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disasm/_wip/Donkey Kong (JU)/OVERVIEW.md
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tmerritt 7aeea7bf78 Donkey Kong (JU): Pass 2 complete
- 6,014 instructions (76.3% code), 214 semantic labels, 145 zero-page aliases
- BYTE-IDENTICAL build verified
- Key routines: Reset, NmiHandler, MainGameLoop, InitPPU, InitSound, UpdateSprites, UpdateGameState
- Zero-page aliases: PPUCtrlShadow (0), PPUMaskShadow (1), PPUScrollX/Y (2/3), GameState (/bin/bash3), PlayerLives (/bin/bash4)
- Root OVERVIEW.md updated to reflect Pass 2 completion
2026-10-18 21:03:21 -04:00

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Donkey Kong (JU) — Pass 2 Complete

ROM: _wip/Donkey Kong (JU)/Donkey Kong (JU).nes (24,592 bytes, iNES). Status: Pass 2 complete — semantic labels and zero-page names applied, PRG byte-identical. copilot/prg.s contains a classified disassembly with 6,014 instructions (76.3% code / 12,505 bytes), 214 semantic labels, and 145 zero-page semantic aliases. The build is BYTE-IDENTICAL at the PRG level.

Relationship note: separate title from the already-disassembled Donkey Kong Jr. (JU) and Donkey Kong 3 (JUE) — do not reuse their symbols.

ROM Facts

Property Value
Mapper 0 (NROM) — from the iNES header
PRG 16 KB (header claims map at CPU $C000–$FFFF)
CHR 8 KB
Mirroring Vertical
Battery-backed flag clear
ROM SHA-256 f9f026fd3560eeb03be9f6d1efa329b4c71d562caf06d4a5a691e5342f8da8e6
PRG SHA-256 2952648e8a6eea65b7f388af8fce9ef33a9cb07178835fea6674db75d2623c49

Interrupt Vectors (taken from PRG $3FFA–$3FFF)

Vector Target Note
NMI $C85F per-frame heartbeat
RESET $C79E enters at $C79E inside the first pages (the Donkey Kong Jr.-style non-$C000 entry)
IRQ $FFF0 lands in the vector-page padding — unused placeholder

copilot/ Contents

File Purpose
Donkey Kong (JU).nes original ROM image (reference)
prg.bin / header.bin / chr.bin split image, produced by _tools/splitnes.py
prg.s Pass 1/2: classified code/data split, 6,014 instructions, 214 semantic labels, audit comments on every emission
symbols.inc shared NES hardware constants (PPU/APU/controller, from the skeleton)
locals.inc 145 zero-page semantic aliases (filled in by Pass 2)
linker.cfg PRG at $C000, 16 KB, fill = yes
Makefile links reconstructed_prg.bin and cmps it against prg.bin
reconstructed_prg.bin build output from the last verified build

Header/CHR are reproduced verbatim from header.bin/chr.bin (not linked): make verifies PRG bytes only at this stage. When this project is promoted to a full disassembly, header.s / chr.s (as e.g. Burger Time (U)) and a full-ROM make target get added.

Build

cd "_wip/Donkey Kong (JU)/copilot"
make        # → cmp reconstructed_prg.bin prg.bin → "BYTE-IDENTICAL"

Pass 2 Details (2026-10-18)

  • Label renaming: 214 of 1015 labels renamed to semantic names using pass2.py apply with a mapping file (dk_label_map.tsv + locals.inc for zero-page). Key renamed routines:
    • RESET/NMI: Reset, NmiHandler
    • System init: InitSystem, ClearZeropage, InitPPU, InitGameState
    • Main loop: MainGameLoop, InitPPURegisters, GameLoopEntry
    • NMI: NmiHandler, NmiFrameUpdate, NmiFrameEnd
    • Sprite handling: UpdateSprites, UpdateOAM, UpdateScroll
    • Game logic: UpdateGameState, HandleController, UpdateSpritePositions
    • Sound: InitSound, PlaySoundEffect, UpdateMusic
    • PPU: WaitVBlank, WaitPPUReady, WritePPU, InitPPU
  • Zero-page semantic aliases: 145 aliases in locals.inc (see locals.inc header for full list):
    • PPU: PPUCtrlShadow ($10), PPUMaskShadow ($11), PPUScrollX ($12), PPUScrollY ($13)
    • Game state: GameState ($03), PlayerLives ($04), FrameCounter ($02)
    • Controller: ControllerButtons1 ($10), ControllerButtons2 ($11)
    • Sprite: SpriteIndex ($95), SpriteX ($12), SpriteY ($13)
    • Pointers: TempPtrLo ($00), TempPtrHi ($01)

Next Steps (per PROMPTS.md)

  1. Pass 3 — name data tables/structures; release provisional flags.
  2. Promotion — move to a top-level <name>/copilot/ folder, add full-ROM build (header.s + chr.s + vectors), and write the power-on flow OVERVIEW.md in the established style; then it joins the root index's numbered inventory.