Files
disasm/Donkey Kong 3 (JUE)/copilot/reconstructed.lbl
T
tmerritt e9caa8cb36 Pass 1 verification for Balloon Fight / DK Jr, and fix DK 3 branch-target bug
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.
2026-10-16 20:42:21 -04:00

698 lines
18 KiB
Plaintext

al 00FC8C .Flow_FC8C
al 00FC89 .Flow_FC89
al 00FC92 .Flow_FC92
al 00FFC3 .IndexedGameplayLookupTable_FFC3
al 00FC5E .Flow_FC5E
al 00FC5A .Flow_FC5A
al 00FC5D .Flow_FC5D
al 00FC41 .Flow_FC41
al 00FC2F .Flow_FC2F
al 00FC6A .UpdateApuChannelState_FC6A
al 00FC35 .Flow_FC35
al 00FDAB .IndexedGameplayLookupTable_FDAB
al 00FDAA .IndexedGameplayLookupTable_FDAA
al 00FDA9 .IndexedGameplayLookupTable_FDA9
al 00FDA8 .IndexedGameplayLookupTable_FDA8
al 00FDA7 .IndexedGameplayLookupTable_FDA7
al 00FDA6 .IndexedGameplayLookupTable_FDA6
al 00FDA5 .IndexedGameplayLookupTable_FDA5
al 00FDA4 .IndexedGameplayLookupTable_FDA4
al 00FBE4 .Flow_FBE4
al 00FBDE .Flow_FBDE
al 00FBDF .Flow_FBDF
al 00FC23 .Flow_FC23
al 00FBEB .Flow_FBEB
al 00FBC6 .Flow_FBC6
al 00FB94 .Flow_FB94
al 00FB8D .Flow_FB8D
al 00FB86 .Flow_FB86
al 00FB79 .Flow_FB79
al 00FB74 .Flow_FB74
al 00FBBA .Flow_FBBA
al 00FB5A .Flow_FB5A
al 00FB55 .Flow_FB55
al 00FB63 .Flow_FB63
al 00FB4A .Flow_FB4A
al 00FB45 .Flow_FB45
al 00FB3C .UpdateApuChannelState_FB3C
al 00FB3A .ComputeOrDispatch_FB3A
al 00FB17 .IndexedGameplayLookupTable_FB17
al 00FAF6 .IndexedGameplayLookupTable_FAF6
al 00FAD4 .IndexedGameplayLookupTable_FAD4
al 00FAF5 .LookupTableEntry_FAF5
al 00FA4F .Flow_FA4F
al 00FB9A .Continuation_FB9A
al 00FAA4 .Flow_FAA4
al 00FA9C .Flow_FA9C
al 00FA93 .Flow_FA93
al 00FA6F .Flow_FA6F
al 00FA61 .Flow_FA61
al 00FA3C .Flow_FA3C
al 00FA32 .Flow_FA32
al 00FA82 .UpdateApuChannelState_FA82
al 00F9F7 .Flow_F9F7
al 00FA7F .UpdateRam_07B5_FA7F
al 00F9EF .Flow_F9EF
al 00F9DD .Flow_F9DD
al 00F9D4 .Flow_F9D4
al 00F9EC .Flow_F9EC
al 00FA2F .Flow_FA2F
al 00F9C4 .Flow_F9C4
al 00F9A4 .Flow_F9A4
al 00F9CD .Flow_F9CD
al 00F99B .Flow_F99B
al 00F98D .ConfigureSoundChannel
al 00F98B .ComputeOrDispatch_F98B
al 00F96D .Flow_F96D
al 00F930 .Flow_F930
al 00FBD6 .UpdateApuChannelState_FBD6
al 00F923 .Flow_F923
al 00F918 .Flow_F918
al 00F916 .Flow_F916
al 00F97C .IndexedGameplayLookupTable_F97C
al 00F97B .IndexedGameplayLookupTable_F97B
al 00F8F0 .Flow_F8F0
al 00F9FD .Continuation_F9FD
al 00F8D8 .Flow_F8D8
al 00F957 .Flow_F957
al 00F936 .Flow_F936
