G
GNOME/Evidence Atlas
canonical imagea37b0a22…source-backed / local
Canonical

1984 · Commodore 64 · preservation workspace

recorded evidence index

Make the
invisible legible.

A source-backed atlas for turning a 38,913-byte game into something you can inspect, question, and safely reshape.

01 observe02 explain03 edit04 verify
TITLE E / $3D
workbench / static guide curated walkthrough
inputGnome_English.prg
methoddecode → correlate → bound
claimevery edit has a receipt
curated topics · not live AIunknowns preserved
$0801$9FFF

The workbench workflow

Reasoning with receipts.

Explore the moves behind the interface. Each lens is a different way of making a messy artifact useful without pretending certainty.

01 / decode the unknownstatic topic guide

Turn raw bytes into an inspectable model.

Start with the artifact itself. Map address ranges, decode visible assets, then keep every inference close to the bytes that support it.

source-backed note$0801 → $9FFF

The first useful move is not to guess what the program means. It is to make its observable shape explicit.

evidence-linkeduncertainty-awarereproducible
⌕
atlas at a glancerecorded / read-only

The rulebook

How the game plays, rule by rule.

Movement and depth, the word task, every enemy and item, what changes by round, the second stage and scoring, each rule tagged with the evidence behind it.

The source contract

Verified architecture

Proven

The safe boundary

Editing boundary

Safe
  • 96 × 64-byte VIC-II sprite slots
  • 128 custom 8×8 character glyphs
  • 10 internal fixed-width entity names
  • Credits and start prompt with strict lengths
  • 13 proven world glyph operands across four decoded layouts
  • No-op builds remain byte-identical
Research boundary

Confidence is a feature.

The World lab separates complete runtime-observed frames from the partial constructor model at $0E0B–$1016. Collision, depth, and remaining structured blocks stay visibly labelled rather than being smoothed into a false certainty.

Screen construction · $0E0B–$1016

World laboratory

Compare complete runtime-captured VIC-II frames with the partial constructor model and native VICE-proven depth geometry.

VIC-II graphics · $4800–$5FFF

Sprite laboratory

Every preview is decoded directly from a 64-byte slot. The catalogue uses multicolor previews while reporting runtime-observed modes per slot. Exact title-table timing, controlled gameplay captures, and visually scored candidate families are separated by evidence level. Animated previews preserve repeated timing frames.

runtime startup pointer

Sprite

Paint the selected hardware colour · Shift-click or right-click erases · arrow keys change slot

Custom charset · $6400–$67FF

Character foundry

Codes $80–$FF are program-resident glyphs. The lower half is copied from character ROM during startup.

Character

Hardware constraint: exactly 8 rows × 8 one-bit pixels.

Rules recovered from code and controlled runtime states

Game Logic

Primary objectives and actors, scoring paths, the two-stage state flow, and evidence-backed enemy parameters.

Primary state · $27D8–$2838

Enemy Behaviour Lab

operand-safe edits

VIC collision chain · $733C–$7C5C

Combat & Collision Evidence

code-proven outcomes

Second stage · $7DF2–$91B4

Collectible & Speed Evidence

static exact · native pending

SID writers · $D400–$D418

Audio Evidence Lab

tables and register paths

Primary objectives

Scoring

State flow

Entity evidence

C64 screen-code records · $986D–$995A

Text & entity names

Fields are fixed in place. The builder pads safely and rejects overflow or unsupported characters.

Visible text

Internal entity table

Evidence browser

Reverse engineering

Memory classifications, raw bytes, and recursively discovered code paths remain linked to C64 addresses.

Deterministic binary compiler

Build & byte diff

Every output derives from the canonical image. Unknown bytes and original load address are preserved exactly.

Build invariant

Changed address ranges

Build to inspect exact changes.

VirtualC64web · local pinned runtime

Play / test current build

Builds load directly into a same-origin browser C64. Cursor keys move the joystick; Space is fire.

▶

Emulator is idle

Your project is built and validated before the C64 starts.

Rulebook · docs/GAME_RULES.md

How Gnome plays

Every rule the research has established, in the order a player meets them. Each carries its evidence: N natural native run, C controlled native run, D read from code only.

Technical record

Project documentation

The repository holds the long-form evidence, formats, deployment notes, and unresolved questions. Documents open here; each also links to its raw Markdown.