Files
disasm/Pac-Man (USA) (Namco)/copilot/reconstructed.lbl
T
tmerritt 25423d3828 Roms Completed:
Baseball
  Clu Clu Land
  Excitebike
  Pac-Man (Namco)
  Tennis
  Balloon Fight
  Bomberman (U)
  Burger Time (U)
  Defender 2 (U)
2026-10-15 09:52:48 -04:00

733 lines
21 KiB
Plaintext

al 00FFFA .CpuInterruptVectors
al 00F450 .AudioSequenceData_F450
al 00F350 .AudioSequenceData_F350
al 00F250 .AudioSequenceData_F250
al 00F150 .AudioSequenceData_F150
al 00F0C3 .FetchAudioSequenceByte
al 00F0B3 .AudioCommandF6
al 00F0A3 .AudioCommandF5
al 00F093 .AudioCommandF4
al 00F07B .AudioCommandF3
al 00F063 .AudioCommandF2
al 00F04B .AudioCommandF1
al 00F03E .StopAudioSequence
al 00F01E .AudioCommandHandlerTable
al 00F00D .DispatchAudioCommand
al 00F00C .AudioSequenceUpdateDone
al 00F007 .FinishAudioSequenceScan
al 00EFC4 .ShiftAudioFrequencyMask
al 00EFCB .ApplyAudioFrequencyMask
al 00F0E8 .AudioFrequencyLookupTable
al 00EFEB .LoadAudioCommandDelay
al 00EFA2 .DecodeAudioCommand
al 00EF93 .TickAudioChannelDelay
al 00EFF8 .AdvanceAudioSequence
al 00EF3C .CheckAudioChannelActive
al 00EF33 .UpdateNextAudioSequence
al 00EF2D .UpdateAudioChannels
al 00EF14 .CopyAudioChannelParameter
al 00EF12 .BeginAudioChannelParameterCopy
al 00EEF7 .ActivateAudioChannelSlot
al 00EF22 .AdvanceAudioChannelSlot
al 00EEE2 .ScanAudioChannelSlot
al 00EEC3 .RuntimeInit_Clear0620Stride
al 00EEB8 .RuntimeInit_Clear0600
al 00EE00 .MazeLayoutData_EE00
al 00ED00 .MazeLayoutData_ED00
al 00ECAC .MazeGameplayData_ECAC
al 00EC40 .MazeGameplayData_EC40
al 00EBB6 .MazeGameplayData_EBB6
al 00EBB2 .AnimationState4_EBB2
al 00EBB0 .AnimationState4_EBB0
al 00EBA6 .AnimationState4_EBA6
al 00EB99 .AnimationState4_EB99
al 00EB97 .AnimationState4_EB97
al 00EB8D .AnimationState4_EB8E
al 00EB9F .UpdateTransitionAnimationState4Type2
al 00EB84 .UpdateTransitionAnimationState4Type1
al 00EB7C .TransitionAnimationState4Table
al 00EB67 .AnimationState2_EB68
al 00EB62 .AnimationState2_EB62
al 00EB52 .UpdateTransitionAnimationState2
al 00EB4C .TransitionAnimationState2Table
al 00EB31 .TransitionAnimationPatternTiles
al 00EB29 .TransitionAnimationPatternIndex
al 00EB00 .AnimationSubstate_EB02
al 00EAFE .AnimationSubstate_EB00
al 00EAF4 .AnimationSubstate_EAF5
al 00EAE8 .AnimationSubstate_EAE9
al 00EAE6 .AnimationSubstate_EAE7
al 00EACE .TransitionAnimationFrameTable
al 00EB04 .UpdateTransitionAnimationPattern
al 00EAED .UpdateTransitionAnimationType2
al 00EAD6 .UpdateTransitionAnimationType1
al 00EAC0 .UpdateTransitionAnimationFrame
al 00EAB8 .TransitionAnimationPhaseTable
al 00EB6D .DispatchTransitionAnimationState4
al 00EB3D .DispatchTransitionAnimationState2
al 00EAA9 .DispatchTransitionAnimationPhase
al 00EAA3 .TransitionAnimationHandlerTable
al 00EA94 .DispatchTransitionAnimation
