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Blaster Master (NES) — Disassembly

A disassembly of the NES game Blaster Master (US), done with limited Claude Code assistance. This is the public export of MetaFight/blaster-master-disasm.

Every PRG label, RAM label, and comment has been written or reviewed BY A HUMAN.

Every page below has been edited and reviewed BY A HUMAN.

Items marked ⚠️ alpha are published for early access but still need human verification. Either verification hasn't been completed yet, or they were verified and have since been modified by an automated process.

Claude Code has been used to create bespoke tools to wrap ca65 and da65, to help with tracing, and to help with data export. It has also been used to do some surface analysis of most of the found subroutines.

Basically none of Claude's analysis is taken verbatim as it is often incomplete or incorrect. However, Claude's semantic analysis of subroutines is usually good enough to provide useful context for when I manually analyse and review them.

  • disasm/ — the annotated PRG-ROM disassembly (ca65-compatible listings + MLB labels for emulators)
  • wiki/ — the knowledge base (per-entity and per-system writeups)

Progress

Metric Progress
M4 — Verified subroutines (public, clean) 146 / 793 (18%)
M6 — Verified docs (public, clean) 4 / 118 (3%)
  • M4 counts named subroutines in the disassembly whose label carries the [verified] tag, against every named subroutine in the ROM's code banks. Verification is a human step: no tool sets the tag.
  • M6 counts knowledge-base pages (docs/us/entities/, docs/us/execution-flow/, docs/us/misc/) marked verified, against every page in those trees — published or not.

Entity Progress by Section

Area 1

    Tank: ✅✅✅✅✅✅✅✅✅✅ 100.0%
Entity Variant Handlers
✅ Auto Gate✅ ObjHandler_Tank_24_26_28_Auto_Gate_Init
✅ ObjHandler_Tank_25_WallGuardianGate_Main
2 / 2
✅ Ballistic: Big; Gray✅ ObjHandler_Tank_38_Big_Gray_Init
✅ ObjHandler_Tank_39_Big_Gray_Main
2 / 2
✅ Ballistic: Medium Red; Mine Shrapnel✅ ObjHandler_Tank_44_Mine_Shrapnel_Init
✅ ObjHandler_Tank_45_Mine_Shrapnel_Main
2 / 2
✅ Ballistic: Medium Red; Turret Shot✅ ObjHandler_Tank_46_Turret_Shot_Init
✅ ObjHandler_Tank_47_Turret_Shot_Main
2 / 2
✅ Bullet; Gray✅ ObjHandler_Tank_59_Gray_Bullet_Main
✅ ObjHandler_Tank_5A_Gray_Bullet_Attacking
2 / 2
✅ Bullet; Gray B✅ ObjHandler_Tank_58_Gray_Bullet_B_Init
1 / 1
✅ Bullet; Red✅ ObjHandler_Tank_8E_Red_Bullet_Main
✅ ObjHandler_Tank_8F_Red_Bullet_Attacking
2 / 2
✅ Bullet; Red B✅ ObjHandler_Tank_8D_Red_Bullet_B_Init
1 / 1
✅ Flier; Gray✅ ObjHandler_Tank_7D_Gray_Flier_Main
1 / 1
✅ Flying Bomber✅ ObjHandler_Tank_6C_Flying_Bomber_Init
✅ ObjHandler_Tank_6D_Flying_Bomber_Main
2 / 2
✅ Gray Flier Spawner✅ ObjHandler_Tank_50_Gray_Flier_Spawner_Init
✅ ObjHandler_Tank_51_Gray_Flier_Spawner_Main
2 / 2
✅ Gray Hopper; 10HP✅ ObjHandler_Tank_7A_Gray_Hopper_10HP_Init
✅ ObjHandler_Tank_7B_Gray_Hopper_10HP_Patrolling
2 / 2
✅ Gray Hopper; 6HP✅ ObjHandler_Tank_5F_Gray_Hopper_6HP_Init
✅ ObjHandler_Tank_60_Gray_Hopper_6HP_Attacking
✅ ObjHandler_Tank_61_GrayHopper6HP_Patrolling
3 / 3
✅ Hulk✅ ObjHandler_Tank_5D_Hulk_Init
✅ ObjHandler_Tank_5E_Hulk_Main
2 / 2
✅ Jellyfish✅ ObjHandler_Tank_80_Jellyfish_Init
✅ ObjHandler_Tank_81_Jellyfish_Main
2 / 2
✅ Mine✅ ObjHandler_Tank_64_Mine_Init
✅ ObjHandler_Tank_65_Mine_Main
2 / 2
✅ Pick-up✅ ObjHandler_Tank_35_PickUp_Main
1 / 1
✅ Pick-up: Gun; x4✅ ObjHandler_Tank_31_Pickup_Gun_x4_Init
1 / 1
✅ Pick-up: Homing Missile; x20✅ ObjHandler_Tank_32_Homing_Missiles_x20_Init
1 / 1
✅ Pick-up: Hover; x4✅ ObjHandler_Tank_2F_Pick_up_Hover_x4_Init
1 / 1
✅ Pick-up: Pow; x4✅ ObjHandler_Tank_2D_Pick_up_Pow_x4_Init
1 / 1
✅ Projectile: Medium Red; Various✅ ObjHandler_Tank_48_Medium_Red_Projectile_Init
✅ ObjHandler_Tank_49_Medium_Red_Projectile_Main
2 / 2
✅ Projectile: Small Red✅ ObjHandler_Tank_3C_Small_Red_Init
✅ ObjHandler_Tank_3D_Small_Red_Main
2 / 2
✅ Shooter✅ ObjHandler_Tank_76_Shooter_Init
✅ ObjHandler_Tank_77_Shooter_Main
2 / 2
✅ Turret✅ ObjHandler_Tank_66_Turret_Init
✅ ObjHandler_Tank_67_Turret_Main
2 / 2
✅ Wall Guardian✅ ObjHandler_Tank_90_Wall_Guardian_Init
✅ ObjHandler_Tank_91_Wall_Guardian_Main
2 / 2
Overhead: ◽⬛⬛⬛⬛⬛⬛⬛⬛⬛ 5.0%
Entity Variant Handlers
⬜ Boss Room⬜ ObjHandler_Ovhd_5A_Boss_Room_Delay
⬜ ObjHandler_Ovhd_5B_Boss_Room_Palette_Animation
0 / 2
⬜ Camera; Horizontal⬜ ObjHandler_Ovhd_3D_Horizontal_Camera_Init
⬜ ObjHandler_Ovhd_3E_Horizontal_Camera_Main
0 / 2
✅ Camera; Vertical✅ ObjHandler_Ovhd_3B_Vertical_Camera_Init
✅ ObjHandler_Ovhd_3C_Vertical_Camera_Main
2 / 2
⬜ Flier⬜ ObjHandler_Ovhd_34_Flier_Main
0 / 1
⬜ Flier Spawner⬜ ObjHandler_Ovhd_32_Flier_Spawner_Init
⬜ ObjHandler_Ovhd_33_Flier_Spawner_Main
0 / 2
⬜ Gumdrop; Gray⬜ ObjHandler_Ovhd_30_Gray_Gumdrop_Init
⬜ ObjHandler_Ovhd_31_Gray_Gumdrop_Main
0 / 2
⬜ Pick-up⬜ ObjHandler_Ovhd_1A_Pick_up_Pow_x1_Init
⬜ ObjHandler_Ovhd_1B_Pick_up_Pow_x4_Init
⬜ ObjHandler_Ovhd_1C_Pick_up_Gun_x1_Init
⬜ ObjHandler_Ovhd_1D_Pick_up_Gun_x4_Init
⬜ ObjHandler_Ovhd_1E_Pick_up_Hover_x1_Init
⬜ ObjHandler_Ovhd_1F_Pick_up_Hover_x4_Init
⬜ ObjHandler_Ovhd_20_Pick_up_Homing_x20_Init
⬜ ObjHandler_Ovhd_21_Pick_up_Lightning_x20_Init
⬜ ObjHandler_Ovhd_22_Pick_up_Warheads_x20_Init
⬜ ObjHandler_Ovhd_23_Pickup_Main
0 / 10
⬜ Spinner⬜ ObjHandler_Ovhd_37_Spinner_Init
⬜ ObjHandler_Ovhd_38_Spinner_Main
0 / 2
⬜ Spitter⬜ ObjHandler_Ovhd_41_Spitter_Init
⬜ ObjHandler_Ovhd_42_Spitter_Main
⬜ ObjHandler_Ovhd_43_Spitter_Attacking
0 / 3
⬜ Zombie Head⬜ ObjHandler_Ovhd_44_Zombie_Head_Init
⬜ ObjHandler_Ovhd_45_Zombie_Head_Main
0 / 2

