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	<id>https://datacrystal.tcrf.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trax</id>
	<title>Data Crystal - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/wiki/Special:Contributions/Trax"/>
	<updated>2026-04-24T09:15:02Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.4</generator>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Batman:_The_Video_Game_(NES)&amp;diff=45906</id>
		<title>Batman: The Video Game (NES)</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Batman:_The_Video_Game_(NES)&amp;diff=45906"/>
		<updated>2021-08-22T08:51:40Z</updated>

		<summary type="html">&lt;p&gt;Trax: /* Utilities */ Corrected BatDance bad link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{INES&lt;br /&gt;
|title = Batman&lt;br /&gt;
|image = [[File:Batman-NES-titlescreen.png]]&lt;br /&gt;
|mapperno = 4&lt;br /&gt;
|mappername = [[Nintendo MMC3]]&lt;br /&gt;
|prgrom = 8 {{x}} 16kB&lt;br /&gt;
|chrrom = 16 {{x}} 8kB&lt;br /&gt;
|mirroring = Horizontal&lt;br /&gt;
|4screen = No&lt;br /&gt;
|sram = No&lt;br /&gt;
|game = Batman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
&#039;&#039;&#039;Level Editors&#039;&#039;&#039;&lt;br /&gt;
* [http://www.romhacking.net/utilities/489/ BatDance]&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
&#039;&#039;&#039;Complete&#039;&#039;&#039;&lt;br /&gt;
* [http://www.romhacking.net/hacks/3391/ Batman: The Dark Knight]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvement&#039;&#039;&#039;&lt;br /&gt;
* [http://www.romhacking.net/hacks/367/ Batman (Easy)]&lt;br /&gt;
* [http://www.romhacking.net/hacks/2699/ Batman - Tweaked Edition]&lt;br /&gt;
* [http://www.romhacking.net/hacks/2400/ Batman Simplified]&lt;br /&gt;
* [http://www.romhacking.net/hacks/2156/ Color Fix]&lt;br /&gt;
* [http://www.romhacking.net/hacks/1847/ Hellfire]&lt;br /&gt;
* [http://www.romhacking.net/hacks/3177/ Playable Ezio from Assassin&#039;s Creed]&lt;br /&gt;
&lt;br /&gt;
==Translations==&lt;br /&gt;
* [http://www.romhacking.net/translations/946/ Spanish]&lt;br /&gt;
* [http://www.romhacking.net/translations/1000/ Swedish]&lt;br /&gt;
* [http://www.romhacking.net/translations/1010/ French]&lt;br /&gt;
* [http://www.romhacking.net/translations/1541/ German]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* No miscellaneous yet.&lt;br /&gt;
&lt;br /&gt;
==Known Dumps==&lt;br /&gt;
* Batman (E)&lt;br /&gt;
* Batman (J)&lt;br /&gt;
* Batman (U) (Prototype)&lt;br /&gt;
* Batman (U) (Skrybe Prototype)&lt;br /&gt;
* Batman (U) [!]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* No external links yet.&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link/ROM_map&amp;diff=39329</id>
		<title>Zelda II: The Adventure of Link/ROM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link/ROM_map&amp;diff=39329"/>
		<updated>2017-02-12T01:00:57Z</updated>

		<summary type="html">&lt;p&gt;Trax: Corrected a bitfield in the section &amp;quot;Overworld Areas&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rommap|game=Zelda II: The Adventure of Link}}&lt;br /&gt;
&lt;br /&gt;
==Other Documentation==&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Character Data|Character Data]]&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Enemy Data|Enemy Data]]&lt;br /&gt;
&lt;br /&gt;
==Main Menu==&lt;br /&gt;
 17339 - Y position for cursor on Save Slot 1&lt;br /&gt;
 17351 - Y position for cursor on Save Slot 2&lt;br /&gt;
 17369 - Y position for cursor on Save Slot 3&lt;br /&gt;
 1737F - Y position for cursor on Register Your Name&lt;br /&gt;
 17391 - Y position for cursor on Elimation Mode&lt;br /&gt;
 17395 - X position for cursor&lt;br /&gt;
&lt;br /&gt;
==Beginning Values==&lt;br /&gt;
 17AF7 - Begin with Shield Magic&lt;br /&gt;
 17AF8 - Begin with Jump Magic&lt;br /&gt;
 17AF9 - Begin with Life Magic&lt;br /&gt;
 17AFA - Begin with Fairy Magic&lt;br /&gt;
 17AFB - Begin with Fire Magic&lt;br /&gt;
 17AFC - Begin with Reflect Magic&lt;br /&gt;
 17AFD - Begin with Spell Magic&lt;br /&gt;
 17AFE - Begin with Thunder Magic&lt;br /&gt;
 17AFF - Number of Magic Containers to begin game&lt;br /&gt;
 17B00 - Number of Heart Containers to begin game&lt;br /&gt;
 17B01 - Begin with Candle&lt;br /&gt;
 17B02 - Begin with Power Glove&lt;br /&gt;
 17B03 - Begin with Raft&lt;br /&gt;
 17B04 - Begin with Boots&lt;br /&gt;
 17B05 - Begin with Flute&lt;br /&gt;
 17B06 - Begin with Cross&lt;br /&gt;
 17B07 - Begin with Hammer&lt;br /&gt;
 17B08 - Begin with Magic Key&lt;br /&gt;
 17B10 - Number of Crystals to begin game&lt;br /&gt;
 17B12 - Techs (Downward Thrust 10) (Upward Thrust 04) (Both 14)&lt;br /&gt;
 17B1D - 0x017B24 - Letter Values when blanking a name out&lt;br /&gt;
 17B25 - 0x017C04 - Bit defaults for sprites (keys, items, etc.)&lt;br /&gt;
 1C369 - Number of lives to begin game&lt;br /&gt;
&lt;br /&gt;
==Magic Spell Effect Pointers== &lt;br /&gt;
 from    to&lt;br /&gt;
 ----    ----&lt;br /&gt;
 00E58 - 00E59 - Shield &lt;br /&gt;
 00E5A - 00E5B - Jump &lt;br /&gt;
 00E5C - 00E5D - Life &lt;br /&gt;
 00E5E - 00E5F - Fairy &lt;br /&gt;
 00E60 - 00E61 - Fire &lt;br /&gt;
 00E62 - 00E63 - Reflect &lt;br /&gt;
 00E64 - 00E65 - Spell &lt;br /&gt;
 00E66 - 00E67 - Thunder &lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to alter the order in which Link &amp;quot;learns&amp;quot; magic spells by re-arranging the data from [$E58-$E67]. (For example, to make Thunder the first spell Link acquires, replace the data at [$E58-$E59] with that from [$E66-$E67]. Note, however, that the spell will still be under the first slot and named &amp;quot;Shield.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
==Sound Data==&lt;br /&gt;
 1A01A   Overworld music string &lt;br /&gt;
 1A027   Battleground music string &lt;br /&gt;
 1A02C   &amp;quot;Got a Heart/Item/Etc.&amp;quot; music string&lt;br /&gt;
&lt;br /&gt;
==PPU Data==&lt;br /&gt;
&lt;br /&gt;
===Overworld===&lt;br /&gt;
 from    to &lt;br /&gt;
 ----    ----&lt;br /&gt;
 007B3 - 007B6 - PPU data for Towns&lt;br /&gt;
 007B7 - 007BA - PPU data for Caves&lt;br /&gt;
 007BB - 007BE - PPU data for Palaces&lt;br /&gt;
 007BF - 007C2 - PPU data for Bridges&lt;br /&gt;
 007C3 - 007C6 - PPU data for Desert&lt;br /&gt;
 007C7 - 007CA - PPU data for Grass Areas&lt;br /&gt;
 007CB - 007CE - PPU data for Forests&lt;br /&gt;
 007CF - 007D2 - PPU data for Swamps&lt;br /&gt;
 007D3 - 007D6 - PPU data for Graveyards&lt;br /&gt;
 007D7 - 007DA - PPU data for Trails&lt;br /&gt;
 007DB - 007DE - PPU data for Lava Areas&lt;br /&gt;
 007DF - 007E2 - PPU data for Mountains&lt;br /&gt;
 007E3 - 007E6 - PPU data for Water&lt;br /&gt;
 007E7 - 007EA - PPU data for Walkable Water&lt;br /&gt;
 007EB - 007EE - PPU data for Rocks/Roadblocks&lt;br /&gt;
 007EF - 007F2 - PPU data for River Devil&lt;br /&gt;
&lt;br /&gt;
===Western Hyrule===&lt;br /&gt;
 044EB - 044EE - PPU data for Grass on Battlefield&lt;br /&gt;
&lt;br /&gt;
===Eastern Hyrule===&lt;br /&gt;
 from    to&lt;br /&gt;
 ----    ----&lt;br /&gt;
 084DF - 084E2 - PPU data for Leaves of Trees on Battlefield&lt;br /&gt;
 084E3 - 084E6 - PPU data for Hanging Leaves on Battlefield&lt;br /&gt;
 084EB - 084EE - PPU data for Grass on Battlefield&lt;br /&gt;
&lt;br /&gt;
===Towns===&lt;br /&gt;
 from    to&lt;br /&gt;
 ----    ----&lt;br /&gt;
 0C3F6 - 0C3F9 - PPU data for Top of Exterior Windows&lt;br /&gt;
 0C3FA - 0C3FD - PPU data for Bottom of Exterior Windows&lt;br /&gt;
 0C44E - 0C451 - PPU data for left side of Clouds&lt;br /&gt;
 0C452 - 0C455 - PPU data for right side of Larger Clouds&lt;br /&gt;
 0C456 - 0C459 - PPU data for right side of Smaller Clouds&lt;br /&gt;
 0C45A - 0C45D - PPU data for angle of tunnel right&lt;br /&gt;
 0C45E - 0C461 - PPU data for tunnel wall right&lt;br /&gt;
 0C4E2 - 0C4E5 - PPU data for floors inside buildings&lt;br /&gt;
 0C6B2 - 0C6B5 - PPU data for Sky&lt;br /&gt;
 0C6BA - 0C6BD - PPU data for background of Basements&lt;br /&gt;
 0C6C6 - 0C6C9 - PPU data for Bushs&lt;br /&gt;
 0C6FE - 0C701 - PPU data for Ground&lt;br /&gt;
 0C706 - 0C709 - PPU data for Walls in Basements&lt;br /&gt;
&lt;br /&gt;
==Palace Data==&lt;br /&gt;
 from    to&lt;br /&gt;
 ----    ----&lt;br /&gt;
 10480 - 104DF - Palettes for Outside the 6 Palaces&lt;br /&gt;
 13F10 - 13F6F - Palettes for the 6 Palaces Interiors&lt;br /&gt;
 1C46B - 1C47A - Palette for Overworld&lt;br /&gt;
 1C47B - 1C48A - Sprite pallet set for Overworld&lt;br /&gt;
&lt;br /&gt;
===Graphics Set===&lt;br /&gt;
 1CD3A - Graphics Set for Palace 1&lt;br /&gt;
 1CD3B - Graphics Set for Palace 2&lt;br /&gt;
 1CD3C - Graphics Set for Palace 3&lt;br /&gt;
 1CD3E - Graphics Set for Palace 4&lt;br /&gt;
 1CD42 - Graphics Set for Palace 5&lt;br /&gt;
 1CD43 - Graphics Set for Palace 6&lt;br /&gt;
 1CD44 - Graphics Set for Great Palace&lt;br /&gt;
&lt;br /&gt;
===Palette Pointers===&lt;br /&gt;
 1CD45 - Palette Pointer for Palace 1&lt;br /&gt;
 1CD46 - Palette Pointer for Palace 2&lt;br /&gt;
 1CD47 - Palette Pointer for Palace 3&lt;br /&gt;
 1CD49 - Palette Pointer for Palace 4&lt;br /&gt;
 1CD4D - Palette Pointer for Palace 5&lt;br /&gt;
 1CD4E - Palette Pointer for Palace 6&lt;br /&gt;
 1CD4F - Palette Pointer for Great Palace&lt;br /&gt;
&lt;br /&gt;
== Overworld ==&lt;br /&gt;
&lt;br /&gt;
=== Overworld Map Data ===&lt;br /&gt;
&lt;br /&gt;
 506C - 538C - West Hyrule&lt;br /&gt;
 665C - 6942 - Death Mountain&lt;br /&gt;
 9056 - 936F - East Hyrule&lt;br /&gt;
 A65C - A942 - Maze Island&lt;br /&gt;
&lt;br /&gt;
The 4 Overworld maps are 64 tiles wide, and their respective heights are variable. Overworld data is encoded in an RLE (Run Length Encoding) format. Each byte codes for a horizontal strip of terrain, as follows:&lt;br /&gt;
&lt;br /&gt;
 xxxx .... - Length (add 1)&lt;br /&gt;
 .... xxxx - Type&lt;br /&gt;
&lt;br /&gt;
Table of Tile Types:&lt;br /&gt;
&lt;br /&gt;
 0    Town&lt;br /&gt;
 1    Cave&lt;br /&gt;
 2    Palace&lt;br /&gt;
 3    Bridge&lt;br /&gt;
 4    Desert&lt;br /&gt;
 5    Grass&lt;br /&gt;
 6    Forest&lt;br /&gt;
 7    Swamp&lt;br /&gt;
 8    Graveyard&lt;br /&gt;
 9    Road&lt;br /&gt;
 A    Lava&lt;br /&gt;
 B    Mountain&lt;br /&gt;
 C    Water&lt;br /&gt;
 D    Water (walkable)&lt;br /&gt;
 E    Rock&lt;br /&gt;
 F    Spider&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Data Structure Example from West Hyrule (first four bytes starting at 0x506C):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BB DC 74 FC ...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* BB - 12 (B + 1) Mountain (B) Tiles&lt;br /&gt;
[[File:Zelda2-WestHyruleByte1.png]]&lt;br /&gt;
&lt;br /&gt;
* DC - 14 (D + 1) Water (C) Tiles&lt;br /&gt;
[[File:Zelda2-WestHyruleByte2.png]]&lt;br /&gt;
&lt;br /&gt;
* 74 - 8 (7 + 1) Desert (4) Tiles&lt;br /&gt;
[[File:Zelda2-WesthyruleByte3.png]]&lt;br /&gt;
&lt;br /&gt;
* FC - 16 (F + 1) Water (C) Tiles&lt;br /&gt;
[[File:Zelda2-WestHyruleByte4.png]]&lt;br /&gt;
&lt;br /&gt;
* BB DC 74 FC&lt;br /&gt;
[[File:Zelda2-WestHyrule4Bytes.png]]&lt;br /&gt;
&lt;br /&gt;
=== Overworld in RAM ===&lt;br /&gt;
&lt;br /&gt;
The compressed Overworld map is copied to Cartridge RAM to allow the game to modify the map. Data is stored between 0x7C00 and 0x7FFF.&lt;br /&gt;
&lt;br /&gt;
=== Palace Pointers ===&lt;br /&gt;
&lt;br /&gt;
These control which byte in Cartridge RAM gets turned into a single rock (0B) after completing a palace.&lt;br /&gt;
Data is Cartridge RAM pointers, the base is 0x7C00, and the offset is how many bytes into the compressed map.&lt;br /&gt;
&lt;br /&gt;
 West Hyrule / Death Mountain&lt;br /&gt;
 &lt;br /&gt;
 479F - Palace 1&lt;br /&gt;
 47A1 - Palace 2&lt;br /&gt;
 47A3 - Palace 3&lt;br /&gt;
 47A5 - Palace 4 (in Death Mountain)&lt;br /&gt;
 &lt;br /&gt;
 East Hyrule / Maze Island&lt;br /&gt;
 &lt;br /&gt;
 879F - Palace 5&lt;br /&gt;
 87A1 - Palace 6&lt;br /&gt;
 87A5 - Invalid pointer&lt;br /&gt;
 87A7 - Palace 4 (in Maze Island)&lt;br /&gt;
&lt;br /&gt;
=== Overworld Areas ===&lt;br /&gt;
&lt;br /&gt;
Each area has 4 bytes that define various informations, like position on the Overworld, destination map number, destination world number, where Link starts in the side view mode, etc. Each byte is formatted as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Byte 0&lt;br /&gt;
&lt;br /&gt;
.xxx xxxx - Y position&lt;br /&gt;
x... .... - External to this world&lt;br /&gt;
&lt;br /&gt;
Byte 1 (offset 3F bytes from Byte 0)&lt;br /&gt;
&lt;br /&gt;
..xx xxxx - X position&lt;br /&gt;
xx.. .... - On exit, appear at the location of area index minus this value (0-3)&lt;br /&gt;
&lt;br /&gt;
Byte 2 (offset 7E bytes from Byte 0)&lt;br /&gt;
&lt;br /&gt;
..xx xxxx - Map number&lt;br /&gt;
xx.. .... - Horizontal position to enter within map&lt;br /&gt;
    0 = enter from the left&lt;br /&gt;
    1 = enter at x=256 or from the right for 2 screens maps&lt;br /&gt;
    2 = enter at x=512 or from the right for 3 screens maps&lt;br /&gt;
    3 = enter from the right for 4 screens maps&lt;br /&gt;
&lt;br /&gt;
Byte 3 (offset BD bytes from Byte 0)&lt;br /&gt;
&lt;br /&gt;
...x xxxx - World number&lt;br /&gt;
..x. .... - Forced enter from the right edge of screen&lt;br /&gt;
.x.. .... - Pass through&lt;br /&gt;
x... .... - Fall in hole&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====West Hyrule====&lt;br /&gt;
 from   to&lt;br /&gt;
 ----   ----&lt;br /&gt;
 462F - 466D - Areas Y position&lt;br /&gt;
 466E - 46AC - Areas X position&lt;br /&gt;
 46AD - 46EB - Areas map number&lt;br /&gt;
 46EC - 472A - Areas world number&lt;br /&gt;
&lt;br /&gt;
====Death Mountain====&lt;br /&gt;
&lt;br /&gt;
 from   to&lt;br /&gt;
 ----   --&lt;br /&gt;
 610C - 614A - Areas Y position&lt;br /&gt;
 614B - 6189 - Areas X position&lt;br /&gt;
 618A - 61C8 - Areas map number&lt;br /&gt;
 61C9 - 6207 - Areas world number&lt;br /&gt;
&lt;br /&gt;
====East Hyrule====&lt;br /&gt;
&lt;br /&gt;
 from   to&lt;br /&gt;
 ----   --&lt;br /&gt;
 862F - 866D - Areas Y position&lt;br /&gt;
 866E - 86AC - Areas X position&lt;br /&gt;
 86AD - 86EB - Areas map number&lt;br /&gt;
 86EC - 8727 - Areas world number&lt;br /&gt;
&lt;br /&gt;
====Maze Island====&lt;br /&gt;
&lt;br /&gt;
 from   to&lt;br /&gt;
 ----   --&lt;br /&gt;
 A10C - A14A - Areas Y position&lt;br /&gt;
 A14B - A189 - Areas X position&lt;br /&gt;
 A18A - A1C8 - Areas map number&lt;br /&gt;
 A1C9 - A207 - Areas world number&lt;br /&gt;
&lt;br /&gt;
[[Zelda_II:_The_Adventure_of_Link:List_of_areas|Click here]] for an extensive list of all areas with descriptions.&lt;br /&gt;
&lt;br /&gt;
==Level Data==&lt;br /&gt;
&lt;br /&gt;
 04C4C - 04C67 - Grass Area level data&lt;br /&gt;
 04C64 - 04C78 - Forest Area level data&lt;br /&gt;
 04C8C - 04CA6 - 50 point bag level data&lt;br /&gt;
&lt;br /&gt;
=Unsorted Information=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 18027 - 1811E - Note Tables&lt;br /&gt;
 1E8B0         - Number of enemies to defeat for exp. bag or magic jar&lt;br /&gt;
 1E910         - Type of vulnarablity Bit (red) has&lt;br /&gt;
 1E911         - Type of vulnarability Bot (blue) has&lt;br /&gt;
&lt;br /&gt;
==Dwedit&#039;s documents (unsorted)==&lt;br /&gt;
&lt;br /&gt;
I just made a full document of what I know about Zelda 2&#039;s side-view areas, and copy-pasted it into datacrystal, I figure someone else can sort it out later. Haven&#039;t tested or verified it yet, so there may be a few mistakes. I just went by my level editor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Zelda 2 sideview information&lt;br /&gt;
&lt;br /&gt;
Address convention:&lt;br /&gt;
I don&#039;t want to bother explaining NES memory pointers.&lt;br /&gt;
I&#039;ll be using addresses as they reside in NES memory.  $8000-$BFFF is where data rom banks are mapped in NES memory.&lt;br /&gt;
When I say $XXXX in rom bank Y, that means a file address of ($XXXX-$8000) + Y*$4000, + $10.  So a NES memory address $8123 on bank 4 means a .nes file address of $10133.&lt;br /&gt;
&lt;br /&gt;
Sometimes pointers point to areas other than $8000-$BFFF, such as the SRAM area $6000-$7FFF.&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Rom or Ram?&lt;br /&gt;
--------------&lt;br /&gt;
This game was originally an FDS game, so it relies on lots of data being writable.&lt;br /&gt;
&lt;br /&gt;
Enemies are stored in SRAM starting at $7000&lt;br /&gt;
Compressed overworld maps are stored in SRAM starting at $7C00.&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Number of Maps&lt;br /&gt;
--------------&lt;br /&gt;
Each area has 63 maps, 0-62, map #63 is an invalid map number indicating that the destination is outside.&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
Rom Banks&lt;br /&gt;
---------&lt;br /&gt;
A &amp;quot;Rom Bank&amp;quot; is 16k (4000) bytes long.&lt;br /&gt;
Each rom bank has two sets of 63 maps, except for 3 and 5, which only have one set.&lt;br /&gt;
&lt;br /&gt;
bank 1 contains west hyrule/death mountain&lt;br /&gt;
bank 2 contains east hyrule/maze island&lt;br /&gt;
bank 3 contains towns&lt;br /&gt;
bank 4 contains palaces 1,2,5, then palaces 3,4,6.&lt;br /&gt;
bank 5 contains the great palace&lt;br /&gt;
&lt;br /&gt;
----------------------------&lt;br /&gt;
Map and Enemy Pointer Tables&lt;br /&gt;
----------------------------&lt;br /&gt;
Map pointers point to ROM in the $8000-$BFFF range.&lt;br /&gt;
Enemy pointers point to SRAM in the $7000-$7xxx range, this is so the game can keep track of defeated enemies.&lt;br /&gt;
&lt;br /&gt;
Information for the second set of maps/enemies comes $1ADD later.&lt;br /&gt;
&lt;br /&gt;
Enemy data for all 126 maps is copied from $88A0 to $7000.  (length unknown?)&lt;br /&gt;
&lt;br /&gt;
For the first set of 63 maps:&lt;br /&gt;
$8523 - map pointers&lt;br /&gt;
$85A1 - enemy pointers&lt;br /&gt;
&lt;br /&gt;
For the second set of 63 maps:&lt;br /&gt;
$A000 - map pointers&lt;br /&gt;
$A07E - enemy pointers&lt;br /&gt;
&lt;br /&gt;
For the &amp;quot;behind this map&amp;quot; maps (1-7) specified by header byte 3 (there is no back map #0):&lt;br /&gt;
$8000 - map pointers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------------&lt;br /&gt;
Room connectivity data&lt;br /&gt;
----------------------&lt;br /&gt;
Begins at $871B, 4 bytes per entry&lt;br /&gt;
Begins at $A1F8 for second set of 63 maps&lt;br /&gt;
&lt;br /&gt;
xxxxxx.. = Destination map number (63 to go outside)&lt;br /&gt;
......xx = Starting X coordinate on destination (times 256)&lt;br /&gt;
&lt;br /&gt;
Order of bytes:&lt;br /&gt;
	Left exit&lt;br /&gt;
	Down exit&lt;br /&gt;
	Up exit&lt;br /&gt;
	Right exit&lt;br /&gt;
&lt;br /&gt;
===================&lt;br /&gt;
Sideview Map Format&lt;br /&gt;
===================&lt;br /&gt;
----------------------&lt;br /&gt;
First 4 bytes (header)&lt;br /&gt;
----------------------&lt;br /&gt;
&lt;br /&gt;
Things may vary, most of this info applies to overworld sideview maps, some may not apply for towns and palaces, some numbers may be different for those.&lt;br /&gt;
&lt;br /&gt;
0 - Size of level in bytes, including header&lt;br /&gt;
1 - Flags&lt;br /&gt;
	x....... - Which Object Set - This determines which objects can appear on this map!&lt;br /&gt;
	.xx..... - Width of level (in screens, add 1)&lt;br /&gt;
	...x.... - ?&lt;br /&gt;
	....x... - &amp;quot;Grass&amp;quot;, when set, adds grass tiles to map row #9&lt;br /&gt;
	.....x.. - &amp;quot;bushes&amp;quot;, when set, adds bushes tiles to map row #10&lt;br /&gt;
	......xx - ?&lt;br /&gt;
2 - Ground Graphics / initial floor/ceiling position&lt;br /&gt;
The levels are made up of objects, and ground tiles.  This byte selects initial floor/ceiling position, and set of ground tiles to be used by the level.&lt;br /&gt;
	x....... - &amp;quot;no ceiling&amp;quot;,  top 2 rows of the map are set to background tile, this overrides all&lt;br /&gt;
	.xxx.... - Sets which set of tiles assigned to the Ground tiles&lt;br /&gt;
		0 = cave&lt;br /&gt;
		1 = forest&lt;br /&gt;
		2 = lava/death water&lt;br /&gt;
		3 = swamp&lt;br /&gt;
		4 = sand/grass&lt;br /&gt;
		5 = volcano (cave with brighter wall)&lt;br /&gt;
		6 = North Castle&lt;br /&gt;
		7 = Cave with clear wall (rocks outside)&lt;br /&gt;
	....xxxx - Initial position of floor/ceiling&lt;br /&gt;
		0-7 = Floor at 2-9 (from bottom), Ceiling at 1 from top&lt;br /&gt;
		8-14 = Ceiling at 2-8 (from top)&lt;br /&gt;
		15 = Filled in with wall tile&lt;br /&gt;
3 - Palette and back tiles byte&lt;br /&gt;
	xx...... - Palette for sprites&lt;br /&gt;
		0 = black borders&lt;br /&gt;
		1 = dark colored borders&lt;br /&gt;
		2,3 = not used by game, give weird colors&lt;br /&gt;
	..xxx... - Background Palette&lt;br /&gt;
		0 = north castle&lt;br /&gt;
		1 = cave palette (dark without candle for overworld maps)&lt;br /&gt;
		2 = desert&lt;br /&gt;
		3 = grass&lt;br /&gt;
		4 = forest&lt;br /&gt;
		5 = swamp&lt;br /&gt;
		6 = graveyard&lt;br /&gt;
		7 = &amp;quot;water&amp;quot; palette&lt;br /&gt;
	.....xxx - Map to load behind map&lt;br /&gt;
		0 = nothing&lt;br /&gt;
		1 = clouds&lt;br /&gt;
		2 = forest (3 wide)&lt;br /&gt;
		3 = forest (4 wide)&lt;br /&gt;
		4 = forest (single tree)&lt;br /&gt;
		5 = Dead-end caves&lt;br /&gt;
		6 = long cave, dead end&lt;br /&gt;
		7 = ???&lt;br /&gt;
------------&lt;br /&gt;
Level bytes:&lt;br /&gt;
------------&lt;br /&gt;
&lt;br /&gt;
0 - &lt;br /&gt;
	xxxx.... - Y position&lt;br /&gt;
	....xxxx - Advance cursor X this many tiles after the object (&amp;quot;X space&amp;quot;)&lt;br /&gt;
1 -&lt;br /&gt;
	xxxxxxxx - Object number&lt;br /&gt;
	If Object number = 15, and Y position &amp;lt; 13, then this is a 3 byte object (collectable item)&lt;br /&gt;
2 - (3 byte objects only)&lt;br /&gt;
	xxxxxxxx - For 3 byte objects only, object number (0-21, 22+ are not used)&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
Special Y posisitons:&lt;br /&gt;
	13 - Set new ground&lt;br /&gt;
		Sets the floor and ceiling to new values, just like header byte 2&lt;br /&gt;
		x....... - &amp;quot;no ceiling&amp;quot;,  top 2 rows of the map are set to background tile&lt;br /&gt;