al 00EA62 .ResetTransitionObjectPosition
al 00EA70 .CheckTransitionObjectLowBoundary
al 00EA5A .CheckTransitionObjectWrap
al 00EA44 .SetTransitionObjectAttributeBit
al 00EA4E .UpdateTransitionObjectAttribute
al 00EA74 .AdvanceTransitionObjectPointers
al 00EA2B .UpdateNextTransitionObject
al 00EA10 .TransitionPhase_EA10
al 00E9E9 .TransitionPhase_E9E8
al 00E9B4 .TransitionPhase_E9B4
al 00E98D .TransitionPhase_E98D
al 00EA0A .UpdateIntermissionState4Phase3
al 00E9D9 .UpdateIntermissionState4Phase2
al 00E9AE .UpdateIntermissionState4Phase1
al 00E985 .UpdateIntermissionState4Phase0
al 00E97D .IntermissionState4PhaseTable
al 00E964 .TransitionPhase_E963
al 00E95A .TransitionPhase_E958
al 00E955 .TransitionPhase_E953
al 00E934 .TransitionPhase_E933
al 00E92F .TransitionPhase_E92D
al 00E8E4 .TransitionPhase_E8E4
al 00E93F .UpdateIntermissionState2Phase2
al 00E905 .UpdateIntermissionState2Phase1
al 00E8DC .UpdateIntermissionState2Phase0
al 00E8D6 .IntermissionState2PhaseTable
al 00E8C0 .TransitionSubstate_E8C0
al 00E85E .TransitionSubstate_E85D
al 00E829 .TransitionSubstate_E829
al 00E802 .TransitionSubstate_E802
al 00E8BA .UpdateIntermissionPhase3
al 00E84E .UpdateIntermissionPhase2
al 00E823 .UpdateIntermissionPhase1
al 00E7FA .UpdateIntermissionPhase0
al 00E7F2 .IntermissionPhaseHandlerTable
al 00E96E .DispatchIntermissionState4Phase
al 00E8C7 .DispatchIntermissionState2Phase
al 00E7E3 .DispatchIntermissionPhase
al 00E7DD .IntermissionStateHandlerTable
al 00E7CE .DispatchIntermissionState
al 00E7BF .UpdateIntermissionTransition
al 00E79E .SetSpecialTilePpuAddress
al 00E794 .DrawPlayfieldSpecialTile
al 00E785 .ClearPlayfieldTail
al 00E77A .AdvancePlayfieldOuterRun
al 00E76E .AdvancePlayfieldInnerRun
al 00E75F .WritePlayfieldFillByte
al 00E751 .ResetPlayfieldFillCounters
al 00E742 .SetPlayfieldPpuAddress
al 00E7AF .GameplayTransitionPalette
al 00E714 .TransitionInit_CopyPalette
al 00E738 .ClearPlayfieldNametable
al 00E6DD .TransitionInit_E6DD
al 00E6C6 .LevelProgressPaletteTable
al 00E68D .StoreLevelProgressPalette
al 00E685 .SelectLevelProgressPalette
al 00E66B .WriteLevelProgressAttribute
al 00E667 .ResetAttributeWriteCount
al 00E65B .SetLevelProgressAttributeAddress
al 00E639 .StoreLevelProgressAttributeBits
al 00E631 .ShiftLevelProgressAttributeBits
al 00E6BE .LevelProgressAttributeBits
al 00E6AE .LevelProgressAttributeIndexTable
al 00E69A .LevelProgressMarkerIndexTable
al 00E613 .SelectLevelProgressMarker
al 00E608 .DrawNextLevelProgressMarker
al 00E604 .InitializeLevelProgressRowCounter
al 00E5EF .InitializeLevelProgressPosition
al 00E5E6 .ClampLevelProgressIndex
al 00E5ED .UseFirstLevelProgressIndex
al 00E5C1 .InitializeLevelProgressDisplay
al 00E59A .Draw2x2Marker
al 00E58C .Progression_E58A