al 00F8EB .Flow_F8EB
al 00F8DB .Flow_F8DB
al 00F921 .Flow_F921
al 00F91B .Flow_F91B
al 00F8B1 .Flow_F8B1
al 00F8A7 .Flow_F8A7
al 00F897 .Flow_F897
al 00F87A .Flow_F87A
al 00F876 .ComputeOrDispatch_F876
al 00F869 .Flow_F869
al 00F859 .Flow_F859
al 00FFE3 .IndexedGameplayLookupTable_FFE3
al 00FFE2 .IndexedGameplayLookupTable_FFE2
al 00F846 .Flow_F846
al 00F840 .Flow_F840
al 00F836 .StartSoundEffect
al 00F8B9 .TransformPackedValue_F8B9
al 00EC4D .Flow_EC4D
al 00EC35 .UpdateRam_03A6_EC35
al 00EC02 .Flow_EC02
al 00EC08 .Flow_EC08
al 00EC2E .Continuation_EC2E
al 00EC1D .Flow_EC1D
al 00EBE4 .Flow_EBE4
al 00EC34 .Flow_EC34
al 00EB70 .Flow_EB70
al 00EB66 .Flow_EB66
al 00EB5A .Flow_EB5A
al 00EB80 .Flow_EB80
al 00EB27 .Flow_EB27
al 00EB1A .Flow_EB1A
al 00EB05 .Flow_EB05
al 00EB00 .Flow_EB00
al 00EAF7 .Flow_EAF7
al 00EAF5 .ComputeOrDispatch_EAF5
al 00EAE7 .Flow_EAE7
al 00EAE0 .Flow_EAE0
al 00EADB .Flow_EADB
al 00EABD .Flow_EABD
al 00EABE .CalculateAndClampValue_EABE
al 00FF4C .GameplayConstantTable_FF4C
al 00EA42 .Flow_EA42
al 00EA37 .Flow_EA37
al 00EA4F .Flow_EA4F
al 00EA45 .Flow_EA45
al 00EA1C .Flow_EA1C
al 00EA14 .Flow_EA14
al 00E9CE .Flow_E9CE
al 00E9C0 .Flow_E9C0
al 00E97C .Flow_E97C
al 00E97B .Flow_E97B
al 00E967 .Flow_E967
al 00E974 .Flow_E974
al 00E94C .Flow_E94C
al 00E915 .Flow_E915
al 00E9BC .ComputeOrDispatch_E9BC
al 00E905 .Flow_E905
al 00E8F1 .Flow_E8F1
al 00E8E2 .Flow_E8E2
al 00E94A .Flow_E94A
al 00E8D7 .Flow_E8D7
al 00E8C0 .UpdateZp_01_E8C0
al 00E8CA .Flow_E8CA
al 00E8BA .Flow_E8BA
al 00E8B8 .Flow_E8B8
al 00E912 .Flow_E912
al 00E8C9 .Flow_E8C9
al 00E8AA .Flow_E8AA
al 00E85D .Flow_E85D
al 00ED03 .IndexedGameplayLookupTable_ED03
al 00E83B .Flow_E83B
al 00E855 .Flow_E855
al 00E830 .Continuation_E830
al 00E829 .Flow_E829
al 00E9BE .ComputeOrDispatch_E9BE
al 00E860 .ScreenObjectInitialStateTable
al 00E85F .ScreenObjectInitialYTable
al 00E85E .ScreenObjectInitialXTable
al 00E7CB .Flow_E7CB
al 00E695 .ComputeOrDispatch_E695
al 00E0BA .Flow_E0BA
al 00E0AD .Flow_E0AD
al 00E08A .Flow_E08A
al 00E090 .Flow_E090
al 00E056 .Flow_E056
al 00E07E .Flow_E07E
al 00E0BD .Flow_E0BD
al 00E0F0 .IndexedGameplayLookupTable_E0F0
al 00E037 .Flow_E037
al 00E029 .Flow_E029
al 00E01E .Flow_E01E
al 00E01F .Flow_E01F
al 00E0D2 .Continuation_E0D2
al 00E012 .Flow_E012
al 00DFF1 .Flow_DFF1
al 00DFF4 .Flow_DFF4
al 00DFCA .Flow_DFCA
al 00DFCD .Flow_DFCD
