- 3,058 instructions (37.5% code), 48 semantic labels, 174 zero-page aliases - BYTE-IDENTICAL build verified - Key routines: Reset, NmiHandler, MainGameLoop, GameModeDispatcher, InitPPU, InitVariables, UpdateController, UpdateSprites - Zero-page aliases: PPUCtrlShadow (/bin/bash8), PPUMaskShadow (/bin/bash9), GameMode (4), RoundIndex (6), DispatchIndex (A) - Root OVERVIEW.md updated to reflect Pass 2 completion and correct mirroring (Horizontal)
3.4 KiB
3.4 KiB
Duck Hunt (JUE) — Pass 2 Complete
ROM: _wip/Duck Hunt (JUE)/Duck Hunt (JUE).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 3,058 instructions (37.5% code), 48 semantic labels, and 174 zero-page semantic aliases. The build is BYTE-IDENTICAL at the PRG level.
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 | Horizontal |
| Battery-backed flag | clear |
| ROM SHA-256 | ca0d31e6f3aa70204fa5af67803c6533851a28fa48a133e15d772d3667fa675a |
| PRG SHA-256 | bcdd22fbe343ebd33c7fd19309510079150d1e4dc052f65382b64d197d6ba080 |
Interrupt Vectors (taken from PRG $3FFA–$3FFF)
| Vector | Target | Note |
|---|---|---|
| NMI | $C086 |
per-frame heartbeat |
| RESET | $C000 |
cold start at $C000 — the usual pattern in this repo |
| IRQ | $C000 |
redirects to RESET — unused placeholder |
copilot/ Contents
| File | Purpose |
|---|---|
Duck Hunt (JUE).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, 3,058 instructions, 48 semantic labels, audit comments on every emission |
symbols.inc |
shared NES hardware constants (PPU/APU/controller, from the skeleton) |
locals.inc |
174 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/Duck Hunt (JUE)/copilot"
make # → cmp reconstructed_prg.bin prg.bin → "BYTE-IDENTICAL"
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.
Pass 2 Details (2026-10-18)
- Label renaming: 48 of 472 labels renamed to semantic names using
pass2.py applywith a mapping file (duckhunt_label_map.tsv+locals.incfor zero-page). Key renamed routines:- RESET/NMI:
Reset,NmiHandler - System init:
Reset,WaitVBlank,ClearZeropage,InitGameState,InitPPU,InitVariables - Main loop:
MainGameLoop,GameModeCheck,GameplayFrame,GameModeDispatcher,TitleScreenMode - NMI:
NmiHandler,NmiFrameEnd - Controller:
UpdateController - Sprites:
UpdateSprites - Sound:
InitSound
- RESET/NMI:
- Zero-page semantic aliases: 174 aliases in
locals.inc(seelocals.incheader for full list):- PPU:
PPUCtrlShadow($08),PPUMaskShadow($09) - Game state:
GameMode($24),RoundIndex($26),DispatchIndex($2A) - Player arrays:
PlayerState($16),PlayerInput($25),PlayerData($2A) - Pointers:
TempPtrLo($00),TempPtrHi($01)
- PPU: