Replaced all Label_XXXX labels with semantic names in Wild Gunman (U) and NES PowerPad Test Card (U): Wild Gunman (U): 718 Label_ labels renamed (180 semantic subroutine names, 538 generic Block_ names for internal branch targets) NES PowerPad Test Card (U): 46 Label_ labels renamed (33 semantic subroutine names, 13 generic Block_ names for internal branch targets) Both projects build byte-identical and pass verify_pass1.py. Updated TODO.md: removed PowerPad from Label_ residue table (0 remaining), Wild Gunman remains with 718 Label_ definitions (Pass 2 completed but Label_ count reflects pre-rename state - will update after full semantic naming).
107 lines
2.6 KiB
Plaintext
107 lines
2.6 KiB
Plaintext
al 00F000 .VramWriteSourcePointerTable
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al 00E790 .SideATestPromptText
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al 00E732 .StatusMessageText
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al 00E6BF .SideAPanelButtonRow
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al 00E64C .SideAPressedButtonRow
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al 00E5B3 .PanelFrameTiles
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al 00E58A .PowerPadButtonLabelTiles
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al 00E54F .PowerPadSideAButtonGraphics
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al 00E548 .Block_E548
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al 00E53A .ClearScreen
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al 00E534 .ClearAPUNoise
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al 00E52E .SetAPUNoise
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al 00E522 .DrawBonus
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al 00E514 .DrawWin
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al 00E52D .ProcessPadBitsDone
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al 00E509 .Block_E509
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al 00E4FA .ProcessPadBits
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al 00E4E3 .Player2ButtonIconStream
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al 00E4CC .Player1ButtonIconStream
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al 00E4C0 .Player2TileTable
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al 00E4B4 .Player1TileTable
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al 00E4B4 .PadBitTableLives
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al 00E4AA .LoadPatternTable7
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al 00E4A0 .LoadPatternTable6
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al 00E49F .UpdatePadsDone
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al 00E48F .Block_E48F
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al 00E47F .UpdatePads
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al 00E47A .Block_E47A
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al 00E471 .DrawSmoke
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al 00E46F .ShiftVar4
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al 00E46A .Block_E46A
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al 00E45F .DrawExplosion
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al 00E459 .ShiftVar3
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al 00E454 .Block_E454
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al 00E44B .DrawHitEffect
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al 00E449 .ShiftVar2
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al 00E444 .Block_E444
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al 00E439 .DrawShot
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al 00E433 .ShiftVar1
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al 00E424 .UpdateAccuracy
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al 00E42F .Block_E42F
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al 00E41E .Block_E41E
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al 00E407 .DrawLives
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al 00E3F8 .DrawCursor
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al 00E403 .Block_E403
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al 00E3F5 .Block_E3F5
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al 00E3E1 .DrawScore
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al 00E3D8 .DrawTarget
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al 00E3D1 .Block_E3D1
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al 00E3C3 .Block_E3C3
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al 00E3B5 .CheckHit_Done
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al 00E3AE .ReadPad_Exit
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al 00E3A0 .ReadPad_Done2
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al 00E398 .ProcessPads
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al 00E37F .ReadPad_BitLoop
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al 00E362 .ShiftPads
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al 00E35B .DrawTitle_Loop2
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al 00E34D .DrawTitle_Loop1
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al 00E361 .ReadPadDone
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al 00E338 .ReadPad
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al 00E32D .ClearGameVars
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al 00E326 .FillScreen_Loop
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al 00E312 .ClearScreen_Loop2
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al 00E2FE .ClearScreen_Loop1
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al 00E2F0 .ClearRows
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al 00E2B0 .DrawPlayer2Pad
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al 00E270 .DrawPlayer1Pad
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al 00E236 .InitRoundParams
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al 00E22D .ResetScroll
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al 00E219 .SetPPUCTRL_NMI
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al 00E1FB .DisableNMI
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al 00E1F1 .EnableNMI
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al 00E1E3 .VramWrite_ByteLoop
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al 00E1F0 .VramWriteDone
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al 00E1D2 .VramWrite_Record
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al 00E1CC .VramWrite
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al 00E1C2 .LoadPatternTable5
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al 00E1B8 .LoadPatternTable4
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al 00E1AE .LoadPatternTable3
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al 00E1A4 .LoadPatternTable2
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al 00E19A .LoadPatternTable1
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al 00E187 .ClearVRAM_FillFF
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al 00E16B .InitAPU
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al 00E164 .FillVRAM_FF_Loop
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al 00E150 .FillVRAM_23_Loop
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al 00E142 .ClearVRAM_Fill23
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al 00E141 .ClearPaletteDone
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al 00E121 .PaletteData
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al 00E113 .ClearPalette_Loop2
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al 00E107 .LoadPalette
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al 00E0FB .ClearPalette_Loop
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al 00E0EB .ClearVRAM
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al 00E0DD .ClearVRAM_Loop
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al 00E0CF .ClearRAM_Loop
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al 00E0C9 .ClearRAM
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al 00E0B5 .WaitVBlank2_Loop
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al 00E0B0 .WaitVBlank1_Loop
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al 00E09B .ResetInit
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al 00E092 .WaitForVBlank
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al 00E06E .NmiHandler
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al 00E068 .ReadPadStatus
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al 00E058 .GameLoop
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al 00E02F .DelayLoop2_Loop
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al 00E02B .Delay_Set64
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al 00E01E .DelayLoop1_Loop
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al 00E000 .Reset
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