al 00E581 .Progression_E581
al 00E57C .Progression_E57C
al 00E561 .Progression_E55F
al 00E558 .Progression_E558
al 00E53C .GameplayHudInitializationData
al 00E534 .InitData_E534
al 00E51F .InitData_E51F
al 00E50F .InitData_E50F
al 00E506 .InitData_E506
al 00E504 .InitData_E504
al 00E4F8 .NextDirectionListEntry
al 00E4E6 .CompactDirectionListEntry
al 00E4E4 .CompactDirectionListPass
al 00E4CE .NextDirectionCandidate
al 00E4CA .AcceptDirectionCandidate
al 00E4BC .ScanDirectionCandidate
al 00E486 .LoadNextScoreDigit
al 00E491 .DrawFinalScoreDigit
al 00E488 .ConvertCurrentScoreDigit
al 00E476 .SkipLeadingZeroDigits
al 00E473 .@E473
al 00E46F .@E46D
al 00E474 .DrawSixDigitScore
al 00E49F .ScoreFieldSourcePointerTable
al 00E43A .@E43A
al 00E436 .@E436
al 00E42B .@E429
al 00E3F0 .ClearSecondAttributeTable
al 00E3E3 .ClearAttributeTableLoop
al 00E3E0 .BeginAttributeTableClear
al 00E3CF .ClearGameplayAttributeTables
al 00E3BB .AdvanceNametableFillPass
al 00E3A4 .FillNametableByte
al 00E39A .InitializeNametableFillCounters
al 00E396 .ClearGameplayNametablesSecondPass
al 00E36B .@E36B
al 00E382 .MazeNametableDecorationTiles
al 00E359 .@E359
al 00E331 .@E32F
al 00E323 .@E321
al 00E313 .@E313
al 00E302 .@E302
al 00FFF6 .MazeDataPointerBytes
al 00E2F4 .@E2F4
al 00E2D4 .Subtract16BitWorkingValue
al 00E2C6 .Add16BitWorkingValue
al 00E2A9 .@E2A9
al 00E29A .@E299
al 00E263 .ConvertPixelToNametableAddress
al 00E1F3 .@E1F2
al 00E1DA .BuildNearbyTileAddressBuffer
al 00E1D7 .@HexDigit
al 00E1CA .ConvertNibbleToDigitTile
al 00E1B6 .@E1B4
al 00E1A9 .@E1A9
al 00E1A7 .@E1A7
al 00E1A3 .@E1A3
al 00E198 .@E198
al 00E184 .@E182
al 00E1C0 .ScorePpuCommandTemplates
al 00E16C .@E169
al 00E168 .@E165
al 00E160 .@E15D
al 00E14F .@E14D
al 00E196 .@E196
al 00E125 .@E125
al 00E12B .@E12B
al 00E112 .@E112
al 00E105 .@E105
al 00E0F2 .@E0F2
al 00E0EB .@E0EB
al 00E0E6 .UpdateScoreDisplay
al 00E0CD .@E0CD
al 00E0D1 .@E0D1
al 00E0AA .@E0AA
al 00E0A0 .@E09E
al 00E075 .@E075
al 00E06D .@E06D
al 00E063 .InitializeEntityDirectionState
al 00E054 .@E054
al 00E04B .@E04B
al 00E049 .ActivateNextStateSlotE049
al 00E043 .TileEventDisplayLookup
al 00E05B .GameplayStateValueLookup
al 00E01B .@E01C
al 00E011 .@E012
al 00DFDF .@DFDC
al 00DFCE .@DFCE
al 00DFB9 .@DFBB
al 00DFB5 .@DFB6
al 00DFAC .@DFAD
al 00DF94 .@DF94
al 00DF59 .@DF55
al 00DF68 .@DF66
al 00DF47 .@DF46
al 00DF6C .GameplayStatusPpuAddressTable
al 00DF27 .@DF27
al 00DF42 .@DF42
al 00DF0D .@DF07
al 00DEFE .@DEFB
al 00DF0B .@DF05
al 00DECC .@DECB
al 00DEE1 .@DEE2
al 00DE9D .@DE9B
al 00DEB4 .@DEB5
al 00DF15 .UpdateAnimatedGameplayPpuFields
al 00DE85 .@DE85
al 00DE74 .@DE74
al 00DE76 .@DE76
al 00DE66 .@DE66
al 00DE65 .@DE65
al 00DE22 .EntitySpriteAttributeTable1
al 00DD22 .EntitySpriteAttributeTable0
al 00DCEE .EntitySpriteTileTable2