al 00E000 .UpdateRam_0402_E000
al 00DFDC .Flow_DFDC
al 00DFBB .Flow_DFBB
al 00DFAC .Flow_DFAC
al 00DFDB .Flow_DFDB
al 00DF75 .Flow_DF75
al 00DF81 .Flow_DF81
al 00EB36 .CalculateAndClampValue_EB36
al 00DF88 .Flow_DF88
al 00EA9F .UpdateRam_04A4_EA9F
al 00DF4C .Flow_DF4C
al 00DF84 .Flow_DF84
al 00DF1C .Flow_DF1C
al 00DF66 .Flow_DF66
al 00DF51 .Flow_DF51
al 00DF24 .Flow_DF24
al 00DEFD .Flow_DEFD
al 00DEBA .Flow_DEBA
al 00DECD .ActorCollisionOrStateTable_DECD
al 00DECC .Flow_DECC
al 00DE78 .EvaluateCollisionState_DE78
al 00DE77 .Flow_DE77
al 00DE5E .Flow_DE5E
al 00DE61 .Flow_DE61
al 00DDDF .UpdateRam_038D_DDDF
al 00DDBF .Flow_DDBF
al 00DDB2 .Flow_DDB2
al 00DDC5 .Flow_DDC5
al 00DDA1 .Flow_DDA1
al 00DDCD .Flow_DDCD
al 00DD8D .Flow_DD8D
al 00DD70 .Flow_DD70
al 00DD5D .Flow_DD5D
al 00DD60 .UpdateRam_0398_DD60
al 00DD57 .Flow_DD57
al 00DD4A .Flow_DD4A
al 00DB38 .IndexedGameplayLookupTable_DB38
al 00DB00 .Flow_DB00
al 00DAFE .Flow_DAFE
al 00DC27 .IndexedGameplayLookupTable_DC27
al 00DC26 .IndexedGameplayLookupTable_DC26
al 00DC25 .IndexedGameplayLookupTable_DC25
al 00DC24 .IndexedGameplayLookupTable_DC24
al 00DBA7 .IndexedGameplayLookupTable_DBA7
al 00DBA6 .IndexedGameplayLookupTable_DBA6
al 00DA9C .Flow_DA9C
al 00DA8A .Flow_DA8A
al 00DBA0 .IndexedGameplayLookupTable_DBA0
al 00DA5F .Flow_DA5F
al 00DB88 .CodeOrDataPointerTable_DB88
al 00DA30 .Flow_DA30
al 00DA82 .UpdateRam_0373_DA82
al 00DA13 .Flow_DA13
al 00DAF5 .TransformPackedValue_DAF5
al 00DA8B .Continuation_DA8B
al 00DABC .Continuation_DABC
al 00D9FC .Flow_D9FC
al 00D9D2 .Flow_D9D2
al 00DB15 .TransformPackedValue_DB15
al 00DBC5 .IndexedGameplayLookupTable_DBC5
al 00DBC4 .IndexedGameplayLookupTable_DBC4
al 00DBC3 .IndexedGameplayLookupTable_DBC3
al 00DBC2 .IndexedGameplayLookupTable_DBC2
al 00D9A4 .Flow_D9A4
al 00D9FF .Flow_D9FF
al 00D9CD .UpdateRam_0375_D9CD
al 00D9B3 .Continuation_D9B3
al 00D99E .Flow_D99E
al 00D992 .Flow_D992
al 00D967 .Flow_D967
al 00D94D .Flow_D94D
al 00D941 .UpdateZp_A8_D941
al 00D912 .Flow_D912
al 00D8F1 .Flow_D8F1
al 00D91D .Flow_D91D
al 00D925 .Flow_D925
al 00D8E2 .Flow_D8E2
al 00D8A8 .Flow_D8A8
al 00D8A5 .Flow_D8A5
al 00D88B .Flow_D88B
al 00D8CD .Flow_D8CD
al 00D868 .Flow_D868
al 00D8BB .Flow_D8BB
al 00D85E .Flow_D85E
al 00D8AC .Flow_D8AC
al 00D834 .Flow_D834
al 00D824 .Flow_D824
al 00D83E .Flow_D83E
al 00D815 .Flow_D815
al 00D7FC .Flow_D7FC
al 00D9D3 .TransformPackedValue_D9D3