Area 2

    Tank: ⬜⬜⬜⬜⬜⬜◽⬛⬛⬛ 65.8%
Entity Variant Handlers
✅ Ballistic: Big; Gray✅ ObjHandler_Tank_38_Big_Gray_Init
✅ ObjHandler_Tank_39_Big_Gray_Main
2 / 2
✅ Ballistic: Medium Red; Mine Shrapnel✅ ObjHandler_Tank_44_Mine_Shrapnel_Init
✅ ObjHandler_Tank_45_Mine_Shrapnel_Main
2 / 2
⬜ Bee⬜ ObjHandler_Tank_70_Bee_Init
⬜ ObjHandler_Tank_71_Bee_Main
0 / 2
✅ Bullet; Gray✅ ObjHandler_Tank_59_Gray_Bullet_Main
✅ ObjHandler_Tank_5A_Gray_Bullet_Attacking
2 / 2
⬜ Bullet; Gray A⬜ ObjHandler_Tank_56_Gray_Bullet_A_Init
0 / 1
✅ Bullet; Gray B✅ ObjHandler_Tank_58_Gray_Bullet_B_Init
1 / 1
⬜ Caterpillar; Gray⬜ ObjHandler_Tank_54_Gray_Caterpillar_Init
⬜ ObjHandler_Tank_55_Gray_Caterpillar_Main
0 / 2
⬜ Caterpillar; Red⬜ ObjHandler_Tank_62_Red_Caterpillar
⬜ ObjHandler_Tank_63_Red_Caterpillar_Main
0 / 2
✅ Flying Bomber✅ ObjHandler_Tank_6C_Flying_Bomber_Init
✅ ObjHandler_Tank_6D_Flying_Bomber_Main
2 / 2
⬜ Flying Ship⬜ ObjHandler_Tank_6A_Flying_Ship_Init
⬜ ObjHandler_Tank_6B_Flying_Ship_Main
0 / 2
✅ Gray Hopper; 10HP✅ ObjHandler_Tank_7A_Gray_Hopper_10HP_Init
✅ ObjHandler_Tank_7B_Gray_Hopper_10HP_Patrolling
2 / 2
✅ Gray Hopper; 6HP✅ ObjHandler_Tank_5F_Gray_Hopper_6HP_Init
✅ ObjHandler_Tank_60_Gray_Hopper_6HP_Attacking
✅ ObjHandler_Tank_61_GrayHopper6HP_Patrolling
3 / 3
✅ Mine✅ ObjHandler_Tank_64_Mine_Init
✅ ObjHandler_Tank_65_Mine_Main
2 / 2
⬜ Orb⬜ ObjHandler_Tank_72_Orb_Init
⬜ ObjHandler_Tank_73_Orb_Main
0 / 2
⬜ Orb; Kamikaze⬜ ObjHandler_Tank_78_Kamikaze_Orb_Init
⬜ ObjHandler_Tank_79_Kamikaze_Orb_Main
0 / 2
✅ Pick-up✅ ObjHandler_Tank_35_PickUp_Main
1 / 1
✅ Pick-up: Homing Missile; x20✅ ObjHandler_Tank_32_Homing_Missiles_x20_Init
1 / 1
✅ Pick-up: Lightning; x20✅ ObjHandler_Tank_33_Pick_up_Lightning_x20_Init
1 / 1
✅ Pick-up: Multi-Warhead; x20✅ ObjHandler_Tank_34_Pickup_Warheads_x20_Init
1 / 1
✅ Pick-up: Pow; x4✅ ObjHandler_Tank_2D_Pick_up_Pow_x4_Init
1 / 1
✅ Projectile: Small Red✅ ObjHandler_Tank_3C_Small_Red_Init
✅ ObjHandler_Tank_3D_Small_Red_Main
2 / 2
✅ Shooter✅ ObjHandler_Tank_76_Shooter_Init
✅ ObjHandler_Tank_77_Shooter_Main
2 / 2
Overhead: ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ 0.0%
Entity Variant Handlers
⬜ Boss Room⬜ ObjHandler_Ovhd_5A_Boss_Room_Delay
⬜ ObjHandler_Ovhd_5B_Boss_Room_Palette_Animation
0 / 2
⬜ Cross Shooter⬜ ObjHandler_Ovhd_39_Cross_Shooter_Init
⬜ ObjHandler_Ovhd_3A_Cross_Shooter_Main
0 / 2
⬜ Eye⬜ ObjHandler_Ovhd_26_Eye_Init
⬜ ObjHandler_Ovhd_27_Eye_Main
0 / 2
⬜ Eye Spawner⬜ ObjHandler_Ovhd_2B_Eye_Spawner_Init_1
⬜ ObjHandler_Ovhd_2C_Eye_Spawner_Init_2
⬜ ObjHandler_Ovhd_2D_Eye_Spawner_Main
0 / 3
⬜ Pick-up⬜ ObjHandler_Ovhd_1A_Pick_up_Pow_x1_Init
⬜ ObjHandler_Ovhd_1B_Pick_up_Pow_x4_Init
⬜ ObjHandler_Ovhd_1C_Pick_up_Gun_x1_Init
⬜ ObjHandler_Ovhd_1D_Pick_up_Gun_x4_Init
⬜ ObjHandler_Ovhd_1E_Pick_up_Hover_x1_Init
⬜ ObjHandler_Ovhd_1F_Pick_up_Hover_x4_Init
⬜ ObjHandler_Ovhd_20_Pick_up_Homing_x20_Init
⬜ ObjHandler_Ovhd_21_Pick_up_Lightning_x20_Init
⬜ ObjHandler_Ovhd_22_Pick_up_Warheads_x20_Init
⬜ ObjHandler_Ovhd_23_Pickup_Main
0 / 10
⬜ Robed Skeleton⬜ ObjHandler_Ovhd_28_Robed_Skeleton_Init
⬜ ObjHandler_Ovhd_29_Robed_Skeleton_Main
⬜ ObjHandler_Ovhd_2A_Robed_Skeleton_Teleport
0 / 3

