@dom Oh no, this was definitely my fault.
I'm trying to figure out enough so I can give reasonable answers to help.
The current binding on github is REALLY close, and right now, i'm just writing tests and figuring out how the pieces work (and in the process figure out how much RAM is used for the different features).
I will re-state, that Coleco was SERIOUSLY trying their hardest to make a re-usable set of routines for graphics and sound output, and I become more sure of this, the more I poke at it to do things. I completely understand now exactly WHY they were able to knock out so many high quality games in roughly a year and a half.
Another random interesting tidbit. Coleco actually intended for at least SOME of the games to be written in Pascal. Yes, the HP 64000 systems they were using had a Pascal compiler option, so they wrote marshalling routines in the ROM for each call, and two games were written in Pascal, the original version of Donkey Kong (The pack-in cart), and Smurfs: Rescue in Gargamel's Castle, the first two games written. Donkey Kong was later rewritten in assembler, to cut it down from 24K to 16K (cost reduction) but is almost functionally identical.
I was able to settle this long standing debate by writing a program that scanned for the Pascal vectors, and flag them, showing which ones were used.