		.xxx.... - Not used, you can&#039;t change tiles for ground&lt;br /&gt;
		....xxxx - New position of floor/ceiling&lt;br /&gt;
			0-7 = Floor at 2-9 (from bottom), Ceiling at 1 from top&lt;br /&gt;
			8-14 = Ceiling at 2-8 (from top)&lt;br /&gt;
			15 = Filled in with wall tile&lt;br /&gt;
	14 - &amp;quot;Skip&amp;quot;&lt;br /&gt;
		Sets the cursor X directly to &amp;quot;x space&amp;quot; * 16.  Does not advance the cursor after this object as normal.&lt;br /&gt;
	15 - Extra objects, including lava and cactuses.  These have fixed-y coordinates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Map Objects&lt;br /&gt;
-----------&lt;br /&gt;
This part really could be done much better, instead of hard-specifying everything, see how the game handles them, see what tiles it selects, see how it assembles the structures, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects: (For Overworld sideview maps)&lt;br /&gt;
	00001111 - 3 byte object (collectable)&lt;br /&gt;
	0000xxxx - 16 different small objects&lt;br /&gt;
	xxxx.... - Object type&lt;br /&gt;
	....xxxx - Size of object (1-16)&lt;br /&gt;
	Small objects:&lt;br /&gt;
		00 = headstone&lt;br /&gt;
		01 = cross&lt;br /&gt;
		02 = angled cross&lt;br /&gt;
		03 = tree stump&lt;br /&gt;
		04 = stone table, (&amp;quot;stonehenge&amp;quot;)&lt;br /&gt;
		05 = locked door (always at Y position 8)&lt;br /&gt;
		06 = sleeping princess Zelda&lt;br /&gt;
		07 = sleeping princess Zelda&lt;br /&gt;
		08 = Pit (extends to ground?)&lt;br /&gt;
		09-0E = Cloud&lt;br /&gt;
		0F = crash&lt;br /&gt;
	Big objects for Object set 0&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = forest ceiling, two high&lt;br /&gt;
		3x = forest ceiling, two high&lt;br /&gt;
		4x = curtains, two high&lt;br /&gt;
		5x = forest ceiling, one high&lt;br /&gt;
		6x = sword-destroyable blocks, one high&lt;br /&gt;
		7x = horizontal pit, one high&lt;br /&gt;
		8x = single weed, one high&lt;br /&gt;
		9x = two weeds, one high&lt;br /&gt;
		Ax = north castle steps (background), one high&lt;br /&gt;
		Bx = background bricks, used in north castle and ruins, one high&lt;br /&gt;
		Cx = strip of volcano background, one high&lt;br /&gt;
		Dx = sword-destroyable blocks, one wide&lt;br /&gt;
		Ex = background tree trunk, one wide&lt;br /&gt;
		Fx = column, one wide&lt;br /&gt;
	Big objects for Object set 1&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = wide rock floor, two high&lt;br /&gt;
		3x = wide rock ceiling, two high&lt;br /&gt;
		4x = bridge, two high&lt;br /&gt;
		5x = cave blocks, one high&lt;br /&gt;
		6x = sword-destroyable blocks, one high&lt;br /&gt;
		7x = bridge that falls apart, one high&lt;br /&gt;
		8x = single weed, one high&lt;br /&gt;
		9x = two weeds, one high&lt;br /&gt;
		Ax = horizontal pit, one high&lt;br /&gt;
		Bx = background bricks, used in north castle and ruins, one high&lt;br /&gt;
		Cx = strip of volcano background, one high&lt;br /&gt;
		Dx = sword-destroyable blocks, one wide&lt;br /&gt;
		Ex = tall rock floor, one wide&lt;br /&gt;
		Fx = stone spire&lt;br /&gt;
	Extra objects (Y position 15):&lt;br /&gt;
		0x = crash&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = Lava at bottom of screen, three high&lt;br /&gt;
		3x = Cactus at Y position 9, grows upwards, one wide&lt;br /&gt;
		4x = Cactus with stem at Y position 9, one wide, two high&lt;br /&gt;
		5x = Elevator?&lt;br /&gt;
		60-FF = crash&lt;br /&gt;
&lt;br /&gt;
Objects: (for towns)&lt;br /&gt;
	Small Objects:&lt;br /&gt;
		00 = closed door with grass at bottom, 4 high 1 wide&lt;br /&gt;
		01 = open door with grass at bottom&lt;br /&gt;
		02 = open door with bricks at bottom&lt;br /&gt;
		03 = open door with vertical bricks at bottom&lt;br /&gt;
		04 = stonehenge&lt;br /&gt;
		05 = chair&lt;br /&gt;
		06 = ?&lt;br /&gt;
		07 = cloud&lt;br /&gt;
		08 = table&lt;br /&gt;
		09 = bench&lt;br /&gt;
		0A = cross&lt;br /&gt;
		0B-0E = cloud&lt;br /&gt;
		0F = crash&lt;br /&gt;
	Big objects for Object Set 0&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = cross hatched roof, two high&lt;br /&gt;
		3x = gray vertical brick roof, two high&lt;br /&gt;
		4x = green vertical brick roof, two high&lt;br /&gt;
		5x = brick building, extends to ground&lt;br /&gt;
		6x = white small brick building, extends to ground&lt;br /&gt;
		7x = grass building, extends to ground&lt;br /&gt;
		8x = white brick wall, extends to ground&lt;br /&gt;
		9x = log building, extends to ground&lt;br /&gt;
		Ax = brown square windows, one wide, Two tall. One tile Gap between windows.  Repeats vertically&lt;br /&gt;
		Bx = gray windows, round on top...&lt;br /&gt;
		Cx = brown windows, round on top&lt;br /&gt;
		Dx = Underground blue bricks, two high&lt;br /&gt;
		Ex = Column&lt;br /&gt;
		Fx = castle background bricks&lt;br /&gt;
	Effects of Object Set 1 unknown&lt;br /&gt;
	Extra Objects (Y position 15)&lt;br /&gt;
		00 = Door to left&lt;br /&gt;
		01 = Door to right&lt;br /&gt;
		02 = Wall to left&lt;br /&gt;
		03 = wall to right&lt;br /&gt;
		04 = fireplace&lt;br /&gt;
		05 = fountain&lt;br /&gt;
		06 = sign&lt;br /&gt;
		07 = headstone one above ground&lt;br /&gt;
		08-0F = ?&lt;br /&gt;
		1x = single bush&lt;br /&gt;
		2x = background wall at Y pos 4, 3 wide, x tall&lt;br /&gt;
		3x = ?&lt;br /&gt;
		4x = ?&lt;br /&gt;
		5x = ?&lt;br /&gt;
		6x = bridge&lt;br /&gt;
		7x = water/lava&lt;br /&gt;
		80-FF = ?&lt;br /&gt;
&lt;br /&gt;
Objects: (for Palaces)&lt;br /&gt;
	Small Objects&lt;br /&gt;
		00 = Window&lt;br /&gt;
		01 = Rightward unicorn head&lt;br /&gt;
		02 = leftward wolf head&lt;br /&gt;
		03,04 = crystal return statue&lt;br /&gt;
		05,06 = locked door&lt;br /&gt;
		07 = cloud&lt;br /&gt;
		08 = small cloud&lt;br /&gt;
		09 = ironknuckle statue&lt;br /&gt;
		0A-0E = small cloud&lt;br /&gt;
		0F = crash&lt;br /&gt;
	Large Objects (set 0)&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = Horizontal Pit, one high&lt;br /&gt;
		2x = horizontal bricks, one high&lt;br /&gt;
		3x = breakable blocks, one high&lt;br /&gt;
		4x = steel blocks, one high&lt;br /&gt;
		5x = breaking bridge, one high&lt;br /&gt;
		6x = breakable blocks, one high&lt;br /&gt;
		7x = horizontal bricks, two high&lt;br /&gt;
		8x = curtains, two high&lt;br /&gt;
		9x = breakable blocks, two high&lt;br /&gt;
		Ax = walk-thru bricks, two high&lt;br /&gt;
		Bx = breakable blocks, one wide&lt;br /&gt;
		Cx = Column, one wide&lt;br /&gt;
		Dx = Bridge, two high&lt;br /&gt;
		Ex = Pit, one wide&lt;br /&gt;
		Fx = Horizontal Pit, extends to bottom of screen&lt;br /&gt;
	Extra Objects&lt;br /&gt;
		1x = Lava&lt;br /&gt;
&lt;br /&gt;
Objects: (for Great Palace)&lt;br /&gt;
	Great palace contains tiles for the &amp;quot;north castle&amp;quot; used in ending&lt;br /&gt;
	Same as above, except:&lt;br /&gt;
		09 = Zelda&lt;br /&gt;
		0A = Ironknuckle Statue&lt;br /&gt;
		1x = Canopy (for final boss room)&lt;br /&gt;
		5x = North Castle bricks&lt;br /&gt;
		6x = North Castle Steps&lt;br /&gt;
		7x = breakable bridge&lt;br /&gt;
		8x = bridge, two high&lt;br /&gt;
		9x = bricks, two high&lt;br /&gt;
		Ax = curtains, two high&lt;br /&gt;
		Bx = Walk-thru bricks, two high&lt;br /&gt;
		Cx = breakable blocks, two high&lt;br /&gt;
		Dx = breakable blocks, one wide&lt;br /&gt;
		Ex = electric barrier&lt;br /&gt;
		Fx = column&lt;br /&gt;
&lt;br /&gt;
============&lt;br /&gt;
Enemy Format&lt;br /&gt;
============&lt;br /&gt;
&lt;br /&gt;
Header:&lt;br /&gt;
Byte 0 - Length of enemy data&lt;br /&gt;
When selecting &amp;quot;Strong Enemy&amp;quot; for random overworld battles, advance that many bytes, data for &amp;quot;strong enemy&amp;quot; follows the first enemy set.  Non-random battles do not have &amp;quot;strong enemy&amp;quot; information&lt;br /&gt;
&lt;br /&gt;
Bytes for enemy data:&lt;br /&gt;
0 -&lt;br /&gt;
	....xxxx = X coordinate (in tiles)&lt;br /&gt;
	xxxx.... = Y coordinate (in tiles)&lt;br /&gt;
		Y coordinate 0 maps to row 1, otherwise maps to row 2+x&lt;br /&gt;
1 -&lt;br /&gt;
	xx...... = Upper bits of X coordinate&lt;br /&gt;
	..xxxxxx = Enemy number (0-63)&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Enemy lists&lt;br /&gt;
-----------&lt;br /&gt;
West Hyrule, Death Mountain:&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Red Jar&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot (blue)&lt;br /&gt;
	05 - Bit (red)&lt;br /&gt;
	06 - Moa&lt;br /&gt;
	07 - Ache&lt;br /&gt;
	08 - crash&lt;br /&gt;
	09 - crash&lt;br /&gt;
	0A - Acheman&lt;br /&gt;
	0B - Bubble generator&lt;br /&gt;
	0C - Rock Generator&lt;br /&gt;
	0D - Red Deeler&lt;br /&gt;
	0E - Blue Deeler&lt;br /&gt;
	0F - Bago Bago Generator&lt;br /&gt;
	10 - Bago Bago&lt;br /&gt;
	11 - Red Octoroc (Jumping Only)&lt;br /&gt;
	12 - Red Octorock (Moving and Jumping)&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Orange Moblin&lt;br /&gt;
	15 - Red Moblin&lt;br /&gt;
	16 - Blue Moblin&lt;br /&gt;
	17 - Orange Diara&lt;br /&gt;
	18 - Red Diara&lt;br /&gt;
	19 - Orange Goryia&lt;br /&gt;
	1A - Red Goryia&lt;br /&gt;
	1B - Blue Goryia&lt;br /&gt;
	1C - Lowder&lt;br /&gt;
	1D - Moby generator&lt;br /&gt;
	1E - Moby&lt;br /&gt;
	1F - Megmet&lt;br /&gt;
	20 - Geldarm&lt;br /&gt;
	21 - Dumb Moblin Generator&lt;br /&gt;
	22 - Dumb Moblin&lt;br /&gt;
	23-FF crash&lt;br /&gt;
East Hyrule, Maze Island&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Red Magic Jar&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot (blue)&lt;br /&gt;
	05 - Bit (red)&lt;br /&gt;
	06 - Moa&lt;br /&gt;
	07 - Ache&lt;br /&gt;
	08 - ???&lt;br /&gt;
	09 - ???&lt;br /&gt;
	0A - Acheman&lt;br /&gt;
	0B - Bubble Generator&lt;br /&gt;
	0C - Rock Generator (messed up link-doll sprite in east hyrule)&lt;br /&gt;
	0D - Red Deeler&lt;br /&gt;
	0E - Blue Deeler&lt;br /&gt;
	0F - Bago Bago Generator&lt;br /&gt;
	10 - Bago Bago&lt;br /&gt;
	11 - Blue Octoroc (Jumping Only)&lt;br /&gt;
	12 - Blue Octorock (Moving and Jumping)&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Tektite&lt;br /&gt;
	15 - Eye&lt;br /&gt;
	16 - Leever&lt;br /&gt;
	17 - Boon&lt;br /&gt;
	18 - Basilisk&lt;br /&gt;
	19 - Scorpion&lt;br /&gt;
	1A - Red Lizalfo&lt;br /&gt;
	1B - Orange Lizalfo&lt;br /&gt;
	1C - Blue Lizalfo&lt;br /&gt;
	1D - Boulder Tossing Lizalfos &lt;br /&gt;
	1E-FF - Crash&lt;br /&gt;
Towns&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Candle&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Purple Kees&lt;br /&gt;
	04 - Purple Bot&lt;br /&gt;
	05 - Bit&lt;br /&gt;
	06 - Purple Moa&lt;br /&gt;
	07 - Purple Kees (again?)&lt;br /&gt;
	08 - Gold colored girl, crashes game if you talk to her&lt;br /&gt;
	09-24 - Various townspeople&lt;br /&gt;
Palace 1,2,5&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Item in Palace Sprite&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot&lt;br /&gt;
	05 - Strike for Red Jar&lt;br /&gt;
	06 - Slow Magic Stealing Skull&lt;br /&gt;
	07 - Orange Moa&lt;br /&gt;
	08 - Falling Block Generator&lt;br /&gt;
	09 - Single falling block&lt;br /&gt;
	0A - Blue Skull Head&lt;br /&gt;
	0B - Rathead Generator&lt;br /&gt;
	0C - Rathead&lt;br /&gt;
	0D - Dripping Column&lt;br /&gt;
	0E - Fast Magic Stealing Skull&lt;br /&gt;
	0F - Bago Bago Generator&lt;br /&gt;
	10 - Bago Bago&lt;br /&gt;
	11 - Rope Jumping Only&lt;br /&gt;
	12 - Rope Jumping and Moving&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Crystal Slot&lt;br /&gt;
	15 - Crystal&lt;br /&gt;
	16 - Energy ball shooter (to down-right)&lt;br /&gt;
	17 - Energy ball shooter (to down-left)&lt;br /&gt;
	18 - Orange Iron Knuckle&lt;br /&gt;
	19 - Red Iron Knuckle&lt;br /&gt;
	1A - Blue Iron Knuckle&lt;br /&gt;
	1B - Wolf Head Generator&lt;br /&gt;
	1C - Wolf Head&lt;br /&gt;
	1D - Mago&lt;br /&gt;
	1E - Hammer Thrower&lt;br /&gt;
	1F - Red Stalfos&lt;br /&gt;
	20 - Horse Head&lt;br /&gt;
	21 - Helmethead/Gooma (5th Palace Boss) &lt;br /&gt;
	22 - Helmethead&#039;s floating head&lt;br /&gt;
	23 - Blue Stalfos&lt;br /&gt;
	24-FF crash&lt;br /&gt;
Palace 3,4,6&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Item in Palace sprite&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot&lt;br /&gt;
	05 - Strike for Red Jar/Ironknuckle&lt;br /&gt;
	06 - Slow Magic Stealing Skulls&lt;br /&gt;
	07 - Orange Moa&lt;br /&gt;
	08 - Falling Blocks Generator&lt;br /&gt;
	09 - Single falling block&lt;br /&gt;
	0A - Blue Skull Head&lt;br /&gt;
	0B - Rathead Generator&lt;br /&gt;
	0C - Rathead&lt;br /&gt;
	0D - Dripping Column&lt;br /&gt;
	0E - Fast Magic Stealing Skulls&lt;br /&gt;
	0F - ???&lt;br /&gt;
	10 - Flame&lt;br /&gt;
	11 - Rope&lt;br /&gt;
	12 - ???&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Crystal Slot&lt;br /&gt;
	15 - Crystal&lt;br /&gt;
	16 - Energy ball shooter (to down-right)&lt;br /&gt;
	17 - Energy ball shooter (to down-left)&lt;br /&gt;
	18 - Orange Iron Knuckle&lt;br /&gt;
	19 - Red Iron Knuckle&lt;br /&gt;
	1A - Blue Iron Knuckle&lt;br /&gt;
	1B - Wolf Head Generator&lt;br /&gt;
	1C - Wolf Head&lt;br /&gt;
	1D - Wizrobe&lt;br /&gt;
	1E - Red Stalfos Knight&lt;br /&gt;
	1F - Doomknocker&lt;br /&gt;
	20 - Blue Iron Knuckle on horse&lt;br /&gt;
	21 - Dragon (6th palace boss)&lt;br /&gt;
	22 - Wizard (4th palace boss)&lt;br /&gt;
	23 - Blue Stalfos Knight&lt;br /&gt;
&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Candle&lt;br /&gt;
	02 - Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot&lt;br /&gt;
	05 - Strike for Red Jar/Ironknuckle&lt;br /&gt;
	06 - Bubble&lt;br /&gt;
	07 - Orange Moa&lt;br /&gt;
	08 - Falling blocks&lt;br /&gt;
	09 - Single falling block&lt;br /&gt;
	0A - Unicorn Head&lt;br /&gt;
	0B - Rat Head generator&lt;br /&gt;
	0C - Rat Head&lt;br /&gt;
	0D - Column dripper&lt;br /&gt;
	0E - Fast bubble&lt;br /&gt;
	0F - ? nothing&lt;br /&gt;
	10 - Fire&lt;br /&gt;
	11 - snake/octorock thingy&lt;br /&gt;
	12 - ? nothing&lt;br /&gt;
	13 - elevator&lt;br /&gt;
	14 - crystal return&lt;br /&gt;
	15 - crystal&lt;br /&gt;
	16 - unicorn head shooter (to down-right)&lt;br /&gt;
	17 - unicorn head shooter (to down-left)&lt;br /&gt;
	18 - Orange Ironknuckle&lt;br /&gt;
	19 - Red Ironknuckle&lt;br /&gt;
	1A - Blue Ironknuckle&lt;br /&gt;
	1B - red wolf head generator&lt;br /&gt;
	1C - wolf head&lt;br /&gt;
	1D - reflect wizrobe&lt;br /&gt;
	1E - Red stalfos&lt;br /&gt;
	1F - blue boomerang-club thing&lt;br /&gt;
	20 - Ironknuckle on horse&lt;br /&gt;
	21 - 6th palace boss&lt;br /&gt;
	22 - 4th palace boss&lt;br /&gt;
	23 - Blue stalfos&lt;br /&gt;
	24-FF crash&lt;br /&gt;
Great Palace (NOT VERIFED!)&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Red Magic Jar&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot (blue)&lt;br /&gt;
	05 - Bit (red)&lt;br /&gt;
	06 - Moa&lt;br /&gt;
	07 - Ache&lt;br /&gt;
	08 - ???&lt;br /&gt;
	09 - ???&lt;br /&gt;
	0A - Acheman&lt;br /&gt;
	0B - Bubble Generator&lt;br /&gt;
	0C - Rock Generator&lt;br /&gt;
	0D - Red Deeler&lt;br /&gt;
	0E - Blue Deeler&lt;br /&gt;
	0F - Fire Bago Bago Generator&lt;br /&gt;
	10 - Fire Bago Bago&lt;br /&gt;
	11 - Fire Rope Jumping Only&lt;br /&gt;
	12 - Fire Rope Jumping and Moving&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Slow Magic Stealing Skull&lt;br /&gt;
	15 - Fast Magic Stealing Skull&lt;br /&gt;
	16 - Orange Skull Head&lt;br /&gt;
	17 - Large Magic Stealing Skull&lt;br /&gt;
	18 - Orange Dreadhawk&lt;br /&gt;
	19 - Red Dreadhawk&lt;br /&gt;
	1A - Blue Dreadhawk&lt;br /&gt;
	1B - ???&lt;br /&gt;
	1C - ???&lt;br /&gt;
	1D - Firebird&lt;br /&gt;
	1E - King Bot&lt;br /&gt;
	1F - ???&lt;br /&gt;
	20 - Barrier for Grand Palace&lt;br /&gt;
	21 - ???&lt;br /&gt;
	22 - Thunder Bird Boss&lt;br /&gt;
	23 - Trigger for Dark Link battle &lt;br /&gt;
	24-FF crash&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information about overworld locations, kinda overlaps with the information there, but made by someone who actually understatnds bitfields :) [But does he &#039;&#039;understand&#039;&#039; them???] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
----------------------------&lt;br /&gt;
&amp;quot;Browse Around&amp;quot; information&lt;br /&gt;
----------------------------&lt;br /&gt;
locations of towns and caves and such:&lt;br /&gt;
base addresses&lt;br /&gt;
&lt;br /&gt;
0x462F  west hyrule&lt;br /&gt;
0x610C  death mtn&lt;br /&gt;
0x862F  east hyrule&lt;br /&gt;
0xA10C  maze island&lt;br /&gt;
&lt;br /&gt;
Base address is for &amp;quot;Y&amp;quot;&lt;br /&gt;
Add 3F to get &amp;quot;X&amp;quot;&lt;br /&gt;
Add 7E to get &amp;quot;Z&amp;quot;&lt;br /&gt;
Add BD to get &amp;quot;W&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Y&amp;quot;:&lt;br /&gt;
.xxxxxxx - Y position&lt;br /&gt;
x....... - Is external to this world?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;X&amp;quot;:&lt;br /&gt;
..xxxxxx - X position&lt;br /&gt;
.x...... - Is second part of a cave?&lt;br /&gt;
x....... - ???&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Z&amp;quot;:&lt;br /&gt;
..xxxxxx - Map number&lt;br /&gt;
xx...... - Horizontal position to enter within map&lt;br /&gt;
	00 = leftmost&lt;br /&gt;
	01 = enter at x=256? or rightmost for 512 pixel wide maps?&lt;br /&gt;
	10 = enter at x=512? or rightmost for 768 pixel wide maps?&lt;br /&gt;
	11 = enter at rightmost for 1024 pixel wide maps?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;W&amp;quot;:&lt;br /&gt;
...xxxxx - &amp;quot;world number&amp;quot;?&lt;br /&gt;
xxx..... - &amp;quot;flags&amp;quot;?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0x0106B4 - 0x0106EE - side view map area for the map with elevator in center of room with windows on each side and exit on each side (first underground room of Level 1 Palace)&lt;br /&gt;
&lt;br /&gt;
{{Internal Data|game=Zelda II: The Adventure of Link}}&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Bubble_Bobble_(NES,_Famicom_Disk_System)/RAM_map&amp;diff=27513</id>
		<title>Bubble Bobble (NES, Famicom Disk System)/RAM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Bubble_Bobble_(NES,_Famicom_Disk_System)/RAM_map&amp;diff=27513"/>
		<updated>2013-10-23T08:38:46Z</updated>

		<summary type="html">&lt;p&gt;Trax: Added a few more variables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rammap|game=Bubble Bobble}}&lt;br /&gt;
&lt;br /&gt;
== Global Variables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;001F&#039;&#039;&#039; - Permanent Frame Counter&lt;br /&gt;
*&#039;&#039;&#039;0401&#039;&#039;&#039; - Current Level (01 = Level 1)&lt;br /&gt;
*&#039;&#039;&#039;045D&#039;&#039;&#039; - Super Bubble Bobble switch&lt;br /&gt;
&lt;br /&gt;
== Menu Variables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;0402&#039;&#039;&#039; - Option selected on main menu&lt;br /&gt;
*&#039;&#039;&#039;0502-0506&#039;&#039;&#039; - Password letters (A-J = 00-09)&lt;br /&gt;
&lt;br /&gt;
== Player Variables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;002E&#039;&#039;&#039; - P1 remaining lives&lt;br /&gt;
*&#039;&#039;&#039;003F&#039;&#039;&#039; - P1 invincibility timer (odd = invisible, even = visible)&lt;br /&gt;
*&#039;&#039;&#039;0042&#039;&#039;&#039; - P2 remaining lives&lt;br /&gt;
*&#039;&#039;&#039;0053&#039;&#039;&#039; - P2 invincibility timer (odd = invisible, even = visible)&lt;br /&gt;
&lt;br /&gt;
== Counter Variables ==&lt;br /&gt;
&lt;br /&gt;
Counter variables determine what kind of special item will appear at the start of the next level, according to specific player actions. When a counter reaches a certain threshold (from a table in ROM), the corresponding item code is loaded in $040B and the counter is reset to 0. If more than one counter reach their threshold, the lowest in the list has priority.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;435&#039;&#039;&#039; - Bubbles Blown&lt;br /&gt;
*&#039;&#039;&#039;436&#039;&#039;&#039; - Empty Bubbles Popped&lt;br /&gt;
*&#039;&#039;&#039;437&#039;&#039;&#039; - Jumps on Bubble&lt;br /&gt;
*&#039;&#039;&#039;438&#039;&#039;&#039; - Fire Bubbles Popped&lt;br /&gt;
*&#039;&#039;&#039;439&#039;&#039;&#039; - Water Bubbles Popped&lt;br /&gt;
*&#039;&#039;&#039;43A&#039;&#039;&#039; - Times Fallen Through Floor&lt;br /&gt;
*&#039;&#039;&#039;43B&#039;&#039;&#039; - Enemy Items Taken&lt;br /&gt;
*&#039;&#039;&#039;43C&#039;&#039;&#039; - Enemies Killed by Water&lt;br /&gt;
*&#039;&#039;&#039;43D&#039;&#039;&#039; - Enemies Killed by Lightning&lt;br /&gt;
*&#039;&#039;&#039;43E&#039;&#039;&#039; - Enemies Killed by Fire&lt;br /&gt;
*&#039;&#039;&#039;43F&#039;&#039;&#039; - Special Items Taken&lt;br /&gt;
*&#039;&#039;&#039;440&#039;&#039;&#039; - Lightning Bubbles Popped&lt;br /&gt;
*&#039;&#039;&#039;441&#039;&#039;&#039; - Enemy Combo Kills (2 or more)&lt;br /&gt;
*&#039;&#039;&#039;442&#039;&#039;&#039; - Point Items Taken&lt;br /&gt;
*&#039;&#039;&#039;443&#039;&#039;&#039; - Letter Bubbles Popped&lt;br /&gt;
&lt;br /&gt;
== Bonus Round Variables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;042F&#039;&#039;&#039; - Amount of remaining treasures during Bonus Game&lt;br /&gt;
*&#039;&#039;&#039;0430&#039;&#039;&#039; - Bonus Round timer&lt;br /&gt;
*&#039;&#039;&#039;0431&#039;&#039;&#039; - P1 treasures collected in Bonus Round&lt;br /&gt;
*&#039;&#039;&#039;0433&#039;&#039;&#039; - P2 treasures collected in Bonus Round&lt;br /&gt;
*&#039;&#039;&#039;045F&#039;&#039;&#039; - Bonus Round Switch (01 = Bonus Round Activated)&lt;br /&gt;
&lt;br /&gt;
== Level Variables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;0405&#039;&#039;&#039; - Queue for EXTEND letters (Only 3 will come per level, any queue excess will be cleared at the beginning of the next level with openings)&lt;br /&gt;
*&#039;&#039;&#039;040B&#039;&#039;&#039; - Special Item Code&lt;br /&gt;
*&#039;&#039;&#039;040D&#039;&#039;&#039; - Timer countdown until &amp;quot;Hurry Up!&amp;quot; appears. This set to 040E at the beginning of each level. &lt;br /&gt;
*&#039;&#039;&#039;040E&#039;&#039;&#039; - What the &amp;quot;Hurry!&amp;quot; timer countdown (040D) is set to at the beginning of a level. Varies from level to level.&lt;br /&gt;
