $0A | CurrentObjectIndex | Current object index |
| $0B–$0C | AlternateObjectPtrLo/Hi | Alternate object pointer |
| $0D–$0E | TempDirection / TempClass | Temporary direction/class |
| $0F | LoopCounter | Loop counter |
| $10–$17 | FrameShiftRegister0–7 | Frame shift registers (input/frame state) |
| $20–$23 | CollisionRecordA0–A3 | Collision records |
| $24–$27 | VectorComponent0–3 | Vector components |
| $2C–$2F | TempField2C–2F | Temporary fields |
| $33–$34 | TempField33/34 | Temporary fields |
| $3F | TempField3F | Temporary field |
| $40 | ShadowPPUCTRL | $2000 mirror |
| $41 | ShadowPPUMASK | $2001 mirror |
| $42–$43 | ScrollOrRenderState0/1 | Scroll/render state |
| $44–$47 | ControllerButtonsBase/AltBase | Controller state ($44,$46 indexed) |
| $48–$49 | StartupPreserveFlag0/1 | Startup preserve flags |
| $4A | ContextIndex | Context index |
| $4B | ModeToggleFlag | Mode toggle |
| $4C | ActiveContext | Active context |
| $4D | PendingStateIndex | Pending state index |
| $4E | StateTransitionFlag | State transition flag |
| $4F | InputLockFlag | Input lock flag |
| $50 | GlobalTickDivider | Global tick divider |
| $51–$68 | TimerArrayBase / GameVar* | Timers and gameplay variables |
| $75–$7D | PlayerTimerBase / PlayerTimer1/2 / StateTimer / InputRepeatDelay | Player timers |
| $80–$8F | MatchState80–StateCounter8F | Match/game state (RoundOrSubstate=$88, GameState=$8A, GameSubstate=$8B) |
| $90–$93 | PlayerStateBase / PlayerState1 / CountdownValue / CountdownDivider | Player state |
| $9F | ObjectStateArray9F | Object state array |
| $A0–$A9 | StateVarA0–A9 | State variables |
| $AC–$AF | StateVarAC–AF | State variables |
| $B0 | ToggleStateB0 | Toggle state |
| $B2 | StateVarB2 | State variable |
| $D0–$D8 | ObjectVarD0–D8 | Object variables |
| $DA | ObjectVarDA | Object variable |
| $E9–$EF | ObjectVarE9–EF | Object variables |
| $F0–$F3 | AudioPulse1State–AudioNoiseState | Audio channel states |
| $F4 | AudioPeriodOrEnvelope | Audio period/envelope |
| $F5–$F6 | AudioSequencePtrLo/Hi | Audio sequence pointer |
| $F7 | AudioSequenceCursor | Audio sequence cursor |
| $F8–$F9 | AudioChannelCursor/Index | Audio channel state |
| $FA | AudioSequenceState | Audio sequence state |
| $FB–$FF | AudioRequest0–4 | Audio request flags |
11. Audio System
AudioDriverCode ($F7C1) — NMI-called audio driver:
- Strobes JOY2 ($4017 = $FF) to select noise mode
- Calls four channel processors: $F898, $FA2E, $FACF, $FB22 (pulse 1, pulse 2, triangle, noise)
- Clears audio request flags $FB–$FF
- Noise channel: reads $07FE, applies envelope from AudioNoiseState ($F3), writes to $4011
Audio workspace ($F0–$FF): channel states, sequence pointers/cursors, request flags.
Audio data tables (AudioDataTables at $F441 / $FF34): pitch/envelope lookup tables at $FF34–$FF40 and $FF51–$FFF0.
