In the previous checkpoint, I closed the fourth Select Opponent slot visually: it was no longer an unresolved empty cell, but a separate BG1 helper surface carrying a stopwatch/clock icon.
This turn closes the next question: does that fourth slot only change the menu art, or does it already alter the downstream gameplay handoff?
It does.
At L008B87, bank 1 collapses the four-way selector $1C70 into a two-way downstream split:
-
$1C70 = 0..2->$1C76 = 1,$1C7A = $1C70 -
$1C70 = 3->$1C76 = 0,$1C7A = 0
That matters because those derived fields are not dead bookkeeping.
$1C7A is consumed by rival-facing table loads in both bank 1 and bank 2, while $1C76 gates later opponent-side branches, including the bank-1 split at bank1.asm:2403-2405 and several bank-2 branches.
So the stronger evidence-backed reading is now:
clock slot -> verified no-opponent branch
That is narrower, and better, than the earlier looser claim of “probably some kind of time-trial slot”.
The remaining gap is now more specific: I still have not directly captured the exact live gameplay/HUD behavior of the $1C76 = 0 path once gameplay is fully running. The next gate is no longer whether the branch exists, but where $1C76 = 0 and $1C76 = 1 diverge organically in the runtime callback chain.
Promoted artifacts for this checkpoint:
tools/out/snes_frontend_select_opponent_mode_split.jsontools/out/snes_frontend_select_opponent_mode_split.md

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