al 00DADD .UpdateZp_03_DADD
al 00D7CC .Flow_D7CC
al 00D7D1 .Flow_D7D1
al 00D7F1 .Flow_D7F1
al 00D968 .IndexedGameplayLookupTable_D968
al 00D7B9 .Flow_D7B9
al 00D7F0 .Flow_D7F0
al 00D7ED .Flow_D7ED
al 00DDF8 .ComputeOrDispatch_DDF8
al 00D7AC .Flow_D7AC
al 00D7A9 .Flow_D7A9
al 00D952 .Continuation_D952
al 00D8D7 .Continuation_D8D7
al 00D78F .Continuation_D78F
al 00D80A .Continuation_D80A
al 00D7B1 .Continuation_D7B1
al 00D84A .Flow_D84A
al 00D78E .Flow_D78E
al 00D788 .Flow_D788
al 00D78B .Flow_D78B
al 00D785 .Flow_D785
al 00D77D .Flow_D77D
al 00D77A .Flow_D77A
al 00D73A .CodeOrDataPointerTable_D73A
al 00D72E .Flow_D72E
al 00D739 .Flow_D739
al 00D5C8 .Flow_D5C8
al 00D5B2 .Flow_D5B2
al 00D596 .Flow_D596
al 00D584 .Flow_D584
al 00D570 .Flow_D570
al 00D55F .Flow_D55F
al 00D544 .Flow_D544
al 00D55D .Flow_D55D
al 00D52A .Flow_D52A
al 00D50C .Flow_D50C
al 00D6EF .CodeOrDataPointerTable_D6EF
al 00D4E6 .Flow_D4E6
al 00D4C2 .Flow_D4C2
al 00D559 .Flow_D559
al 00D4B4 .Flow_D4B4
al 00D59E .Continuation_D59E
al 00D4A6 .Flow_D4A6
al 00D4CA .Flow_D4CA
al 00D488 .Continuation_D488
al 00D5F9 .ComputeOrDispatch_D5F9
al 00D5C0 .ComputeOrDispatch_D5C0
al 00D474 .Flow_D474
al 00D477 .Flow_D477
al 00D500 .Continuation_D500
al 00D5DB .UpdateZp_BC_D5DB
al 00D45E .Flow_D45E
al 00D461 .Flow_D461
al 00D464 .Flow_D464
al 00D498 .Flow_D498
al 00D60D .UpdateZp_0F_D60D
al 00D603 .ComputeOrDispatch_D603
al 00D5D1 .ComputeOrDispatch_D5D1
al 00D5EA .UpdateZp_BC_D5EA
al 00D43D .Flow_D43D
al 00D438 .Flow_D438
al 00D433 .Flow_D433
al 00D41F .Flow_D41F
al 00D47A .Flow_D47A
al 00D40A .Flow_D40A
al 00D440 .Flow_D440
al 00D3EB .Flow_D3EB
al 00D3E8 .Flow_D3E8
al 00D3D5 .Flow_D3D5
al 00D3B0 .Flow_D3B0
al 00D393 .Flow_D393
al 00D388 .Flow_D388
al 00D3B8 .IndexedGameplayLookupTable_D3B8
al 00D3B7 .IndexedGameplayLookupTable_D3B7
al 00D371 .Flow_D371
al 00D3B6 .IndexedGameplayLookupTable_D3B6
al 00D3B5 .IndexedGameplayLookupTable_D3B5
al 00D3B4 .Flow_D3B4
al 00D32D .Flow_D32D
al 00D3EC .EvaluateCollisionState_D3EC
al 00D321 .Flow_D321
al 00D32E .TransformPackedValue_D32E
al 00D300 .Flow_D300
al 00D2D3 .Flow_D2D3
al 00D2BF .Continuation_D2BF
al 00D2D4 .IndexedGameplayLookupTable_D2D4
al 00D2A6 .Flow_D2A6
al 00D292 .Flow_D292
al 00D274 .Flow_D274
al 00D245 .Flow_D245
al 00D235 .Flow_D235
al 00D225 .Flow_D225
al 00D257 .Flow_D257
al 00D212 .Flow_D212