*&#039;&#039;&#039;044D&#039;&#039;&#039; - Remaining levels to be skipped by an umbrella. If &amp;gt; 0 when all the enemies on the level are defeated, you will begin skipping levels. You can only skip 31 levels max. If the variable is set above 1F (31), skipping will occur again after the defeat of the enemies. This will continue until the variable = 0.&lt;br /&gt;
*&#039;&#039;&#039;045E&#039;&#039;&#039; - Timer for Items (ascending, counts seconds)&lt;br /&gt;
*&#039;&#039;&#039;0492&#039;&#039;&#039; - Enemy Anger Level Code&lt;br /&gt;
*&#039;&#039;&#039;04CC&#039;&#039;&#039; - Special Item Position&lt;br /&gt;
*&#039;&#039;&#039;04CD&#039;&#039;&#039; - Point Item Position&lt;br /&gt;
*&#039;&#039;&#039;04CE&#039;&#039;&#039; - Appearance of Elemental Bubbles (bits 5-7)&lt;br /&gt;
&lt;br /&gt;
== End Boss Variables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;006F&#039;&#039;&#039; - Super Drunk&#039;s HP&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Variables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;445&#039;&#039;&#039; - Score Digit x..... (1,000,000s)&lt;br /&gt;
*&#039;&#039;&#039;446&#039;&#039;&#039; - Score Digit .x....&lt;br /&gt;
*&#039;&#039;&#039;447&#039;&#039;&#039; - Score Digit ..x...&lt;br /&gt;
*&#039;&#039;&#039;448&#039;&#039;&#039; - Score Digit ...x..&lt;br /&gt;
*&#039;&#039;&#039;449&#039;&#039;&#039; - Score Digit ....x.&lt;br /&gt;
*&#039;&#039;&#039;44A&#039;&#039;&#039; - Score Digit .....x (10s)&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Bubble_Bobble_(NES,_Famicom_Disk_System)/RAM_map&amp;diff=27512</id>
		<title>Bubble Bobble (NES, Famicom Disk System)/RAM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Bubble_Bobble_(NES,_Famicom_Disk_System)/RAM_map&amp;diff=27512"/>
		<updated>2013-10-22T22:34:46Z</updated>

		<summary type="html">&lt;p&gt;Trax: Added all special item counters + general clean up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rammap|game=Bubble Bobble}}&lt;br /&gt;
&lt;br /&gt;
== Global Variables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;0401&#039;&#039;&#039; - Current Level (Level 1 = $01)&lt;br /&gt;
*&#039;&#039;&#039;045D&#039;&#039;&#039; - Super Bubble Bobble switch&lt;br /&gt;
*&#039;&#039;&#039;04C4&#039;&#039;&#039; - Altering this changes the enemy sprites. Probably an offset position for reading data from the pattern image.&lt;br /&gt;
&lt;br /&gt;
== Menu Variables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;0402&#039;&#039;&#039; - Option selected on main menu&lt;br /&gt;
*&#039;&#039;&#039;0502-0506&#039;&#039;&#039; - Password letters (A-J = $00-$09)&lt;br /&gt;
&lt;br /&gt;
== Player Variables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;002E&#039;&#039;&#039; - P1 remaining lives&lt;br /&gt;
*&#039;&#039;&#039;003F&#039;&#039;&#039; - P1 invincibility timer (odd = invisible, even = visible)&lt;br /&gt;
*&#039;&#039;&#039;0042&#039;&#039;&#039; - P2 remaining lives&lt;br /&gt;
*&#039;&#039;&#039;0053&#039;&#039;&#039; - P2 invincibility timer (odd = invisible, even = visible)&lt;br /&gt;
&lt;br /&gt;
== Counter Variables ==&lt;br /&gt;
&lt;br /&gt;
Counter variables determine what kind of special item will appear at the start of the next level, according to specific player actions. When a counter reaches a certain threshold (from a table in ROM), the corresponding item code is loaded in $40B and the counter is reset to 0. If more than one counter reach their threshold, the lowest in the list has priority.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;435&#039;&#039;&#039; - Bubbles Blown&lt;br /&gt;
*&#039;&#039;&#039;436&#039;&#039;&#039; - Empty Bubbles Popped&lt;br /&gt;
*&#039;&#039;&#039;437&#039;&#039;&#039; - Jumps on Bubble&lt;br /&gt;
*&#039;&#039;&#039;438&#039;&#039;&#039; - Fire Bubbles Popped&lt;br /&gt;
*&#039;&#039;&#039;439&#039;&#039;&#039; - Water Bubbles Popped&lt;br /&gt;
*&#039;&#039;&#039;43A&#039;&#039;&#039; - Times Fallen Through Floor&lt;br /&gt;
*&#039;&#039;&#039;43B&#039;&#039;&#039; - Enemy Items Taken&lt;br /&gt;
*&#039;&#039;&#039;43C&#039;&#039;&#039; - Enemies Killed by Water&lt;br /&gt;
*&#039;&#039;&#039;43D&#039;&#039;&#039; - Enemies Killed by Lightning&lt;br /&gt;
*&#039;&#039;&#039;43E&#039;&#039;&#039; - Enemies Killed by Fire&lt;br /&gt;
*&#039;&#039;&#039;43F&#039;&#039;&#039; - Special Items Taken&lt;br /&gt;
*&#039;&#039;&#039;440&#039;&#039;&#039; - Lightning Bubbles Popped&lt;br /&gt;
*&#039;&#039;&#039;441&#039;&#039;&#039; - Enemy Combo Kills (2 or more)&lt;br /&gt;
*&#039;&#039;&#039;442&#039;&#039;&#039; - Point Items Taken&lt;br /&gt;
*&#039;&#039;&#039;443&#039;&#039;&#039; - Letter Bubbles Popped&lt;br /&gt;
&lt;br /&gt;
== Bonus Round Variables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;042F&#039;&#039;&#039; - Amount of remaining treasures during Bonus Game&lt;br /&gt;
*&#039;&#039;&#039;0430&#039;&#039;&#039; - Bonus Round timer&lt;br /&gt;
*&#039;&#039;&#039;0431&#039;&#039;&#039; - P1 treasures collected in Bonus Round&lt;br /&gt;
*&#039;&#039;&#039;0433&#039;&#039;&#039; - P2 treasures collected in Bonus Round&lt;br /&gt;
*&#039;&#039;&#039;045F&#039;&#039;&#039; - Bonus Round switch (set to $01+ to activate the bonus game, as if picking up the bottle)&lt;br /&gt;
&lt;br /&gt;
== Level Variables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;0405&#039;&#039;&#039; - Queue for EXTEND letters (Only 3 will come per level, any queue excess will be cleared at the beginning of the next level with openings)&lt;br /&gt;
*&#039;&#039;&#039;040D&#039;&#039;&#039; - Timer countdown until &amp;quot;Hurry!&amp;quot; appears. This set to 040E at the beginning of each level. &lt;br /&gt;
*&#039;&#039;&#039;040E&#039;&#039;&#039; - What the &amp;quot;Hurry!&amp;quot; timer countdown (040D) is set to at the beginning of a level. Varies from level to level.&lt;br /&gt;
*&#039;&#039;&#039;044D&#039;&#039;&#039; - Remaining levels to be skipped by an umbrella. If &amp;gt; 0 when all the enemies on the level are defeated, you will being skipping levels. You can only skip 31 levels max. If the variable is set above $1F(31), skipping will occur again after the defeat of the enemies. This will continue until the variable = 0.&lt;br /&gt;
*&#039;&#039;&#039;045E&#039;&#039;&#039; - Timer going up (Item appearances/disappearances may be relative to it)&lt;br /&gt;
*&#039;&#039;&#039;04CD&#039;&#039;&#039; - Point Item position [on Level 1, it positions the item diagonally from the upper-left corner ($00) to the lower-right corner ($FF)]&lt;br /&gt;
*&#039;&#039;&#039;04CE&#039;&#039;&#039; - Appearance of Elemental Bubbles ($00-$1F = Nothing/????, $20-$3F = Water Bubbles, $40-$5F = Fire Bubbles, $60+ Fire Bubbles over Water Bubbles and other odd combinations)&lt;br /&gt;
&lt;br /&gt;
== End Boss Variables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;006F&#039;&#039;&#039; - Super Drunk&#039;s HP&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Variables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;0445-044B&#039;&#039;&#039; - Variables representing each digit of the last scorer&#039;s score. &amp;lt;br&amp;gt;&lt;br /&gt;
- 0445 is millions &amp;lt;br&amp;gt;&lt;br /&gt;
- 0446 is hundred thousands &amp;lt;br&amp;gt;&lt;br /&gt;
- 0447 is ten thousands &amp;lt;br&amp;gt;&lt;br /&gt;
- 0448 is thousands &amp;lt;br&amp;gt;&lt;br /&gt;
- 0449 is hundreds &amp;lt;br&amp;gt;&lt;br /&gt;
- 044A is tens &amp;lt;br&amp;gt;&lt;br /&gt;
- 044B is ones &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Contra_(NES)&amp;diff=26477</id>
		<title>Contra (NES)</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Contra_(NES)&amp;diff=26477"/>
		<updated>2013-02-22T03:46:40Z</updated>

		<summary type="html">&lt;p&gt;Trax: Updated the link to Demo by Trax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{INES| title = Contra&lt;br /&gt;
|image = [[Image:Contra.png]]&lt;br /&gt;
|mapperno = 2&lt;br /&gt;
|mappername = [[UNROM]]&lt;br /&gt;
|prgrom = 8 x 16kB&lt;br /&gt;
|chrrom = 0 x 8kB&lt;br /&gt;
|mirroring = Vertical&lt;br /&gt;
|4screen = No&lt;br /&gt;
|sram = No&lt;br /&gt;
|game = Contra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
* None known.&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
* [http://www.bwass.org/romhack/contra/contrademo5.zip Contra Five-Level Demo] by Trax&lt;br /&gt;
&lt;br /&gt;
==Translations==&lt;br /&gt;
* [http://www.romhacking.net/trans/1551/ English retranslation] by [http://www.romhacking.net/community/855/ Quest Games]&lt;br /&gt;
* [http://www.romhacking.net/trans/1451/ English retranslation] by [http://www.romhacking.net/community/1005/ Stardust Crusaders]&lt;br /&gt;
* [http://www.romhacking.net/trans/1247/ Turkish translation] by [http://www.romhacking.net/community/895/ knighTeen87]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* No miscellaneous yet.&lt;br /&gt;
&lt;br /&gt;
==Known Dumps==&lt;br /&gt;
* Contra (Beta) [t1]&lt;br /&gt;
* Contra (J) [t1]&lt;br /&gt;
* Contra (J) [t2]&lt;br /&gt;
* Contra (J) [t3]&lt;br /&gt;
* Contra (J) [t4]&lt;br /&gt;
* Contra (J) [t5]&lt;br /&gt;
* Contra (J) [t6]&lt;br /&gt;
* Contra (J) [t7]&lt;br /&gt;
* Contra (J)&lt;br /&gt;
* Contra (KC)&lt;br /&gt;
* Contra (PC10)&lt;br /&gt;
* Contra (U) [!]&lt;br /&gt;
* Contra (U) [t1]&lt;br /&gt;
* Contra (U) [t2]&lt;br /&gt;
* Contra (U) [t3]&lt;br /&gt;
* Probotector (E) [!]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.nesmaps.com/maps/Contra/Contra.html Contra maps] at &#039;&#039;NESMaps&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=User:Trax&amp;diff=24670</id>
		<title>User:Trax</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=User:Trax&amp;diff=24670"/>
		<updated>2011-08-30T07:33:24Z</updated>

		<summary type="html">&lt;p&gt;Trax: Page Creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my page...&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a ROM hacker dedicated to NES games...&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m also a programmer...&amp;lt;br&amp;gt;&lt;br /&gt;
I create software for Mac OS X...&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Below is a list of the games of which I have at least some knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
Games in bold are the ones I know the most.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[Arkanoid]]&#039;&#039;&#039;&lt;br /&gt;
* [[Binary Land]]&lt;br /&gt;
* &#039;&#039;&#039;[[Bubble Bobble]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Contra]]&#039;&#039;&#039;&lt;br /&gt;
* [[Excitebike]]&lt;br /&gt;
* [[Final Fantasy]]&lt;br /&gt;
* [[Fire &#039;n Ice]]&lt;br /&gt;
* [[Adventures_of_Lolo|Lolo I]]&lt;br /&gt;
* [[Adventures_of_Lolo_2|Lolo II]]&lt;br /&gt;
* [[Adventures_of_Lolo_3|Lolo III]]&lt;br /&gt;
* [[Marble Madness]]&lt;br /&gt;
* &#039;&#039;&#039;[[Micro Machines]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Nuts_%26_Milk|Nuts &amp;amp; Milk]]&#039;&#039;&#039;&lt;br /&gt;
* [[Moai Kun]]&lt;br /&gt;
* [[Super Mario Bros.|Super Mario Bros. 1]]&lt;br /&gt;
* [[Super Mario Bros. 3]]&lt;br /&gt;
* [[Tetris]]&lt;br /&gt;
* &#039;&#039;&#039;[[The Legend of Zelda|Zelda I]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Zelda II]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Talk:The_Legend_of_Zelda:ROM_map&amp;diff=24669</id>
		<title>Talk:The Legend of Zelda:ROM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Talk:The_Legend_of_Zelda:ROM_map&amp;diff=24669"/>
		<updated>2011-08-30T07:01:55Z</updated>

		<summary type="html">&lt;p&gt;Trax: Second Opinion on Offsets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Offsets on this page should start with the actual beginning of the ROM, skipping the 16 bytes of the iNES header. Then everything else makes more sense: $0000, $4000, $8000, etc., not $0010, $4010, $8010, etc.&lt;br /&gt;
&lt;br /&gt;
NES rom documents typically account for the header since it is present at the beginning of every .NES file (unlike .SMC for example). It would be consistent to also do so here. Programs and hex editors must also account for this header. Most of the offsets don&#039;t resemble $0000, $4000, etc. anyways. [[User:Snarfblam|Snarfblam]] 02:10, 30 August 2011 (UTC)&lt;br /&gt;
Eh, looks like I&#039;m talking to myself. [[User:Snarfblam|Snarfblam]] 02:12, 30 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I agree with the former, with the beginning of the ROM being $0000, not $0010. The addresses mentioned should always reflect what is written in the code. In other words, write offsets as if they were from a real cartridge. On the other hand, my preference is just as subjective as anyone else&#039;s, it&#039;s just that I&#039;m used to using the addresses contained in code, and add 0x10 in my head... [[User:Trax|Trax]] 07:01, 30 August 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link/List_of_areas&amp;diff=23962</id>
		<title>Zelda II: The Adventure of Link/List of areas</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link/List_of_areas&amp;diff=23962"/>
		<updated>2011-02-23T05:26:37Z</updated>

		<summary type="html">&lt;p&gt;Trax: New Page - Zelda II - List of Areas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of areas - Information bytes ==&lt;br /&gt;
&lt;br /&gt;
=== West Hyrule ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
462F - Y position for North Castle&lt;br /&gt;
4630 - Y position for Trophy cave&lt;br /&gt;
4631 - Y position for Forest with 50 exp. bag and Aches&lt;br /&gt;
4632 - Y position for 1st Magic Container cave&lt;br /&gt;
4633 - Y position for Forest with 100 exp. bag and Megmets&lt;br /&gt;
4634 - Y position for 1st Heart Container area&lt;br /&gt;
4635 - Y position for Lost Woods&lt;br /&gt;
4636 - Y position for Bubble path to 1st Heart Container&lt;br /&gt;
4637 - Y position for Life doll in swamp&lt;br /&gt;
4638 - Y position for Red Magic Jar in graveyard&lt;br /&gt;
4639 - Y position for Northern exit of cave to Palace 1&lt;br /&gt;
463A - Y position for Southern exit of cave to Palace 1&lt;br /&gt;
463B - Y position for Northern exit of Western Mt. caves&lt;br /&gt;
463C - Y position for Southern exit of Western Mt. caves&lt;br /&gt;
463D - Y position for Megmet cave and 200 exp. bag&lt;br /&gt;
463E - Y position for Water of Life cave&lt;br /&gt;
463F - Y position for 2nd Heart Container cave&lt;br /&gt;
4640 - Y position for Hole to Palace 3 cave&lt;br /&gt;
4641 - Y position for Caves on Palace 3&#039;s island&lt;br /&gt;
4642 - Y position for North and South bridge to island before Death Mt.&lt;br /&gt;
4643 - Y position for East and West bridge to island before Death Mt.&lt;br /&gt;
4644 - Y position for West exit of bridge after Death Mt.&lt;br /&gt;
4645 - Y position for East exit of bridge after Death Mt.&lt;br /&gt;
4646 - Y position for Forest with Fairy after Western Mt. cave&lt;br /&gt;
4647 - Y position for Red Magic Jar in swamp&lt;br /&gt;
4648 - Y position for forest with Fairy East of island before Death Mt.&lt;br /&gt;
4649 - Y position for Lost Woods&lt;br /&gt;
464A - Y position for Lost Woods&lt;br /&gt;
464B - Y position for Lost Woods&lt;br /&gt;
464C - Y position for Lost Woods&lt;br /&gt;
464D - Y position for Red Magic Jar on trail, in swamp&lt;br /&gt;
464E - Y position for Extra Red Magic Jar, on beach (not used)&lt;br /&gt;
464F - Y position for Life doll on beach&lt;br /&gt;
4658 - Y position for Raft Dock to East Hyrule&lt;br /&gt;
4659 - Y position for Cave entrance to Death Mountain&lt;br /&gt;
465A - Y position for Cave exit to Death Mountain&lt;br /&gt;
465B - Y position for King&#039;s Tomb&lt;br /&gt;
465C - Y position for Rauru&lt;br /&gt;
465E - Y position for Ruto&lt;br /&gt;
465F - Y position for Southern Saria&lt;br /&gt;
4660 - Y position for Northern Saria&lt;br /&gt;
4661 - Y position for Bagu&#039;s Cabin&lt;br /&gt;
4662 - Y position for Mido&lt;br /&gt;
4663 - Y position for Parapa Palace&lt;br /&gt;
4664 - Y position for Swamp Palace&lt;br /&gt;
4665 - Y position for Island Palace&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
466E - X position for Zelda&#039;s castle&lt;br /&gt;
466F - X position for Trophy cave&lt;br /&gt;
4670 - X position for Forest with 50 exp. bag and Aches&lt;br /&gt;
4671 - X position for 1st Magic Container cave&lt;br /&gt;
4672 - X position for Forest with 100 exp. bag and Megmets&lt;br /&gt;
4673 - X position for 1st Heart Container area&lt;br /&gt;
4674 - X position for Lost Woods&lt;br /&gt;
4675 - X position for Bubble path to 1st Heart Container&lt;br /&gt;
4676 - X position for Life doll in swamp&lt;br /&gt;
4677 - X position for Red Magic Jar in grave yard&lt;br /&gt;
4678 - X position for Northern exit for cave to Palace 1&lt;br /&gt;
4679 - X position for Southern exit for cave to Palace 1&lt;br /&gt;
467A - X position for Northern exit of Western Mt. cave&lt;br /&gt;
467B - X position for Southern exit of Western Mt. cave&lt;br /&gt;
467C - X position for Megmet caves and 200 exp. bag&lt;br /&gt;
467D - X position for Water of Life cave&lt;br /&gt;
467E - X position for 2nd Heart Container cave&lt;br /&gt;
467F - X position for Hole to Palace 3 cave&lt;br /&gt;
4680 - X position for Caves on Palace 3&#039;s island&lt;br /&gt;
4681 - X position for North and South bridge to island before Death Mt.&lt;br /&gt;
4682 - X position for East and West bridge to island before Death Mt.&lt;br /&gt;
4683 - X position for West exit of bridge after Death Mt.&lt;br /&gt;
4684 - X position for East exit of bridge after Death Mt.&lt;br /&gt;
4685 - X position for forest with Fairy after Western Mt. cave&lt;br /&gt;
4686 - X position for Red Magic Jar in swamp&lt;br /&gt;
4687 - X position for forest with fairy East of island before Death Mt.&lt;br /&gt;
4688 - X position for Lost Woods&lt;br /&gt;
4689 - X position for Lost Woods&lt;br /&gt;
468A - X position for Lost Woods&lt;br /&gt;
468B - X position for Lost Woods&lt;br /&gt;
468C - X position for Red Magic Jar on trail, in swamp&lt;br /&gt;
468D - X position for Extra Red Magic Jar, on beach (not used)&lt;br /&gt;
468E - X position for Life doll on beach&lt;br /&gt;
4697 - X position for Raft Dock to East Hyrule&lt;br /&gt;
4698 - X position for Cave entrance to Death Mountain&lt;br /&gt;
4699 - X position for Cave exit to Death Mountain&lt;br /&gt;
469A - X position for King&#039;s Tomb&lt;br /&gt;
469B - X position for Rauru&lt;br /&gt;
469D - X position for Ruto&lt;br /&gt;
469E - X position for Southern Saria&lt;br /&gt;
469F - X position for Northern Saria&lt;br /&gt;
46A0 - X position for Bagu&#039;s Cabin&lt;br /&gt;
46A1 - X position for Mido&lt;br /&gt;
46A2 - X position for Parapa Palace&lt;br /&gt;
46A3 - X position for Swamp Palace&lt;br /&gt;
46A4 - X position for Island Palace&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death Mountain ===&lt;br /&gt;
&lt;br /&gt;
Use this map as reference: [http://www.rpgclassics.com/shrines/nes/zelda2/west.shtml Death Mountain]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
610C - Y position for Cave B West Exit&lt;br /&gt;
610D - Y position for Cave B East Exit&lt;br /&gt;
610E - Y position for Cave C West Exit&lt;br /&gt;
610F - Y position for Cave C East Exit&lt;br /&gt;
6110 - Y position for Cave E South Exit&lt;br /&gt;
6111 - Y position for Cave E North Exit&lt;br /&gt;
6112 - Y position for Cave D West Exit&lt;br /&gt;
6113 - Y position for Cave D East Exit&lt;br /&gt;
6114 - Y position for Cave F West Exit&lt;br /&gt;
6115 - Y position for Cave F East Exit&lt;br /&gt;
6116 - Y position for Cave J West Exit&lt;br /&gt;
6117 - Y position for Cave J East Exit&lt;br /&gt;
6118 - Y position for Cave I North Exit&lt;br /&gt;
6119 - Y position for Cave I South Exit&lt;br /&gt;
611A - Y position for Cave L North Exit&lt;br /&gt;
611B - Y position for Cave L South Exit&lt;br /&gt;
611C - Y position for Cave O North Exit&lt;br /&gt;
611D - Y position for Cave O South Exit&lt;br /&gt;
611E - Y position for Cave M West Exit&lt;br /&gt;
611F - Y position for Cave M East Exit&lt;br /&gt;
6120 - Y position for Cave P West Exit&lt;br /&gt;
6121 - Y position for Cave P East Exit&lt;br /&gt;
6122 - Y position for Cave Q West Exit&lt;br /&gt;
6123 - Y position for Cave Q East Exit&lt;br /&gt;
6124 - Y position for Cave R South Exit&lt;br /&gt;
6125 - Y position for Cave R North Exit&lt;br /&gt;
6126 - Y position for Cave N South Exit&lt;br /&gt;
6127 - Y position for Cave N North Exit&lt;br /&gt;
6128 - Y position for Hammer Cave&lt;br /&gt;
6129 - Y position for Elevator Cave G West Exit (Bottom left)&lt;br /&gt;
612A - Y position for Elevator Cave G East Exit (Bottom right)&lt;br /&gt;
612B - Y position for Elevator Cave G West Exit (Top left)&lt;br /&gt;
612C - Y position for Elevator Cave G East Exit (Top Right)&lt;br /&gt;
612D - Y position for Elevator Cave H West Exit (Top left)&lt;br /&gt;
612E - Y position for Elevator Cave H East Exit (Top Right)&lt;br /&gt;
612F - Y position for Elevator Cave H North Exit (Bottom left)&lt;br /&gt;
6130 - Y position for Elevator Cave H South Exit (Bottom right)&lt;br /&gt;
6131 - Y position for Maze Island Forced Battle Scene 2&lt;br /&gt;
6132 - Y position for Maze Island Forced Battle Scene 1&lt;br /&gt;
6133 - Y position for Maze Island&#039;s Magic Container&lt;br /&gt;
6134 - Y position for Bridge back to East Hyrule&lt;br /&gt;
6136 - Y position for Cave A back to West Hyrule&lt;br /&gt;
6137 - Y position for Cave K back to West Hyrule&lt;br /&gt;
6140 - Y position for 4th Palace&lt;br /&gt;
6143 - Y position for Maze Island Child&lt;br /&gt;
6144 - Y position for Death Mountain&#039;s Magic Container&lt;br /&gt;
6145 - Y position for Maze Island Forced Battle Scene 3&lt;br /&gt;
6146 - Y position for Maze Island Forced Battle Scene 7&lt;br /&gt;
6147 - Y position for Maze Island Forced Battle Scene 4&lt;br /&gt;
6148 - Y position for Maze Island Forced Battle Scene 5&lt;br /&gt;
6149 - Y position for Maze Island Forced Battle Scene 6&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
614B - X position for Cave B West Exit&lt;br /&gt;
614C - X position for Cave B East Exit&lt;br /&gt;
614D - X position for Cave C West Exit&lt;br /&gt;
614E - X position for Cave C East Exit&lt;br /&gt;
