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r2000-analyze-blocks

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Analyzes memory regions of a disassembled binary and converts them to the correct block types (code, bytes, words, text, tables, etc.) using MOS 6502 and the target system's expertise.

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Source SKILL.md: https://github.com/ricardoquesada/regenerator2000/blob/HEAD/.agent/skills/r2000-analyze-blocks/SKILL.md

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Analyze Blocks Workflow

Use this skill when the user asks to "analyze blocks", "convert blocks", "identify data regions", "classify the program", or wants the AI to scan a range (or the entire binary) and mark regions with their correct block types.

Overview

When a binary is loaded in Regenerator 2000, the auto-analyzer traces reachable code starting from the entry point and marks those regions as Code. Everything else remains Undefined — these are the blocks that have not yet been explored. The goal of this skill is to walk through the undefined/unexplored regions, identify what each one actually is, and convert it to the appropriate block type. This is a fundamental step in reverse engineering — separating code from data, text from tables, and pointers from raw bytes.

Block Types Reference

Use r2000_set_data_type with the data_type enum value from the right column (except for Code, where you must use r2000_disassemble).

Block Typedata_type value / ToolWhen to Use
CodeCall r2000_disassembleDo NOT use r2000_set_data_type! Instead, execute r2000_disassemble at the entry point address.
BytebyteRaw 8-bit data: sprite data, bitmap data, charset data, lookup tables, variables, or unknown data.
Wordword16-bit little-endian values: 16-bit variables, math constants, SID frequency values.
Addressaddress16-bit little-endian pointers to memory locations. Creates cross-references. For jump tables & vectors.
PETSCII TextpetsciiPETSCII-encoded strings: game messages, prompts, high score names, print routine data.
Screencode TextscreencodeScreen code text: data written directly to Screen RAM ($0400–$07E7).
Lo/Hi Addresslo_hi_addressSplit address table: first half = low bytes, second half = high bytes. Even byte count required.
Hi/Lo Addresshi_lo_addressSplit address table: first half = high bytes, second half = low bytes. Even byte count required.
Lo/Hi Wordlo_hi_wordSplit word table: first half = low bytes, second half = high bytes. E.g., SID frequency tables.
Hi/Lo Wordhi_lo_wordSplit word table: first half = high bytes, second half = low bytes.
External Fileexternal_fileLarge binary blobs: SID music files, raw bitmaps, character sets that should be exported as-is.
UndefinedundefinedReset a region to unknown state. Use to undo a wrong classification.

Step-by-Step Workflow

1. Determine Scope

  • Ask the user what range to analyze, or default to the entire binary.
  • Use r2000_get_binary_info to get the origin address, size, system, description, and * may_contain_undocumented_opcodes* hint.
    • CRITICAL: The system field tells you the target computer (e.g., C64, VIC-20). You MUST become an expert in that specific target computer's memory map, hardware registers, and KERNAL routines for the duration of the analysis.
    • CONTEXT: The filename field (e.g., "burnin_rubber.prg", "turrican.d64") and description (if provided by the user) give you the specific software context. Use this to search for known memory maps, common drivers (music, compression), and game-specific variables.
    • UNDOCUMENTED OPCODES: If may_contain_undocumented_opcodes is true, the binary may use illegal/undocumented MOS 6502 opcodes (e.g., LAX, SAX, SLO, DCP, ISC). Do NOT misclassify these instructions as data — they are valid code. This is a hint set by the user; it is not guaranteed, but you should be prepared to encounter them.
  • Use r2000_get_blocks to see what has already been classified. Focus on the Undefined blocks — these are the unexplored regions that need classification.
  • If the user says "the whole thing" or "entire binary", work in chunks of ~256–512 bytes to avoid overwhelming context windows.

2. Plan the Analysis Order

Process the Undefined blocks in multiple passes, in this order:

  1. Pass 1 — Identify provably-reachable code: Perform control-flow disassembly at the entry point of the code region using r2000_disassemble only when there is concrete proof it is executed (do NOT use r2000_set_data_type for code). See the strict criteria in Recognizing Code below. Do NOT trigger disassembly for a region just because it "looks like" valid 6502 instructions — random data often disassembles into plausible-looking instruction sequences.
  2. Pass 2 — Identify text strings: Look for PETSCII or screencode strings within Undefined regions.
  3. Pass 3 — Identify data tables: Look for byte tables, word tables, address tables, and split (Lo/Hi) tables.
  4. Pass 4 — Classify remaining Undefined regions: Anything still Undefined — decide if it's data or leave it as Undefined for human review. Never speculatively trigger disassembly in this pass.

