Hints for disassembly of 6809 code The last 2 bytes are the reset vector. This is where the CPU loads the program counter on a reset. Start tracing from the address stored here. Remember that a PUL instruction that pulls the PC off of a stack is in effect performing a RTS. On Williams' games, $9000-BFFF is RAM and $C000-CFFF is I/O. All other locations are ROM, except in Sinistar, where $D000-DFFF is also RAM. I've started using lower-case labels for data, and upper-case for code. It will be interesting to compare and contrast different game code. It looks like Stargate and Robotron are very similar, as are Joust, Bubble and Sinistar. Of course, there are multiple versions of some of these games, so we need to indicate this in the data files. I've chosen to name them by the color of the labels that originally covered the EPROMs: Joust - Red, Yellow and Green ROMs Robotron - Yellow/Orange and Blue ROMs Stargate, Bubbles, Sinistar - I only have one ROM version. If you have others, please let me know. Also, as Defender banked switched many of the ROMs into the same addresses, it is difficult to disassemble. Watch for my article about running Defender on a Joust/Robotron/Bubbles machine. As an aside, my Joust ROMs (as purchased in the machine) were very slightly different from another set of Green ROM images that I got. It appears that some of the graphics might have been touched up. Another way to tell ROM images apart is the default highscore that is listed when you clear the scores. The red Joust ROM prints 107212, while the yellow and green ROMs print 109102. The yellow/orange Robotron prints 131682, while the blue ROM prints 151782. Look for Robert J Mical's name in the Sinistar code. He went on to write Intuition, the graphical user interface for the Amiga.