614F - X position for Cave E South Exit&lt;br /&gt;
6150 - X position for Cave E North Exit&lt;br /&gt;
6151 - X position for Cave D West Exit&lt;br /&gt;
6152 - X position for Cave D East Exit&lt;br /&gt;
6153 - X position for Cave F West Exit&lt;br /&gt;
6154 - X position for Cave F East Exit&lt;br /&gt;
6155 - X position for Cave J West Exit&lt;br /&gt;
6156 - X position for Cave J East Exit&lt;br /&gt;
6157 - X position for Cave I North Exit&lt;br /&gt;
6158 - X position for Cave I South Exit&lt;br /&gt;
6159 - X position for Cave L North Exit&lt;br /&gt;
615A - X position for Cave L South Exit&lt;br /&gt;
615B - X position for Cave O North Exit&lt;br /&gt;
615C - X position for Cave O South Exit&lt;br /&gt;
615D - X position for Cave M West Exit&lt;br /&gt;
615E - X position for Cave M East Exit&lt;br /&gt;
615F - X position for Cave P West Exit&lt;br /&gt;
6160 - X position for Cave P East Exit&lt;br /&gt;
6161 - X position for Cave Q West Exit&lt;br /&gt;
6162 - X position for Cave Q East Exit&lt;br /&gt;
6163 - X position for Cave R South Exit&lt;br /&gt;
6164 - X position for Cave R North Exit&lt;br /&gt;
6165 - X position for Cave N South Exit&lt;br /&gt;
6166 - X position for Cave N North Exit&lt;br /&gt;
6167 - X position for Hammer Cave&lt;br /&gt;
6168 - X position for Elevator Cave G West Exit (Bottom left)&lt;br /&gt;
6169 - X position for Elevator Cave G East Exit (Bottom right)&lt;br /&gt;
616A - X position for Elevator Cave G West Exit (Top left)&lt;br /&gt;
616B - X position for Elevator Cave G East Exit (Top Right)&lt;br /&gt;
616C - X position for Elevator Cave H West Exit (Top left)&lt;br /&gt;
616D - X position for Elevator Cave H East Exit (Top Right)&lt;br /&gt;
616E - X position for Elevator Cave H North Exit (Bottom left)&lt;br /&gt;
616F - X position for Elevator Cave H South Exit (Bottom right)&lt;br /&gt;
6170 - X position for Maze Island Forced Battle Scene 2&lt;br /&gt;
6171 - X position for Maze Island Forced Battle Scene 1&lt;br /&gt;
6172 - X position for Maze Island&#039;s Magic Container&lt;br /&gt;
6173 - X position for Bridge back to East Hyrule&lt;br /&gt;
6175 - X position for Cave A back to West Hyrule&lt;br /&gt;
6176 - X position for Cave K back to West Hyrule&lt;br /&gt;
617F - X position for 4th Palace&lt;br /&gt;
6182 - X position for Maze Island Child&lt;br /&gt;
6183 - X position for Death Mountain&#039;s Magic Container&lt;br /&gt;
6184 - X position for Maze Island Forced Battle Scene 3&lt;br /&gt;
6185 - X position for Maze Island Forced Battle Scene 7&lt;br /&gt;
6186 - X position for Maze Island Forced Battle Scene 4&lt;br /&gt;
6187 - X position for Maze Island Forced Battle Scene 5&lt;br /&gt;
6188 - X position for Maze Island Forced Battle Scene 6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== East Hyrule ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
862F - Y position for Forest with 500 Exp. bag, west of Nabooru&lt;br /&gt;
8630 - Y position for Forest with 500 Exp. bag, north of 3-Eye Rock&lt;br /&gt;
8631 - Y position for 1st Forced battle scene, after River Devil&lt;br /&gt;
8632 - Y position for 2nd Forced battle scene, after River Devil&lt;br /&gt;
8633 - Y position for 3rd Forced battle scene, after River Devil&lt;br /&gt;
8634 - Y position for Forced battle scene, entering Path of Fire&lt;br /&gt;
8635 - Y position for Bridge North of Old Kasuto&lt;br /&gt;
8636 - Y position for Bridge East of Old Kasuto&lt;br /&gt;
8637 - Y position for 2nd battle scene, before Darunia&lt;br /&gt;
8638 - Y position for 1st battle scene, before Darunia&lt;br /&gt;
8639 - Y position for Heart Container in Ocean&lt;br /&gt;
863A - Y position for south cave, north of Nabooru&lt;br /&gt;
863B - Y position for north cave, north of Nabooru&lt;br /&gt;
863C - Y position for Cave with 500 exp. bag, south of Nabooru&lt;br /&gt;
863D - Y position for Cave with 500 exp. bag, North of Old Kasuto&lt;br /&gt;
863E - Y position for west cave, near New Kasuto&lt;br /&gt;
863F - Y position for east cave, near New Kasuto&lt;br /&gt;
8640 - Y position for Cave C, on the way to Great Palace&lt;br /&gt;
8641 - Y position for Cave D, on the way to Great Palace&lt;br /&gt;
8642 - Y position for CAve B, on the way to Great Palace&lt;br /&gt;
8643 - Y position for Cave A, on the way to Great Palace&lt;br /&gt;
8644 - Y position for Life doll in swamp&lt;br /&gt;
8645 - Y position for Extra battle scene (same spot as 864B)&lt;br /&gt;
8646 - Y position for 500 exp. bag on beach, near 5th Palace&lt;br /&gt;
8647 - Y position for Red Magic Jar on beach, near Nabooru&lt;br /&gt;
8648 - Y position for Life doll on beach&lt;br /&gt;
8649 - Y position for Heart Container on beach, east of 3-Eye Rock&lt;br /&gt;
864A - Y position for Forest with fairy, southwest of Nabooru&lt;br /&gt;
864B - Y position for 500 exp. bag in Path of Fire&lt;br /&gt;
864C - Y position for Red Magic Jar in Path of Fire&lt;br /&gt;
864D - Y position for 3rd Forced Battle scene in the Path of Fire&lt;br /&gt;
864E - Y position for 2nd Forced Battle scene in the Path of Fire&lt;br /&gt;
864F - Y position for 1st Forced Battle scene in the Path of Fire&lt;br /&gt;
8657 - Y position for Bridge to Maze Island&lt;br /&gt;
8658 - Y position for Raft dock, back to West Hyrule&lt;br /&gt;
865C - Y position for Nabooru&lt;br /&gt;
865E - Y position for Darunia&lt;br /&gt;
8660 - Y position for New Kasuto *&lt;br /&gt;
8662 - Y position for Old Kasuto&lt;br /&gt;
8663 - Y position for 5th Palace&lt;br /&gt;
8664 - Y position for 6th Palace **&lt;br /&gt;
8665 - Y position for Great Palace&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Because New Kasuto is hidden, the Y position is stored as 00. The town can be &amp;quot;forced out of hiding&amp;quot; by replacing this value with D1. The town still won&#039;t be visible on the overworld map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Again, the hidden nature of the 6th Palace results in a stored Y position of 00. To bring the palace out of hiding, replace this value with E6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
866E - X position for Forest with 500 Exp. bag, west of Nabooru&lt;br /&gt;
866F - X position for Forest with 500 Exp. bag, north of 3-Eye Rock&lt;br /&gt;
8670 - X position for 1st Forced battle scene, after River Devil&lt;br /&gt;
8671 - X position for 2nd Forced battle scene, after River Devil&lt;br /&gt;
8672 - X position for 3rd Forced battle scene, after River Devil&lt;br /&gt;
8673 - X position for Forced battle scene, entering Path of Fire&lt;br /&gt;
8674 - X position for Bridge North of Old Kasuto&lt;br /&gt;
8675 - X position for Bridge East of Old Kasuto&lt;br /&gt;
8676 - X position for 2nd battle scene, before Darunia&lt;br /&gt;
8677 - X position for 1st battle scene, before Darunia&lt;br /&gt;
8678 - X position for Heart Container in Ocean&lt;br /&gt;
8679 - X position for south cave, north of Nabooru&lt;br /&gt;
867A - X position for north cave, north of Nabooru&lt;br /&gt;
867B - X position for Cave with 500 exp. bag, south of Nabooru&lt;br /&gt;
867C - X position for Cave with 500 exp. bag, North of Old Kasuto&lt;br /&gt;
867D - X position for west cave, near New Kasuto&lt;br /&gt;
867E - X position for east cave, near New Kasuto&lt;br /&gt;
867F - X position for Cave C, on the way to Great Palace&lt;br /&gt;
8680 - X position for Cave D, on the way to Great Palace&lt;br /&gt;
8681 - X position for CAve B, on the way to Great Palace&lt;br /&gt;
8682 - X position for Cave A, on the way to Great Palace&lt;br /&gt;
8683 - X position for Life doll in swamp&lt;br /&gt;
8684 - X position for Extra battle scene (same spot as 868A)&lt;br /&gt;
8685 - X position for 500 exp. bag on beach, near 5th Palace&lt;br /&gt;
8686 - X position for Red Magic Jar on beach, near Nabooru&lt;br /&gt;
8687 - X position for Life doll on beach&lt;br /&gt;
8688 - X position for Heart Container on beach, east of 3-Eye Rock&lt;br /&gt;
8689 - X position for Forest with fairy, southwest of Nabooru&lt;br /&gt;
868A - X position for 500 exp. bag in Path of Fire&lt;br /&gt;
868B - X position for Red Magic Jar in Path of Fire&lt;br /&gt;
868C - X position for 3rd Forced Battle scene in the Path of Fire&lt;br /&gt;
868D - X position for 2nd Forced Battle scene in the Path of Fire&lt;br /&gt;
868E - X position for 1st Forced Battle scene in the Path of Fire&lt;br /&gt;
8696 - X position for Bridge to Maze Island&lt;br /&gt;
8697 - X position for Raft dock, back to West Hyrule&lt;br /&gt;
869B - X position for Nabooru&lt;br /&gt;
869D - X position for Darunia&lt;br /&gt;
869F - X position for New Kasuto&lt;br /&gt;
86A1 - X position for Old Kasuto&lt;br /&gt;
86A2 - X position for 5th Palace&lt;br /&gt;
86A3 - X position for 6th Palace&lt;br /&gt;
86A4 - X position for Great Palace&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maze Island ===&lt;br /&gt;
&lt;br /&gt;
Use this map as reference: [http://www.rpgclassics.com/shrines/nes/zelda2/east.shtml Maze Island]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A10C - Y position for Cave B West Exit&lt;br /&gt;
A10D - Y position for Cave B East Exit&lt;br /&gt;
A10E - Y position for Cave C West Exit&lt;br /&gt;
A10F - Y position for Cave C East Exit&lt;br /&gt;
A110 - Y position for Cave E South Exit&lt;br /&gt;
A111 - Y position for Cave E North Exit&lt;br /&gt;
A112 - Y position for Cave D West Exit&lt;br /&gt;
A113 - Y position for Cave D East Exit&lt;br /&gt;
A114 - Y position for Cave F West Exit&lt;br /&gt;
A115 - Y position for Cave F East Exit&lt;br /&gt;
A116 - Y position for Cave J West Exit&lt;br /&gt;
A117 - Y position for Cave J East Exit&lt;br /&gt;
A118 - Y position for Cave I North Exit&lt;br /&gt;
A119 - Y position for Cave I South Exit&lt;br /&gt;
A11A - Y position for Cave L North Exit&lt;br /&gt;
A11B - Y position for Cave L South Exit&lt;br /&gt;
A11C - Y position for Cave O North Exit&lt;br /&gt;
A11D - Y position for Cave O South Exit&lt;br /&gt;
A11E - Y position for Cave M West Exit&lt;br /&gt;
A11F - Y position for Cave M East Exit&lt;br /&gt;
A120 - Y position for Cave P West Exit&lt;br /&gt;
A121 - Y position for Cave P East Exit&lt;br /&gt;
A122 - Y position for Cave Q West Exit&lt;br /&gt;
A123 - Y position for Cave Q East Exit&lt;br /&gt;
A124 - Y position for Cave R South Exit&lt;br /&gt;
A125 - Y position for Cave R North Exit&lt;br /&gt;
A126 - Y position for Cave N South Exit&lt;br /&gt;
A127 - Y position for Cave N North Exit&lt;br /&gt;
A128 - Y position for Hammer Cave&lt;br /&gt;
A129 - Y position for Elevator Cave G West Exit (Bottom left)&lt;br /&gt;
A12A - Y position for Elevator Cave G East Exit (Bottom right)&lt;br /&gt;
A12B - Y position for Elevator Cave G West Exit (Top left)&lt;br /&gt;
A12C - Y position for Elevator Cave G East Exit (Top Right)&lt;br /&gt;
A12D - Y position for Elevator Cave H West Exit (Top left)&lt;br /&gt;
A12E - Y position for Elevator Cave H East Exit (Top Right)&lt;br /&gt;
A12F - Y position for Elevator Cave H North Exit (Bottom left)&lt;br /&gt;
A130 - Y position for Elevator Cave H South Exit (Bottom right)&lt;br /&gt;
A131 - Y position for Maze Island Forced Battle Scene 2&lt;br /&gt;
A132 - Y position for Maze Island Forced Battle Scene 1&lt;br /&gt;
A133 - Y position for Maze Island&#039;s Magic Container&lt;br /&gt;
A134 - Y position for Bridge back to East Hyrule&lt;br /&gt;
A136 - Y position for Cave A back to West Hyrule&lt;br /&gt;
A137 - Y position for Cave K back to West Hyrule&lt;br /&gt;
A140 - Y position for 4th Palace&lt;br /&gt;
A143 - Y position for Maze Island Child&lt;br /&gt;
A144 - Y position for Death Mountain&#039;s Magic Container&lt;br /&gt;
A145 - Y position for Maze Island Forced Battle Scene 3&lt;br /&gt;
A146 - Y position for Maze Island Forced Battle Scene 7&lt;br /&gt;
A147 - Y position for Maze Island Forced Battle Scene 4&lt;br /&gt;
A148 - Y position for Maze Island Forced Battle Scene 5&lt;br /&gt;
A149 - Y position for Maze Island Forced Battle Scene 6&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
A14B - X position for Cave B West Exit&lt;br /&gt;
A14C - X position for Cave B East Exit&lt;br /&gt;
A14D - X position for Cave C West Exit&lt;br /&gt;
A14E - X position for Cave C East Exit&lt;br /&gt;
A14F - X position for Cave E South Exit&lt;br /&gt;
A150 - X position for Cave E North Exit&lt;br /&gt;
A151 - X position for Cave D West Exit&lt;br /&gt;
A152 - X position for Cave D East Exit&lt;br /&gt;
A153 - X position for Cave F West Exit&lt;br /&gt;
A154 - X position for Cave F East Exit&lt;br /&gt;
A155 - X position for Cave J West Exit&lt;br /&gt;
A156 - X position for Cave J East Exit&lt;br /&gt;
A157 - X position for Cave I North Exit&lt;br /&gt;
A158 - X position for Cave I South Exit&lt;br /&gt;
A159 - X position for Cave L North Exit&lt;br /&gt;
A15A - X position for Cave L South Exit&lt;br /&gt;
A15B - X position for Cave O North Exit&lt;br /&gt;
A15C - X position for Cave O South Exit&lt;br /&gt;
A15D - X position for Cave M West Exit&lt;br /&gt;
A15E - X position for Cave M East Exit&lt;br /&gt;
A15F - X position for Cave P West Exit&lt;br /&gt;
A160 - X position for Cave P East Exit&lt;br /&gt;
A161 - X position for Cave Q West Exit&lt;br /&gt;
A162 - X position for Cave Q East Exit&lt;br /&gt;
A163 - X position for Cave R South Exit&lt;br /&gt;
A164 - X position for Cave R North Exit&lt;br /&gt;
A165 - X position for Cave N South Exit&lt;br /&gt;
A166 - X position for Cave N North Exit&lt;br /&gt;
A167 - X position for Hammer Cave&lt;br /&gt;
A168 - X position for Elevator Cave G West Exit (Bottom left)&lt;br /&gt;
A169 - X position for Elevator Cave G East Exit (Bottom right)&lt;br /&gt;
A16A - X position for Elevator Cave G West Exit (Top left)&lt;br /&gt;
A16B - X position for Elevator Cave G East Exit (Top Right)&lt;br /&gt;
A16C - X position for Elevator Cave H West Exit (Top left)&lt;br /&gt;
A16D - X position for Elevator Cave H East Exit (Top Right)&lt;br /&gt;
A16E - X position for Elevator Cave H North Exit (Bottom left)&lt;br /&gt;
A16F - X position for Elevator Cave H South Exit (Bottom right)&lt;br /&gt;
A170 - X position for Maze Island Forced Battle Scene 2&lt;br /&gt;
A171 - X position for Maze Island Forced Battle Scene 1&lt;br /&gt;
A172 - X position for Maze Island&#039;s Magic Container&lt;br /&gt;
A173 - X position for Bridge back to East Hyrule&lt;br /&gt;
A175 - X position for Cave A back to West Hyrule&lt;br /&gt;
A176 - X position for Cave K back to West Hyrule&lt;br /&gt;
A17F - X position for 4th Palace&lt;br /&gt;
A182 - X position for Maze Island Child&lt;br /&gt;
A183 - X position for Death Mountain&#039;s Magic Container&lt;br /&gt;
A184 - X position for Maze Island Forced Battle Scene 3&lt;br /&gt;
A185 - X position for Maze Island Forced Battle Scene 7&lt;br /&gt;
A186 - X position for Maze Island Forced Battle Scene 4&lt;br /&gt;
A187 - X position for Maze Island Forced Battle Scene 5&lt;br /&gt;
A188 - X position for Maze Island Forced Battle Scene 6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link/ROM_map&amp;diff=23961</id>
		<title>Zelda II: The Adventure of Link/ROM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link/ROM_map&amp;diff=23961"/>
		<updated>2011-02-23T05:13:39Z</updated>

		<summary type="html">&lt;p&gt;Trax: /* Overworld */ Clean up and corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rommap|game=Zelda II: The Adventure of Link}}&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Character Data|Character Data]]&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Enemy Data|Enemy Data]]&lt;br /&gt;
&lt;br /&gt;
==Main Menu==&lt;br /&gt;
* 0x017339 - Y position for cursor on Save Slot 1&lt;br /&gt;
* 0x017351 - Y position for cursor on Save Slot 2&lt;br /&gt;
* 0x017369 - Y position for cursor on Save Slot 3&lt;br /&gt;
* 0x01737F - Y position for cursor on Register Your Name&lt;br /&gt;
* 0x017391 - Y position for cursor on Elimation Mode&lt;br /&gt;
* 0x017395 - X position for cursor&lt;br /&gt;
&lt;br /&gt;
==Beginning Values==&lt;br /&gt;
* 0x017AF7 - Begin with Shield Magic&lt;br /&gt;
* 0x017AF8 - Begin with Jump Magic&lt;br /&gt;
* 0x017AF9 - Begin with Life Magic&lt;br /&gt;
* 0x017AFA - Begin with Fairy Magic&lt;br /&gt;
* 0x017AFB - Begin with Fire Magic&lt;br /&gt;
* 0x017AFC - Begin with Reflect Magic&lt;br /&gt;
* 0x017AFD - Begin with Spell Magic&lt;br /&gt;
* 0x017AFE - Begin with Thunder Magic&lt;br /&gt;
* 0x017AFF - Number of Magic Containers to begin game&lt;br /&gt;
* 0x017B00 - Number of Heart Containers to begin game&lt;br /&gt;
* 0x017B01 - Begin with Candle&lt;br /&gt;
* 0x017B02 - Begin with Power Glove&lt;br /&gt;
* 0x017B03 - Begin with Raft&lt;br /&gt;
* 0x017B04 - Begin with Boots&lt;br /&gt;
* 0x017B05 - Begin with Flute&lt;br /&gt;
* 0x017B06 - Begin with Cross&lt;br /&gt;
* 0x017B07 - Begin with Hammer&lt;br /&gt;
* 0x017B08 - Begin with Magic Key&lt;br /&gt;
* 0x017B10 - Number of Crystals to begin game&lt;br /&gt;
* 0x017B12 - Techs (Downward Thrust 10) (Upward Thrust 04) (Both 14)&lt;br /&gt;
* 0x017B1D - 0x017B24 - Letter Values when blanking a name out&lt;br /&gt;
* 0x017B25 - 0x017C04 - Bit defaults for sprites (keys, items, etc.)&lt;br /&gt;
* 0x01C369 - Number of lives to begin game&lt;br /&gt;
&lt;br /&gt;
==Magic Spell Effects== &lt;br /&gt;
* 0x000E58 - 0x000E59 - Shield &lt;br /&gt;
* 0x000E5A - 0x000E5B - Jump &lt;br /&gt;
* 0x000E5C - 0x000E5D - Life &lt;br /&gt;
* 0x000E5E - 0x000E5F - Fairy &lt;br /&gt;
* 0x000E60 - 0x000E61 - Fire &lt;br /&gt;
* 0x000E62 - 0x000E63 - Reflect &lt;br /&gt;
* 0x000E64 - 0x000E65 - Spell &lt;br /&gt;
* 0x000E66 - 0x000E67 - Thunder &lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to alter the order in which Link &amp;quot;learns&amp;quot; magic spells by re-arranging the data from [$E58-$E67]. (For example, to make Thunder the first spell Link acquires, replace the data at [$E58-$E59] with that from [$E66-$E67]. Note, however, that the spell will still be under the first slot and named &amp;quot;Shield.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
==PPU Data==&lt;br /&gt;
&lt;br /&gt;
===Overworld===&lt;br /&gt;
* 0x0007B3 - 0x0007B6 - PPU data for Towns&lt;br /&gt;
* 0x0007B7 - 0x0007BA - PPU data for Caves&lt;br /&gt;
* 0x0007BB - 0x0007BE - PPU data for Palaces&lt;br /&gt;
* 0x0007BF - 0x0007C2 - PPU data for Bridges&lt;br /&gt;
* 0x0007C3 - 0x0007C6 - PPU data for Desert&lt;br /&gt;
* 0x0007C7 - 0x0007CA - PPU data for Grass Areas&lt;br /&gt;
* 0x0007CB - 0x0007CE - PPU data for Forests&lt;br /&gt;
* 0x0007CF - 0x0007D2 - PPU data for Swamps&lt;br /&gt;
* 0x0007D3 - 0x0007D6 - PPU data for Graveyards&lt;br /&gt;
* 0x0007D7 - 0x0007DA - PPU data for Trails&lt;br /&gt;
* 0x0007DB - 0x0007DE - PPU data for Lava Areas&lt;br /&gt;
* 0x0007DF - 0x0007E2 - PPU data for Mountains&lt;br /&gt;
* 0x0007E3 - 0x0007E6 - PPU data for Water&lt;br /&gt;
* 0x0007E7 - 0x0007EA - PPU data for Walkable Water&lt;br /&gt;
* 0x0007EB - 0x0007EE - PPU data for Rocks/Roadblocks&lt;br /&gt;
* 0x0007EF - 0x0007F2 - PPU data for River Devil&lt;br /&gt;
&lt;br /&gt;
===Western Hyrule===&lt;br /&gt;
* 0x0044EB - 0x0044EE - PPU data for Grass on Battlefield&lt;br /&gt;
&lt;br /&gt;
===Eastern Hyrule===&lt;br /&gt;
* 0x0084DF - 0x0084E2 - PPU data for Leaves of Trees on Battlefield&lt;br /&gt;
* 0x0084E3 - 0x0084E6 - PPU data for Hanging Leaves on Battlefield&lt;br /&gt;
* 0x0084EB - 0x0084EE - PPU data for Grass on Battlefield&lt;br /&gt;
&lt;br /&gt;
===Towns===&lt;br /&gt;
* 0x00C3F6 - 0x00C3F9 - PPU data for Top of Exterior Windows&lt;br /&gt;
* 0x00C3FA - 0x00C3FD - PPU data for Bottom of Exterior Windows&lt;br /&gt;
* 0x00C44E - 0x00C451 - PPU data for left side of Clouds&lt;br /&gt;
* 0x00C452 - 0x00C455 - PPU data for right side of Larger Clouds&lt;br /&gt;
* 0x00C456 - 0x00C459 - PPU data for right side of Smaller Clouds&lt;br /&gt;
* 0x00C45A - 0x00C45D - PPU data for angle of tunnel right&lt;br /&gt;
* 0x00C45E - 0x00C461 - PPU data for tunnel wall right&lt;br /&gt;
* 0x00C4E2 - 0x00C4E5 - PPU data for floors inside buildings&lt;br /&gt;
* 0x00C6B2 - 0x00C6B5 - PPU data for Sky&lt;br /&gt;
* 0x00C6BA - 0x00C6BD - PPU data for background of Basements&lt;br /&gt;
* 0x00C6C6 - 0x00C6C9 - PPU data for Bushs&lt;br /&gt;
* 0x00C6FE - 0x00C701 - PPU data for Ground&lt;br /&gt;
* 0x00C706 - 0x00C709 - PPU data for Walls in Basements&lt;br /&gt;
&lt;br /&gt;
==Palace Data==&lt;br /&gt;
* 0x010480 - 0x0104DF - Palettes for Outside the 6 Palaces&lt;br /&gt;
* 0x013F10 - 0x013F6F - Palettes for the 6 Palaces Interiors&lt;br /&gt;
* 0x01C46B - 0x01C47A - Palette for Overworld&lt;br /&gt;
* 0x01C47B - 0x01C48A - Sprite pallet set for Overworld&lt;br /&gt;
&lt;br /&gt;
===Graphics Set===&lt;br /&gt;
* 0x01CD3A - Graphics Set for Palace 1&lt;br /&gt;
* 0x01CD3B - Graphics Set for Palace 2&lt;br /&gt;
* 0x01CD3C - Graphics Set for Palace 3&lt;br /&gt;
* 0x01CD3E - Graphics Set for Palace 4&lt;br /&gt;
* 0x01CD42 - Graphics Set for Palace 5&lt;br /&gt;
* 0x01CD43 - Graphics Set for Palace 6&lt;br /&gt;
* 0x01CD44 - Graphics Set for Great Palace&lt;br /&gt;
&lt;br /&gt;
===Palette Pointers===&lt;br /&gt;
* 0x01CD45 - Palette Pointer for Palace 1&lt;br /&gt;
* 0x01CD46 - Palette Pointer for Palace 2&lt;br /&gt;
* 0x01CD47 - Palette Pointer for Palace 3&lt;br /&gt;
* 0x01CD49 - Palette Pointer for Palace 4&lt;br /&gt;
* 0x01CD4D - Palette Pointer for Palace 5&lt;br /&gt;
* 0x01CD4E - Palette Pointer for Palace 6&lt;br /&gt;
* 0x01CD4F - Palette Pointer for Great Palace&lt;br /&gt;
&lt;br /&gt;
== Overworld ==&lt;br /&gt;
&lt;br /&gt;
=== Overworld Map Data ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;0x506C - 0x538C - West Hyrule&lt;br /&gt;
0x665C - 0x6942 - Death Mountain&lt;br /&gt;
0x9056 - 0x936F - East Hyrule&lt;br /&gt;
0xA65C - 0xA942 - Maze Island&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 4 Overworld maps are 64 tiles wide, and their respective heights are variable. Overworld data is encoded in an RLE (Run Length Encoding) format. Each byte codes for a horizontal strip of terrain, as follows:&lt;br /&gt;
