Zelda1-decompilerPointer page (process-table entry) for the Zelda 1 reverse-engineering repo. A skeleton on emu-harness’s standard layout: so far the overworld, decoded from the ROM and verified live. It is the first banked native title (MMC1), so it is the second consumer for the native drivers Mappy proposed.
Links: the theory → Zelda AI speedrun harness · library → emu-harness · the first native title → Mappy · platform reference → NES Mappers · project SDK → projects/CLAUDE.md
| Field | Value |
|---|---|
| Logical name | Zelda1-decompiler |
| GitHub | github.com/chrisaacson69/Zelda1-decompiler (PUBLIC, pushed 2026-10-29) |
| Sibling path | ../Zelda1-decompiler (resolved per machine via vault .claude/local-paths.md) |
| Entry point | README.md → re-roadmap.toml (py -3.14 -m emu_harness status Zelda1-decompiler) |
| Depends on | emu-harness (pip install -e ../emu-harness); the ROM from the machine’s ROM store |
| Oracle | aldonunez’s zelda1-disassembly (PRG0): graded against after, never derived from |
| Stack | Python 3.14; Mesen 2 for the live checks |
Legend of Zelda, The (USA) (Rev 1).nes: mapper 1 (MMC1), 128 KiB PRG, battery. Its headerless
SHA-1 matches the AIBeatsZelda run-6 .bk2, which makes it the replay oracle.
Status: skeleton, 2026-10-29. Assets is partial (all 128 overworld screens, EXACT 128/128 against
the ROM’s own LayoutRoomOW and Mesen’s live PPU); every other phase is todo, and the next session is
classify and recon.