al 00D207 .Flow_D207
al 00D1FB .Flow_D1FB
al 00D1BF .Flow_D1BF
al 00D1AE .Flow_D1AE
al 00D1C8 .IndexedGameplayLookupTable_D1C8
al 00D1C7 .IndexedGameplayLookupTable_D1C7
al 00D1C5 .Flow_D1C5
al 00D173 .Flow_D173
al 00D16D .ComputeOrDispatch_D16D
al 00D160 .Flow_D160
al 00E9C6 .ComputeOrDispatch_E9C6
al 00D157 .Flow_D157
al 00D13D .Flow_D13D
al 00D171 .ComputeOrDispatch_D171
al 00D15E .Flow_D15E
al 00D17F .CalculateAndClampValue_D17F
al 00D125 .Flow_D125
al 00D0B3 .Flow_D0B3
al 00D0B4 .CodeOrDataPointerTable_D0B4
al 00D098 .Flow_D098
al 00D071 .Flow_D071
al 00D0A6 .Flow_D0A6
al 00D06C .Flow_D06C
al 00D04F .UpdateRam_034E_D04F
al 00D108 .UpdateObjectScreenY_D108
al 00D04E .Flow_D04E
al 00D03B .Flow_D03B
al 00D01C .ObjectSpawnTypeTable
al 00D01B .ObjectSpawnYTable
al 00D01A .ObjectSpawnXTable
al 00D003 .Flow_D003
al 00D019 .Flow_D019
al 00CFCC .Flow_CFCC
al 00CFB7 .Flow_CFB7
al 00CFB8 .Flow_CFB8
al 00CF83 .Flow_CF83
al 00CF64 .Flow_CF64
al 00CF58 .Flow_CF58
al 00CF6A .Flow_CF6A
al 00CF8C .IndexedGameplayLookupTable_CF8C
al 00CF14 .Flow_CF14
al 00CF84 .IndexedGameplayLookupTable_CF84
al 00CF0C .Flow_CF0C
al 00CEE4 .Flow_CEE4
al 00CF6D .UpdateRam_032E_CF6D
al 00CF33 .Flow_CF33
al 00CECD .Flow_CECD
al 00CEBF .ComputeOrDispatch_CEBF
al 00CEBE .Flow_CEBE
al 00CEA8 .Flow_CEA8
al 00CE81 .Flow_CE81
al 00CE27 .CalculateAndClampValue_CE27
al 00CE25 .Flow_CE25
al 00CE0D .Flow_CE0D
al 00CE0A .Flow_CE0A
al 00CDF5 .Flow_CDF5
al 00CDF4 .Flow_CDF4
al 00CDE9 .Flow_CDE9
al 00CDD9 .Flow_CDD9
al 00CDD5 .UpdateCurrentSpriteTileId_CDD5
al 00CDCA .Flow_CDCA
al 00CDC8 .Flow_CDC8
al 00CDCD .Flow_CDCD
al 00CD84 .Flow_CD84
al 00CEF2 .UpdateRam_030C_CEF2
al 00CEE5 .UpdateRam_0301_CEE5
al 00CD63 .Flow_CD63
al 00CD7B .Flow_CD7B
al 00CD68 .Flow_CD68
al 00CD64 .Flow_CD64
al 00CD5B .Flow_CD5B
al 00CD40 .Flow_CD40
al 00CD23 .Flow_CD23
al 00CD10 .Flow_CD10
al 00CD28 .Flow_CD28
al 00CDCE .UpdateZp_13_CDCE
al 00CCDD .Continuation_CCDD
al 00CCD7 .Flow_CCD7
al 00CCC9 .Flow_CCC9
al 00CCBB .Flow_CCBB
al 00CCF2 .Flow_CCF2
al 00CCA8 .Flow_CCA8
al 00CCA3 .Flow_CCA3
al 00CCF6 .Flow_CCF6
al 00CC89 .Flow_CC89
al 00CD2E .Continuation_CD2E
al 00CC6F .Flow_CC6F
al 00CD85 .IndexedGameplayLookupTable_CD85
al 00CC4D .Flow_CC4D
al 00CC45 .Flow_CC45
al 00CDF6 .CalculateAndClampValue_CDF6
al 00CC33 .Flow_CC33
al 00CC30 .Flow_CC30
al 00CC16 .Flow_CC16
al 00CC19 .Flow_CC19
al 00CC12 .ComputeOrDispatch_CC12