12. Data Regions
| Label | Address | Description |
|---|---|---|
DeveloperCreditText |
$C000 | "T.SAWANO." encoded credit string |
ResourceScriptPointerTable |
$C008 | 16 pointers into upper-PRG script area ($E75D–$EF91, $F117/$F11D) |
TitleOrMessageTileString |
$C044 | Encoded title/message tile values |
ResourceDescriptorData_C058 |
$C058 | Variable-length resource descriptor records |
DirectionAndCoordinateTables_C0B4 |
$C0B4 | Direction, coordinate, and signed-offset lookup tables |
StartupObjectTemplateData_C0E9 |
$C0E9 | Startup object/template records |
MovementTables |
$C7BD | Movement-related tables |
ObjectEngineCodeAndTables |
$CCC8 | Object engine code + embedded tables |
AudioDataTables |
$F441 | Audio pitch/envelope tables |
| VectorTable | $FFFA–$FFFF | NMI=$C1F1, RESET=$C196, IRQ=$C196 |
13. Summary of Execution Flow
Power On / Reset
│
▼
ResetEntry ($C196) ───────────────────────────────────┐
│ CLD, disable PPU/NMI, SEI, stack=$FF │
│ wait 2× VBlank (PPU warm-up) │
│ clear RAM (zero page + one page) │
│ JSR RunGameTaskRoutine_CBA6 (init task) │
│ FrameShiftRegister0=$55, PPUCTRL=$12 (NMI on) │
│ PPUMASK=$06 (bg+sprites on), APU=$0F │
│ JSR RunGameTaskRoutine_C3E4 │
│ enable NMI bit in PPUCTRL │
▼ │
InterruptPathDispatch_C1EB ($C1EB) ───────────────────┤
│ │
├─ JSR EnginePath_F58D (frame shift regs) │
└─ JMP InterruptPathDispatch_C1EB ◄─────────────┘ (spin forever)
│
NMI ($C1F1) [once per frame] │
│ │
├─ save A, WorkPtr0Lo ($00) │
├─ PPUCTRL = shadow & #$7F (NMI off during H) │
├─ PPUMASK = shadow & #$E7 (rendering off) │
├─ JSR UpdateGameStateRoutine_C996 ($C996) │
├─ OAM DMA ($0200–$02FF → $4014) │
├─ JSR ResourceAndLevelData ($F20B) [PPU cmds] │
├─ JSR ObjectPath_E113 ($E113) │
├─ JSR ObjectPath_DDC1 ($DDC1) │
├─ PPUCTRL = shadow; PPUMASK = shadow | #$18 │
│ (rendering back on) │
├─ JSR AudioDriverCode ($F7C1) [4 channels] │
├─ JSR EnginePath_F5AE ($F5AE) [controller I/O]│
├─ JSR ObjectPath_DDC1 ($DDC1) [again] │
├─ JSR RunGameTaskRoutine_C368 ($C368) [game task]│
│ │
├─ read PPUSTATUS │
├─ PPUCTRL = shadow | #$80 (re-enable NMI) │
├─ restore A, WorkPtr0Lo ($00) │
└─ RTI │
Game Task Dispatcher ($C368) [from NMI]
├─ branches on $92,$B0,$8A,$8D,$8C,$8F,... │
├─ CoreGameCode ($C245) — main object processor │
├─ many RunGameTaskRoutine_* / ProcessResource* │
└─ returns to NMI (which continues to RTI)
14. Notes
- Build verification:
makeincopilot/producesreconstructed_prg.binthat is byte-identical toprg.binand to the PRG bank ofrom.nes. - Vectors confirm NMI at $C1F1 and both RESET/IRQ at $C196 (IRQ reuses the reset handler).
- The main loop (
InterruptPathDispatch_C1EB) is a tight infinite loop calling onlyEnginePath_F58D; all substantive per-frame work is done in the NMI handler. - NMI temporarily disables itself (
AND #$7Fon PPUCTRL) and rendering (AND #$E7on PPUMASK) while it updates PPU state and objects, then re-enables both before RTI — a classic NES VBlank update pattern. - Many routine labels carry address-based names (
ObjectPath_D34E,RunGameTaskRoutine_C368,ProcessObjectStateRoutine_E6F3, etc.) reflecting the automated first-pass disassembly; semantic naming is provisional. - The disassembly includes extensive inline
.bytedata blocks interleaved with code; boundaries are marked as "conservative Pass-1 classifications." locals.incprovides verified zero-page names;symbols.incprovides the NES hardware register set.