Area 3

    Tank: ⬜⬜⬜◽⬛⬛⬛⬛⬛⬛ 38.5%
Entity Variant Handlers
✅ Ballistic: Big; Gray✅ ObjHandler_Tank_38_Big_Gray_Init
✅ ObjHandler_Tank_39_Big_Gray_Main
2 / 2
⬜ Ballistic: Big; Gray, from Bomb Canister⬜ ObjHandler_Tank_36_Big_Gray_Bomb_Canister_Init
0 / 1
✅ Ballistic: Medium Red; Mine Shrapnel✅ ObjHandler_Tank_44_Mine_Shrapnel_Init
✅ ObjHandler_Tank_45_Mine_Shrapnel_Main
2 / 2
✅ Ballistic: Medium Red; Turret Shot✅ ObjHandler_Tank_46_Turret_Shot_Init
✅ ObjHandler_Tank_47_Turret_Shot_Main
2 / 2
⬜ Ballistic: Red Caterpillar Shell (From Dropper)⬜ ObjHandler_Tank_42_Red_Caterpillar_Shell_Init
⬜ ObjHandler_Tank_43_Red_Caterpillar_Shell_Main
0 / 2
⬜ Bomb Canister⬜ ObjHandler_Tank_8A_Bomb_Canister_Init
⬜ ObjHandler_Tank_8B_Bomb_Canister_Main
0 / 2
⬜ Caterpillar; Gray⬜ ObjHandler_Tank_54_Gray_Caterpillar_Init
⬜ ObjHandler_Tank_55_Gray_Caterpillar_Main
0 / 2
⬜ Caterpillar; Red⬜ ObjHandler_Tank_62_Red_Caterpillar
⬜ ObjHandler_Tank_63_Red_Caterpillar_Main
0 / 2
⬜ Crescent Roller⬜ ObjHandler_Tank_88_Crescent_Roller_Init
⬜ ObjHandler_Tank_89_Crescent_Roller_Main
0 / 2
✅ Flier; Gray✅ ObjHandler_Tank_7D_Gray_Flier_Main
1 / 1
✅ Gray Flier Spawner✅ ObjHandler_Tank_50_Gray_Flier_Spawner_Init
✅ ObjHandler_Tank_51_Gray_Flier_Spawner_Main
2 / 2
⬜ Orb; Kamikaze⬜ ObjHandler_Tank_78_Kamikaze_Orb_Init
⬜ ObjHandler_Tank_79_Kamikaze_Orb_Main
0 / 2
⬜ Red Caterpillar Dropper⬜ ObjHandler_Tank_5B_Red_Caterpillar_Dropper_Init
⬜ ObjHandler_Tank_5C_Red_Caterpillar_Dropper_Main
0 / 2
⬜ Swooping Sphere⬜ ObjHandler_Tank_6E_Swooping_Sphere_Init
⬜ ObjHandler_Tank_6F_Swooping_Sphere_Main
0 / 2
✅ Turret✅ ObjHandler_Tank_66_Turret_Init
✅ ObjHandler_Tank_67_Turret_Main
2 / 2
Overhead: ◽⬛⬛⬛⬛⬛⬛⬛⬛⬛ 6.2%
Entity Variant Handlers
⬜ Boss Room⬜ ObjHandler_Ovhd_5A_Boss_Room_Delay
⬜ ObjHandler_Ovhd_5B_Boss_Room_Palette_Animation
0 / 2
⬜ Camera; Horizontal⬜ ObjHandler_Ovhd_3D_Horizontal_Camera_Init
⬜ ObjHandler_Ovhd_3E_Horizontal_Camera_Main
0 / 2
✅ Camera; Vertical✅ ObjHandler_Ovhd_3B_Vertical_Camera_Init
✅ ObjHandler_Ovhd_3C_Vertical_Camera_Main
2 / 2
⬜ Gumdrop; Gray⬜ ObjHandler_Ovhd_30_Gray_Gumdrop_Init
⬜ ObjHandler_Ovhd_31_Gray_Gumdrop_Main
0 / 2
⬜ Gumdrop; Red⬜ ObjHandler_Ovhd_46_Red_Gumdrop_Init
⬜ ObjHandler_Ovhd_47_Red_Gumdrop_Main
0 / 2
⬜ Pick-up⬜ ObjHandler_Ovhd_1A_Pick_up_Pow_x1_Init
⬜ ObjHandler_Ovhd_1B_Pick_up_Pow_x4_Init
⬜ ObjHandler_Ovhd_1C_Pick_up_Gun_x1_Init
⬜ ObjHandler_Ovhd_1D_Pick_up_Gun_x4_Init
⬜ ObjHandler_Ovhd_1E_Pick_up_Hover_x1_Init
⬜ ObjHandler_Ovhd_1F_Pick_up_Hover_x4_Init
⬜ ObjHandler_Ovhd_20_Pick_up_Homing_x20_Init
⬜ ObjHandler_Ovhd_21_Pick_up_Lightning_x20_Init
⬜ ObjHandler_Ovhd_22_Pick_up_Warheads_x20_Init
⬜ ObjHandler_Ovhd_23_Pickup_Main
0 / 10
⬜ Slider⬜ ObjHandler_Ovhd_3F_Slider_Init
⬜ ObjHandler_Ovhd_40_Slider_Main
0 / 2