al 00DC40 .EntityRenderLookupDC40
al 00DBEE .EntitySpriteTileTable0
al 00DBED .BuildSpriteBufferDone
al 00DBDB .BuildSpriteBufferNextSource
al 00DBC5 .StoreSpriteX
al 00DBC1 .AdjustSpriteX
al 00DBB7 .BuildSpriteX
al 00DB74 .BuildSpriteClass1
al 00DB97 .BuildSpriteClass2
al 00DB51 .BuildSpriteClass0
al 00DE56 .EntitySpriteCoordinateOffsets
al 00DB18 .StoreSpriteY
al 00DB14 .AdjustSpriteY
al 00DB0A .BuildSpriteBufferNextSprite
al 00DB05 .BuildSpriteBufferNextGroup
al 00DAEB .@NoCollision
al 00DA8C .@CheckSecondAxis
al 00DA8A .@SecondAxisReverse
al 00DA73 .@CheckFirstAxis
al 00DA71 .@FirstAxisReverse
al 00DADB .@AdvanceEntity
al 00DA5A .@CheckNextEntity
al 00DA42 .@CopyWorkingState
al 00DA3C .UpdateSpecialEntitySpriteDone
al 00DA33 .UpdateSpecialEntitySpriteLoop
al 00DA18 .StoreEntitySpriteValue
al 00DA13 .AddEntitySpriteBase
al 00DA0A .CalculateEntitySpriteValueLoop
al 00DA04 .CalculateEntitySpriteValue
al 00DA2D .UpdateSpecialEntitySprite
al 00DA21 .UpdateNormalEntitySprite
al 00D9FA .EntitySpriteStateHandlerTable
al 00D9EB .DispatchEntitySpriteState
al 00D9DF .@D9E0
al 00D9DB .@D9DC
al 00D9C6 .PlayerDirectionAnimationOffsets
al 00D9C3 .@D9C3
al 00D9BC .@D9BC
al 00D9B2 .@D9B2
al 00D9AE .@D9AE
al 00D988 .@D988
al 00D97A .UpdatePlayerVerticalRegionFlag
al 00D96C .@D96C
al 00D962 .@D962
al 00D95D .EntityMovementStateNoOp
al 00D953 .EntityMovementStateHandlerTable
al 00D944 .DispatchEntityMovementState
al 00D92A .@D92A
al 00D913 .@D913
al 00D911 .@D911
al 00D90B .@D90B
al 00D8F2 .UpdateEntityState00MovingPositive
al 00D8F0 .UpdateEntityState00MovingNegative
al 00D8EC .EntityState00SubstateTable
al 00D8D5 .EntityState00
al 00D8CC .@D8CC
al 00D89E .@D89E
al 00D89C .@D89C
al 00D8B2 .UpdateEntityState02SecondaryPhase
al 00D885 .UpdateEntityState02
al 00D881 .EntityPathParameterTable
al 00D871 .EntityDirectionPriorityTable
al 00D856 .@D854
al 00D85F .@D85A
al 00D83B .@D83D
al 00D844 .@D843
al 00D868 .@D864
al 00D821 .SelectEntityMovementSpeed
al 00D816 .@D814
al 00D803 .@D802
al 00D7EA .@D7EA
al 00D7E3 .@D7E3
al 00D7DA .@D7DB
al 00D7D0 .@D7D2
al 00D7BA .@D7B9
al 00D7A0 .SelectEntityDirectionTowardTarget
al 00D79D .@D79D
al 00D795 .@D795
al 00E4B1 .BuildLegalDirectionList
al 00D778 .EntityTargetCommon
al 00D75C .EntityDirectionTargetOffsets
al 00D736 .@D736
al 00D71A .@D71A
al 00D712 .@D712
al 00D706 .@D703
al 00D6F4 .@D6F4
al 00D6E6 .EntityTargetBehaviorD6E6
al 00D764 .EntityTargetBehaviorD764
al 00D745 .EntityTargetBehaviorD745
al 00D73B .EntityTargetBehaviorD73B
al 00D6DE .EntityTargetBehaviorTable
al 00D6CF .DispatchEntityTargetBehavior
al 00D6C7 .EntityTargetTable
al 00D6AC .@CheckEntityMasks
al 00D69B .EntityMovementContinuation
al 00D66E .@D66E
al 00D650 .@D651
al 00D64E .@D64F
al 00D642 .@D641