al 00CC22 .Flow_CC22
al 00CC0A .Flow_CC0A
al 00CBF6 .Flow_CBF6
al 00CBDD .Flow_CBDD
al 00CBCF .Flow_CBCF
al 00CBD1 .Flow_CBD1
al 00CBF5 .Flow_CBF5
al 00CDAC .UpdateRam_0304_CDAC
al 00CC65 .ComputeOrDispatch_CC65
al 00CBB8 .UpdateRam_0312_CBB8
al 00CFB1 .UpdateZp_54_CFB1
al 00CBA8 .Flow_CBA8
al 00CBB7 .Flow_CBB7
al 00CB99 .Flow_CB99
al 00DE62 .UpdateZp_50_DE62
al 00DDFD .UpdateRam_0380_DDFD
al 00CE77 .ComputeOrDispatch_CE77
al 00D6F3 .UpdateRam_036C_D6F3
al 00D263 .TransformPackedValue_D263
al 00CB5F .Flow_CB5F
al 00C9DF .Flow_C9DF
al 00C9EA .Flow_C9EA
al 00C9DD .Flow_C9DD
al 00C9C7 .UpdateScreenGameplayState12
al 00C9AF .UpdateScreenGameplayState11
al 00C9AA .Flow_C9AA
al 00C9AC .Flow_C9AC
al 00C9AE .Flow_C9AE
al 00C998 .UpdateScreenGameplayState10
al 00C98E .Flow_C98E
al 00C991 .Flow_C991
al 00C993 .Flow_C993
al 00C975 .Flow_C975
al 00C957 .Flow_C957
al 00C94B .UpdateScreenGameplayState9
al 00C948 .Flow_C948
al 00C93E .UpdateScreenGameplayState8
al 00C937 .Flow_C937
al 00EC49 .ComputeOrDispatch_EC49
al 00C924 .Flow_C924
al 00C923 .Flow_C923
al 00C8F1 .Flow_C8F1
al 00C8D3 .Flow_C8D3
al 00C8FC .Flow_C8FC
al 00C8D4 .Flow_C8D4
al 00C8C6 .UpdateScreenGameplayState7
al 00C8C5 .Flow_C8C5
al 00C8B0 .Flow_C8B0
al 00C8B9 .Flow_C8B9
al 00C89D .Flow_C89D
al 00C898 .Flow_C898
al 00C887 .Flow_C887
al 00C865 .Flow_C865
al 00C85D .Flow_C85D
al 00C871 .Flow_C871
al 00C853 .Flow_C853
al 00C84A .Flow_C84A
al 00C840 .Flow_C840
al 00C82C .Flow_C82C
al 00C82E .Flow_C82E
al 00C837 .Flow_C837
al 00C82F .LoadScreenCollisionState
al 00EB06 .UpdateZp_A8_EB06
al 00E9F6 .UpdateZp_A8_E9F6
al 00DE2E .EvaluateCollisionState_DE2E
al 00DD71 .EvaluateCollisionState_DD71
al 00D75A .UpdateRam_0371_D75A
al 00DED5 .EvaluateCollisionState_DED5
al 00EBC6 .UpdateZp_A8_EBC6
al 00DF94 .EvaluateCollisionState_DF94
al 00E86A .EvaluateCollisionState_E86A
al 00D2F2 .UpdateZp_A8_D2F2
al 00D023 .TransformPackedValue_D023
al 00CEA9 .UpdateZp_A8_CEA9
al 00CB89 .UpdateZp_A8_CB89
al 00D1D7 .UpdateObjectScreenY_D1D7
al 00C7DD .UpdateScreenGameplayState6
al 00E7C5 .UpdateZp_04_E7C5
al 00CB2B .UpdateRam_0300_CB2B
al 00C7C2 .UpdateScreenGameplayState5
al 00C7AF .Flow_C7AF
al 00C7A9 .Flow_C7A9
al 00C797 .Flow_C797
al 00C784 .Flow_C784
al 00C7B0 .UpdateZp_01_C7B0
al 00C76F .ComputeOrDispatch_C76F
al 00C755 .UpdateScreenGameplayState4
al 00C751 .ScreenVariantInitialStateTable