Area 4

    Tank: ⬜⬜⬜⬜⬜⬜⬜⬜▫️⬛ 83.3%
Entity Variant Handlers
⏳ Area 4 Lock; Left✅ ObjHandler_Tank_24_26_28_Auto_Gate_Init
⬜ ObjHandler_Tank_27_Area_4_Left_Lock_Main
1 / 2
⏳ Area 4 Lock; Right✅ ObjHandler_Tank_24_26_28_Auto_Gate_Init
⬜ ObjHandler_Tank_29_Area_4_Right_Lock_Main
1 / 2
✅ Ballistic: Medium Red; Mine Shrapnel✅ ObjHandler_Tank_44_Mine_Shrapnel_Init
✅ ObjHandler_Tank_45_Mine_Shrapnel_Main
2 / 2
✅ Ballistic: Medium Red; Turret Shot✅ ObjHandler_Tank_46_Turret_Shot_Init
✅ ObjHandler_Tank_47_Turret_Shot_Main
2 / 2
✅ Bullet; Gray✅ ObjHandler_Tank_59_Gray_Bullet_Main
✅ ObjHandler_Tank_5A_Gray_Bullet_Attacking
2 / 2
⬜ Bullet; Gray A⬜ ObjHandler_Tank_56_Gray_Bullet_A_Init
0 / 1
✅ Bullet; Gray B✅ ObjHandler_Tank_58_Gray_Bullet_B_Init
1 / 1
✅ Flier; Gray✅ ObjHandler_Tank_7D_Gray_Flier_Main
1 / 1
✅ Gray Flier Spawner✅ ObjHandler_Tank_50_Gray_Flier_Spawner_Init
✅ ObjHandler_Tank_51_Gray_Flier_Spawner_Main
2 / 2
✅ Gray Hopper; 10HP✅ ObjHandler_Tank_7A_Gray_Hopper_10HP_Init
✅ ObjHandler_Tank_7B_Gray_Hopper_10HP_Patrolling
2 / 2
✅ Hulk✅ ObjHandler_Tank_5D_Hulk_Init
✅ ObjHandler_Tank_5E_Hulk_Main
2 / 2
✅ Mine✅ ObjHandler_Tank_64_Mine_Init
✅ ObjHandler_Tank_65_Mine_Main
2 / 2
⬜ Orb⬜ ObjHandler_Tank_72_Orb_Init
⬜ ObjHandler_Tank_73_Orb_Main
0 / 2
✅ Projectile: Medium Red; Various✅ ObjHandler_Tank_48_Medium_Red_Projectile_Init
✅ ObjHandler_Tank_49_Medium_Red_Projectile_Main
2 / 2
✅ Projectile: Small Red✅ ObjHandler_Tank_3C_Small_Red_Init
✅ ObjHandler_Tank_3D_Small_Red_Main
2 / 2
✅ Shooter✅ ObjHandler_Tank_76_Shooter_Init
✅ ObjHandler_Tank_77_Shooter_Main
2 / 2
✅ Turret✅ ObjHandler_Tank_66_Turret_Init
✅ ObjHandler_Tank_67_Turret_Main
2 / 2
Overhead: ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ 0.0%
Entity Variant Handlers
⬜ Boss Room⬜ ObjHandler_Ovhd_5A_Boss_Room_Delay
⬜ ObjHandler_Ovhd_5B_Boss_Room_Palette_Animation
0 / 2
⬜ Pick-up⬜ ObjHandler_Ovhd_1A_Pick_up_Pow_x1_Init
⬜ ObjHandler_Ovhd_1B_Pick_up_Pow_x4_Init
⬜ ObjHandler_Ovhd_1C_Pick_up_Gun_x1_Init
⬜ ObjHandler_Ovhd_1D_Pick_up_Gun_x4_Init
⬜ ObjHandler_Ovhd_1E_Pick_up_Hover_x1_Init
⬜ ObjHandler_Ovhd_1F_Pick_up_Hover_x4_Init
⬜ ObjHandler_Ovhd_20_Pick_up_Homing_x20_Init
⬜ ObjHandler_Ovhd_21_Pick_up_Lightning_x20_Init
⬜ ObjHandler_Ovhd_22_Pick_up_Warheads_x20_Init
⬜ ObjHandler_Ovhd_23_Pickup_Main
0 / 10
⬜ Robot⬜ ObjHandler_Ovhd_24_Robot_Init
⬜ ObjHandler_Ovhd_25_Robot_Main
0 / 2

Area 5

    Tank: ⬜⬜◽⬛⬛⬛⬛⬛⬛⬛ 25.0%
Entity Variant Handlers
✅ Ballistic: Big; Gray✅ ObjHandler_Tank_38_Big_Gray_Init
✅ ObjHandler_Tank_39_Big_Gray_Main
2 / 2
⬜ Bomber Rock⬜ ObjHandler_Tank_68_Bomber_Rock_Init
⬜ ObjHandler_Tank_69_Bomber_Rock_Main
0 / 2
✅ Projectile: Small Red✅ ObjHandler_Tank_3C_Small_Red_Init
✅ ObjHandler_Tank_3D_Small_Red_Main
2 / 2
⬜ Running Shell⬜ ObjHandler_Tank_85_Running_Shell_Init
⬜ ObjHandler_Tank_86_Running_Shell_Main
0 / 2
⬜ Scuba Steve⬜ ObjHandler_Tank_82_Scuba_Steve_Init
⬜ ObjHandler_Tank_83_Scuba_Steve_Main
⬜ ObjHandler_Tank_84_Scuba_Steve_Dead
0 / 3
⬜ Submersible⬜ ObjHandler_Tank_87_Submersible_Main
0 / 1
⬜ Submersible Spawner⬜ ObjHandler_Tank_52_Submersible_Spawner_Init
⬜ ObjHandler_Tank_53_Submersible_Spawner_Main
0 / 2
⬜ Swooping Sphere⬜ ObjHandler_Tank_6E_Swooping_Sphere_Init
⬜ ObjHandler_Tank_6F_Swooping_Sphere_Main
0 / 2
Overhead: ◽⬛⬛⬛⬛⬛⬛⬛⬛⬛ 7.7%
Entity Variant Handlers
⬜ Boss Room⬜ ObjHandler_Ovhd_5A_Boss_Room_Delay
⬜ ObjHandler_Ovhd_5B_Boss_Room_Palette_Animation
0 / 2
⬜ Camera; Horizontal⬜ ObjHandler_Ovhd_3D_Horizontal_Camera_Init
⬜ ObjHandler_Ovhd_3E_Horizontal_Camera_Main
0 / 2
✅ Camera; Vertical✅ ObjHandler_Ovhd_3B_Vertical_Camera_Init
✅ ObjHandler_Ovhd_3C_Vertical_Camera_Main
2 / 2
⬜ Gumdrop; Red⬜ ObjHandler_Ovhd_46_Red_Gumdrop_Init
⬜ ObjHandler_Ovhd_47_Red_Gumdrop_Main
0 / 2
⬜ Pick-up⬜ ObjHandler_Ovhd_1A_Pick_up_Pow_x1_Init
⬜ ObjHandler_Ovhd_1B_Pick_up_Pow_x4_Init
⬜ ObjHandler_Ovhd_1C_Pick_up_Gun_x1_Init
⬜ ObjHandler_Ovhd_1D_Pick_up_Gun_x4_Init
⬜ ObjHandler_Ovhd_1E_Pick_up_Hover_x1_Init
⬜ ObjHandler_Ovhd_1F_Pick_up_Hover_x4_Init
⬜ ObjHandler_Ovhd_20_Pick_up_Homing_x20_Init
⬜ ObjHandler_Ovhd_21_Pick_up_Lightning_x20_Init
⬜ ObjHandler_Ovhd_22_Pick_up_Warheads_x20_Init
⬜ ObjHandler_Ovhd_23_Pickup_Main
0 / 10
⬜ Slider⬜ ObjHandler_Ovhd_3F_Slider_Init
⬜ ObjHandler_Ovhd_40_Slider_Main
0 / 2