al 00D64A .@D64B
al 00D638 .@D637
al 00D61D .EntityDirectionD61D
al 00D621 .EntityDirectionAxis0
al 00D617 .EntityDirectionD617
al 00D623 .EntityDirectionMove
al 00D60F .EntityDirectionD60F
al 00D613 .EntityDirectionAxis2
al 00D609 .EntityDirectionD609
al 00D601 .EntityDirectionStateTable
al 00D5F0 .EntityDirectionDispatch
al 00D5EB .EntitySecondaryApplyResult
al 00D5E6 .EntitySecondarySubtractNoBorrow
al 00D5D9 .EntitySecondarySubtract
al 00D5C3 .EntitySecondaryAdjust
al 00D5C1 .EntitySecondaryState3
al 00D5BD .EntitySecondaryState2
al 00D5D7 .EntitySecondaryState1
al 00D5D3 .EntitySecondaryState0
al 00D5B5 .EntitySecondaryStateTable
al 00D5A1 .DispatchEntitySecondaryState
al 00D5A0 .EntityState08
al 00D596 .EntityStateTable
al 00D587 .DispatchGameplayEntityState
al 00D56D .@UpdateNextEntity
al 00D51F .ScriptedDirectionTable
al 00D517 .@UseCurrentEntry
al 00D506 .UpdateScriptedDirection
al 00D4FF .MovementReturnToArithmetic
al 00D4EB .MovementCheckAlignment
al 00D4E3 .MovementCheckRightWrap
al 00D4D5 .MovementStoreWrapState
al 00D4D1 .MovementCheckLeftWrap
al 00D4A2 .MovementDecrement
al 00D4C1 .MovementSharedTail
al 00D472 .MovementIncrement
al 00D462 .MovementDirectionD462
al 00D46C .MovementDirectionD46C
al 00D490 .MovementDirectionD490
al 00D49A .MovementDirectionD49A
al 00D45A .MovementDirectionTable
al 00D449 .@D449
al 00D435 .MovementArithmeticD435
al 00D437 .MovementAdd
al 00D431 .MovementArithmeticD431
al 00D444 .MovementApplyResult
al 00D429 .MovementSubtractNoBorrow
al 00D41A .MovementArithmeticD41A
al 00D41C .MovementSubtract
al 00D416 .MovementArithmeticD416
al 00D40E .MovementArithmeticTable
al 00D3F5 .@D3F4
al 00D3DE .@D3DE
al 00D3D6 .@D3D6
al 00D3C2 .@D3C2
al 00D3C9 .@D3C9
al 00D502 .InputDirectionTable
al 00D39F .@D39F
al 00D3D2 .@D3D2
al 00D397 .@D397
al 00D374 .ProximityUnknownTableD374
al 00D370 .SecondaryState37Values
al 00D388 .SecondaryStateDEValues
al 00D380 .SecondaryStateDDValues
al 00D34D .@InitializeSecondaryState
al 00D378 .ProximityDEValues
al 00D37C .ProximityDDValues
al 00D36C .ProximityCandidateValues
al 00D337 .@SpecialCandidate
al 00D348 .@ProcessSecondaryState
al 00D2FF .@CandidateFound
al 00D2E5 .@CheckSecondAxisDistance
al 00D2E3 .@SecondAxisReverse
al 00D2CE .@CheckFirstAxisDistance
al 00D2CC .@FirstAxisReverse
al 00D2EF .@NextEntry
al 00D2B7 .@ScanEntries
al 00D2A9 .@Start
al 00D29C .SequentialValueTableD29C
al 00D295 .@NextEntry
al 00D28C .@FindAvailableEntry
al 00D283 .@D283
al 00D289 .@D289
al 00D26E .@D26E
al 00D251 .@D251
al 00D231 .@D231
al 00D225 .@D225
al 00D28A .ActivateNextStateEntry
al 00D236 .@D236
al 00D20B .@D20B
al 00D209 .@D209
al 00D213 .@D213
al 00D1D8 .@D1D9
al 00D1B8 .@D1B7
al 00D1C8 .@D1C9
al 00D1E0 .@D1E1
al 00D151 .@SetupSecondNametable