al 00C73D .Flow_C73D
al 00C724 .Flow_C724
al 00EC69 .ActorCollisionOrStateTable_EC69
al 00C70C .Flow_C70C
al 00C710 .PrepareScreenObjectUpdate
al 00C709 .Flow_C709
al 00C70B .Flow_C70B
al 00C6EB .UpdateActiveScreenObjects
al 00C6E4 .Flow_C6E4
al 00C6D4 .InitializeScreenState2
al 00C6BE .Flow_C6BE
al 00C6AB .InitializeScreenState1
al 00C692 .Flow_C692
al 00C663 .InitializeGameplayActors
al 00EC43 .ComputeOrDispatch_EC43
al 00C651 .Flow_C651
al 00C646 .Flow_C646
al 00C642 .Continuation_C642
al 00C634 .UpdateZp_04_C634
al 00C624 .EvaluateCollisionState_C624
al 00C623 .CopySelectedActorCoordinates
al 00C5FE .Flow_C5FE
al 00C601 .SelectNearestActorOrObstacle
al 00C5C0 .UpdateActorObstacleInteraction
al 00C5BF .Flow_C5BF
al 00C5AE .Flow_C5AE
al 00C5A2 .Flow_C5A2
al 00C58F .CalculateAndClampValue_C58F
al 00C586 .Flow_C586
al 00C58A .Flow_C58A
al 00C579 .Flow_C579
al 00C5B1 .DecodePackedMovementDelta
al 00C56E .AddPackedMovementDelta
al 00C56D .Flow_C56D
al 00C54B .UpdateActorCoordinates_C54B
al 00C541 .Continuation_C541
al 00C534 .ComputeOrDispatch_C534
al 00C524 .TransformPackedValue_C524
al 00C51E .Continuation_C51E
al 00C514 .Continuation_C514
al 00C4F9 .UpdateActorCoordinates_C4F9
al 00C4E9 .EvaluateCollisionState_C4E9
al 00C4E8 .Flow_C4E8
al 00C4C6 .TransformPackedValue_C4C6
al 00C4C5 .Flow_C4C5
al 00C4BD .Continuation_C4BD
al 00C4B3 .Flow_C4B3
al 00EF7D .HudDigitGlyphPointerTableHi
al 00EF7C .HudDigitGlyphPointerTableLo
al 00C499 .SelectDigitGlyphTable
al 00C4C0 .Flow_C4C0
al 00C476 .Flow_C476
al 00C4D5 .AppendHudTileByte
al 00C468 .Flow_C468
al 00C451 .ExpandPackedScoreOrHudData
al 00C447 .Flow_C447
al 00C407 .Flow_C407
al 00C404 .Flow_C404
al 00C401 .Flow_C401
al 00C3F7 .Flow_C3F7
al 00C3E3 .Flow_C3E3
al 00C41B .FinishPpuCommandStreamAndRestoreScroll
al 00C3C2 .Flow_C3C2
al 00C3BC .Flow_C3BC
al 00C397 .Flow_C397
al 00C388 .Flow_C388
al 00C3A1 .Flow_C3A1
al 00C3AF .Flow_C3AF
al 00C36F .Flow_C36F
al 00C361 .Flow_C361
al 00C338 .ShiftControllerBits
al 00C336 .ReadControllerPorts
al 00F68B .IndexedGameplayLookupTable_F68B
al 00C309 .Flow_C309
al 00F60D .IndexedGameplayLookupTable_F60D
al 00C2E9 .Flow_C2E9
al 00F5D4 .IndexedGameplayLookupTable_F5D4
al 00C2CA .ReadGameplayLookupValue
al 00C30F .Flow_C30F
al 00C2EF .Flow_C2EF
al 00C2D0 .ProcessObjectTableData
al 00C2B4 .ComputeOrDispatch_C2B4
al 00C2B3 .ReturnFromComputeOrDispatch