Area 6

    Tank: ⬜⬜⬜⬜⬜⬜▫️⬛⬛⬛ 61.5%
Entity Variant Handlers
✅ Ballistic: Big; Gray✅ ObjHandler_Tank_38_Big_Gray_Init
✅ ObjHandler_Tank_39_Big_Gray_Main
2 / 2
⬜ Ballistic: Big; Gray, from Bomb Canister⬜ ObjHandler_Tank_36_Big_Gray_Bomb_Canister_Init
0 / 1
✅ Ballistic: Medium Red; Mine Shrapnel✅ ObjHandler_Tank_44_Mine_Shrapnel_Init
✅ ObjHandler_Tank_45_Mine_Shrapnel_Main
2 / 2
⬜ Bee⬜ ObjHandler_Tank_70_Bee_Init
⬜ ObjHandler_Tank_71_Bee_Main
0 / 2
⬜ Bomb Lobbing Hand⬜ ObjHandler_Tank_7E_Bomb_Lobbing_Hand_Init
⬜ ObjHandler_Tank_7F_Bomb_Lobbing_Hand_Main
0 / 2
✅ Bullet; Gray✅ ObjHandler_Tank_59_Gray_Bullet_Main
✅ ObjHandler_Tank_5A_Gray_Bullet_Attacking
2 / 2
⬜ Bullet; Gray A⬜ ObjHandler_Tank_56_Gray_Bullet_A_Init
0 / 1
✅ Bullet; Gray B✅ ObjHandler_Tank_58_Gray_Bullet_B_Init
1 / 1
⬜ Caterpillar; Gray⬜ ObjHandler_Tank_54_Gray_Caterpillar_Init
⬜ ObjHandler_Tank_55_Gray_Caterpillar_Main
0 / 2
⬜ Flying Ship⬜ ObjHandler_Tank_6A_Flying_Ship_Init
⬜ ObjHandler_Tank_6B_Flying_Ship_Main
0 / 2
✅ Mine✅ ObjHandler_Tank_64_Mine_Init
✅ ObjHandler_Tank_65_Mine_Main
2 / 2
✅ Pick-up✅ ObjHandler_Tank_35_PickUp_Main
1 / 1
✅ Pick-up: Homing Missile; x20✅ ObjHandler_Tank_32_Homing_Missiles_x20_Init
1 / 1
✅ Pick-up: Lightning; x20✅ ObjHandler_Tank_33_Pick_up_Lightning_x20_Init
1 / 1
✅ Pick-up: Multi-Warhead; x20✅ ObjHandler_Tank_34_Pickup_Warheads_x20_Init
1 / 1
✅ Projectile: Small Red✅ ObjHandler_Tank_3C_Small_Red_Init
✅ ObjHandler_Tank_3D_Small_Red_Main
2 / 2
✅ Shooter✅ ObjHandler_Tank_76_Shooter_Init
✅ ObjHandler_Tank_77_Shooter_Main
2 / 2
Overhead: ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ 0.0%
Entity Variant Handlers
⬜ Boss Room⬜ ObjHandler_Ovhd_5A_Boss_Room_Delay
⬜ ObjHandler_Ovhd_5B_Boss_Room_Palette_Animation
0 / 2
⬜ Charging Robot⬜ ObjHandler_Ovhd_35_Charging_Robot_Init
⬜ ObjHandler_Ovhd_36_Charging_Robot_Main
0 / 2
⬜ Cross Shooter⬜ ObjHandler_Ovhd_39_Cross_Shooter_Init
⬜ ObjHandler_Ovhd_3A_Cross_Shooter_Main
0 / 2
⬜ Eye⬜ ObjHandler_Ovhd_26_Eye_Init
⬜ ObjHandler_Ovhd_27_Eye_Main
0 / 2
⬜ Eye Spawner⬜ ObjHandler_Ovhd_2B_Eye_Spawner_Init_1
⬜ ObjHandler_Ovhd_2C_Eye_Spawner_Init_2
⬜ ObjHandler_Ovhd_2D_Eye_Spawner_Main
0 / 3
⬜ Pick-up⬜ ObjHandler_Ovhd_1A_Pick_up_Pow_x1_Init
⬜ ObjHandler_Ovhd_1B_Pick_up_Pow_x4_Init
⬜ ObjHandler_Ovhd_1C_Pick_up_Gun_x1_Init
⬜ ObjHandler_Ovhd_1D_Pick_up_Gun_x4_Init
⬜ ObjHandler_Ovhd_1E_Pick_up_Hover_x1_Init
⬜ ObjHandler_Ovhd_1F_Pick_up_Hover_x4_Init
⬜ ObjHandler_Ovhd_20_Pick_up_Homing_x20_Init
⬜ ObjHandler_Ovhd_21_Pick_up_Lightning_x20_Init
⬜ ObjHandler_Ovhd_22_Pick_up_Warheads_x20_Init
⬜ ObjHandler_Ovhd_23_Pickup_Main
0 / 10
⬜ Robed Skeleton⬜ ObjHandler_Ovhd_28_Robed_Skeleton_Init
⬜ ObjHandler_Ovhd_29_Robed_Skeleton_Main
⬜ ObjHandler_Ovhd_2A_Robed_Skeleton_Teleport
0 / 3