al 00D160 .GameplayAttributeData
al 00D142 .@CopyAttributeBytes
al 00D140 .@CopyAttributeTable
al 00D0D2 .@WriteInterior
al 00D0BF .@NextRow
al 00D0B5 .@SetDestination
al 00D096 .@NextNormalizeValue
al 00D08A .@NormalizeValues
al 00D0F3 .GameStateInitialValues
al 00D07D .@CopyStateData
al 00D0FF .GameDisplayInitialData
al 00D06F .@CopyDisplayInit
al 00D02B .@ContinueFinalSetup
al 00D01F .@ClearRemainingArray
al 00D01D .@InitializeArrayTail
al 00D00D .@InitializeArrayLoop
al 00CFF3 .@CopyAlternateData
al 00CFFF .@InitializeArray
al 00CFD8 .@CopyOffsetData
al 00CFE9 .@UseAlternateData
al 00CF96 .@CopyTableECae
al 00CF79 .@CopyGameParameters
al 00CF76 .@MultiplyBy22Done
al 00CF6F .@MultiplyBy22
al 00CF65 .@MultiplyBy6Done
al 00CF5E .@MultiplyBy6
al 00CF59 .@ContinueSetup
al 00E553 .DrawLevelProgressMarkers
al 00D0AB .InitializeGameNametableRegion
al 00E2E2 .DrawMazeNametable
al 00D131 .InitializeGameplayAttributes
al 00CF44 .@SkipIncrement68
al 00D111 .GameplayPaletteData
al 00CF19 .@LoadPalette
al 00CF11 .@ClearPage07
al 00CF09 .@ClearWorkingRam
al 00CEF7 .@WaitForNmi
al 00CEB1 .@ClearPage07Region
al 00CEAE .@PostInitialization
al 00CEBC .@ReturnToFrameLoop
al 00CEA2 .@AdjustTableIndex
al 00CEAA .@FinishInitialization
al 00CE9A .@CheckPlayerMode
al 00CE92 .@ContinueOuterPass
al 00CED3 .State0AValueTableB
al 00CEBF .State0AValueTableA
al 00CE59 .@BuildInnerLoop
al 00CEEF .State0AEntryCounts
al 00CEE7 .State0AParameterPairs
al 00CE46 .@BuildOuterLoop
al 00CE2A .@FillPage07Prefix
al 00CE26 .@Initialize
al 00CE12 .@SelectState00
al 00CE0B .@SelectState0E
al 00CDD5 .@SetPaletteValue
al 00CE16 .@RunFrameUpdates
al 00CDB6 .@ClearLowRam
al 00CDC5 .@TimedPhase
al 00CD96 .@SwapBlocks
al 00CD7A .@SwapBlocksForMainEntry
al 00CD94 .@SwapBlocksAndToggle
al 00CD6E .@CheckPrimaryBlock
al 00CD5E .@ContinuePlayerHandling
al 00CD89 .@SinglePlayerRestart
al 00CD49 .@PhaseComplete
al 00CD40 .@ActiveFrameUpdates
al 00CD1A .@ClearLowRamState
al 00CD21 .@InitialFrameUpdates
al 00CD2D .@ActivePhase
al 00D914 .UpdateEntityMovementStates
al 00CCED .@FindStateEntry
al 00CCF7 .@RunFrameUpdates
al 00CCC9 .State02UnknownData
al 00CC99 .@ReturnToFrameLoop
al 00CC8D .@ClearPage07Region
al 00CC95 .@AdvanceMainState
al 00CC7C .@CheckCompletion
al 00CCD1 .State02DisplayAddressTable
al 00CC29 .@NoPlayerOffset
al 00CC19 .@ClearOamRegion
al 00CBF8 .@InitializeMidPhase
al 00CBED .@IncrementPhase
al 00CBD4 .@CheckPlayerMode
al 00CBCC .@ContinueBuild
al 00CCAE .State02ValueTableB
al 00CC9C .State02ValueTableA
al 00CB99 .@BuildInnerLoop
al 00CCC6 .State02EntryCounts
al 00CCC0 .State02PositionTable
al 00CB86 .@BuildOuterLoop
al 00CBE4 .@AdvancePhase
al 00CB6E .@BuildInitialData
al 00DA40 .CheckEntityCollisions
al 00D2A4 .CheckGameplayProximity
al 00DE5E .UpdatePeriodicFourEntryState