&lt;br /&gt;
 xxxx .... - Type&lt;br /&gt;
 .... xxxx - Length (add 1)&lt;br /&gt;
&lt;br /&gt;
Table of Tile Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;0 = Town&lt;br /&gt;
1 = Cave&lt;br /&gt;
2 = Palace&lt;br /&gt;
3 = Bridge&lt;br /&gt;
4 = Desert&lt;br /&gt;
5 = Grass&lt;br /&gt;
6 = Forest&lt;br /&gt;
7 = Swamp&lt;br /&gt;
8 = Graveyard&lt;br /&gt;
9 = Road&lt;br /&gt;
A = Lava&lt;br /&gt;
B = Mountain&lt;br /&gt;
C = Water&lt;br /&gt;
D = Water (walkable)&lt;br /&gt;
E = Rock&lt;br /&gt;
F = Spider&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overworld in RAM ===&lt;br /&gt;
&lt;br /&gt;
The compressed Overworld map is copied to Cartridge RAM to allow the game to modify the map. Data is stored between 0x7C00 and 0x7FFF.&lt;br /&gt;
&lt;br /&gt;
=== Palace Pointers ===&lt;br /&gt;
&lt;br /&gt;
These control which byte in Cartridge RAM gets turned into a single rock (0B) after completing a palace.&lt;br /&gt;
Data is Cartridge RAM pointers, the base is 0x7C00, and the offset is how many bytes into the compressed map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;West Hyrule / Death Mountain&lt;br /&gt;
&lt;br /&gt;
0x479F - Palace 1&lt;br /&gt;
0x47A1 - Palace 2&lt;br /&gt;
0x47A3 - Palace 3&lt;br /&gt;
0x47A5 - Palace 4 (in Death Mountain)&lt;br /&gt;
&lt;br /&gt;
East Hyrule / Maze Island&lt;br /&gt;
&lt;br /&gt;
0x879F - Palace 5&lt;br /&gt;
0x87A1 - Palace 6&lt;br /&gt;
0x87A5 - Invalid pointer&lt;br /&gt;
0x87A7 - Palace 4 (in Maze Island)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overworld Areas ===&lt;br /&gt;
&lt;br /&gt;
Each area has 4 bytes that define various informations, like position on the Overworld, destination map number, destination world number, where Link starts in the side view mode, etc. Each byte is formatted as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Byte 0&lt;br /&gt;
&lt;br /&gt;
.xxx xxxx - Y position&lt;br /&gt;
x... .... - External to this world&lt;br /&gt;
&lt;br /&gt;
Byte 1&lt;br /&gt;
&lt;br /&gt;
..xx xxxx - X position&lt;br /&gt;
.x.. .... - Second part of a cave&lt;br /&gt;
x... .... - ?&lt;br /&gt;
&lt;br /&gt;
Byte 2&lt;br /&gt;
&lt;br /&gt;
..xx xxxx - Map number&lt;br /&gt;
xx.. .... - Horizontal position to enter within map&lt;br /&gt;
    0 = enter from the left&lt;br /&gt;
    1 = enter at x=256 or from the right for 2 screens maps&lt;br /&gt;
    2 = enter at x=512 or from the right for 3 screens maps&lt;br /&gt;
    3 = enter from the right for 4 screens maps&lt;br /&gt;
&lt;br /&gt;
Byte 3&lt;br /&gt;
&lt;br /&gt;
...x xxxx - World number&lt;br /&gt;
..x. .... - ?&lt;br /&gt;
.x.. .... - Pass through&lt;br /&gt;
x... .... - Fall in hole&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
West Hyrule&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;0x462F - 0x466D - Areas Y position&lt;br /&gt;
0x466E - 0x46AC - Areas X position&lt;br /&gt;
0x46AD - 0x46EB - Areas map number&lt;br /&gt;
0x46EC - 0x472A - Areas world number&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death Mountain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;0x610C - 0x614A - Areas Y position&lt;br /&gt;
0x614B - 0x6189 - Areas X position&lt;br /&gt;
0x618A - 0x61C8 - Areas map number&lt;br /&gt;
0x61C9 - 0x6207 - Areas world number&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
East Hyrule&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;0x862F - 0x866D - Areas Y position&lt;br /&gt;
0x866E - 0x86AC - Areas X position&lt;br /&gt;
0x86AD - 0x86EB - Areas map number&lt;br /&gt;
0x86EC - 0x8727 - Areas world number&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Maze Island&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;0xA10C - 0xA14A - Areas Y position&lt;br /&gt;
0xA14B - 0xA189 - Areas X position&lt;br /&gt;
0xA18A - 0xA1C8 - Areas map number&lt;br /&gt;
0xA1C9 - 0xA207 - Areas world number&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Zelda_II:_The_Adventure_of_Link:List_of_areas|Click here]] for an extensive list of all areas with descriptions.&lt;br /&gt;
&lt;br /&gt;
==Level Data==&lt;br /&gt;
&lt;br /&gt;
* 0x004C4C - 0x004C67 - Grass Area level data&lt;br /&gt;
* 0x004C64 - 0x004C78 - Forest Area level data&lt;br /&gt;
* 0x004C8C - 0x004CA6 - 50 point bag level data&lt;br /&gt;
&lt;br /&gt;
=Needs Sorting Still=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0x018027 - 0x01811E - Note Tables&lt;br /&gt;
&lt;br /&gt;
0x01E8B0 - Number of enemies to defeat for exp. bag or magic jar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0x01E910 - Type of vulnarablity Bit (red) has&lt;br /&gt;
0x01E911 - Type of vulnarability Bot (blue) has&lt;br /&gt;
&lt;br /&gt;
==Dwedit&#039;s documents (unsorted)==&lt;br /&gt;
&lt;br /&gt;
I just made a full document of what I know about Zelda 2&#039;s side-view areas, and copy-pasted it into datacrystal, I figure someone else can sort it out later. Haven&#039;t tested or verified it yet, so there may be a few mistakes. I just went by my level editor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Zelda 2 sideview information&lt;br /&gt;
&lt;br /&gt;
Address convention:&lt;br /&gt;
I don&#039;t want to bother explaining NES memory pointers.&lt;br /&gt;
I&#039;ll be using addresses as they reside in NES memory.  $8000-$BFFF is where data rom banks are mapped in NES memory.&lt;br /&gt;
When I say $XXXX in rom bank Y, that means a file address of ($XXXX-$8000) + Y*$4000, + $10.  So a NES memory address $8123 on bank 4 means a .nes file address of $10133.&lt;br /&gt;
&lt;br /&gt;
Sometimes pointers point to areas other than $8000-$BFFF, such as the SRAM area $6000-$7FFF.&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Rom or Ram?&lt;br /&gt;
--------------&lt;br /&gt;
This game was originally an FDS game, so it relies on lots of data being writable.&lt;br /&gt;
&lt;br /&gt;
Enemies are stored in SRAM starting at $7000&lt;br /&gt;
Compressed overworld maps are stored in SRAM starting at $7C00.&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Number of Maps&lt;br /&gt;
--------------&lt;br /&gt;
Each area has 63 maps, 0-62, map #63 is an invalid map number indicating that the destination is outside.&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
Rom Banks&lt;br /&gt;
---------&lt;br /&gt;
A &amp;quot;Rom Bank&amp;quot; is 16k (4000) bytes long.&lt;br /&gt;
Each rom bank has two sets of 63 maps, except for 3 and 5, which only have one set.&lt;br /&gt;
&lt;br /&gt;
bank 1 contains west hyrule/death mountain&lt;br /&gt;
bank 2 contains east hyrule/maze island&lt;br /&gt;
bank 3 contains towns&lt;br /&gt;
bank 4 contains palaces 1,2,5, then palaces 3,4,6.&lt;br /&gt;
bank 5 contains the great palace&lt;br /&gt;
&lt;br /&gt;
----------------------------&lt;br /&gt;
Map and Enemy Pointer Tables&lt;br /&gt;
----------------------------&lt;br /&gt;
Map pointers point to ROM in the $8000-$BFFF range.&lt;br /&gt;
Enemy pointers point to SRAM in the $7000-$7xxx range, this is so the game can keep track of defeated enemies.&lt;br /&gt;
&lt;br /&gt;
Information for the second set of maps/enemies comes $1ADD later.&lt;br /&gt;
&lt;br /&gt;
Enemy data for all 126 maps is copied from $88A0 to $7000.  (length unknown?)&lt;br /&gt;
&lt;br /&gt;
For the first set of 63 maps:&lt;br /&gt;
$8523 - map pointers&lt;br /&gt;
$85A1 - enemy pointers&lt;br /&gt;
&lt;br /&gt;
For the second set of 63 maps:&lt;br /&gt;
$A000 - map pointers&lt;br /&gt;
$A07E - enemy pointers&lt;br /&gt;
&lt;br /&gt;
For the &amp;quot;behind this map&amp;quot; maps (1-7) specified by header byte 3 (there is no back map #0):&lt;br /&gt;
$8000 - map pointers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------------&lt;br /&gt;
Room connectivity data&lt;br /&gt;
----------------------&lt;br /&gt;
Begins at $871B, 4 bytes per entry&lt;br /&gt;
Begins at $A1F8 for second set of 63 maps&lt;br /&gt;
&lt;br /&gt;
xxxxxx.. = Destination map number (63 to go outside)&lt;br /&gt;
......xx = Starting X coordinate on destination (times 256)&lt;br /&gt;
&lt;br /&gt;
Order of bytes:&lt;br /&gt;
	Left exit&lt;br /&gt;
	Down exit&lt;br /&gt;
	Up exit&lt;br /&gt;
	Right exit&lt;br /&gt;
&lt;br /&gt;
===================&lt;br /&gt;
Sideview Map Format&lt;br /&gt;
===================&lt;br /&gt;
----------------------&lt;br /&gt;
First 4 bytes (header)&lt;br /&gt;
----------------------&lt;br /&gt;
&lt;br /&gt;
Things may vary, most of this info applies to overworld sideview maps, some may not apply for towns and palaces, some numbers may be different for those.&lt;br /&gt;
&lt;br /&gt;
0 - Size of level in bytes, including header&lt;br /&gt;
1 - Flags&lt;br /&gt;
	x....... - Which Object Set - This determines which objects can appear on this map!&lt;br /&gt;
	.xx..... - Width of level (in screens, add 1)&lt;br /&gt;
	...x.... - ?&lt;br /&gt;
	....x... - &amp;quot;Grass&amp;quot;, when set, adds grass tiles to map row #9&lt;br /&gt;
	.....x.. - &amp;quot;bushes&amp;quot;, when set, adds bushes tiles to map row #10&lt;br /&gt;
	......xx - ?&lt;br /&gt;
2 - Ground Graphics / initial floor/ceiling position&lt;br /&gt;
The levels are made up of objects, and ground tiles.  This byte selects initial floor/ceiling position, and set of ground tiles to be used by the level.&lt;br /&gt;
	x....... - &amp;quot;no ceiling&amp;quot;,  top 2 rows of the map are set to background tile, this overrides all&lt;br /&gt;
	.xxx.... - Sets which set of tiles assigned to the Ground tiles&lt;br /&gt;
		0 = cave&lt;br /&gt;
		1 = forest&lt;br /&gt;
		2 = lava/death water&lt;br /&gt;
		3 = swamp&lt;br /&gt;
		4 = sand/grass&lt;br /&gt;
		5 = volcano (cave with brighter wall)&lt;br /&gt;
		6 = North Castle&lt;br /&gt;
		7 = Cave with clear wall (rocks outside)&lt;br /&gt;
	....xxxx - Initial position of floor/ceiling&lt;br /&gt;
		0-7 = Floor at 2-9 (from bottom), Ceiling at 1 from top&lt;br /&gt;
		8-14 = Ceiling at 2-8 (from top)&lt;br /&gt;
		15 = Filled in with wall tile&lt;br /&gt;
3 - Palette and back tiles byte&lt;br /&gt;
	xx...... - Palette for sprites&lt;br /&gt;
		0 = black borders&lt;br /&gt;
		1 = dark colored borders&lt;br /&gt;
		2,3 = not used by game, give weird colors&lt;br /&gt;
	..xxx... - Background Palette&lt;br /&gt;
		0 = north castle&lt;br /&gt;
		1 = cave palette (dark without candle for overworld maps)&lt;br /&gt;
		2 = desert&lt;br /&gt;
		3 = grass&lt;br /&gt;
		4 = forest&lt;br /&gt;
		5 = swamp&lt;br /&gt;
		6 = graveyard&lt;br /&gt;
		7 = &amp;quot;water&amp;quot; palette&lt;br /&gt;
	.....xxx - Map to load behind map&lt;br /&gt;
		0 = nothing&lt;br /&gt;
		1 = clouds&lt;br /&gt;
		2 = forest (3 wide)&lt;br /&gt;
		3 = forest (4 wide)&lt;br /&gt;
		4 = forest (single tree)&lt;br /&gt;
		5 = Dead-end caves&lt;br /&gt;
		6 = long cave, dead end&lt;br /&gt;
		7 = ???&lt;br /&gt;
------------&lt;br /&gt;
Level bytes:&lt;br /&gt;
------------&lt;br /&gt;
&lt;br /&gt;
0 - &lt;br /&gt;
	xxxx.... - Y position&lt;br /&gt;
	....xxxx - Advance cursor X this many tiles after the object (&amp;quot;X space&amp;quot;)&lt;br /&gt;
1 -&lt;br /&gt;
	xxxxxxxx - Object number&lt;br /&gt;
	If Object number = 15, and Y position &amp;lt; 13, then this is a 3 byte object (collectable item)&lt;br /&gt;
2 - (3 byte objects only)&lt;br /&gt;
	xxxxxxxx - For 3 byte objects only, object number (0-21, 22+ are not used)&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
Special Y posisitons:&lt;br /&gt;
	13 - Set new ground&lt;br /&gt;
		Sets the floor and ceiling to new values, just like header byte 2&lt;br /&gt;
		x....... - &amp;quot;no ceiling&amp;quot;,  top 2 rows of the map are set to background tile&lt;br /&gt;
		.xxx.... - Not used, you can&#039;t change tiles for ground&lt;br /&gt;
		....xxxx - New position of floor/ceiling&lt;br /&gt;
			0-7 = Floor at 2-9 (from bottom), Ceiling at 1 from top&lt;br /&gt;
			8-14 = Ceiling at 2-8 (from top)&lt;br /&gt;
			15 = Filled in with wall tile&lt;br /&gt;
	14 - &amp;quot;Skip&amp;quot;&lt;br /&gt;
		Sets the cursor X directly to &amp;quot;x space&amp;quot; * 16.  Does not advance the cursor after this object as normal.&lt;br /&gt;
	15 - Extra objects, including lava and cactuses.  These have fixed-y coordinates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Map Objects&lt;br /&gt;
-----------&lt;br /&gt;
This part really could be done much better, instead of hard-specifying everything, see how the game handles them, see what tiles it selects, see how it assembles the structures, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects: (For Overworld sideview maps)&lt;br /&gt;
	00001111 - 3 byte object (collectable)&lt;br /&gt;
	0000xxxx - 16 different small objects&lt;br /&gt;
	xxxx.... - Object type&lt;br /&gt;
	....xxxx - Size of object (1-16)&lt;br /&gt;
	Small objects:&lt;br /&gt;
		00 = headstone&lt;br /&gt;
		01 = cross&lt;br /&gt;
		02 = angled cross&lt;br /&gt;
		03 = tree stump&lt;br /&gt;
		04 = stone table, (&amp;quot;stonehenge&amp;quot;)&lt;br /&gt;
		05 = locked door (always at Y position 8)&lt;br /&gt;
		06 = sleeping princess Zelda&lt;br /&gt;
		07 = sleeping princess Zelda&lt;br /&gt;
		08 = Pit (extends to ground?)&lt;br /&gt;
		09-0E = Cloud&lt;br /&gt;
		0F = crash&lt;br /&gt;
	Big objects for Object set 0&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = forest ceiling, two high&lt;br /&gt;
		3x = forest ceiling, two high&lt;br /&gt;
		4x = curtains, two high&lt;br /&gt;
		5x = forest ceiling, one high&lt;br /&gt;
		6x = sword-destroyable blocks, one high&lt;br /&gt;
		7x = horizontal pit, one high&lt;br /&gt;
		8x = single weed, one high&lt;br /&gt;
		9x = two weeds, one high&lt;br /&gt;
		Ax = north castle steps (background), one high&lt;br /&gt;
		Bx = background bricks, used in north castle and ruins, one high&lt;br /&gt;
		Cx = strip of volcano background, one high&lt;br /&gt;
		Dx = sword-destroyable blocks, one wide&lt;br /&gt;
		Ex = background tree trunk, one wide&lt;br /&gt;
		Fx = column, one wide&lt;br /&gt;
	Big objects for Object set 1&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = wide rock floor, two high&lt;br /&gt;
		3x = wide rock ceiling, two high&lt;br /&gt;
		4x = bridge, two high&lt;br /&gt;
		5x = cave blocks, one high&lt;br /&gt;
		6x = sword-destroyable blocks, one high&lt;br /&gt;
		7x = bridge that falls apart, one high&lt;br /&gt;
		8x = single weed, one high&lt;br /&gt;
		9x = two weeds, one high&lt;br /&gt;
		Ax = horizontal pit, one high&lt;br /&gt;
		Bx = background bricks, used in north castle and ruins, one high&lt;br /&gt;
		Cx = strip of volcano background, one high&lt;br /&gt;
		Dx = sword-destroyable blocks, one wide&lt;br /&gt;
		Ex = tall rock floor, one wide&lt;br /&gt;
		Fx = stone spire&lt;br /&gt;
	Extra objects (Y position 15):&lt;br /&gt;
		0x = crash&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = Lava at bottom of screen, three high&lt;br /&gt;
		3x = Cactus at Y position 9, grows upwards, one wide&lt;br /&gt;
		4x = Cactus with stem at Y position 9, one wide, two high&lt;br /&gt;
		5x = Elevator?&lt;br /&gt;
		60-FF = crash&lt;br /&gt;
&lt;br /&gt;
Objects: (for towns)&lt;br /&gt;
	Small Objects:&lt;br /&gt;
		00 = closed door with grass at bottom, 4 high 1 wide&lt;br /&gt;
		01 = open door with grass at bottom&lt;br /&gt;
		02 = open door with bricks at bottom&lt;br /&gt;
		03 = open door with vertical bricks at bottom&lt;br /&gt;
		04 = stonehenge&lt;br /&gt;
		05 = chair&lt;br /&gt;
		06 = ?&lt;br /&gt;
		07 = cloud&lt;br /&gt;
		08 = table&lt;br /&gt;
		09 = bench&lt;br /&gt;
		0A = cross&lt;br /&gt;
		0B-0E = cloud&lt;br /&gt;
		0F = crash&lt;br /&gt;
	Big objects for Object Set 0&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = cross hatched roof, two high&lt;br /&gt;
		3x = gray vertical brick roof, two high&lt;br /&gt;
		4x = green vertical brick roof, two high&lt;br /&gt;
		5x = brick building, extends to ground&lt;br /&gt;
		6x = white small brick building, extends to ground&lt;br /&gt;
		7x = grass building, extends to ground&lt;br /&gt;
		8x = white brick wall, extends to ground&lt;br /&gt;
		9x = log building, extends to ground&lt;br /&gt;
		Ax = brown square windows, one wide, Two tall. One tile Gap between windows.  Repeats vertically&lt;br /&gt;
		Bx = gray windows, round on top...&lt;br /&gt;
		Cx = brown windows, round on top&lt;br /&gt;
		Dx = Underground blue bricks, two high&lt;br /&gt;
		Ex = Column&lt;br /&gt;
		Fx = castle background bricks&lt;br /&gt;
	Effects of Object Set 1 unknown&lt;br /&gt;
	Extra Objects (Y position 15)&lt;br /&gt;
		00 = Door to left&lt;br /&gt;
		01 = Door to right&lt;br /&gt;
		02 = Wall to left&lt;br /&gt;
		03 = wall to right&lt;br /&gt;
		04 = fireplace&lt;br /&gt;
		05 = fountain&lt;br /&gt;
		06 = sign&lt;br /&gt;
		07 = headstone one above ground&lt;br /&gt;
		08-0F = ?&lt;br /&gt;
		1x = single bush&lt;br /&gt;
		2x = background wall at Y pos 4, 3 wide, x tall&lt;br /&gt;
		3x = ?&lt;br /&gt;
		4x = ?&lt;br /&gt;
		5x = ?&lt;br /&gt;
		6x = bridge&lt;br /&gt;
		7x = water/lava&lt;br /&gt;
		80-FF = ?&lt;br /&gt;
&lt;br /&gt;
Objects: (for Palaces)&lt;br /&gt;
	Small Objects&lt;br /&gt;
		00 = Window&lt;br /&gt;
		01 = Rightward unicorn head&lt;br /&gt;
		02 = leftward wolf head&lt;br /&gt;
		03,04 = crystal return statue&lt;br /&gt;
		05,06 = locked door&lt;br /&gt;
		07 = cloud&lt;br /&gt;
		08 = small cloud&lt;br /&gt;
		09 = ironknuckle statue&lt;br /&gt;
		0A-0E = small cloud&lt;br /&gt;
		0F = crash&lt;br /&gt;
	Large Objects (set 0)&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = Horizontal Pit, one high&lt;br /&gt;
		2x = horizontal bricks, one high&lt;br /&gt;
		3x = breakable blocks, one high&lt;br /&gt;
		4x = steel blocks, one high&lt;br /&gt;
		5x = breaking bridge, one high&lt;br /&gt;
		6x = breakable blocks, one high&lt;br /&gt;
		7x = horizontal bricks, two high&lt;br /&gt;
		8x = curtains, two high&lt;br /&gt;
		9x = breakable blocks, two high&lt;br /&gt;
		Ax = walk-thru bricks, two high&lt;br /&gt;
		Bx = breakable blocks, one wide&lt;br /&gt;
		Cx = Column, one wide&lt;br /&gt;
		Dx = Bridge, two high&lt;br /&gt;
		Ex = Pit, one wide&lt;br /&gt;
		Fx = Horizontal Pit, extends to bottom of screen&lt;br /&gt;
	Extra Objects&lt;br /&gt;
		1x = Lava&lt;br /&gt;
&lt;br /&gt;
Objects: (for Great Palace)&lt;br /&gt;
	Great palace contains tiles for the &amp;quot;north castle&amp;quot; used in ending&lt;br /&gt;
	Same as above, except:&lt;br /&gt;
		09 = Zelda&lt;br /&gt;
		0A = Ironknuckle Statue&lt;br /&gt;
		1x = Canopy (for final boss room)&lt;br /&gt;
		5x = North Castle bricks&lt;br /&gt;
		6x = North Castle Steps&lt;br /&gt;
		7x = breakable bridge&lt;br /&gt;
		8x = bridge, two high&lt;br /&gt;
		9x = bricks, two high&lt;br /&gt;
		Ax = curtains, two high&lt;br /&gt;
		Bx = Walk-thru bricks, two high&lt;br /&gt;
		Cx = breakable blocks, two high&lt;br /&gt;
		Dx = breakable blocks, one wide&lt;br /&gt;
		Ex = electric barrier&lt;br /&gt;
		Fx = column&lt;br /&gt;
&lt;br /&gt;
============&lt;br /&gt;
Enemy Format&lt;br /&gt;
============&lt;br /&gt;
&lt;br /&gt;
Header:&lt;br /&gt;
Byte 0 - Length of enemy data&lt;br /&gt;
When selecting &amp;quot;Strong Enemy&amp;quot; for random overworld battles, advance that many bytes, data for &amp;quot;strong enemy&amp;quot; follows the first enemy set.  Non-random battles do not have &amp;quot;strong enemy&amp;quot; information&lt;br /&gt;
&lt;br /&gt;
Bytes for enemy data:&lt;br /&gt;
0 -&lt;br /&gt;
	....xxxx = X coordinate (in tiles)&lt;br /&gt;
	xxxx.... = Y coordinate (in tiles)&lt;br /&gt;
		Y coordinate 0 maps to row 1, otherwise maps to row 2+x&lt;br /&gt;
1 -&lt;br /&gt;
	xx...... = Upper bits of X coordinate&lt;br /&gt;
	..xxxxxx = Enemy number (0-63)&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Enemy lists&lt;br /&gt;
-----------&lt;br /&gt;
West Hyrule, Death Mountain:&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Red Jar&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot (blue)&lt;br /&gt;
	05 - Bit (red)&lt;br /&gt;
	06 - Moa&lt;br /&gt;
	07 - Ache&lt;br /&gt;
	08 - crash&lt;br /&gt;
	09 - crash&lt;br /&gt;
	0A - Acheman&lt;br /&gt;
	0B - Bubble generator&lt;br /&gt;
	0C - Rock Generator&lt;br /&gt;
	0D - Red Deeler&lt;br /&gt;
	0E - Blue Deeler&lt;br /&gt;
	0F - Bago Bago Generator&lt;br /&gt;
	10 - Bago Bago&lt;br /&gt;
	11 - Red Octoroc (Jumping Only)&lt;br /&gt;
	12 - Red Octorock (Moving and Jumping)&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Orange Moblin&lt;br /&gt;
	15 - Red Moblin&lt;br /&gt;
	16 - Blue Moblin&lt;br /&gt;
	17 - Orange Diara&lt;br /&gt;
	18 - Red Diara&lt;br /&gt;
	19 - Orange Goryia&lt;br /&gt;
	1A - Red Goryia&lt;br /&gt;
	1B - Blue Goryia&lt;br /&gt;
	1C - Lowder&lt;br /&gt;
	1D - Moby generator&lt;br /&gt;
	1E - Moby&lt;br /&gt;
	1F - Megmet&lt;br /&gt;
	20 - Geldarm&lt;br /&gt;
	21 - Dumb Moblin Generator&lt;br /&gt;
	22 - Dumb Moblin&lt;br /&gt;
	23-FF crash&lt;br /&gt;
East Hyrule, Maze Island&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Red Magic Jar&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot (blue)&lt;br /&gt;
	05 - Bit (red)&lt;br /&gt;
	06 - Moa&lt;br /&gt;
	07 - Ache&lt;br /&gt;
	08 - ???&lt;br /&gt;
	09 - ???&lt;br /&gt;
	0A - Acheman&lt;br /&gt;
	0B - Bubble Generator&lt;br /&gt;
	0C - Rock Generator (messed up link-doll sprite in east hyrule)&lt;br /&gt;
	0D - Red Deeler&lt;br /&gt;
	0E - Blue Deeler&lt;br /&gt;
	0F - Bago Bago Generator&lt;br /&gt;
	10 - Bago Bago&lt;br /&gt;
	11 - Blue Octoroc (Jumping Only)&lt;br /&gt;
	12 - Blue Octorock (Moving and Jumping)&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Tektite&lt;br /&gt;
	15 - Eye&lt;br /&gt;
	16 - Leever&lt;br /&gt;
	17 - Boon&lt;br /&gt;
	18 - Basilisk&lt;br /&gt;
	19 - Scorpion&lt;br /&gt;
	1A - Red Lizalfo&lt;br /&gt;
	1B - Orange Lizalfo&lt;br /&gt;
	1C - Blue Lizalfo&lt;br /&gt;
	1D - Boulder Tossing Lizalfos &lt;br /&gt;
	1E-FF - Crash&lt;br /&gt;
Towns&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Candle&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Purple Kees&lt;br /&gt;
	04 - Purple Bot&lt;br /&gt;
	05 - Bit&lt;br /&gt;