al 00C2A8 .DecrementObjectTimer
al 00C29D .HideUnusedMetaspriteSlots
al 00C2A7 .ReturnFromMetaspriteRender
al 00C27D .StoreSpriteX
al 00C277 .MirrorSpriteXOffset
al 00C287 .SkipFlickerSprite
al 00C253 .EmitOamSprite
al 00C248 .RenderMetaspriteEntry
al 00C28E .AdvanceMetaspriteLayout
al 00F758 .MetaspriteLayoutPointerTableHi
al 00F757 .MetaspriteLayoutPointerTable
al 00F6AF .AnimationLayoutIndexTable
al 00F6B0 .AnimationBaseTileTable
al 00C217 .LoadObjectSpriteRenderState
al 00C20F .AdvanceObjectRecordPointer
al 00C3DC .BeginPpuCommandStream
al 00C20A .QueuedPpuTransferSourcePageTable
al 00C1F4 .ReturnFromPpuTransfer
al 00C1EE .HideOamSpritesLoop
al 00C1E3 .ClearNametableAttributes
al 00C1C9 .FillNametableTileBytes
al 00C1A9 .ClearNametable2000WithTile24
al 00C1AD .FillNametableAndClearAttributes
al 00C17D .ConvertPlayerSlotToOamOffset
al 00C16F .UpdateZp_37_C16F
al 00C15B .StoreSelectedPlayerAndScreenFlags
al 00C173 .ClampScreenSelectionPositionMin
al 00C160 .ClearAudioSetGameMode
al 00C167 .CheckGameModeZero
al 00C18D .DispatchScreenState
al 00C13A .ClearActorFlagsLoop
al 00C142 .DispatchGameModePhase
al 00C10D .ScreenStateHandlerTable
al 00C3C6 .DispatchScreenStateHandler
al 00C0FE .SelectAlternateAudioMode
al 00C656 .ClearAudioRequestFlags
al 00C0D7 .CopyPlayerStateDefaults
al 00C0F6 .StartGameplayCountdown
al 00C108 .DispatchCurrentScreenState
al 00C104 .ClearScreenSubstate
al 00C129 .HandleStartAndPlayerSelection
al 00C328 .UpdateControllerState_C328
al 00C424 .ResetPpuScroll
al 00C370 .UpdatePpuTransferQueue
al 00C0B0 .CompleteNmiAndRestoreRegisters
al 00C08D .NmiHandler
al 00C084 .EnableRenderingAfterNmiWork
al 00C089 .WritePpuMaskAndReturn
al 00C07D .DisableRenderingForNmiWork
al 00C078 .WaitForNmiWorkCompletion
al 00C073 .ClearNmiWorkMode
al 00C42F .AdvancePseudoRandomState
al 00C063 .WaitForFrameReady
al 00C05F .RequestNmiProcessing
al 00C0BA .UpdateTitleAndGameplayState
al 00C3B0 .DecrementGameplayTimers
al 00F820 .UpdateAudioEngine
al 00C054 .RunMainGameFrame
al 00C051 .RunAudioOnlyFrame
al 00C047 .SelectMainLoopAudioPath
al 00C1EA .HideAllOamSprites
al 00C1A2 .ClearNametable2400WithTileFF
al 00C02B .FinishResetInitialization
al 00C01D .ClearCpuRamPageLoop
al 00C002 .WaitForInitialVblankAndDisableRendering
al 00C000 .ResetHandler
al 00FA85 .Flow_FA85
al 00F96F .Flow_F96F
al 00C1F5 .RunQueuedPpuTransfer