al 00D95E .UpdateEntityStatusFlags
al 00D9CC .UpdateEntitySpriteStates
al 00D557 .UpdateGameplayEntities
al 00D98E .UpdatePlayerDirectionAnimation
al 00D390 .UpdatePlayerMovement
al 00DF7C .UpdateGameplayTileState
al 00D1A0 .UpdateGameplayTimers
al 00CB3A .@RunFrameUpdates
al 00CB5B .PauseDisplayData
al 00CB22 .@CopyPauseData
al 00CB0B .@SetCommandAddress
al 00CB31 .@ProcessCurrentMode
al 00CAF1 .@CheckPauseInput
al 00CAE7 .GameModeAuxPointer
al 00E6D6 .InitializeGameplayTransitionState
al 00CDB0 .GameModeState0C
al 00CE1F .GameModeState0A
al 00CD06 .GameModeState08
al 00CCD9 .GameModeState06
al 00CAE9 .GameModeState04
al 00CB67 .GameModeState02
al 00CEF3 .GameModeState00
al 00CAD7 .GameModeStateTable
al 00CAC8 .@DispatchState
al 00CAC0 .@ProcessDelay
al 00CAAF .@DispatchLoop
al 00CAAB .@WaitForNmi
al 00CAA7 .@WaitForNextFrame
al 00CAA7 .GameModeFrameSync
al 00CA83 .@ClearPlayerStateLoop
al 00CA97 .@InitializeCommonState
al 00CA80 .@ClearPlayerState
al 00E3FF .DrawGameplayScoreFields
al 00E502 .DrawGameplayHudLabels
al 00CA5B .@WaitForVBlank
al 00CA3A .@NextStatusEntry
al 00CA30 .@UpdateStatusEntries
al 00CA23 .@SelectTableValue
al 00CA1B .@UpdateObjectEntries
al 00CA40 .State04ObjectStatusTable
al 00CA02 .@UseTableBase
al 00C9EE .State04UnknownData
al 00C9F2 .State04AnimationFrames
al 00C9CB .@CopyPattern
al 00C9BF .@UpdatePattern
al 00C9A7 .@ShiftIndexArray
al 00C990 .@ShiftStatusArray
al 00C96A .@ShiftObjectStructures
al 00C938 .@ShiftLowRamStructures
al 00C910 .@TriggerEvent
al 00C905 .@NextObject
al 00C8FC .@ScanObjects
al 00C8F0 .@Continue
al 00DAF1 .BuildEntitySpriteBuffer
al 00C8EB .CheckState04ObjectTrigger
al 00C9FA .UpdateState04ObjectStatus
al 00EA19 .UpdateTransitionObjectPositions
al 00C8B9 .@InitializeSlot
al 00C8AC .@FindFreeSlot
al 00C89B .@FinishSequence
al 00C871 .@EntryFound
al 00C867 .@FindEntry
al 00C865 .@CountdownComplete
al 00C92E .RotateState04ObjectSlots
al 00C8A2 .@RunRegularUpdate
al 00C81A .@InitializeStructures
al 00C818 .@CompletePhase
al 00C8A8 .InitializeState04ObjectSlot
al 00C80E .@CheckForCompletion
al 00C80B .@RunMilestoneUpdate
al 00C9B8 .AnimateState04DisplayPattern
al 00C8DC .UpdateState04Objects
al 00C7E0 .@ClearObjectRamBlock
al 00C7D7 .@ClearLowRamBlock
al 00C9D8 .State04FinalDisplayData
al 00C7A9 .@CopyDisplayData
al 00C857 .State04FinalPhaseComplete
al 00C7F2 .State04FinalPhaseActive
al 00C7A7 .State04FinalPhaseInitialize
al 00C7A1 .State04FinalPhaseTable
al 00C76E .CharacterIntroAttributeData
al 00C707 .ScoringLegendData
al 00C6FD .ClydeNameData
al 00C6F3 .PokeyNameData
al 00C6EA .CharacterIntroGraphicData1
al 00C6DE .CharacterIntroGraphicData0
al 00C6D4 .PinkyNameData
al 00C6C9 .SpeedyNameData
al 00C6BE .BlinkyNameData
al 00C6B3 .ShadowNameData
al 00C667 .CharacterIntroPalette
al 00C64B .@CopyPalette
al 00C63C .@EndPpuRecord
al 00C62F .@CopyPpuRecord
al 00C69B .CharacterNicknameHeaderData
al 00C621 .@NextPpuRecord
al 00C614 .@CopyAttributeData
al 00C5F4 .@ClearRowInterior
al 00C5E6 .@NextRow
al 00C5D8 .InitializePlayfieldArea
al 00C72E .CharacterIntroSpriteData
al 00C5CD .@CopySecondaryData
al 00C5C3 .@SecondaryCopy
al 00C5B4 .@CopyDisplayData
al 00C687 .CharacterIntroDisplayDataTable
al 00C59F .SetSelectionFlagAndContinue
al 00C594 .@AdvanceSubstate
al 00C586 .@ReturnToMainLoop
al 00C5A6 .LoadState04DisplayData
al 00C608 .InitializeState04PpuData
al 00C54A .@WaitForNmi
al 00C792 .State04FinalPhase
al 00C589 .State04LongDelay
al 00C573 .State04TimedSubstate
al 00C546 .State04Initialize
al 00C52E .State04SubstateTable
al 00C51F .@DispatchSubstate
al 00C50F .PlayerCountSelectionMarkerTiles
al 00CA54 .GameModeEntry
al 00C4FD .@ConfirmPressed
al 00C4F4 .@ConfirmStateChanged
al 00C4D5 .@UseFirstSelectionData
al 00C4E9 .@CheckConfirmInput
al 00C4B2 .@CheckSelectionInput
al 00C507 .PlayerCountSelectionDisplayData
al 00C47F .@InitializeDisplayData
al 00C496 .@AdvanceTimeout
al 00C45F .TitleScreenAttributeData
al 00C31A .@CopyAttributes
al 00C305 .@EndPpuRecord
al 00C2F8 .@WritePpuRecord
al 00C3B0 .TitleScreenPpuRecords
al 00C2E7 .@NextPpuRecord
al 00C326 .TitleScreenTileBlock
al 00C2C5 .@WriteRowBytes
al 00C2B4 .@WriteRow
al 00C2A3 .@ReturnToMainLoop
al 00C28B .@AdvanceScroll
al 00C26F .TimedStateTransition
al 00C512 .State04Handler
al 00C477 .PlayerSelectionState
al 00C27A .InitialStateHandler
al 00C267 .MainStateHandlerTable
al 00C254 .@WaitForNmi
al 00C250 .MainDispatchLoop
al 00C24B .@SetPpuCtrl
al 00C249 .@UseAlternatePpuCtrl
al 00C43F .TitleScreenPalette
al 00C215 .@InitializePaletteBuffers
al 00C2A6 .InitializeNametableData
al 00C30B .InitializeNametableAttributes
al 00E385 .ClearGameplayNametables
al 00C1FF .@ClearOamPage
al 00C1EB .@WaitForInitialNmi
al 00C1D0 .@ResetPpuAddress
al 00C1B6 .@CopySecondPalette
al 00C1C1 .@CheckPaletteState
al 00C195 .@CopyFirstPalette
al 00C1A0 .@CheckSecondPalette
al 00C17E .IrqHandler
al 00EED0 .InitializeAudioChannels
al 00C179 .@NmiDone
al 00C16E .@ControllerSelected
al 00C14F .@ReadControllers
al 00C17F .UpdatePalettes
al 00E2A2 .ReadNearbyNametableTiles
al 00DE7E .FlushGameplayPpuUpdates
al 00C10E .NmiHandler
al 00C1E7 .MainEntry
al 00EE8C .InitializeAudioEngine
al 00C0C6 .@SwapLoop
al 00C0DB .@SkipSwap
al 00C0A5 .@CopyRamSignature
al 00C09D .@ClearZeroPage
al 00C0B4 .@SignatureAlreadyPresent
al 00C09A .@InitializeRamSignature
al 00C0FF .RamSignature
al 00C08B .@CheckRamSignature
al 00C068 .@ClearRamPages
al 00C05C .@ClearLowRam
al 00C049 .@WaitVBlank
al 00C041 .@WaitForPpu
al 00C033 .Reset
al 00C000 .CopyrightText