	06 - Purple Moa&lt;br /&gt;
	07 - Purple Kees (again?)&lt;br /&gt;
	08 - Gold colored girl, crashes game if you talk to her&lt;br /&gt;
	09-24 - Various townspeople&lt;br /&gt;
Palace 1,2,5&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Item in Palace Sprite&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot&lt;br /&gt;
	05 - Strike for Red Jar&lt;br /&gt;
	06 - Slow Magic Stealing Skull&lt;br /&gt;
	07 - Orange Moa&lt;br /&gt;
	08 - Falling Block Generator&lt;br /&gt;
	09 - Single falling block&lt;br /&gt;
	0A - Blue Skull Head&lt;br /&gt;
	0B - Rathead Generator&lt;br /&gt;
	0C - Rathead&lt;br /&gt;
	0D - Dripping Column&lt;br /&gt;
	0E - Fast Magic Stealing Skull&lt;br /&gt;
	0F - Bago Bago Generator&lt;br /&gt;
	10 - Bago Bago&lt;br /&gt;
	11 - Rope Jumping Only&lt;br /&gt;
	12 - Rope Jumping and Moving&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Crystal Slot&lt;br /&gt;
	15 - Crystal&lt;br /&gt;
	16 - Energy ball shooter (to down-right)&lt;br /&gt;
	17 - Energy ball shooter (to down-left)&lt;br /&gt;
	18 - Orange Iron Knuckle&lt;br /&gt;
	19 - Red Iron Knuckle&lt;br /&gt;
	1A - Blue Iron Knuckle&lt;br /&gt;
	1B - Wolf Head Generator&lt;br /&gt;
	1C - Wolf Head&lt;br /&gt;
	1D - Mago&lt;br /&gt;
	1E - Hammer Thrower&lt;br /&gt;
	1F - Red Stalfos&lt;br /&gt;
	20 - Horse Head&lt;br /&gt;
	21 - Helmethead/Gooma (5th Palace Boss) &lt;br /&gt;
	22 - Helmethead&#039;s floating head&lt;br /&gt;
	23 - Blue Stalfos&lt;br /&gt;
	24-FF crash&lt;br /&gt;
Palace 3,4,6&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Item in Palace sprite&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot&lt;br /&gt;
	05 - Strike for Red Jar/Ironknuckle&lt;br /&gt;
	06 - Slow Magic Stealing Skulls&lt;br /&gt;
	07 - Orange Moa&lt;br /&gt;
	08 - Falling Blocks Generator&lt;br /&gt;
	09 - Single falling block&lt;br /&gt;
	0A - Blue Skull Head&lt;br /&gt;
	0B - Rathead Generator&lt;br /&gt;
	0C - Rathead&lt;br /&gt;
	0D - Dripping Column&lt;br /&gt;
	0E - Fast Magic Stealing Skulls&lt;br /&gt;
	0F - ???&lt;br /&gt;
	10 - Flame&lt;br /&gt;
	11 - Rope&lt;br /&gt;
	12 - ???&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Crystal Slot&lt;br /&gt;
	15 - Crystal&lt;br /&gt;
	16 - Energy ball shooter (to down-right)&lt;br /&gt;
	17 - Energy ball shooter (to down-left)&lt;br /&gt;
	18 - Orange Iron Knuckle&lt;br /&gt;
	19 - Red Iron Knuckle&lt;br /&gt;
	1A - Blue Iron Knuckle&lt;br /&gt;
	1B - Wolf Head Generator&lt;br /&gt;
	1C - Wolf Head&lt;br /&gt;
	1D - Wizrobe&lt;br /&gt;
	1E - Red Stalfos Knight&lt;br /&gt;
	1F - Doomknocker&lt;br /&gt;
	20 - Blue Iron Knuckle on horse&lt;br /&gt;
	21 - Dragon (6th palace boss)&lt;br /&gt;
	22 - Wizard (4th palace boss)&lt;br /&gt;
	23 - Blue Stalfos Knight&lt;br /&gt;
&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Candle&lt;br /&gt;
	02 - Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot&lt;br /&gt;
	05 - Strike for Red Jar/Ironknuckle&lt;br /&gt;
	06 - Bubble&lt;br /&gt;
	07 - Orange Moa&lt;br /&gt;
	08 - Falling blocks&lt;br /&gt;
	09 - Single falling block&lt;br /&gt;
	0A - Unicorn Head&lt;br /&gt;
	0B - Rat Head generator&lt;br /&gt;
	0C - Rat Head&lt;br /&gt;
	0D - Column dripper&lt;br /&gt;
	0E - Fast bubble&lt;br /&gt;
	0F - ? nothing&lt;br /&gt;
	10 - Fire&lt;br /&gt;
	11 - snake/octorock thingy&lt;br /&gt;
	12 - ? nothing&lt;br /&gt;
	13 - elevator&lt;br /&gt;
	14 - crystal return&lt;br /&gt;
	15 - crystal&lt;br /&gt;
	16 - unicorn head shooter (to down-right)&lt;br /&gt;
	17 - unicorn head shooter (to down-left)&lt;br /&gt;
	18 - Orange Ironknuckle&lt;br /&gt;
	19 - Red Ironknuckle&lt;br /&gt;
	1A - Blue Ironknuckle&lt;br /&gt;
	1B - red wolf head generator&lt;br /&gt;
	1C - wolf head&lt;br /&gt;
	1D - reflect wizrobe&lt;br /&gt;
	1E - Red stalfos&lt;br /&gt;
	1F - blue boomerang-club thing&lt;br /&gt;
	20 - Ironknuckle on horse&lt;br /&gt;
	21 - 6th palace boss&lt;br /&gt;
	22 - 4th palace boss&lt;br /&gt;
	23 - Blue stalfos&lt;br /&gt;
	24-FF crash&lt;br /&gt;
Great Palace (NOT VERIFED!)&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Red Magic Jar&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot (blue)&lt;br /&gt;
	05 - Bit (red)&lt;br /&gt;
	06 - Moa&lt;br /&gt;
	07 - Ache&lt;br /&gt;
	08 - ???&lt;br /&gt;
	09 - ???&lt;br /&gt;
	0A - Acheman&lt;br /&gt;
	0B - Bubble Generator&lt;br /&gt;
	0C - Rock Generator&lt;br /&gt;
	0D - Red Deeler&lt;br /&gt;
	0E - Blue Deeler&lt;br /&gt;
	0F - Fire Bago Bago Generator&lt;br /&gt;
	10 - Fire Bago Bago&lt;br /&gt;
	11 - Fire Rope Jumping Only&lt;br /&gt;
	12 - Fire Rope Jumping and Moving&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Slow Magic Stealing Skull&lt;br /&gt;
	15 - Fast Magic Stealing Skull&lt;br /&gt;
	16 - Orange Skull Head&lt;br /&gt;
	17 - Large Magic Stealing Skull&lt;br /&gt;
	18 - Orange Dreadhawk&lt;br /&gt;
	19 - Red Dreadhawk&lt;br /&gt;
	1A - Blue Dreadhawk&lt;br /&gt;
	1B - ???&lt;br /&gt;
	1C - ???&lt;br /&gt;
	1D - Firebird&lt;br /&gt;
	1E - King Bot&lt;br /&gt;
	1F - ???&lt;br /&gt;
	20 - Barrier for Grand Palace&lt;br /&gt;
	21 - ???&lt;br /&gt;
	22 - Thunder Bird Boss&lt;br /&gt;
	23 - Trigger for Dark Link battle &lt;br /&gt;
	24-FF crash&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information about overworld locations, kinda overlaps with the information there, but made by someone who actually understatnds bitfields :) [But does he &#039;&#039;understand&#039;&#039; them???] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
----------------------------&lt;br /&gt;
&amp;quot;Browse Around&amp;quot; information&lt;br /&gt;
----------------------------&lt;br /&gt;
locations of towns and caves and such:&lt;br /&gt;
base addresses&lt;br /&gt;
&lt;br /&gt;
0x462F  west hyrule&lt;br /&gt;
0x610C  death mtn&lt;br /&gt;
0x862F  east hyrule&lt;br /&gt;
0xA10C  maze island&lt;br /&gt;
&lt;br /&gt;
Base address is for &amp;quot;Y&amp;quot;&lt;br /&gt;
Add 3F to get &amp;quot;X&amp;quot;&lt;br /&gt;
Add 7E to get &amp;quot;Z&amp;quot;&lt;br /&gt;
Add BD to get &amp;quot;W&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Y&amp;quot;:&lt;br /&gt;
.xxxxxxx - Y position&lt;br /&gt;
x....... - Is external to this world?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;X&amp;quot;:&lt;br /&gt;
..xxxxxx - X position&lt;br /&gt;
.x...... - Is second part of a cave?&lt;br /&gt;
x....... - ???&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Z&amp;quot;:&lt;br /&gt;
..xxxxxx - Map number&lt;br /&gt;
xx...... - Horizontal position to enter within map&lt;br /&gt;
	00 = leftmost&lt;br /&gt;
	01 = enter at x=256? or rightmost for 512 pixel wide maps?&lt;br /&gt;
	10 = enter at x=512? or rightmost for 768 pixel wide maps?&lt;br /&gt;
	11 = enter at rightmost for 1024 pixel wide maps?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;W&amp;quot;:&lt;br /&gt;
...xxxxx - &amp;quot;world number&amp;quot;?&lt;br /&gt;
xxx..... - &amp;quot;flags&amp;quot;?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Zelda II: The Adventure of Link]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link/ROM_map&amp;diff=23956</id>
		<title>Zelda II: The Adventure of Link/ROM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link/ROM_map&amp;diff=23956"/>
		<updated>2011-02-22T19:07:43Z</updated>

		<summary type="html">&lt;p&gt;Trax: /* Overworld Data */ Clean up and corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rommap|game=Zelda II: The Adventure of Link}}&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Character Data|Character Data]]&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Enemy Data|Enemy Data]]&lt;br /&gt;
&lt;br /&gt;
==Main Menu==&lt;br /&gt;
* 0x017339 - Y position for cursor on Save Slot 1&lt;br /&gt;
* 0x017351 - Y position for cursor on Save Slot 2&lt;br /&gt;
* 0x017369 - Y position for cursor on Save Slot 3&lt;br /&gt;
* 0x01737F - Y position for cursor on Register Your Name&lt;br /&gt;
* 0x017391 - Y position for cursor on Elimation Mode&lt;br /&gt;
* 0x017395 - X position for cursor&lt;br /&gt;
&lt;br /&gt;
==Beginning Values==&lt;br /&gt;
* 0x017AF7 - Begin with Shield Magic&lt;br /&gt;
* 0x017AF8 - Begin with Jump Magic&lt;br /&gt;
* 0x017AF9 - Begin with Life Magic&lt;br /&gt;
* 0x017AFA - Begin with Fairy Magic&lt;br /&gt;
* 0x017AFB - Begin with Fire Magic&lt;br /&gt;
* 0x017AFC - Begin with Reflect Magic&lt;br /&gt;
* 0x017AFD - Begin with Spell Magic&lt;br /&gt;
* 0x017AFE - Begin with Thunder Magic&lt;br /&gt;
* 0x017AFF - Number of Magic Containers to begin game&lt;br /&gt;
* 0x017B00 - Number of Heart Containers to begin game&lt;br /&gt;
* 0x017B01 - Begin with Candle&lt;br /&gt;
* 0x017B02 - Begin with Power Glove&lt;br /&gt;
* 0x017B03 - Begin with Raft&lt;br /&gt;
* 0x017B04 - Begin with Boots&lt;br /&gt;
* 0x017B05 - Begin with Flute&lt;br /&gt;
* 0x017B06 - Begin with Cross&lt;br /&gt;
* 0x017B07 - Begin with Hammer&lt;br /&gt;
* 0x017B08 - Begin with Magic Key&lt;br /&gt;
* 0x017B10 - Number of Crystals to begin game&lt;br /&gt;
* 0x017B12 - Techs (Downward Thrust 10) (Upward Thrust 04) (Both 14)&lt;br /&gt;
* 0x017B1D - 0x017B24 - Letter Values when blanking a name out&lt;br /&gt;
* 0x017B25 - 0x017C04 - Bit defaults for sprites (keys, items, etc.)&lt;br /&gt;
* 0x01C369 - Number of lives to begin game&lt;br /&gt;
&lt;br /&gt;
==Magic Spell Effects== &lt;br /&gt;
* 0x000E58 - 0x000E59 - Shield &lt;br /&gt;
* 0x000E5A - 0x000E5B - Jump &lt;br /&gt;
* 0x000E5C - 0x000E5D - Life &lt;br /&gt;
* 0x000E5E - 0x000E5F - Fairy &lt;br /&gt;
* 0x000E60 - 0x000E61 - Fire &lt;br /&gt;
* 0x000E62 - 0x000E63 - Reflect &lt;br /&gt;
* 0x000E64 - 0x000E65 - Spell &lt;br /&gt;
* 0x000E66 - 0x000E67 - Thunder &lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to alter the order in which Link &amp;quot;learns&amp;quot; magic spells by re-arranging the data from [$E58-$E67]. (For example, to make Thunder the first spell Link acquires, replace the data at [$E58-$E59] with that from [$E66-$E67]. Note, however, that the spell will still be under the first slot and named &amp;quot;Shield.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
==PPU Data==&lt;br /&gt;
&lt;br /&gt;
===Overworld===&lt;br /&gt;
* 0x0007B3 - 0x0007B6 - PPU data for Towns&lt;br /&gt;
* 0x0007B7 - 0x0007BA - PPU data for Caves&lt;br /&gt;
* 0x0007BB - 0x0007BE - PPU data for Palaces&lt;br /&gt;
* 0x0007BF - 0x0007C2 - PPU data for Bridges&lt;br /&gt;
* 0x0007C3 - 0x0007C6 - PPU data for Desert&lt;br /&gt;
* 0x0007C7 - 0x0007CA - PPU data for Grass Areas&lt;br /&gt;
* 0x0007CB - 0x0007CE - PPU data for Forests&lt;br /&gt;
* 0x0007CF - 0x0007D2 - PPU data for Swamps&lt;br /&gt;
* 0x0007D3 - 0x0007D6 - PPU data for Graveyards&lt;br /&gt;
* 0x0007D7 - 0x0007DA - PPU data for Trails&lt;br /&gt;
* 0x0007DB - 0x0007DE - PPU data for Lava Areas&lt;br /&gt;
* 0x0007DF - 0x0007E2 - PPU data for Mountains&lt;br /&gt;
* 0x0007E3 - 0x0007E6 - PPU data for Water&lt;br /&gt;
* 0x0007E7 - 0x0007EA - PPU data for Walkable Water&lt;br /&gt;
* 0x0007EB - 0x0007EE - PPU data for Rocks/Roadblocks&lt;br /&gt;
* 0x0007EF - 0x0007F2 - PPU data for River Devil&lt;br /&gt;
&lt;br /&gt;
===Western Hyrule===&lt;br /&gt;
* 0x0044EB - 0x0044EE - PPU data for Grass on Battlefield&lt;br /&gt;
&lt;br /&gt;
===Eastern Hyrule===&lt;br /&gt;
* 0x0084DF - 0x0084E2 - PPU data for Leaves of Trees on Battlefield&lt;br /&gt;
* 0x0084E3 - 0x0084E6 - PPU data for Hanging Leaves on Battlefield&lt;br /&gt;
* 0x0084EB - 0x0084EE - PPU data for Grass on Battlefield&lt;br /&gt;
&lt;br /&gt;
===Towns===&lt;br /&gt;
* 0x00C3F6 - 0x00C3F9 - PPU data for Top of Exterior Windows&lt;br /&gt;
* 0x00C3FA - 0x00C3FD - PPU data for Bottom of Exterior Windows&lt;br /&gt;
* 0x00C44E - 0x00C451 - PPU data for left side of Clouds&lt;br /&gt;
* 0x00C452 - 0x00C455 - PPU data for right side of Larger Clouds&lt;br /&gt;
* 0x00C456 - 0x00C459 - PPU data for right side of Smaller Clouds&lt;br /&gt;
* 0x00C45A - 0x00C45D - PPU data for angle of tunnel right&lt;br /&gt;
* 0x00C45E - 0x00C461 - PPU data for tunnel wall right&lt;br /&gt;
* 0x00C4E2 - 0x00C4E5 - PPU data for floors inside buildings&lt;br /&gt;
* 0x00C6B2 - 0x00C6B5 - PPU data for Sky&lt;br /&gt;
* 0x00C6BA - 0x00C6BD - PPU data for background of Basements&lt;br /&gt;
* 0x00C6C6 - 0x00C6C9 - PPU data for Bushs&lt;br /&gt;
* 0x00C6FE - 0x00C701 - PPU data for Ground&lt;br /&gt;
* 0x00C706 - 0x00C709 - PPU data for Walls in Basements&lt;br /&gt;
&lt;br /&gt;
==Palace Data==&lt;br /&gt;
* 0x010480 - 0x0104DF - Palettes for Outside the 6 Palaces&lt;br /&gt;
* 0x013F10 - 0x013F6F - Palettes for the 6 Palaces Interiors&lt;br /&gt;
* 0x01C46B - 0x01C47A - Palette for Overworld&lt;br /&gt;
* 0x01C47B - 0x01C48A - Sprite pallet set for Overworld&lt;br /&gt;
&lt;br /&gt;
===Graphics Set===&lt;br /&gt;
* 0x01CD3A - Graphics Set for Palace 1&lt;br /&gt;
* 0x01CD3B - Graphics Set for Palace 2&lt;br /&gt;
* 0x01CD3C - Graphics Set for Palace 3&lt;br /&gt;
* 0x01CD3E - Graphics Set for Palace 4&lt;br /&gt;
* 0x01CD42 - Graphics Set for Palace 5&lt;br /&gt;
* 0x01CD43 - Graphics Set for Palace 6&lt;br /&gt;
* 0x01CD44 - Graphics Set for Great Palace&lt;br /&gt;
&lt;br /&gt;
===Palette Pointers===&lt;br /&gt;
* 0x01CD45 - Palette Pointer for Palace 1&lt;br /&gt;
* 0x01CD46 - Palette Pointer for Palace 2&lt;br /&gt;
* 0x01CD47 - Palette Pointer for Palace 3&lt;br /&gt;
* 0x01CD49 - Palette Pointer for Palace 4&lt;br /&gt;
* 0x01CD4D - Palette Pointer for Palace 5&lt;br /&gt;
* 0x01CD4E - Palette Pointer for Palace 6&lt;br /&gt;
* 0x01CD4F - Palette Pointer for Great Palace&lt;br /&gt;
&lt;br /&gt;
== Overworld ==&lt;br /&gt;
&lt;br /&gt;
=== Overworld Map Data ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;0x506C - 0x538C - West Hyrule&lt;br /&gt;
0x665C - 0x6942 - Death Mountain&lt;br /&gt;
0x9056 - 0x936F - East Hyrule&lt;br /&gt;
0xA65C - 0xA942 - Maze Island&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 4 Overworld maps are 64 tiles wide, and their respective heights are variable. Overworld data is encoded in an RLE (Run Length Encoding) format. Each byte codes for a horizontal strip of terrain, as follows:&lt;br /&gt;
&lt;br /&gt;
 xxxx .... - Type&lt;br /&gt;
 .... xxxx - Length (add 1)&lt;br /&gt;
&lt;br /&gt;
Table of Tile Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;0 = Town&lt;br /&gt;
1 = Cave&lt;br /&gt;
2 = Palace&lt;br /&gt;
3 = Bridge&lt;br /&gt;
4 = Desert&lt;br /&gt;
5 = Grass&lt;br /&gt;
6 = Forest&lt;br /&gt;
7 = Swamp&lt;br /&gt;
8 = Graveyard&lt;br /&gt;
9 = Road&lt;br /&gt;
A = Lava&lt;br /&gt;
B = Mountain&lt;br /&gt;
C = Water&lt;br /&gt;
D = Water (walkable)&lt;br /&gt;
E = Rock&lt;br /&gt;
F = Spider&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overworld in RAM ===&lt;br /&gt;
&lt;br /&gt;
The compressed Overworld map is copied to Cartridge RAM to allow the game to modify the map. Data is stored between 0x7C00 and 0x7FFF.&lt;br /&gt;
&lt;br /&gt;
=== Palace Pointers ===&lt;br /&gt;
&lt;br /&gt;
These control which byte in Cartridge RAM gets turned into a single rock (0B) after completing a palace.&lt;br /&gt;
Data is Cartridge RAM pointers, the base is 0x7C00, and the offset is how many bytes into the compressed map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;West Hyrule / Death Mountain&lt;br /&gt;
&lt;br /&gt;
0x479F - Palace 1&lt;br /&gt;
0x47A1 - Palace 2&lt;br /&gt;
0x47A3 - Palace 3&lt;br /&gt;
0x47A5 - Palace 4 (in Death Mountain)&lt;br /&gt;
&lt;br /&gt;
East Hyrule / Maze Island&lt;br /&gt;
&lt;br /&gt;
0x879F - Palace 5&lt;br /&gt;
0x87A1 - Palace 6&lt;br /&gt;
0x87A5 - Invalid pointer&lt;br /&gt;
0x87A7 - Palace 4 (in Maze Island)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Area Pointers - General Information===&lt;br /&gt;
&lt;br /&gt;
There appear to be two layers of pointer coordinates for the overworld maps. The reason for this is still being researched, but it appears to give the game greater lattitude in distinguishing certain types of side-scrolling areas (single-entrance caves, single-screen fairy encounters, etc.) from others (palaces, towns, etc.). Failure to code new pointer coordinates with respect to their intrinsic HI/LOW status can result in junk areas being loaded, winding up in the original pointer location upon exiting an area, etc. &lt;br /&gt;
&lt;br /&gt;
In both Eastern and Western Hyrule, the horizontal (X-axis) pointers range from 00 through 3F. Simultaneously, a second layer of X-axis pointers ranges from 40 through 7F. These &amp;quot;HI&amp;quot; values (always $40 more than their corresponding &amp;quot;LOW&amp;quot; values) tend to be used for towns and certain caves. Similarly, the vertical (Y-axis) pointers range from 1E to 68, top-to-bottom. The &amp;quot;HI&amp;quot; level pointers range from 9E to E8 (always $80 higher than their corresponding &amp;quot;LOW&amp;quot; values). The Y-axis &amp;quot;HI&amp;quot; values seem to be associated with towns, palaces and transition points to other maps. &lt;br /&gt;
&lt;br /&gt;
In the following tables, each pointer will be identified as either &amp;quot;HI&amp;quot; or &amp;quot;LOW&amp;quot;. Note that the HI/LOW status of a pointer on one axis has no relation to its status on the other; there are plenty of pointers with a mixed orientation such as HI-X / LOW-Y and vice versa.&lt;br /&gt;
&lt;br /&gt;
===Area Pointers - West Hyrule===&lt;br /&gt;
* 0x00462F - Y position for Zelda&#039;s castle [LOW]&lt;br /&gt;
* 0x004630 - Y position for Trophy cave [LOW]&lt;br /&gt;
* 0x004631 - Y position for Forest with 50 exp. bag and Aches [LOW]&lt;br /&gt;
* 0x004632 - Y position for 1st Magic Container cave [LOW]&lt;br /&gt;
* 0x004633 - Y position for Forest with 100 exp. bag and Megmets [LOW]&lt;br /&gt;
* 0x004634 - Y position for 1st Heart Container area [LOW]&lt;br /&gt;
* 0x004635 - Y position for Lost Woods [LOW]&lt;br /&gt;
* 0x004636 - Y position for Bubble path to 1st Heart Container [LOW]&lt;br /&gt;
* 0x004637 - Y position for 1-up doll in swamp [LOW]&lt;br /&gt;
* 0x004638 - Y position for Red Magic Jar in graveyard [LOW]&lt;br /&gt;
* 0x004639 - Y position for Northern exit of cave to Palace 1 [LOW]&lt;br /&gt;
* 0x00463A - Y position for Southern exit of cave to Palace 1 [LOW]&lt;br /&gt;
* 0x00463B - Y position for Northern exit of Western Mt. caves [LOW]&lt;br /&gt;
* 0x00463C - Y position for Southern exit of Western Mt. caves [LOW]&lt;br /&gt;
* 0x00463D - Y position for Megmet cave and 200 exp. bag [LOW]&lt;br /&gt;
* 0x00463E - Y position for Water of Life cave [LOW]&lt;br /&gt;
* 0x00463F - Y position for 2nd Heart Container cave [LOW]&lt;br /&gt;
* 0x004640 - Y position for Hole to Palace 3 cave [LOW]&lt;br /&gt;
* 0x004641 - Y position for Caves on Palace 3&#039;s island [LOW]&lt;br /&gt;
* 0x004642 - Y position for North and South bridge to island before Death Mt. [LOW]&lt;br /&gt;
* 0x004643 - Y position for East and West bridge to island before Death Mt. [LOW]&lt;br /&gt;
* 0x004644 - Y position for West exit of bridge after Death Mt. [LOW]&lt;br /&gt;
* 0x004645 - Y position for East exit of bridge after Death Mt. [LOW]&lt;br /&gt;
* 0x004646 - Y position for Forest with Fairy after Western Mt. cave [LOW]&lt;br /&gt;
* 0x004647 - Y position for Red Magic Jar in swamp [LOW]&lt;br /&gt;
* 0x004648 - Y position for forest with Fairy East of island before Death Mt. [LOW]&lt;br /&gt;
* 0x004649 - Y position for Lost Woods [LOW]&lt;br /&gt;
* 0x00464A - Y position for Lost Woods [LOW]&lt;br /&gt;
* 0x00464B - Y position for Lost Woods [LOW]&lt;br /&gt;
* 0x00464C - Y position for Lost Woods [LOW]&lt;br /&gt;
* 0x00464D - Y position for Red Magic Jar on trail, in swamp [LOW]&lt;br /&gt;
* 0x00464E - Y position for Extra Red Magic Jar, on beach (not used) [LOW?]&lt;br /&gt;
* 0x00464F - Y position for 1-up doll on beach [LOW]&lt;br /&gt;
* 0x004658 - Y position for Raft Dock to East Hyrule [HI]&lt;br /&gt;
* 0x004659 - Y position for Cave entrance to Death Mountain [HI]&lt;br /&gt;
* 0x00465A - Y position for Cave exit to Death Mountain [HI]&lt;br /&gt;
* 0x00465B - Y position for King&#039;s Tomb [HI]&lt;br /&gt;
* 0x00465C - Y position for Rauru [HI]&lt;br /&gt;
* 0x00465E - Y position for Ruto [HI]&lt;br /&gt;
* 0x00465F - Y position for Southern Saria [HI]&lt;br /&gt;
* 0x004660 - Y position for Northern Saria [HI]&lt;br /&gt;
* 0x004661 - Y position for Bagu&#039;s Cabin [HI]&lt;br /&gt;
* 0x004662 - Y position for Mido [HI]&lt;br /&gt;
* 0x004663 - Y position for Parapa Palace [HI]&lt;br /&gt;
* 0x004664 - Y position for Swamp Palace [HI]&lt;br /&gt;
* 0x004665 - Y position for Island Palace [HI]&lt;br /&gt;
---------------&lt;br /&gt;
* 0x00466E - X position for Zelda&#039;s castle [LOW]&lt;br /&gt;
* 0x00466F - X position for Trophy cave [LOW]&lt;br /&gt;
* 0x004670 - X position for Forest with 50 exp. bag and Aches [LOW]&lt;br /&gt;
* 0x004671 - X position for 1st Magic Container cave [LOW]&lt;br /&gt;
* 0x004672 - X position for Forest with 100 exp. bag and Megmets [LOW]&lt;br /&gt;
* 0x004673 - X position for 1st Heart Container area [LOW]&lt;br /&gt;
* 0x004674 - X position for Lost Woods [LOW]&lt;br /&gt;
* 0x004675 - X position for Bubble path to 1st Heart Container [LOW]&lt;br /&gt;
* 0x004676 - X position for 1-up doll in swamp [LOW]&lt;br /&gt;
* 0x004677 - X position for Red Magic Jar in grave yard [LOW]&lt;br /&gt;
* 0x004678 - X position for Northern exit for cave to Palace 1 [LOW]&lt;br /&gt;
* 0x004679 - X position for Southern exit for cave to Palace 1 [HI]&lt;br /&gt;
* 0x00467A - X position for Northern exit of Western Mt. cave [LOW]&lt;br /&gt;
* 0x00467B - X position for Southern exit of Western Mt. cave [HI]&lt;br /&gt;
* 0x00467C - X position for Megmet caves and 200 exp. bag [LOW]&lt;br /&gt;
* 0x00467D - X position for Water of Life cave [LOW]&lt;br /&gt;
* 0x00467E - X position for 2nd Heart Container cave [LOW]&lt;br /&gt;
* 0x00467F - X position for Hole to Palace 3 cave [LOW]&lt;br /&gt;
* 0x004680 - X position for Caves on Palace 3&#039;s island [HI]&lt;br /&gt;
* 0x004681 - X position for North and South bridge to island before Death Mt. [LOW]&lt;br /&gt;
