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source_map.md

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Source and subsystem map

The authoritative machine-readable map is config/rom_layout.json. The table below is an orientation layer; exact ownership is checked from the assembler listing by make verify-layout. make lint checks that these broad ranges cover each layout module exactly once and that the file counts stay current.

ROM range Broad owner Files Confidence
0x000000-0x003549 header, boot, interrupts, rendering primitives, objects, input 19 mixed: static/hypothesis
0x00354A-0x00483F math, score, palette, results, and text engines 6 mixed: static/hypothesis
0x004840-0x009321 story, planet, credits, and ship sequences 9 mixed: static/hypothesis
0x009322-0x00C83D title/options/password UI, results, and palette assets 8 hypothesis
0x00C83E-0x00D6D5 early-stage process states, Flying Neo train flow, Stage 9 transitions, and Terobuster intro effects 4 static/hypothesis
0x00D6D6-0x010025 Flying Neo effects, later stage groups, boss transitions, and dispatch helpers 16 static/hypothesis
0x010026-0x010D15 camera, scroll planes, and tilemap rendering 5 static/hypothesis
0x010D16-0x012B69 DMA, asset transfer, Stage 3 tile resampling, and stage loading/configuration 9 static/hypothesis
0x012B6A-0x013ADD debug UI, HUD, and status display 6 static/hypothesis
0x013ADE-0x0146FB entity, terrain, and combat collision 2 static/hypothesis
0x0146FC-0x016F35 player terrain and state families 9 hypothesis
0x016F36-0x0199F3 player rendering, weapons, projectiles, and weapon UI 8 hypothesis
0x0199F4-0x01C3F9 player scripts, stage intros, Seven Forces states, object utilities, and projectile slots 6 hypothesis
0x01C3FA-0x01E869 gameplay entry states, main loop, debug helpers, plane shake, frontend, results, and transitions 17 static/hypothesis
0x01E86A-0x020249 cutscenes, stage initialization, menus, and results scrolling 5 hypothesis
0x02024A-0x023CB9 results data, credits, selection UI, and floating icons 5 hypothesis
0x023CBA-0x02A30D demo, cutscene, transition, VDP layout, and Valkirie systems 10 hypothesis
0x02A30E-0x02B6D3 shared combat helpers, sprite debug tooling, and enemy projectiles 4 hypothesis
0x02B6D4-0x02C253 Jetsripper combat, weapon-selection UI, resource pickups, and explosion effects 5 static/hypothesis
0x02C254-0x02CB85 Bugmax debris, shared enemy spawning/movement, and stage actors 3 static/hypothesis
0x02CB86-0x02D27B projectile-attack and ship enemies, shared helpers, and phase/debris states 3 static/hypothesis
0x02D27C-0x02DF7D circling and Stage 9 flies, Viblack shots, and bird enemies 3 static/hypothesis
0x02DF7E-0x02F1A1 stage 10/12 enemies, Stage 11 fish, and Xi-Tiger entrance sequences 5 static/hypothesis
0x02F1A2-0x030D8F orphaned radial-particle test, stage environment, yacht, stage 18, and stage 15 fragment hazards 6 static/runtime
0x030D90-0x0323E1 stage 11 rising hazards, type-$390 linked chain, Destroyer Proto, and shared hit-reactive projectiles 6 static/runtime
0x0323E2-0x033F2F Victor, Wolf Garopa rewards, formation waves, Stage 21 asteroids, rising-shot effects, and Missiray projectiles 8 static/hypothesis
0x033F30-0x035613 Stage 3 orbiting formation, shared metasprite code, and multi-boss metasprite definitions 5 static/hypothesis
0x035614-0x0374C5 Jetsripper and Sniper Honeyviper state, movement, and projectiles 8 hypothesis
0x0374C6-0x0394D7 Antroid and Terobuster systems 11 hypothesis
0x0394D8-0x03B29D Shellshogun and Madam Barbar systems 6 hypothesis
0x03B29E-0x03D0AD Joker and Flying Neo systems 5 hypothesis
0x03D0AE-0x040CED Caterpillar, Xi-Tiger, Deep Strider, Gusthead, and Snake 12 hypothesis
0x040CEE-0x045ACF dormant type-$1C0 family, Sunset Sting, Viblack, and Back Stringer systems 13 static/runtime
0x045AD0-0x04912D Epsilon 1 and Sharpssteel systems 9 hypothesis
0x04912E-0x04BEBB Jampan and Destroyer MK2 systems 7 hypothesis
0x04BEBC-0x04DDD1 Bugmax systems 5 hypothesis
0x04DDD2-0x050CD3 Shield Viper and Wolf Garopa systems 8 hypothesis
0x050CD4-0x0537A7 Valkirie transition, Z-Leo, and Valkirie Force 8 hypothesis
0x0537A8-0x05575D Missiray and Seven Forces projectile/introduction controller 9 hypothesis
0x05575E-0x057497 Valkirie battle/rendering and Medusa 3 hypothesis
0x057498-0x058FED Sirene, Artemis, and an unidentified Seven Force 5 hypothesis
0x058FEE-0x05A43B alternate Valkirie, Sylpheed, and shared Seven Forces metasprite data 4 static/hypothesis
0x05A43C-0x082323 final entity stub, packed-BCD lookup with opaque tail, and first padding gap 1 static
0x082324-0x083E6F 68k sound driver, playback, and sequence commands 7 static
0x083E70-0x084A6F embedded Z80 sound program 1 static
0x084A70-0x085265 channel playback and sound lookup tables 2 static
0x085266-0x097FFF music tracks and sound effects 3 static
0x098000-0x0E7FFF PCM sample banks and second padding gap 1 static
0x0E8000-0x0ED4B3 frontend, player, enemy, projectile, and boss sprite mappings 45 hypothesis
0x0ED4B4-0x1412B5 gameplay tile art, player sprite art, and stage mappings 5 static
0x1412B6-0x14AE07 Japanese font assets 1 static
0x14AE08-0x17FFFF credits scene assets and third padding gap 1 static
0x180000-0x189D37 message-display pattern templates and frontend scene assets 1 static/hypothesis
0x189D38-0x18E5D1 planet, credits, and menu assets 2 static
0x18E5D2-0x1A1025 stage object art, sprite mappings, and shared asset data 5 static/hypothesis
0x1A1026-0x1CE4F7 stage phase and Seven Force cutscene assets 11 static
0x1CE4F8-0x1FFFFF late-stage mappings, Stage 3 phase 3 tiles, ROM padding, and final byte 7 static

The ranges are intentionally address ordered. A broad owner is not proof that every routine in that interval belongs to the named subsystem. As analysis improves, modules may be split and moved between subsystem directories without changing emitted order or bytes.