Area 7

    Tank: ⬜⬜⬜⬜⬜⬜⬜⬜▫️⬛ 84.6%
Entity Variant Handlers
✅ Ballistic: Big; Gray✅ ObjHandler_Tank_38_Big_Gray_Init
✅ ObjHandler_Tank_39_Big_Gray_Main
2 / 2
✅ Ballistic: Medium Red; Mine Shrapnel✅ ObjHandler_Tank_44_Mine_Shrapnel_Init
✅ ObjHandler_Tank_45_Mine_Shrapnel_Main
2 / 2
✅ Ballistic: Medium Red; Turret Shot✅ ObjHandler_Tank_46_Turret_Shot_Init
✅ ObjHandler_Tank_47_Turret_Shot_Main
2 / 2
✅ Bullet; Red✅ ObjHandler_Tank_8E_Red_Bullet_Main
✅ ObjHandler_Tank_8F_Red_Bullet_Attacking
2 / 2
⬜ Bullet; Red A⬜ ObjHandler_Tank_8C_Red_Bullet_A_Init
0 / 1
✅ Bullet; Red B✅ ObjHandler_Tank_8D_Red_Bullet_B_Init
1 / 1
⬜ Flier; Red⬜ ObjHandler_Tank_7C_Red_Flier
0 / 1
✅ Flying Bomber✅ ObjHandler_Tank_6C_Flying_Bomber_Init
✅ ObjHandler_Tank_6D_Flying_Bomber_Main
2 / 2
✅ Gray Hopper; 10HP✅ ObjHandler_Tank_7A_Gray_Hopper_10HP_Init
✅ ObjHandler_Tank_7B_Gray_Hopper_10HP_Patrolling
2 / 2
✅ Hulk✅ ObjHandler_Tank_5D_Hulk_Init
✅ ObjHandler_Tank_5E_Hulk_Main
2 / 2
✅ Mine✅ ObjHandler_Tank_64_Mine_Init
✅ ObjHandler_Tank_65_Mine_Main
2 / 2
⬜ Orb⬜ ObjHandler_Tank_72_Orb_Init
⬜ ObjHandler_Tank_73_Orb_Main
0 / 2
✅ Pick-up✅ ObjHandler_Tank_35_PickUp_Main
1 / 1
✅ Pick-up: Gun; x1✅ ObjHandler_Tank_30_Gun_gun_x1
1 / 1
✅ Pick-up: Gun; x4✅ ObjHandler_Tank_31_Pickup_Gun_x4_Init
1 / 1
✅ Pick-up: Homing Missile; x20✅ ObjHandler_Tank_32_Homing_Missiles_x20_Init
1 / 1
✅ Pick-up: Lightning; x20✅ ObjHandler_Tank_33_Pick_up_Lightning_x20_Init
1 / 1
✅ Pick-up: Multi-Warhead; x20✅ ObjHandler_Tank_34_Pickup_Warheads_x20_Init
1 / 1
✅ Pick-up: Pow; x4✅ ObjHandler_Tank_2D_Pick_up_Pow_x4_Init
1 / 1
✅ Pick-up; Pow x1✅ ObjHandler_Tank_2C_Pick_up_Pow_x1_Init
1 / 1
✅ Projectile: Medium Red; Various✅ ObjHandler_Tank_48_Medium_Red_Projectile_Init
✅ ObjHandler_Tank_49_Medium_Red_Projectile_Main
2 / 2
✅ Projectile: Small Red✅ ObjHandler_Tank_3C_Small_Red_Init
✅ ObjHandler_Tank_3D_Small_Red_Main
2 / 2
⬜ Red Flier Spawner⬜ ObjHandler_Tank_4E_Red_Flier_Spawner_Init
⬜ ObjHandler_Tank_4F_Red_Flier_Spawner_Main
0 / 2
✅ Shooter✅ ObjHandler_Tank_76_Shooter_Init
✅ ObjHandler_Tank_77_Shooter_Main
2 / 2
✅ Turret✅ ObjHandler_Tank_66_Turret_Init
✅ ObjHandler_Tank_67_Turret_Main
2 / 2
Overhead: ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ 0.0%
Entity Variant Handlers
⬜ Boss Room⬜ ObjHandler_Ovhd_5A_Boss_Room_Delay
⬜ ObjHandler_Ovhd_5B_Boss_Room_Palette_Animation
0 / 2
⬜ Pick-up⬜ ObjHandler_Ovhd_1A_Pick_up_Pow_x1_Init
⬜ ObjHandler_Ovhd_1B_Pick_up_Pow_x4_Init
⬜ ObjHandler_Ovhd_1C_Pick_up_Gun_x1_Init
⬜ ObjHandler_Ovhd_1D_Pick_up_Gun_x4_Init
⬜ ObjHandler_Ovhd_1E_Pick_up_Hover_x1_Init
⬜ ObjHandler_Ovhd_1F_Pick_up_Hover_x4_Init
⬜ ObjHandler_Ovhd_20_Pick_up_Homing_x20_Init
⬜ ObjHandler_Ovhd_21_Pick_up_Lightning_x20_Init
⬜ ObjHandler_Ovhd_22_Pick_up_Warheads_x20_Init
⬜ ObjHandler_Ovhd_23_Pickup_Main
0 / 10
⬜ Robot⬜ ObjHandler_Ovhd_24_Robot_Init
⬜ ObjHandler_Ovhd_25_Robot_Main
0 / 2

Area 8

    Tank: ⬜⬜⬜⬜⬜▫️⬛⬛⬛⬛ 51.4%
Entity Variant Handlers
✅ Ballistic: Big; Gray✅ ObjHandler_Tank_38_Big_Gray_Init
✅ ObjHandler_Tank_39_Big_Gray_Main
2 / 2
⬜ Ballistic: Big; Gray, from Bomb Canister⬜ ObjHandler_Tank_36_Big_Gray_Bomb_Canister_Init
0 / 1
⬜ Ballistic: Big; Red Caterpillar payload from Flying Bomber⬜ ObjHandler_Tank_3A_Red_Caterpillar_Bomb_Init
⬜ ObjHandler_Tank_3B_Red_Caterpillar_Bomb_Main
0 / 2
✅ Ballistic: Medium Red; Mine Shrapnel✅ ObjHandler_Tank_44_Mine_Shrapnel_Init
✅ ObjHandler_Tank_45_Mine_Shrapnel_Main
2 / 2
⬜ Bee⬜ ObjHandler_Tank_70_Bee_Init
⬜ ObjHandler_Tank_71_Bee_Main
0 / 2
⬜ Bomb Lobbing Hand⬜ ObjHandler_Tank_7E_Bomb_Lobbing_Hand_Init
⬜ ObjHandler_Tank_7F_Bomb_Lobbing_Hand_Main
0 / 2
✅ Bullet; Gray✅ ObjHandler_Tank_59_Gray_Bullet_Main
✅ ObjHandler_Tank_5A_Gray_Bullet_Attacking
2 / 2
⬜ Bullet; Gray A⬜ ObjHandler_Tank_56_Gray_Bullet_A_Init
0 / 1
✅ Bullet; Gray B✅ ObjHandler_Tank_58_Gray_Bullet_B_Init
1 / 1
✅ Bullet; Red✅ ObjHandler_Tank_8E_Red_Bullet_Main
✅ ObjHandler_Tank_8F_Red_Bullet_Attacking
2 / 2
⬜ Bullet; Red A⬜ ObjHandler_Tank_8C_Red_Bullet_A_Init
0 / 1
✅ Bullet; Red B✅ ObjHandler_Tank_8D_Red_Bullet_B_Init
1 / 1
⬜ Caterpillar; Gray⬜ ObjHandler_Tank_54_Gray_Caterpillar_Init
⬜ ObjHandler_Tank_55_Gray_Caterpillar_Main
0 / 2
⬜ Caterpillar; Red⬜ ObjHandler_Tank_62_Red_Caterpillar
⬜ ObjHandler_Tank_63_Red_Caterpillar_Main
0 / 2
⬜ Flying Bomber; Red Caterpillar⬜ ObjHandler_Tank_74_Flying_Red_Caterpillar_Bomber
⬜ ObjHandler_Tank_75_Flying_Red_Caterpillar_Bomber
0 / 2
⬜ Flying Ship⬜ ObjHandler_Tank_6A_Flying_Ship_Init
⬜ ObjHandler_Tank_6B_Flying_Ship_Main
0 / 2
✅ Mine✅ ObjHandler_Tank_64_Mine_Init
✅ ObjHandler_Tank_65_Mine_Main
2 / 2
✅ Pick-up✅ ObjHandler_Tank_35_PickUp_Main
1 / 1
✅ Pick-up: Homing Missile; x20✅ ObjHandler_Tank_32_Homing_Missiles_x20_Init
1 / 1
✅ Pick-up: Pow; x4✅ ObjHandler_Tank_2D_Pick_up_Pow_x4_Init
1 / 1
✅ Projectile: Small Red✅ ObjHandler_Tank_3C_Small_Red_Init
✅ ObjHandler_Tank_3D_Small_Red_Main
2 / 2
✅ Shooter✅ ObjHandler_Tank_76_Shooter_Init
✅ ObjHandler_Tank_77_Shooter_Main
2 / 2
Overhead: ◽⬛⬛⬛⬛⬛⬛⬛⬛⬛ 5.0%
Entity Variant Handlers
⬜ Boss Room⬜ ObjHandler_Ovhd_5A_Boss_Room_Delay
⬜ ObjHandler_Ovhd_5B_Boss_Room_Palette_Animation
0 / 2
⬜ Camera; Horizontal⬜ ObjHandler_Ovhd_3D_Horizontal_Camera_Init
⬜ ObjHandler_Ovhd_3E_Horizontal_Camera_Main
0 / 2
⬜ Camera; Rotating⬜ ObjHandler_Ovhd_2E_Rotating_Camera_Init
⬜ ObjHandler_Ovhd_2F_Rotating_Camera_Main
0 / 2
✅ Camera; Vertical✅ ObjHandler_Ovhd_3B_Vertical_Camera_Init
✅ ObjHandler_Ovhd_3C_Vertical_Camera_Main
2 / 2
⬜ Flier⬜ ObjHandler_Ovhd_34_Flier_Main
0 / 1
⬜ Flier Spawner⬜ ObjHandler_Ovhd_32_Flier_Spawner_Init
⬜ ObjHandler_Ovhd_33_Flier_Spawner_Main
0 / 2
⬜ Gumdrop; Red⬜ ObjHandler_Ovhd_46_Red_Gumdrop_Init
⬜ ObjHandler_Ovhd_47_Red_Gumdrop_Main
0 / 2
⬜ Pick-up⬜ ObjHandler_Ovhd_1A_Pick_up_Pow_x1_Init
⬜ ObjHandler_Ovhd_1B_Pick_up_Pow_x4_Init
⬜ ObjHandler_Ovhd_1C_Pick_up_Gun_x1_Init
⬜ ObjHandler_Ovhd_1D_Pick_up_Gun_x4_Init
⬜ ObjHandler_Ovhd_1E_Pick_up_Hover_x1_Init
⬜ ObjHandler_Ovhd_1F_Pick_up_Hover_x4_Init
⬜ ObjHandler_Ovhd_20_Pick_up_Homing_x20_Init
⬜ ObjHandler_Ovhd_21_Pick_up_Lightning_x20_Init
⬜ ObjHandler_Ovhd_22_Pick_up_Warheads_x20_Init
⬜ ObjHandler_Ovhd_23_Pickup_Main
0 / 10
⬜ Spinner⬜ ObjHandler_Ovhd_37_Spinner_Init
⬜ ObjHandler_Ovhd_38_Spinner_Main
0 / 2
⬜ Spitter⬜ ObjHandler_Ovhd_41_Spitter_Init
⬜ ObjHandler_Ovhd_42_Spitter_Main
⬜ ObjHandler_Ovhd_43_Spitter_Attacking
0 / 3
⬜ Zombie Head⬜ ObjHandler_Ovhd_44_Zombie_Head_Init
⬜ ObjHandler_Ovhd_45_Zombie_Head_Main
0 / 2

Progress by group

A finer-grained view of M4 above, broken down by the same organizational grouping the disassembly's own bank-splitting uses (e.g. bank 06's object-handlers/hopper_6hp). Progress counts both top-level subroutines and their interior sublabels, which M4 does not — a sublabel has no verification status of its own, so it inherits its enclosing subroutine's. A note on a row flags a verified routine that directly calls a still-unverified subroutine — a caveat on Progress, not a deduction from it (a routine's own logic was reviewed; part of its behaviour still depends on code nobody has confirmed yet).