3. Read and Analyze Each Region

For each chunk of the binary:

  • Use r2000_read_region (with "view": "disasm") to see how it disassembles.
  • Use r2000_read_region (with "view": "hexdump") to see raw byte patterns.
  • Apply the heuristics below to determine the block type.

4. Apply Conversions

  • For Code: Call r2000_disassemble passing the entry point address. This will trace execution flow and automatically set the appropriate block regions to Code. After performing r2000_disassemble, you MUST call r2000_get_blocks again to read the newly created blocks.
  • For Data: Use r2000_batch_execute to apply multiple r2000_set_data_type calls at once for efficiency (e.g. for bytes, words, text, or address tables).
  • After each batch or disassembly operation, use r2000_get_blocks to verify the result and refresh block definitions.
  • If a conversion was wrong, use r2000_undo to revert.
  • Use r2000_toggle_splitter when you need to separate two adjacent regions of the same type (e.g., two separate byte tables side by side).

5. Label and Document

After classifying blocks, optionally:

  • Use r2000_set_label_name to name entry points, tables, and strings.
  • Use r2000_set_comment (type "line" or "side") to add context (using conventions from the **r2000-analyze-routine ** skill if documenting subroutines).

Identification Heuristics

Recognizing Code

CRITICAL: Do NOT mark an Undefined region as Code just because it disassembles into valid-looking 6502 instructions. Random data frequently produces plausible instruction sequences. You MUST have at least one of the following concrete proofs before converting to Code:

A region should be marked as Code only when at least one of these conditions is met:

  • It is a JSR/JMP target: Existing analyzed code contains a JSR $addr or JMP $addr that lands in this region. Check cross-references with r2000_get_cross_references.
  • It is a branch target: An already-analyzed branch instruction (BNE, BEQ, BCC, BCS, BPL, BMI, BVC, BVS) targets this region.
  • It is a vector/handler: The region's address appears in a known vector table (e.g., NMI, IRQ/BRK vectors at $FFFA–$FFFF), an Address or Lo/Hi Address block, or a jump table referenced by JMP ($addr).
  • It is explicitly identified by the user: The user tells you this region is code.

If none of these conditions are met, leave the region as Undefined or classify it as data — even if the bytes happen to disassemble into valid instructions.

Recognizing Data Bytes

A region is likely Byte data if:

  • It contains regular patterns that don't form valid instruction sequences.
  • It is referenced by LDA addr,X / LDA addr,Y patterns (table lookups).
  • Sprite data: exactly 63 bytes (padded to 64) per sprite, often grouped.
  • Bitmap data: regular repeating patterns, often 8 bytes per character cell.
  • Color data: values in range $00–$0F (C64 colors).
  • Random-looking bytes between two code blocks that produce nonsensical disassembly.

Recognizing Words (16-bit values)

A region is likely Word data if:

  • Pairs of bytes that form meaningful 16-bit values (screen addresses, timer values).
  • Referenced by code that loads low/high bytes separately (LDA addr / LDA addr+1).

Recognizing Address / Pointer Tables

A region is likely an Address table if:

  • It contains pairs of bytes that, when read as little-endian 16-bit values, point to valid addresses within the binary.
  • It is loaded via indirect addressing (JMP ($addr)) or indexed reads.
  • Common for jump tables, dispatch tables, and vector lists.

Recognizing Lo/Hi or Hi/Lo Split Tables

A region is likely a Lo/Hi (or Hi/Lo) Address Table if:

  • There are two equally-sized halves.
  • One half contains values that look like low bytes, the other like high bytes.
  • Code references them separately: LDA lo_table,X / LDA hi_table,X, then pushes to stack or stores to a pointer.
  • Common pattern: LDA lo,X / STA ptr / LDA hi,X / STA ptr+1 / JMP (ptr).
  • The reassembled addresses (combining low and high halves) point to valid locations.
  • Lo/Hi = low bytes first, high bytes second (more common on 6502).
  • Hi/Lo = high bytes first, low bytes second.

