1983 · Brøderbund
Every byte of the C64's 64 KB, one pixel each, 512 to a row. Lit pixels are what this game is: its code, graphics, level data, sound, text, tables and variables, exactly where they sit in memory. Dim areas are screen and working memory; dark is unused.
This game is in 151 parts. The map is of Resident disk engine, which stays in memory; the band marked as varying holds whichever of the 150 parts loaded over it is there. The Source tab has the listing of each part that has one.
| Tier | silver (claimed) |
|---|---|
| Coverage | 100 % of the bytes the game uses have a description |
| Comments checked | Audited & low error rate. Every comment was audited twice, then the last sample of 60 comments had 0 wrong, so between 0 and 6 % of the listing’s comments are likely wrong. How listings are checked |
| Build analysed | Supplied Black Label original G64: resident IT/DB engine and 150 room loads; Gray, Yellow and Official Cartridge Image CRT compared separately |
| Copy | agent-draft |
| Tools | emulator: release v3.13.2, v3.13.2-linux-x86_64-gui.zip, disassembler: regenerator2000 0.9.20 (local copy of existing crates.io installation; MCP), host: Ubuntu Linux x86_64, Codex desktop, VICE GUI under Xvfb, browser: Chromium 153.0.8010.12, existing Playwright headless-shell build 1243; CDP client Playwright Core 1.59.1; isolated launcher profile |
| Model | gpt-6.1-sol |
| Kit version | 0.0.88 |
Every step that measured the Source tab’s comments or made them more accurate, in the order it happened, with the models that did it. Accuracy of the Source explains each step and what the row above makes of them.
| Step | By | What it found | Of the listing |
|---|---|---|---|
| Research | gpt-6.1-sol | Looked the game up online (its manual, reviews or wiki pages) before reading its code. | |
| Annotation | gpt-6.1-sol | Wrote the listing’s comments. 100 % of the program is described, in 2,921 comments. started from an imported analysis by jankfoundry, a cartridge disassembly used as comparison leads only | |
| Sample 1 | not recorded | 17 of 60 comments wrong, so between 19 and 41 % of the listing is likely wrong. Whether they were then corrected was not recorded. | |
| Audit 1 | not recorded | Checked all 371 comments and corrected a number not recorded. the full reviews the samples set off; how many comments they corrected is not recorded | |
| Sample 2 | not recorded | 2 of 60 comments wrong, so between 1 and 11 % of the listing is likely wrong. Whether they were then corrected was not recorded. plus one ambiguous | |
| Audit 2 | not recorded | Checked all 371 comments and corrected a number not recorded. a later full audit; how many comments it corrected is not recorded | |
| Sample 3 | not recorded | 0 of 60 comments wrong, so between 0 and 6 % of the listing is likely wrong. stratified, 20 each from populations of 125, 101 and 145; one mask-table comment ambiguous | |
| Sample 4 | not recorded | 0 of 60 comments wrong, so between 0 and 6 % of the listing is likely wrong. the 2,550 room-part row and tail annotations added by the multiload migration |
likely wrong the sample’s range corrected right, or likely right not yet measured
Read on 4 October 2026, before game-code inspection:
Statuses below apply to the Black Label engine unless stated otherwise. “Traced” means the implementing code and data were followed; “confirmed” adds a live observation. Forced tests are identified in facts.md.
| Feature | Status | Evidence |
|---|---|---|
| Run, ladders, bars, gravity | confirmed/traced | Native room-one play; $73C7–$78EE movement bodies |
| Gold, hidden exits, top-row completion | confirmed/traced | Native 250-point pickup; isolated $7A4A/$8D96 tests; $611C/$6162 |
| Temporary brick holes; concrete resists drilling | confirmed/traced | Live finish/refill; $76E6/$77A5/$7B12/$84F1 |
| Guards escape holes or are buried and respawn | traced | $7BD2/$84F1/$862F |
| Guards carry and release gold | traced | $83F1 and signed carry-state paths |
| Five guards retained at most | traced | $728F allocation; all 150 stored boards inspected |
| 150 disk rooms and repeated difficulty cycles | confirmed/traced | Sector comparison all three disks; $709C/$70AF; schedule is unchecked and not uniformly faster |
| Gold 250; room 1500; trap/bury 75 each | confirmed/traced | Live gold and score tests; $6162/$7BD2/$84F1 |
| Port-2 joystick, I/K/J/L, U/O | confirmed/traced | Native joystick movement; $79B0/$7A10 key dispatch |
| Ctrl-J/K input; Ctrl-D drill polarity | traced | $78EF–$79AF RTS command targets |
| Pause, pace, abandon life | traced | Run/Stop and +/−/Ctrl-A directory and handler bodies |
| Ctrl-R attract; Return scores | traced | $6010/$61D8/$6E12 |
| Ctrl-F/U cheats and score eligibility | confirmed/traced | Forced live Ctrl-F dispatch saturates at 255; $78EF–$79AF |
| Reveal-animation control | traced | Ctrl-Z dispatch; Ctrl-Y documentation lead does not match this directory |
| Editor menu, number input, disk initialization | partly confirmed/traced | Editor entered through its Ctrl-E latch path; $65D6–$6CA1; initialization warning observed on a private blank disk; completion remains open |
| Ten editor cell types and cursor/save/navigation | traced | $6905/$6B89/$6B92/$6C98; save/reload integration remains open |
| Master-disk protection and high-score persistence | traced/open | $6A88/$6CAD marker/write paths; fresh-boot persistence not tested |
| Collection, drilling, falling, completion, death sound | traced/partly confirmed | IRQ voice-one paths and queue callers; native pickup; motif port checked for 11,610 original-code ticks across all 100 motif/offset combinations |
| Cartridge rooms and selected engine differences | confirmed/traced | Original decoder: 17 exact disk matches; 76 reconstructed glyphs; seven motifs; live PAL pace; route/score/tile CPU comparison |
| Complete cartridge controls and editor workflow | open | Separate source listing and integration checks beyond selected comparison remain open |
C64-Wiki images were saved before annotation; their URLs and attribution are in reference/README.md. Native screenshots show the supplied builds. An attract picture is not evidence of an active game. Editor screenshots use the original engine's command-latch entry and private disk copies.
The cartridge room directory and selected mechanics are independently checked in facts.md; its complete dispatch/editor paths are outside this disk listing. Master/user marker and score-writing callers were fully traced; persistence across a new emulated boot remains an integration test. The normal legal-flow hole bound is traced and CPU-tested; a playable route attaining it and bottom-row guard corner cases remain open in facts.md.
Each part of the game has its own symbol map and listing, parts/<id>/symbols.json and parts/<id>/listing.json; the ids are the ones in its Source pages’ addresses. Write-ups, facts and symbol maps are CC BY-SA 4.0. The game itself is not hosted here.