Progress Bank / Group Notes
✅✅✅✅ 06 / object-handlers/flier_gray
✅✅✅✅ 06 / object-handlers/flying-bomber
✅✅✅✅ 06 / object-handlers/hopper_10hp ObjHandler_Tank_7B_Gray_Hopper_10HP_Patrolling depends on unverified routine HopperHulk_5E_7B_SharedEdgeHop.
✅✅✅✅ 06 / object-handlers/hopper_6hp
✅✅✅✅ 06 / object-handlers/hulk ObjHandler_Tank_5E_Hulk_Main depends on unverified routine HopperHulk_5E_7B_SharedEdgeHop.
✅✅✅✅ 06 / object-handlers/jellyfish
✅✅✅✅ 06 / object-handlers/mine
✅✅✅✅ 06 / object-handlers/pickups ObjHandler_Tank_35_PickUp_Main depends on unverified routines OAM_Stage_Sprite_Shape5_Quad2x2 and BankDispatch_Index.
✅✅✅✅ 06 / object-handlers/shooter
✅✅✅✅ 06 / object-handlers/turret
✅✅✅✅ 06 / object-handlers/wall-guardian ObjHandler_Tank_91_Wall_Guardian_Main depends on unverified routines TankBoss_DamageCheck, HitboxScan_LockOn and 3 more.
✅✅✅✅ 07 / checkpoint
✅✅✅✅ 07 / rng
⬜◽⬛⬛
37.5%
04 / object-handlers/camera ObjHandler_Ovhd_3B_Vertical_Camera_Init and ObjHandler_Ovhd_3C_Vertical_Camera_Main depend on unverified routines OvhdEnemy_Init and OvhdEnemy_HandleIncomingDamage.
⬛⬛⬛⬛
0.0%
04 / _ungrouped
⬛⬛⬛⬛
0.0%
04 / object-handlers/_ungrouped
⬛⬛⬛⬛
0.0%
04 / object-handlers/bosses
⬛⬛⬛⬛
0.0%
04 / object-handlers/charging-robot
⬛⬛⬛⬛
0.0%
04 / object-handlers/cross-shooter
⬛⬛⬛⬛
0.0%
04 / object-handlers/explosions
⬛⬛⬛⬛
0.0%
04 / object-handlers/eye
⬛⬛⬛⬛
0.0%
04 / object-handlers/flier
⬛⬛⬛⬛
0.0%
04 / object-handlers/gumdrop_gray
⬛⬛⬛⬛
0.0%
04 / object-handlers/gumdrop_red
⬛⬛⬛⬛
0.0%
04 / object-handlers/jason
⬛⬛⬛⬛
0.0%
04 / object-handlers/pickups
⬛⬛⬛⬛
0.0%
04 / object-handlers/projectiles-and-ballistics
⬛⬛⬛⬛
0.0%
04 / object-handlers/robed-skeleton
⬛⬛⬛⬛
0.0%
04 / object-handlers/robot
⬛⬛⬛⬛
0.0%
04 / object-handlers/slider
⬛⬛⬛⬛
0.0%
04 / object-handlers/spinner
⬛⬛⬛⬛
0.0%
04 / object-handlers/spitter
⬛⬛⬛⬛
0.0%
04 / object-handlers/zombie-head
⬛⬛⬛⬛
0.0%
05 / (ungrouped — no .groups file)
⬜⬜⬜▫️
80.8%
06 / object-handlers/bullet_gray ObjHandler_Tank_59_Gray_Bullet_Main depends on unverified routine Enemy_CardinalDirToPlayer.
⬜⬜⬜▫️
80.8%
06 / object-handlers/bullet_red ObjHandler_Tank_8E_Red_Bullet_Main depends on unverified routine Enemy_CardinalDirToPlayer.
⬜⬜⬜▫️
77.8%
06 / object-handlers/_common TankEnemy_DamageCheck depends on unverified routine Enemy_DamageCheck.
⬜▫️⬛⬛
30.1%
06 / object-handlers/projectiles-and-ballistics ObjHandler_Tank_3C_Small_Red_Init, ObjHandler_Tank_47_Turret_Shot_Main, and ObjHandler_Tank_49_Medium_Red_Projectile_Main depend on unverified routines Obj_AimVelocityFromDelta and HitboxScan_LockOn.
◽⬛⬛⬛
20.0%
06 / object-handlers/bosses
◽⬛⬛⬛
18.9%
06 / _ungrouped
◽⬛⬛⬛
12.9%
06 / object-handlers/auto-gates_and_locks
⬛⬛⬛⬛
0.0%
06 / object-handlers/_ungrouped
⬛⬛⬛⬛
0.0%
06 / object-handlers/bee
⬛⬛⬛⬛
0.0%
06 / object-handlers/bomb-canister
⬛⬛⬛⬛
0.0%
06 / object-handlers/bomb-lobbing-hand
⬛⬛⬛⬛
0.0%
06 / object-handlers/bomber-rock
⬛⬛⬛⬛
0.0%
06 / object-handlers/bullet_common
⬛⬛⬛⬛
0.0%
06 / object-handlers/caterpillar_gray
⬛⬛⬛⬛
0.0%
06 / object-handlers/caterpillar_red
⬛⬛⬛⬛
0.0%
06 / object-handlers/crescent-roller
⬛⬛⬛⬛
0.0%
06 / object-handlers/dropper_caterpillar_red
⬛⬛⬛⬛
0.0%
06 / object-handlers/explosions
⬛⬛⬛⬛
0.0%
06 / object-handlers/flier_red
⬛⬛⬛⬛
0.0%
06 / object-handlers/flying-bomber_caterpillar_red
⬛⬛⬛⬛
0.0%
06 / object-handlers/flying-ship
⬛⬛⬛⬛
0.0%
06 / object-handlers/hopper_hulk_common
⬛⬛⬛⬛
0.0%
06 / object-handlers/jason-small
⬛⬛⬛⬛
0.0%
06 / object-handlers/orb
⬛⬛⬛⬛
0.0%
06 / object-handlers/orb_kamikaze
⬛⬛⬛⬛
0.0%
06 / object-handlers/running-shell
⬛⬛⬛⬛
0.0%
06 / object-handlers/scuba-steve
⬛⬛⬛⬛
0.0%
06 / object-handlers/sophia
⬛⬛⬛⬛
0.0%
06 / object-handlers/submersible
⬛⬛⬛⬛
0.0%
06 / object-handlers/swooping-sphere
⬜⬜⬜◽
96.2%
07 / 01_title-screen Start_TitleScreen_WithTimeoutToStory, Start_TitleScreen_WithTimeoutToDemo, Start_GameScreen_WithResetProgression, and TitleScreen_Wrapper depend on unverified routines SoundSystem_Reset, Start_StorySequence and 13 more.
⬜⬜▫️⬛
60.7%
07 / 06_game-screen/object-system
⬜⬜▫️⬛
57.1%
07 / screen-fade
⬜⬜⬛⬛
50.0%
07 / sound
⬜◽⬛⬛
37.5%
07 / mmc1 BankSave_Switch depends on unverified routine Nmi_DoWork.
⬜▫️⬛⬛
33.3%
07 / 00_startup TryWarmBoot depends on unverified routine SoundSystem_Reset.
⬜▫️⬛⬛
33.3%
07 / timing NMI depends on unverified routine Nmi_DoWork.
◽⬛⬛⬛
24.1%
07 / math
◽⬛⬛⬛
18.8%
07 / transitions
◽⬛⬛⬛
16.7%
07 / 06_game-screen
◽⬛⬛⬛
16.7%
07 / palette TextScreen_LoadPalettes depends on unverified routine Palette_BlackOut.
◽⬛⬛⬛
13.9%
07 / hardware
▫️⬛⬛⬛
6.7%
07 / _ungrouped
▫️⬛⬛⬛
6.1%
07 / drawing-metasprites Metasprite_Render depends on unverified routine Metasprite_RenderNoBank.
▫️⬛⬛⬛
4.2%
07 / drawing-sprites
⬛⬛⬛⬛
0.0%
07 / 02_story-sequence
⬛⬛⬛⬛
0.0%
07 / 03_demo-screen
⬛⬛⬛⬛
0.0%
07 / 04_intro-screen
⬛⬛⬛⬛
0.0%
07 / 05_lives-left-screen
⬛⬛⬛⬛
0.0%
07 / 06_game-screen/game-loop
⬛⬛⬛⬛
0.0%
07 / 06_game-screen/hud
⬛⬛⬛⬛
0.0%
07 / 06_game-screen/object-system_terrain
⬛⬛⬛⬛
0.0%
07 / 06_game-screen/viewport
⬛⬛⬛⬛
0.0%
07 / 07_pause-screen
⬛⬛⬛⬛
0.0%
07 / 08_area-entry-screen
⬛⬛⬛⬛
0.0%
07 / 09_continue-screen
⬛⬛⬛⬛
0.0%
07 / 10_ending
⬛⬛⬛⬛
0.0%
07 / bank-tail
⬛⬛⬛⬛
0.0%
07 / drawing-background
⬛⬛⬛⬛
0.0%
07 / drawing-text
⬛⬛⬛⬛
0.0%
07 / input
⬛⬛⬛⬛
0.0%
07 / level-rendering

This export publishes 7 pages, of which 3 are alpha.

Generated: 2026-09-23 03:07 UTC

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