Important: When two split halves are in adjacent memory, use r2000_toggle_splitter at the boundary between the lo and hi halves to prevent the auto-merger from combining them into one block.

Recognizing PETSCII Text

A region is likely PETSCII text if:

  • Bytes are in the printable PETSCII range ($20–$7E for unshifted, $C0–$DF for shifted).
  • Contains recognizable ASCII-like text (PETSCII shares $20–$5F with ASCII).
  • Referenced by KERNAL print routines like $FFD2 (CHROUT) or $AB1E (BASIC STROUT).
  • Terminated by a null byte ($00), a return ($0D), or high-bit-set sentinel ($80+).
  • Common in: game messages ("GAME OVER", "PRESS FIRE"), menus, credits.

Recognizing Screencode Text

A region is likely Screencode text if:

  • Bytes are screen codes ($00–$3F = uppercase, $00 = '@', $01 = 'A', etc.).
  • Referenced by code that copies directly to $0400–$07E7 (Screen RAM).
  • Patterns like LDA data,X / STA $0400,X strongly suggest screencode.
  • Full screen dumps are exactly 1000 bytes ($03E8).

Recognizing External Files (Binary Blobs)

A region is likely an External File if:

  • It is a large contiguous block of non-code data (hundreds or thousands of bytes).
  • It matches a known format: SID header (PSID/RSID), bitmap, charset.
  • Charset data: 2048 bytes ($0800), 256 chars × 8 bytes each.
  • Sprite data blocks: multiples of 64 bytes.
  • The binary loads it to a hardware-mapped region (e.g., $D000 for charset, bitmap areas).

Batch Conversion Strategy

When converting large ranges, use r2000_batch_execute to group r2000_set_data_type calls for data blocks only. Do NOT include "code" blocks in the batch calls! Instead, execute the batch of data blocks, then run the r2000_disassemble tool separately for any code regions.

Example of a valid data-only batch:

r2000_batch_execute with calls:
  - r2000_set_data_type: start=2304, end=2367, data_type="byte"
  - r2000_set_data_type: start=2368, end=2431, data_type="petscii"

If you also have a code region starting at 2049 and another starting at 2432:

  1. Run r2000_batch_execute for the data blocks (2304–2431).
  2. Call r2000_disassemble with address 2049.
  3. Call r2000_disassemble with address 2432.
  4. Call r2000_get_blocks again to refresh block list.

This avoids making dozens of individual round-trip tool calls for data, while correctly utilizing flow disassembly for code.


Common Pitfalls

  1. Speculative code conversion / disassembly: This is the most dangerous mistake. Never trigger r2000_disassemble at a region unless you have concrete proof it is executed (JSR/JMP/branch target, vector table entry, or user confirmation). Random data routinely disassembles into plausible-looking instruction sequences — this does NOT make it code.
  2. Using r2000_set_data_type with "code": This is strictly forbidden. Always use r2000_disassemble at the entry point of the code sequence instead.
  3. Data misidentified as code: Look for disassembly with nonsensical instruction sequences, impossible branches, or BRK ($00) floods. These are data, not code.
  4. Code misidentified as data: If raw bytes form valid instruction sequences and have incoming cross-references ( JSR/JMP targets), they are probably code even if they look odd.
  5. Forgetting splitters: Two adjacent byte tables will auto-merge into one. Use r2000_toggle_splitter at the boundary.
  6. Lo/Hi table half-size errors: Lo/Hi and Hi/Lo tables must have an even total byte count. Verify the halves are equal-sized.
  7. Text encoding confusion: PETSCII ≠ Screencode. If copied to $0400, it's screencode. If passed to CHROUT ($FFD2), it's PETSCII.
  8. Undocumented opcodes: Some programs use illegal/undocumented opcodes (e.g., LAX, SAX, SLO). Check the may_contain_undocumented_opcodes hint from r2000_get_binary_info. If true, be extra cautious about classifying unfamiliar instruction sequences as data — they may be valid code using undocumented opcodes. Even if false, some programs still use them, so remain vigilant.

Reporting Results

After completing the analysis, provide a summary:

  • Total number of blocks identified, grouped by type.
  • Notable findings (e.g., "Found 3 text strings", "Found a Lo/Hi jump table at $1200").
  • Any uncertain/ambiguous regions that need human review.
  • Offer to save the project using r2000_save_project.