* 0x004682 - X position for East and West bridge to island before Death Mt. [LOW]&lt;br /&gt;
* 0x004683 - X position for West exit of bridge after Death Mt. [LOW]&lt;br /&gt;
* 0x004684 - X position for East exit of bridge after Death Mt. [HI]&lt;br /&gt;
* 0x004685 - X position for forest with Fairy after Western Mt. cave [LOW]&lt;br /&gt;
* 0x004686 - X position for Red Magic Jar in swamp [LOW]&lt;br /&gt;
* 0x004687 - X position for forest with fairy East of island before Death Mt. [LOW]&lt;br /&gt;
* 0x004688 - X position for Lost Woods [LOW]&lt;br /&gt;
* 0x004689 - X position for Lost Woods [LOW]&lt;br /&gt;
* 0x00468A - X position for Lost Woods [LOW]&lt;br /&gt;
* 0x00468B - X position for Lost Woods [LOW]&lt;br /&gt;
* 0x00468C - X position for Red Magic Jar on trail, in swamp [LOW]&lt;br /&gt;
* 0x00468D - X position for Extra Red Magic Jar, on beach (not used) [LOW?]&lt;br /&gt;
* 0x00468E - X position for 1-up doll on beach [LOW]&lt;br /&gt;
* 0x004697 - X position for Raft Dock to East Hyrule [LOW]&lt;br /&gt;
* 0x004698 - X position for Cave entrance to Death Mountain [LOW]&lt;br /&gt;
* 0x004699 - X position for Cave exit to Death Mountain [LOW]&lt;br /&gt;
* 0x00469A - X position for King&#039;s Tomb [LOW]&lt;br /&gt;
* 0x00469B - X position for Rauru [HI]&lt;br /&gt;
* 0x00469D - X position for Ruto [HI]&lt;br /&gt;
* 0x00469E - X position for Southern Saria [LOW]&lt;br /&gt;
* 0x00469F - X position for Northern Saria [HI]&lt;br /&gt;
* 0x0046A0 - X position for Bagu&#039;s Cabin [LOW]&lt;br /&gt;
* 0x0046A1 - X position for Mido [HI]&lt;br /&gt;
* 0x0046A2 - X position for Parapa Palace [LOW]&lt;br /&gt;
* 0x0046A3 - X position for Swamp Palace [LOW]&lt;br /&gt;
* 0x0046A4 - X position for Island Palace [LOW]&lt;br /&gt;
&lt;br /&gt;
===Area Pointers - East Hyrule===&lt;br /&gt;
* 0x00862f - Y position for Forest with 500 Exp. bag, west of Nabooru [LOW]&lt;br /&gt;
* 0x008630 - Y position for Forest with 500 Exp. bag, north of 3-Eye Rock [LOW]&lt;br /&gt;
* 0x008631 - Y position for 1st Forced battle scene, after River Devil [LOW]&lt;br /&gt;
* 0x008632 - Y position for 2nd Forced battle scene, after River Devil [LOW]&lt;br /&gt;
* 0x008633 - Y position for 3rd Forced battle scene, after River Devil [LOW]&lt;br /&gt;
* 0x008634 - Y position for Forced battle scene, entering Path of Fire [LOW]&lt;br /&gt;
* 0x008635 - Y position for Bridge North of Old Kasuto [LOW]&lt;br /&gt;
* 0x008636 - Y position for Bridge East of Old Kasuto [LOW]&lt;br /&gt;
* 0x008637 - Y position for 2nd battle scene, before Darunia [LOW]&lt;br /&gt;
* 0x008638 - Y position for 1st battle scene, before Darunia [LOW]&lt;br /&gt;
* 0x008639 - Y position for Heart Container in Ocean [LOW]&lt;br /&gt;
* 0x00863A - Y position for south cave, north of Nabooru [LOW]&lt;br /&gt;
* 0x00863B - Y position for north cave, north of Nabooru [LOW]&lt;br /&gt;
* 0x00863C - Y position for Cave with 500 exp. bag, south of Nabooru [LOW]&lt;br /&gt;
* 0x00863D - Y position for Cave with 500 exp. bag, North of Old Kasuto [LOW]&lt;br /&gt;
* 0x00863E - Y position for west cave, near New Kasuto [LOW]&lt;br /&gt;
* 0x00863F - Y position for east cave, near New Kasuto [LOW]&lt;br /&gt;
* 0x008640 - Y position for Cave C, on the way to Great Palace [LOW]&lt;br /&gt;
* 0x008641 - Y position for Cave D, on the way to Great Palace [LOW]&lt;br /&gt;
* 0x008642 - Y position for CAve B, on the way to Great Palace [LOW]&lt;br /&gt;
* 0x008643 - Y position for Cave A, on the way to Great Palace [LOW]&lt;br /&gt;
* 0x008644 - Y position for 1-up in swamp [LOW]&lt;br /&gt;
* 0x008645 - Y position for Extra battle scene(Same spot as 0x00864B) [LOW]&lt;br /&gt;
* 0x008646 - Y position for 500 exp. bag on beach, near 5th Palace [LOW]&lt;br /&gt;
* 0x008647 - Y position for Red Magic Jar on beach, near Nabooru [LOW]&lt;br /&gt;
* 0x008648 - Y position for 1-up on beach [LOW]&lt;br /&gt;
* 0x008649 - Y position for Heart Container on beach, east of 3-Eye Rock [LOW]&lt;br /&gt;
* 0x00864A - Y position for Forest with fairy, southwest of Nabooru [LOW]&lt;br /&gt;
* 0x00864B - Y position for 500 exp. bag in Path of Fire [LOW]&lt;br /&gt;
* 0x00864C - Y position for Red Magic Jar in Path of Fire [LOW]&lt;br /&gt;
* 0x00864D - Y position for 3rd Forced Battle scene in the Path of Fire [LOW]&lt;br /&gt;
* 0x00864E - Y position for 2nd Forced Battle scene in the Path of Fire [LOW]&lt;br /&gt;
* 0x00864F - Y position for 1st Forced Battle scene in the Path of Fire [LOW] &lt;br /&gt;
* 0x008657 - Y position for Bridge to Maze Island [HI]&lt;br /&gt;
* 0x008658 - Y position for Raft dock, back to West Hyrule [HI] &lt;br /&gt;
* 0x00865C - Y position for Nabooru [HI]&lt;br /&gt;
* 0x00865E - Y position for Darunia [HI]&lt;br /&gt;
* 0x008660 - Y position for New Kasuto† [HI]&lt;br /&gt;
* 0x008662 - Y position for Old Kasuto [HI]&lt;br /&gt;
* 0x008663 - Y position for 5th Palace [HI]&lt;br /&gt;
* 0x008664 - Y position for 6th Palace‡ [HI] &lt;br /&gt;
* 0x008665 - Y position for Great Palace [HI]&lt;br /&gt;
&lt;br /&gt;
† Because New Kasuto is hidden, the Y-value is stored as 00. The town can be &amp;quot;forced out of hiding&amp;quot; by replacing this value with D1. (The town still won&#039;t be visible on the overworld map.) &lt;br /&gt;
&lt;br /&gt;
‡ Again, the hidden nature of the 6th Palace results in a stored Y-value of 00. To bring the palace out of hiding (making it eligible for re-positioning elsewhere), replace this value with E6. &lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
* 0x00866E - X position for Forest with 500 Exp. bag, west of Nabooru [LOW]&lt;br /&gt;
* 0x00866F - X position for Forest with 500 Exp. bag, north of 3-Eye Rock [LOW]&lt;br /&gt;
* 0x008670 - X position for 1st Forced battle scene, after River Devil [LOW]&lt;br /&gt;
* 0x008671 - X position for 2nd Forced battle scene, after River Devil [LOW]&lt;br /&gt;
* 0x008672 - X position for 3rd Forced battle scene, after River Devil [LOW]&lt;br /&gt;
* 0x008673 - X position for Forced battle scene, entering Path of Fire [LOW]&lt;br /&gt;
* 0x008674 - X position for Bridge North of Old Kasuto [LOW]&lt;br /&gt;
* 0x008675 - X position for Bridge East of Old Kasuto [LOW]&lt;br /&gt;
* 0x008676 - X position for 2nd battle scene, before Darunia [LOW]&lt;br /&gt;
* 0x008677 - X position for 1st battle scene, before Darunia [LOW]&lt;br /&gt;
* 0x008678 - X position for Heart Container in Ocean [LOW]&lt;br /&gt;
* 0x008679 - X position for south cave, north of Nabooru [LOW]&lt;br /&gt;
* 0x00867A - X position for north cave, north of Nabooru [HI]&lt;br /&gt;
* 0x00867B - X position for Cave with 500 exp. bag, south of Nabooru [LOW]&lt;br /&gt;
* 0x00867C - X position for Cave with 500 exp. bag, North of Old Kasuto [LOW]&lt;br /&gt;
* 0x00867D - X position for west cave, near New Kasuto [LOW]&lt;br /&gt;
* 0x00867E - X position for east cave, near New Kasuto [HI]&lt;br /&gt;
* 0x00867F - X position for Cave C, on the way to Great Palace [LOW]&lt;br /&gt;
* 0x008680 - X position for Cave D, on the way to Great Palace [HI]&lt;br /&gt;
* 0x008681 - X position for CAve B, on the way to Great Palace [LOW]&lt;br /&gt;
* 0x008682 - X position for Cave A, on the way to Great Palace [HI]&lt;br /&gt;
* 0x008683 - X position for 1-up in swamp [LOW]&lt;br /&gt;
* 0x008684 - X position for Extra battle scene(Same spot as 0x00868A) [LOW]&lt;br /&gt;
* 0x008685 - X position for 500 exp. bag on beach, near 5th Palace [LOW]&lt;br /&gt;
* 0x008686 - X position for Red Magic Jar on beach, near Nabooru [LOW]&lt;br /&gt;
* 0x008687 - X position for 1-up on beach [LOW]&lt;br /&gt;
* 0x008688 - X position for Heart Container on beach, east of 3-Eye Rock [LOW]&lt;br /&gt;
* 0x008689 - X position for Forest with fairy, southwest of Nabooru [LOW]&lt;br /&gt;
* 0x00868A - X position for 500 exp. bag in Path of Fire [LOW]&lt;br /&gt;
* 0x00868B - X position for Red Magic Jar in Path of Fire [LOW]&lt;br /&gt;
* 0x00868C - X position for 3rd Forced Battle scene in the Path of Fire [LOW]&lt;br /&gt;
* 0x00868D - X position for 2nd Forced Battle scene in the Path of Fire [LOW]&lt;br /&gt;
* 0x00868E - X position for 1st Forced Battle scene in the Path of Fire [LOW] &lt;br /&gt;
* 0x008696 - X position for Bridge to Maze Island [LOW]&lt;br /&gt;
* 0x008697 - X position for Raft dock, back to West Hyrule [LOW] &lt;br /&gt;
* 0x00869B - X position for Nabooru [HI]&lt;br /&gt;
* 0x00869D - X position for Darunia [HI]&lt;br /&gt;
* 0x00869F - X position for New Kasuto [LOW]&lt;br /&gt;
* 0x0086A1 - X position for Old Kasuto [HI]&lt;br /&gt;
* 0x0086A2 - X position for 5th Palace [LOW]&lt;br /&gt;
* 0x0086A3 - X position for 6th Palace [LOW]&lt;br /&gt;
* 0x0086A4 - X position for Great Palace [LOW]&lt;br /&gt;
&lt;br /&gt;
===Area Pointers - Death Mountain===&lt;br /&gt;
Use these maps as references.&lt;br /&gt;
&lt;br /&gt;
[http://www.rpgclassics.com/shrines/nes/zelda2/west.shtml Death Mountain].&lt;br /&gt;
&lt;br /&gt;
[http://www.rpgclassics.com/shrines/nes/zelda2/east.shtml Maze Island].&lt;br /&gt;
&lt;br /&gt;
-------------&lt;br /&gt;
* 0x00610C - Y position for Cave B West Exit&lt;br /&gt;
* 0x00610D - Y position for Cave B East Exit&lt;br /&gt;
* 0x00610E - Y position for Cave C West Exit&lt;br /&gt;
* 0x00610F - Y position for Cave C East Exit&lt;br /&gt;
* 0x006110 - Y position for Cave E South Exit&lt;br /&gt;
* 0x006111 - Y position for Cave E North Exit&lt;br /&gt;
* 0x006112 - Y position for Cave D West Exit&lt;br /&gt;
* 0x006113 - Y position for Cave D East Exit&lt;br /&gt;
* 0x006114 - Y position for Cave F West Exit&lt;br /&gt;
* 0x006115 - Y position for Cave F East Exit&lt;br /&gt;
* 0x006116 - Y position for Cave J West Exit&lt;br /&gt;
* 0x006117 - Y position for Cave J East Exit&lt;br /&gt;
* 0x006118 - Y position for Cave I North Exit&lt;br /&gt;
* 0x006119 - Y position for Cave I South Exit&lt;br /&gt;
* 0x00611A - Y position for Cave L North Exit&lt;br /&gt;
* 0x00611B - Y position for Cave L South Exit&lt;br /&gt;
* 0x00611C - Y position for Cave O North Exit&lt;br /&gt;
* 0x00611D - Y position for Cave O South Exit&lt;br /&gt;
* 0x00611E - Y position for Cave M West Exit&lt;br /&gt;
* 0x00611F - Y position for Cave M East Exit&lt;br /&gt;
* 0x006120 - Y position for Cave P West Exit&lt;br /&gt;
* 0x006121 - Y position for Cave P East Exit&lt;br /&gt;
* 0x006122 - Y position for Cave Q West Exit&lt;br /&gt;
* 0x006123 - Y position for Cave Q East Exit&lt;br /&gt;
* 0x006124 - Y position for Cave R South Exit&lt;br /&gt;
* 0x006125 - Y position for Cave R North Exit&lt;br /&gt;
* 0x006126 - Y position for Cave N South Exit&lt;br /&gt;
* 0x006127 - Y position for Cave N North Exit&lt;br /&gt;
* 0x006128 - Y position for Hammer Cave&lt;br /&gt;
* 0x006129 - Y position for Elevator Cave G West Exit (Bottom left)&lt;br /&gt;
* 0x00612A - Y position for Elevator Cave G East Exit (Bottom right)&lt;br /&gt;
* 0x00612B - Y position for Elevator Cave G West Exit (Top left)&lt;br /&gt;
* 0x00612C - Y position for Elevator Cave G East Exit (Top Right)&lt;br /&gt;
* 0x00612D - Y position for Elevator Cave H West Exit (Top left)&lt;br /&gt;
* 0x00612E - Y position for Elevator Cave H East Exit (Top Right)&lt;br /&gt;
* 0x00612F - Y position for Elevator Cave H North Exit (Bottom left)&lt;br /&gt;
* 0x006130 - Y position for Elevator Cave H South Exit (Bottom right)&lt;br /&gt;
* 0x006131 - Y position for Maze Island Forced Battle Scene 2&lt;br /&gt;
* 0x006132 - Y position for Maze Island Forced Battle Scene 1&lt;br /&gt;
* 0x006133 - Y position for Maze Island&#039;s Magic Container&lt;br /&gt;
* 0x006134 - Y position for Bridge back to East Hyrule&lt;br /&gt;
* 0x006136 - Y position for Cave A back to West Hyrule&lt;br /&gt;
* 0x006137 - Y position for Cave K back to West Hyrule&lt;br /&gt;
* 0x006140 - Y position for 4th Palace&lt;br /&gt;
* 0x006143 - Y position for Maze Island Child&lt;br /&gt;
* 0x006144 - Y position for Death Mountain&#039;s Magic Container&lt;br /&gt;
* 0x006145 - Y position for Maze Island Forced Battle Scene 3&lt;br /&gt;
* 0x006146 - Y position for Maze Island Forced Battle Scene 7&lt;br /&gt;
* 0x006147 - Y position for Maze Island Forced Battle Scene 4&lt;br /&gt;
* 0x006148 - Y position for Maze Island Forced Battle Scene 5&lt;br /&gt;
* 0x006149 - Y position for Maze Island Forced Battle Scene 6&lt;br /&gt;
-----------------------&lt;br /&gt;
* 0x00614B - X position for Cave B West Exit&lt;br /&gt;
* 0x00614C - X position for Cave B East Exit&lt;br /&gt;
* 0x00614D - X position for Cave C West Exit&lt;br /&gt;
* 0x00614E - X position for Cave C East Exit&lt;br /&gt;
* 0x00614F - X position for Cave E South Exit&lt;br /&gt;
* 0x006150 - X position for Cave E North Exit&lt;br /&gt;
* 0x006151 - X position for Cave D West Exit&lt;br /&gt;
* 0x006152 - X position for Cave D East Exit&lt;br /&gt;
* 0x006153 - X position for Cave F West Exit&lt;br /&gt;
* 0x006154 - X position for Cave F East Exit&lt;br /&gt;
* 0x006155 - X position for Cave J West Exit&lt;br /&gt;
* 0x006156 - X position for Cave J East Exit&lt;br /&gt;
* 0x006157 - X position for Cave I North Exit&lt;br /&gt;
* 0x006158 - X position for Cave I South Exit&lt;br /&gt;
* 0x006159 - X position for Cave L North Exit&lt;br /&gt;
* 0x00615A - X position for Cave L South Exit&lt;br /&gt;
* 0x00615B - X position for Cave O North Exit&lt;br /&gt;
* 0x00615C - X position for Cave O South Exit&lt;br /&gt;
* 0x00615D - X position for Cave M West Exit&lt;br /&gt;
* 0x00615E - X position for Cave M East Exit&lt;br /&gt;
* 0x00615F - X position for Cave P West Exit&lt;br /&gt;
* 0x006160 - X position for Cave P East Exit&lt;br /&gt;
* 0x006161 - X position for Cave Q West Exit&lt;br /&gt;
* 0x006162 - X position for Cave Q East Exit&lt;br /&gt;
* 0x006163 - X position for Cave R South Exit&lt;br /&gt;
* 0x006164 - X position for Cave R North Exit&lt;br /&gt;
* 0x006165 - X position for Cave N South Exit&lt;br /&gt;
* 0x006166 - X position for Cave N North Exit&lt;br /&gt;
* 0x006167 - X position for Hammer Cave&lt;br /&gt;
* 0x006168 - X position for Elevator Cave G West Exit (Bottom left)&lt;br /&gt;
* 0x006169 - X position for Elevator Cave G East Exit (Bottom right)&lt;br /&gt;
* 0x00616A - X position for Elevator Cave G West Exit (Top left)&lt;br /&gt;
* 0x00616B - X position for Elevator Cave G East Exit (Top Right)&lt;br /&gt;
* 0x00616C - X position for Elevator Cave H West Exit (Top left)&lt;br /&gt;
* 0x00616D - X position for Elevator Cave H East Exit (Top Right)&lt;br /&gt;
* 0x00616E - X position for Elevator Cave H North Exit (Bottom left)&lt;br /&gt;
* 0x00616F - X position for Elevator Cave H South Exit (Bottom right)&lt;br /&gt;
* 0x006170 - X position for Maze Island Forced Battle Scene 2&lt;br /&gt;
* 0x006171 - X position for Maze Island Forced Battle Scene 1&lt;br /&gt;
* 0x006172 - X position for Maze Island&#039;s Magic Container&lt;br /&gt;
* 0x006173 - X position for Bridge back to East Hyrule&lt;br /&gt;
* 0x006175 - X position for Cave A back to West Hyrule&lt;br /&gt;
* 0x006176 - X position for Cave K back to West Hyrule&lt;br /&gt;
* 0x00617F - X position for 4th Palace&lt;br /&gt;
* 0x006182 - X position for Maze Island Child&lt;br /&gt;
* 0x006183 - X position for Death Mountain&#039;s Magic Container&lt;br /&gt;
* 0x006184 - X position for Maze Island Forced Battle Scene 3&lt;br /&gt;
* 0x006185 - X position for Maze Island Forced Battle Scene 7&lt;br /&gt;
* 0x006186 - X position for Maze Island Forced Battle Scene 4&lt;br /&gt;
* 0x006187 - X position for Maze Island Forced Battle Scene 5&lt;br /&gt;
* 0x006188 - X position for Maze Island Forced Battle Scene 6&lt;br /&gt;
&lt;br /&gt;
===Area Pointers - Maze Island===&lt;br /&gt;
Use these maps as references.&lt;br /&gt;
&lt;br /&gt;
[http://www.rpgclassics.com/shrines/nes/zelda2/west.shtml Death Mountain].&lt;br /&gt;
&lt;br /&gt;
[http://www.rpgclassics.com/shrines/nes/zelda2/east.shtml Maze Island].&lt;br /&gt;
&lt;br /&gt;
-------------&lt;br /&gt;
* 0x00A10C - Y position for Cave B West Exit&lt;br /&gt;
* 0x00A10D - Y position for Cave B East Exit&lt;br /&gt;
* 0x00A10E - Y position for Cave C West Exit&lt;br /&gt;
* 0x00A10F - Y position for Cave C East Exit&lt;br /&gt;
* 0x00A110 - Y position for Cave E South Exit&lt;br /&gt;
* 0x00A111 - Y position for Cave E North Exit&lt;br /&gt;
* 0x00A112 - Y position for Cave D West Exit&lt;br /&gt;
* 0x00A113 - Y position for Cave D East Exit&lt;br /&gt;
* 0x00A114 - Y position for Cave F West Exit&lt;br /&gt;
* 0x00A115 - Y position for Cave F East Exit&lt;br /&gt;
* 0x00A116 - Y position for Cave J West Exit&lt;br /&gt;
* 0x00A117 - Y position for Cave J East Exit&lt;br /&gt;
* 0x00A118 - Y position for Cave I North Exit&lt;br /&gt;
* 0x00A119 - Y position for Cave I South Exit&lt;br /&gt;
* 0x00A11A - Y position for Cave L North Exit&lt;br /&gt;
* 0x00A11B - Y position for Cave L South Exit&lt;br /&gt;
* 0x00A11C - Y position for Cave O North Exit&lt;br /&gt;
* 0x00A11D - Y position for Cave O South Exit&lt;br /&gt;
* 0x00A11E - Y position for Cave M West Exit&lt;br /&gt;
* 0x00A11F - Y position for Cave M East Exit&lt;br /&gt;
* 0x00A120 - Y position for Cave P West Exit&lt;br /&gt;
* 0x00A121 - Y position for Cave P East Exit&lt;br /&gt;
* 0x00A122 - Y position for Cave Q West Exit&lt;br /&gt;
* 0x00A123 - Y position for Cave Q East Exit&lt;br /&gt;
* 0x00A124 - Y position for Cave R South Exit&lt;br /&gt;
* 0x00A125 - Y position for Cave R North Exit&lt;br /&gt;
* 0x00A126 - Y position for Cave N South Exit&lt;br /&gt;
* 0x00A127 - Y position for Cave N North Exit&lt;br /&gt;
* 0x00A128 - Y position for Hammer Cave&lt;br /&gt;
* 0x00A129 - Y position for Elevator Cave G West Exit (Bottom left)&lt;br /&gt;
* 0x00A12A - Y position for Elevator Cave G East Exit (Bottom right)&lt;br /&gt;
* 0x00A12B - Y position for Elevator Cave G West Exit (Top left)&lt;br /&gt;
* 0x00A12C - Y position for Elevator Cave G East Exit (Top Right)&lt;br /&gt;
* 0x00A12D - Y position for Elevator Cave H West Exit (Top left)&lt;br /&gt;
* 0x00A12E - Y position for Elevator Cave H East Exit (Top Right)&lt;br /&gt;
* 0x00A12F - Y position for Elevator Cave H North Exit (Bottom left)&lt;br /&gt;
* 0x00A130 - Y position for Elevator Cave H South Exit (Bottom right)&lt;br /&gt;
* 0x00A131 - Y position for Maze Island Forced Battle Scene 2&lt;br /&gt;
* 0x00A132 - Y position for Maze Island Forced Battle Scene 1&lt;br /&gt;
* 0x00A133 - Y position for Maze Island&#039;s Magic Container&lt;br /&gt;
* 0x00A134 - Y position for Bridge back to East Hyrule&lt;br /&gt;
* 0x00A136 - Y position for Cave A back to West Hyrule&lt;br /&gt;
* 0x00A137 - Y position for Cave K back to West Hyrule&lt;br /&gt;
* 0x00A140 - Y position for 4th Palace&lt;br /&gt;
* 0x00A143 - Y position for Maze Island Child&lt;br /&gt;
* 0x00A144 - Y position for Death Mountain&#039;s Magic Container&lt;br /&gt;
* 0x00A145 - Y position for Maze Island Forced Battle Scene 3&lt;br /&gt;
* 0x00A146 - Y position for Maze Island Forced Battle Scene 7&lt;br /&gt;
* 0x00A147 - Y position for Maze Island Forced Battle Scene 4&lt;br /&gt;
* 0x00A148 - Y position for Maze Island Forced Battle Scene 5&lt;br /&gt;
* 0x00A149 - Y position for Maze Island Forced Battle Scene 6&lt;br /&gt;
-----------------------&lt;br /&gt;
* 0x00A14B - X position for Cave B West Exit&lt;br /&gt;
* 0x00A14C - X position for Cave B East Exit&lt;br /&gt;
* 0x00A14D - X position for Cave C West Exit&lt;br /&gt;
* 0x00A14E - X position for Cave C East Exit&lt;br /&gt;
* 0x00A14F - X position for Cave E South Exit&lt;br /&gt;
* 0x00A150 - X position for Cave E North Exit&lt;br /&gt;
* 0x00A151 - X position for Cave D West Exit&lt;br /&gt;
* 0x00A152 - X position for Cave D East Exit&lt;br /&gt;
* 0x00A153 - X position for Cave F West Exit&lt;br /&gt;
* 0x00A154 - X position for Cave F East Exit&lt;br /&gt;
* 0x00A155 - X position for Cave J West Exit&lt;br /&gt;
* 0x00A156 - X position for Cave J East Exit&lt;br /&gt;
* 0x00A157 - X position for Cave I North Exit&lt;br /&gt;
* 0x00A158 - X position for Cave I South Exit&lt;br /&gt;
* 0x00A159 - X position for Cave L North Exit&lt;br /&gt;
* 0x00A15A - X position for Cave L South Exit&lt;br /&gt;
* 0x00A15B - X position for Cave O North Exit&lt;br /&gt;
* 0x00A15C - X position for Cave O South Exit&lt;br /&gt;
* 0x00A15D - X position for Cave M West Exit&lt;br /&gt;
* 0x00A15E - X position for Cave M East Exit&lt;br /&gt;
* 0x00A15F - X position for Cave P West Exit&lt;br /&gt;
* 0x00A160 - X position for Cave P East Exit&lt;br /&gt;
* 0x00A161 - X position for Cave Q West Exit&lt;br /&gt;
* 0x00A162 - X position for Cave Q East Exit&lt;br /&gt;
* 0x00A163 - X position for Cave R South Exit&lt;br /&gt;
* 0x00A164 - X position for Cave R North Exit&lt;br /&gt;
* 0x00A165 - X position for Cave N South Exit&lt;br /&gt;
* 0x00A166 - X position for Cave N North Exit&lt;br /&gt;
* 0x00A167 - X position for Hammer Cave&lt;br /&gt;
* 0x00A168 - X position for Elevator Cave G West Exit (Bottom left)&lt;br /&gt;
* 0x00A169 - X position for Elevator Cave G East Exit (Bottom right)&lt;br /&gt;
* 0x00A16A - X position for Elevator Cave G West Exit (Top left)&lt;br /&gt;
* 0x00A16B - X position for Elevator Cave G East Exit (Top Right)&lt;br /&gt;
* 0x00A16C - X position for Elevator Cave H West Exit (Top left)&lt;br /&gt;
* 0x00A16D - X position for Elevator Cave H East Exit (Top Right)&lt;br /&gt;
* 0x00A16E - X position for Elevator Cave H North Exit (Bottom left)&lt;br /&gt;
* 0x00A16F - X position for Elevator Cave H South Exit (Bottom right)&lt;br /&gt;
* 0x00A170 - X position for Maze Island Forced Battle Scene 2&lt;br /&gt;
* 0x00A171 - X position for Maze Island Forced Battle Scene 1&lt;br /&gt;
* 0x00A172 - X position for Maze Island&#039;s Magic Container&lt;br /&gt;
* 0x00A173 - X position for Bridge back to East Hyrule&lt;br /&gt;
* 0x00A175 - X position for Cave A back to West Hyrule&lt;br /&gt;
* 0x00A176 - X position for Cave K back to West Hyrule&lt;br /&gt;
* 0x00A17F - X position for 4th Palace&lt;br /&gt;
* 0x00A182 - X position for Maze Island Child&lt;br /&gt;
