- 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
3.8 KiB
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 applywith a mapping file (dk_label_map.tsv+locals.incfor 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
- RESET/NMI:
- Zero-page semantic aliases: 145 aliases in
locals.inc(seelocals.incheader 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)
- PPU:
Next Steps (per PROMPTS.md)
- Pass 3 — name data tables/structures; release provisional flags.
- Promotion — move to a top-level
<name>/copilot/folder, add full-ROM build (header.s + chr.s + vectors), and write the power-on flowOVERVIEW.mdin the established style; then it joins the root index's numbered inventory.