* 0x00A183 - X position for Death Mountain&#039;s Magic Container&lt;br /&gt;
* 0x00A184 - X position for Maze Island Forced Battle Scene 3&lt;br /&gt;
* 0x00A185 - X position for Maze Island Forced Battle Scene 7&lt;br /&gt;
* 0x00A186 - X position for Maze Island Forced Battle Scene 4&lt;br /&gt;
* 0x00A187 - X position for Maze Island Forced Battle Scene 5&lt;br /&gt;
* 0x00A188 - X position for Maze Island Forced Battle Scene 6&lt;br /&gt;
&lt;br /&gt;
==Level Data==&lt;br /&gt;
&lt;br /&gt;
* 0x004C4C - 0x004C67 - Grass Area level data&lt;br /&gt;
* 0x004C64 - 0x004C78 - Forest Area level data&lt;br /&gt;
* 0x004C8C - 0x004CA6 - 50 point bag level data&lt;br /&gt;
&lt;br /&gt;
=Needs Sorting Still=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0x018027 - 0x01811E - Note Tables&lt;br /&gt;
&lt;br /&gt;
0x01E8B0 - Number of enemies to defeat for exp. bag or magic jar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0x01E910 - Type of vulnarablity Bit (red) has&lt;br /&gt;
0x01E911 - Type of vulnarability Bot (blue) has&lt;br /&gt;
&lt;br /&gt;
==Dwedit&#039;s documents (unsorted)==&lt;br /&gt;
&lt;br /&gt;
I just made a full document of what I know about Zelda 2&#039;s side-view areas, and copy-pasted it into datacrystal, I figure someone else can sort it out later. Haven&#039;t tested or verified it yet, so there may be a few mistakes. I just went by my level editor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Zelda 2 sideview information&lt;br /&gt;
&lt;br /&gt;
Address convention:&lt;br /&gt;
I don&#039;t want to bother explaining NES memory pointers.&lt;br /&gt;
I&#039;ll be using addresses as they reside in NES memory.  $8000-$BFFF is where data rom banks are mapped in NES memory.&lt;br /&gt;
When I say $XXXX in rom bank Y, that means a file address of ($XXXX-$8000) + Y*$4000, + $10.  So a NES memory address $8123 on bank 4 means a .nes file address of $10133.&lt;br /&gt;
&lt;br /&gt;
Sometimes pointers point to areas other than $8000-$BFFF, such as the SRAM area $6000-$7FFF.&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Rom or Ram?&lt;br /&gt;
--------------&lt;br /&gt;
This game was originally an FDS game, so it relies on lots of data being writable.&lt;br /&gt;
&lt;br /&gt;
Enemies are stored in SRAM starting at $7000&lt;br /&gt;
Compressed overworld maps are stored in SRAM starting at $7C00.&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Number of Maps&lt;br /&gt;
--------------&lt;br /&gt;
Each area has 63 maps, 0-62, map #63 is an invalid map number indicating that the destination is outside.&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
Rom Banks&lt;br /&gt;
---------&lt;br /&gt;
A &amp;quot;Rom Bank&amp;quot; is 16k (4000) bytes long.&lt;br /&gt;
Each rom bank has two sets of 63 maps, except for 3 and 5, which only have one set.&lt;br /&gt;
&lt;br /&gt;
bank 1 contains west hyrule/death mountain&lt;br /&gt;
bank 2 contains east hyrule/maze island&lt;br /&gt;
bank 3 contains towns&lt;br /&gt;
bank 4 contains palaces 1,2,5, then palaces 3,4,6.&lt;br /&gt;
bank 5 contains the great palace&lt;br /&gt;
&lt;br /&gt;
----------------------------&lt;br /&gt;
Map and Enemy Pointer Tables&lt;br /&gt;
----------------------------&lt;br /&gt;
Map pointers point to ROM in the $8000-$BFFF range.&lt;br /&gt;
Enemy pointers point to SRAM in the $7000-$7xxx range, this is so the game can keep track of defeated enemies.&lt;br /&gt;
&lt;br /&gt;
Information for the second set of maps/enemies comes $1ADD later.&lt;br /&gt;
&lt;br /&gt;
Enemy data for all 126 maps is copied from $88A0 to $7000.  (length unknown?)&lt;br /&gt;
&lt;br /&gt;
For the first set of 63 maps:&lt;br /&gt;
$8523 - map pointers&lt;br /&gt;
$85A1 - enemy pointers&lt;br /&gt;
&lt;br /&gt;
For the second set of 63 maps:&lt;br /&gt;
$A000 - map pointers&lt;br /&gt;
$A07E - enemy pointers&lt;br /&gt;
&lt;br /&gt;
For the &amp;quot;behind this map&amp;quot; maps (1-7) specified by header byte 3 (there is no back map #0):&lt;br /&gt;
$8000 - map pointers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------------&lt;br /&gt;
Room connectivity data&lt;br /&gt;
----------------------&lt;br /&gt;
Begins at $871B, 4 bytes per entry&lt;br /&gt;
Begins at $A1F8 for second set of 63 maps&lt;br /&gt;
&lt;br /&gt;
xxxxxx.. = Destination map number (63 to go outside)&lt;br /&gt;
......xx = Starting X coordinate on destination (times 256)&lt;br /&gt;
&lt;br /&gt;
Order of bytes:&lt;br /&gt;
	Left exit&lt;br /&gt;
	Down exit&lt;br /&gt;
	Up exit&lt;br /&gt;
	Right exit&lt;br /&gt;
&lt;br /&gt;
===================&lt;br /&gt;
Sideview Map Format&lt;br /&gt;
===================&lt;br /&gt;
----------------------&lt;br /&gt;
First 4 bytes (header)&lt;br /&gt;
----------------------&lt;br /&gt;
&lt;br /&gt;
Things may vary, most of this info applies to overworld sideview maps, some may not apply for towns and palaces, some numbers may be different for those.&lt;br /&gt;
&lt;br /&gt;
0 - Size of level in bytes, including header&lt;br /&gt;
1 - Flags&lt;br /&gt;
	x....... - Which Object Set - This determines which objects can appear on this map!&lt;br /&gt;
	.xx..... - Width of level (in screens, add 1)&lt;br /&gt;
	...x.... - ?&lt;br /&gt;
	....x... - &amp;quot;Grass&amp;quot;, when set, adds grass tiles to map row #9&lt;br /&gt;
	.....x.. - &amp;quot;bushes&amp;quot;, when set, adds bushes tiles to map row #10&lt;br /&gt;
	......xx - ?&lt;br /&gt;
2 - Ground Graphics / initial floor/ceiling position&lt;br /&gt;
The levels are made up of objects, and ground tiles.  This byte selects initial floor/ceiling position, and set of ground tiles to be used by the level.&lt;br /&gt;
	x....... - &amp;quot;no ceiling&amp;quot;,  top 2 rows of the map are set to background tile, this overrides all&lt;br /&gt;
	.xxx.... - Sets which set of tiles assigned to the Ground tiles&lt;br /&gt;
		0 = cave&lt;br /&gt;
		1 = forest&lt;br /&gt;
		2 = lava/death water&lt;br /&gt;
		3 = swamp&lt;br /&gt;
		4 = sand/grass&lt;br /&gt;
		5 = volcano (cave with brighter wall)&lt;br /&gt;
		6 = North Castle&lt;br /&gt;
		7 = Cave with clear wall (rocks outside)&lt;br /&gt;
	....xxxx - Initial position of floor/ceiling&lt;br /&gt;
		0-7 = Floor at 2-9 (from bottom), Ceiling at 1 from top&lt;br /&gt;
		8-14 = Ceiling at 2-8 (from top)&lt;br /&gt;
		15 = Filled in with wall tile&lt;br /&gt;
3 - Palette and back tiles byte&lt;br /&gt;
	xx...... - Palette for sprites&lt;br /&gt;
		0 = black borders&lt;br /&gt;
		1 = dark colored borders&lt;br /&gt;
		2,3 = not used by game, give weird colors&lt;br /&gt;
	..xxx... - Background Palette&lt;br /&gt;
		0 = north castle&lt;br /&gt;
		1 = cave palette (dark without candle for overworld maps)&lt;br /&gt;
		2 = desert&lt;br /&gt;
		3 = grass&lt;br /&gt;
		4 = forest&lt;br /&gt;
		5 = swamp&lt;br /&gt;
		6 = graveyard&lt;br /&gt;
		7 = &amp;quot;water&amp;quot; palette&lt;br /&gt;
	.....xxx - Map to load behind map&lt;br /&gt;
		0 = nothing&lt;br /&gt;
		1 = clouds&lt;br /&gt;
		2 = forest (3 wide)&lt;br /&gt;
		3 = forest (4 wide)&lt;br /&gt;
		4 = forest (single tree)&lt;br /&gt;
		5 = Dead-end caves&lt;br /&gt;
		6 = long cave, dead end&lt;br /&gt;
		7 = ???&lt;br /&gt;
------------&lt;br /&gt;
Level bytes:&lt;br /&gt;
------------&lt;br /&gt;
&lt;br /&gt;
0 - &lt;br /&gt;
	xxxx.... - Y position&lt;br /&gt;
	....xxxx - Advance cursor X this many tiles after the object (&amp;quot;X space&amp;quot;)&lt;br /&gt;
1 -&lt;br /&gt;
	xxxxxxxx - Object number&lt;br /&gt;
	If Object number = 15, and Y position &amp;lt; 13, then this is a 3 byte object (collectable item)&lt;br /&gt;
2 - (3 byte objects only)&lt;br /&gt;
	xxxxxxxx - For 3 byte objects only, object number (0-21, 22+ are not used)&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
Special Y posisitons:&lt;br /&gt;
	13 - Set new ground&lt;br /&gt;
		Sets the floor and ceiling to new values, just like header byte 2&lt;br /&gt;
		x....... - &amp;quot;no ceiling&amp;quot;,  top 2 rows of the map are set to background tile&lt;br /&gt;
		.xxx.... - Not used, you can&#039;t change tiles for ground&lt;br /&gt;
		....xxxx - New position of floor/ceiling&lt;br /&gt;
			0-7 = Floor at 2-9 (from bottom), Ceiling at 1 from top&lt;br /&gt;
			8-14 = Ceiling at 2-8 (from top)&lt;br /&gt;
			15 = Filled in with wall tile&lt;br /&gt;
	14 - &amp;quot;Skip&amp;quot;&lt;br /&gt;
		Sets the cursor X directly to &amp;quot;x space&amp;quot; * 16.  Does not advance the cursor after this object as normal.&lt;br /&gt;
	15 - Extra objects, including lava and cactuses.  These have fixed-y coordinates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Map Objects&lt;br /&gt;
-----------&lt;br /&gt;
This part really could be done much better, instead of hard-specifying everything, see how the game handles them, see what tiles it selects, see how it assembles the structures, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects: (For Overworld sideview maps)&lt;br /&gt;
	00001111 - 3 byte object (collectable)&lt;br /&gt;
	0000xxxx - 16 different small objects&lt;br /&gt;
	xxxx.... - Object type&lt;br /&gt;
	....xxxx - Size of object (1-16)&lt;br /&gt;
	Small objects:&lt;br /&gt;
		00 = headstone&lt;br /&gt;
		01 = cross&lt;br /&gt;
		02 = angled cross&lt;br /&gt;
		03 = tree stump&lt;br /&gt;
		04 = stone table, (&amp;quot;stonehenge&amp;quot;)&lt;br /&gt;
		05 = locked door (always at Y position 8)&lt;br /&gt;
		06 = sleeping princess Zelda&lt;br /&gt;
		07 = sleeping princess Zelda&lt;br /&gt;
		08 = Pit (extends to ground?)&lt;br /&gt;
		09-0E = Cloud&lt;br /&gt;
		0F = crash&lt;br /&gt;
	Big objects for Object set 0&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = forest ceiling, two high&lt;br /&gt;
		3x = forest ceiling, two high&lt;br /&gt;
		4x = curtains, two high&lt;br /&gt;
		5x = forest ceiling, one high&lt;br /&gt;
		6x = sword-destroyable blocks, one high&lt;br /&gt;
		7x = horizontal pit, one high&lt;br /&gt;
		8x = single weed, one high&lt;br /&gt;
		9x = two weeds, one high&lt;br /&gt;
		Ax = north castle steps (background), one high&lt;br /&gt;
		Bx = background bricks, used in north castle and ruins, one high&lt;br /&gt;
		Cx = strip of volcano background, one high&lt;br /&gt;
		Dx = sword-destroyable blocks, one wide&lt;br /&gt;
		Ex = background tree trunk, one wide&lt;br /&gt;
		Fx = column, one wide&lt;br /&gt;
	Big objects for Object set 1&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = wide rock floor, two high&lt;br /&gt;
		3x = wide rock ceiling, two high&lt;br /&gt;
		4x = bridge, two high&lt;br /&gt;
		5x = cave blocks, one high&lt;br /&gt;
		6x = sword-destroyable blocks, one high&lt;br /&gt;
		7x = bridge that falls apart, one high&lt;br /&gt;
		8x = single weed, one high&lt;br /&gt;
		9x = two weeds, one high&lt;br /&gt;
		Ax = horizontal pit, one high&lt;br /&gt;
		Bx = background bricks, used in north castle and ruins, one high&lt;br /&gt;
		Cx = strip of volcano background, one high&lt;br /&gt;
		Dx = sword-destroyable blocks, one wide&lt;br /&gt;
		Ex = tall rock floor, one wide&lt;br /&gt;
		Fx = stone spire&lt;br /&gt;
	Extra objects (Y position 15):&lt;br /&gt;
		0x = crash&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = Lava at bottom of screen, three high&lt;br /&gt;
		3x = Cactus at Y position 9, grows upwards, one wide&lt;br /&gt;
		4x = Cactus with stem at Y position 9, one wide, two high&lt;br /&gt;
		5x = Elevator?&lt;br /&gt;
		60-FF = crash&lt;br /&gt;
&lt;br /&gt;
Objects: (for towns)&lt;br /&gt;
	Small Objects:&lt;br /&gt;
		00 = closed door with grass at bottom, 4 high 1 wide&lt;br /&gt;
		01 = open door with grass at bottom&lt;br /&gt;
		02 = open door with bricks at bottom&lt;br /&gt;
		03 = open door with vertical bricks at bottom&lt;br /&gt;
		04 = stonehenge&lt;br /&gt;
		05 = chair&lt;br /&gt;
		06 = ?&lt;br /&gt;
		07 = cloud&lt;br /&gt;
		08 = table&lt;br /&gt;
		09 = bench&lt;br /&gt;
		0A = cross&lt;br /&gt;
		0B-0E = cloud&lt;br /&gt;
		0F = crash&lt;br /&gt;
	Big objects for Object Set 0&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = cross hatched roof, two high&lt;br /&gt;
		3x = gray vertical brick roof, two high&lt;br /&gt;
		4x = green vertical brick roof, two high&lt;br /&gt;
		5x = brick building, extends to ground&lt;br /&gt;
		6x = white small brick building, extends to ground&lt;br /&gt;
		7x = grass building, extends to ground&lt;br /&gt;
		8x = white brick wall, extends to ground&lt;br /&gt;
		9x = log building, extends to ground&lt;br /&gt;
		Ax = brown square windows, one wide, Two tall. One tile Gap between windows.  Repeats vertically&lt;br /&gt;
		Bx = gray windows, round on top...&lt;br /&gt;
		Cx = brown windows, round on top&lt;br /&gt;
		Dx = Underground blue bricks, two high&lt;br /&gt;
		Ex = Column&lt;br /&gt;
		Fx = castle background bricks&lt;br /&gt;
	Effects of Object Set 1 unknown&lt;br /&gt;
	Extra Objects (Y position 15)&lt;br /&gt;
		00 = Door to left&lt;br /&gt;
		01 = Door to right&lt;br /&gt;
		02 = Wall to left&lt;br /&gt;
		03 = wall to right&lt;br /&gt;
		04 = fireplace&lt;br /&gt;
		05 = fountain&lt;br /&gt;
		06 = sign&lt;br /&gt;
		07 = headstone one above ground&lt;br /&gt;
		08-0F = ?&lt;br /&gt;
		1x = single bush&lt;br /&gt;
		2x = background wall at Y pos 4, 3 wide, x tall&lt;br /&gt;
		3x = ?&lt;br /&gt;
		4x = ?&lt;br /&gt;
		5x = ?&lt;br /&gt;
		6x = bridge&lt;br /&gt;
		7x = water/lava&lt;br /&gt;
		80-FF = ?&lt;br /&gt;
&lt;br /&gt;
Objects: (for Palaces)&lt;br /&gt;
	Small Objects&lt;br /&gt;
		00 = Window&lt;br /&gt;
		01 = Rightward unicorn head&lt;br /&gt;
		02 = leftward wolf head&lt;br /&gt;
		03,04 = crystal return statue&lt;br /&gt;
		05,06 = locked door&lt;br /&gt;
		07 = cloud&lt;br /&gt;
		08 = small cloud&lt;br /&gt;
		09 = ironknuckle statue&lt;br /&gt;
		0A-0E = small cloud&lt;br /&gt;
		0F = crash&lt;br /&gt;
	Large Objects (set 0)&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = Horizontal Pit, one high&lt;br /&gt;
		2x = horizontal bricks, one high&lt;br /&gt;
		3x = breakable blocks, one high&lt;br /&gt;
		4x = steel blocks, one high&lt;br /&gt;
		5x = breaking bridge, one high&lt;br /&gt;
		6x = breakable blocks, one high&lt;br /&gt;
		7x = horizontal bricks, two high&lt;br /&gt;
		8x = curtains, two high&lt;br /&gt;
		9x = breakable blocks, two high&lt;br /&gt;
		Ax = walk-thru bricks, two high&lt;br /&gt;
		Bx = breakable blocks, one wide&lt;br /&gt;
		Cx = Column, one wide&lt;br /&gt;
		Dx = Bridge, two high&lt;br /&gt;
		Ex = Pit, one wide&lt;br /&gt;
		Fx = Horizontal Pit, extends to bottom of screen&lt;br /&gt;
	Extra Objects&lt;br /&gt;
		1x = Lava&lt;br /&gt;
&lt;br /&gt;
Objects: (for Great Palace)&lt;br /&gt;
	Great palace contains tiles for the &amp;quot;north castle&amp;quot; used in ending&lt;br /&gt;
	Same as above, except:&lt;br /&gt;
		09 = Zelda&lt;br /&gt;
		0A = Ironknuckle Statue&lt;br /&gt;
		1x = Canopy (for final boss room)&lt;br /&gt;
		5x = North Castle bricks&lt;br /&gt;
		6x = North Castle Steps&lt;br /&gt;
		7x = breakable bridge&lt;br /&gt;
		8x = bridge, two high&lt;br /&gt;
		9x = bricks, two high&lt;br /&gt;
		Ax = curtains, two high&lt;br /&gt;
		Bx = Walk-thru bricks, two high&lt;br /&gt;
		Cx = breakable blocks, two high&lt;br /&gt;
		Dx = breakable blocks, one wide&lt;br /&gt;
		Ex = electric barrier&lt;br /&gt;
		Fx = column&lt;br /&gt;
&lt;br /&gt;
============&lt;br /&gt;
Enemy Format&lt;br /&gt;
============&lt;br /&gt;
&lt;br /&gt;
Header:&lt;br /&gt;
Byte 0 - Length of enemy data&lt;br /&gt;
When selecting &amp;quot;Strong Enemy&amp;quot; for random overworld battles, advance that many bytes, data for &amp;quot;strong enemy&amp;quot; follows the first enemy set.  Non-random battles do not have &amp;quot;strong enemy&amp;quot; information&lt;br /&gt;
&lt;br /&gt;
Bytes for enemy data:&lt;br /&gt;
0 -&lt;br /&gt;
	....xxxx = X coordinate (in tiles)&lt;br /&gt;
	xxxx.... = Y coordinate (in tiles)&lt;br /&gt;
		Y coordinate 0 maps to row 1, otherwise maps to row 2+x&lt;br /&gt;
1 -&lt;br /&gt;
	xx...... = Upper bits of X coordinate&lt;br /&gt;
	..xxxxxx = Enemy number (0-63)&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Enemy lists&lt;br /&gt;
-----------&lt;br /&gt;
West Hyrule, Death Mountain:&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Red Jar&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot (blue)&lt;br /&gt;
	05 - Bit (red)&lt;br /&gt;
	06 - Moa&lt;br /&gt;
	07 - Ache&lt;br /&gt;
	08 - crash&lt;br /&gt;
	09 - crash&lt;br /&gt;
	0A - Acheman&lt;br /&gt;
	0B - Bubble generator&lt;br /&gt;
	0C - Rock Generator&lt;br /&gt;
	0D - Red Deeler&lt;br /&gt;
	0E - Blue Deeler&lt;br /&gt;
	0F - Bago Bago Generator&lt;br /&gt;
	10 - Bago Bago&lt;br /&gt;
	11 - Red Octoroc (Jumping Only)&lt;br /&gt;
	12 - Red Octorock (Moving and Jumping)&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Orange Moblin&lt;br /&gt;
	15 - Red Moblin&lt;br /&gt;
	16 - Blue Moblin&lt;br /&gt;
	17 - Orange Diara&lt;br /&gt;
	18 - Red Diara&lt;br /&gt;
	19 - Orange Goryia&lt;br /&gt;
	1A - Red Goryia&lt;br /&gt;
	1B - Blue Goryia&lt;br /&gt;
	1C - Lowder&lt;br /&gt;
	1D - Moby generator&lt;br /&gt;
	1E - Moby&lt;br /&gt;
	1F - Megmet&lt;br /&gt;
	20 - Geldarm&lt;br /&gt;
	21 - Dumb Moblin Generator&lt;br /&gt;
	22 - Dumb Moblin&lt;br /&gt;
	23-FF crash&lt;br /&gt;
East Hyrule, Maze Island&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Red Magic Jar&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot (blue)&lt;br /&gt;
	05 - Bit (red)&lt;br /&gt;
	06 - Moa&lt;br /&gt;
	07 - Ache&lt;br /&gt;
	08 - ???&lt;br /&gt;
	09 - ???&lt;br /&gt;
	0A - Acheman&lt;br /&gt;
	0B - Bubble Generator&lt;br /&gt;
	0C - Rock Generator (messed up link-doll sprite in east hyrule)&lt;br /&gt;
	0D - Red Deeler&lt;br /&gt;
	0E - Blue Deeler&lt;br /&gt;
	0F - Bago Bago Generator&lt;br /&gt;
	10 - Bago Bago&lt;br /&gt;
	11 - Blue Octoroc (Jumping Only)&lt;br /&gt;
	12 - Blue Octorock (Moving and Jumping)&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Tektite&lt;br /&gt;
	15 - Eye&lt;br /&gt;
	16 - Leever&lt;br /&gt;
	17 - Boon&lt;br /&gt;
	18 - Basilisk&lt;br /&gt;
	19 - Scorpion&lt;br /&gt;
	1A - Red Lizalfo&lt;br /&gt;
	1B - Orange Lizalfo&lt;br /&gt;
	1C - Blue Lizalfo&lt;br /&gt;
	1D - Boulder Tossing Lizalfos &lt;br /&gt;
	1E-FF - Crash&lt;br /&gt;
Towns&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Candle&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Purple Kees&lt;br /&gt;
	04 - Purple Bot&lt;br /&gt;
	05 - Bit&lt;br /&gt;
	06 - Purple Moa&lt;br /&gt;
	07 - Purple Kees (again?)&lt;br /&gt;
	08 - Gold colored girl, crashes game if you talk to her&lt;br /&gt;
	09-24 - Various townspeople&lt;br /&gt;
Palace 1,2,5&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Item in Palace Sprite&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot&lt;br /&gt;
	05 - Strike for Red Jar&lt;br /&gt;
	06 - Slow Magic Stealing Skull&lt;br /&gt;
	07 - Orange Moa&lt;br /&gt;
	08 - Falling Block Generator&lt;br /&gt;
	09 - Single falling block&lt;br /&gt;
	0A - Blue Skull Head&lt;br /&gt;
	0B - Rathead Generator&lt;br /&gt;
	0C - Rathead&lt;br /&gt;
	0D - Dripping Column&lt;br /&gt;
	0E - Fast Magic Stealing Skull&lt;br /&gt;
	0F - Bago Bago Generator&lt;br /&gt;
	10 - Bago Bago&lt;br /&gt;
	11 - Rope Jumping Only&lt;br /&gt;
	12 - Rope Jumping and Moving&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Crystal Slot&lt;br /&gt;
	15 - Crystal&lt;br /&gt;
	16 - Energy ball shooter (to down-right)&lt;br /&gt;
	17 - Energy ball shooter (to down-left)&lt;br /&gt;
	18 - Orange Iron Knuckle&lt;br /&gt;
	19 - Red Iron Knuckle&lt;br /&gt;
	1A - Blue Iron Knuckle&lt;br /&gt;
	1B - Wolf Head Generator&lt;br /&gt;
	1C - Wolf Head&lt;br /&gt;
	1D - Mago&lt;br /&gt;
	1E - Hammer Thrower&lt;br /&gt;
	1F - Red Stalfos&lt;br /&gt;
	20 - Horse Head&lt;br /&gt;
	21 - Helmethead/Gooma (5th Palace Boss) &lt;br /&gt;
	22 - Helmethead&#039;s floating head&lt;br /&gt;
	23 - Blue Stalfos&lt;br /&gt;
	24-FF crash&lt;br /&gt;
Palace 3,4,6&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Item in Palace sprite&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot&lt;br /&gt;
	05 - Strike for Red Jar/Ironknuckle&lt;br /&gt;
	06 - Slow Magic Stealing Skulls&lt;br /&gt;
	07 - Orange Moa&lt;br /&gt;
	08 - Falling Blocks Generator&lt;br /&gt;
	09 - Single falling block&lt;br /&gt;
	0A - Blue Skull Head&lt;br /&gt;
	0B - Rathead Generator&lt;br /&gt;
	0C - Rathead&lt;br /&gt;
	0D - Dripping Column&lt;br /&gt;
	0E - Fast Magic Stealing Skulls&lt;br /&gt;
	0F - ???&lt;br /&gt;
	10 - Flame&lt;br /&gt;
	11 - Rope&lt;br /&gt;
	12 - ???&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Crystal Slot&lt;br /&gt;
	15 - Crystal&lt;br /&gt;
	16 - Energy ball shooter (to down-right)&lt;br /&gt;
	17 - Energy ball shooter (to down-left)&lt;br /&gt;
	18 - Orange Iron Knuckle&lt;br /&gt;
	19 - Red Iron Knuckle&lt;br /&gt;
	1A - Blue Iron Knuckle&lt;br /&gt;
	1B - Wolf Head Generator&lt;br /&gt;
	1C - Wolf Head&lt;br /&gt;
	1D - Wizrobe&lt;br /&gt;
	1E - Red Stalfos Knight&lt;br /&gt;
	1F - Doomknocker&lt;br /&gt;
	20 - Blue Iron Knuckle on horse&lt;br /&gt;
	21 - Dragon (6th palace boss)&lt;br /&gt;
	22 - Wizard (4th palace boss)&lt;br /&gt;
	23 - Blue Stalfos Knight&lt;br /&gt;
&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Candle&lt;br /&gt;
	02 - Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot&lt;br /&gt;
	05 - Strike for Red Jar/Ironknuckle&lt;br /&gt;
	06 - Bubble&lt;br /&gt;
	07 - Orange Moa&lt;br /&gt;
	08 - Falling blocks&lt;br /&gt;
	09 - Single falling block&lt;br /&gt;
	0A - Unicorn Head&lt;br /&gt;
	0B - Rat Head generator&lt;br /&gt;
	0C - Rat Head&lt;br /&gt;
	0D - Column dripper&lt;br /&gt;
	0E - Fast bubble&lt;br /&gt;
	0F - ? nothing&lt;br /&gt;
	10 - Fire&lt;br /&gt;
	11 - snake/octorock thingy&lt;br /&gt;
	12 - ? nothing&lt;br /&gt;
	13 - elevator&lt;br /&gt;
	14 - crystal return&lt;br /&gt;
	15 - crystal&lt;br /&gt;
	16 - unicorn head shooter (to down-right)&lt;br /&gt;
	17 - unicorn head shooter (to down-left)&lt;br /&gt;
	18 - Orange Ironknuckle&lt;br /&gt;
	19 - Red Ironknuckle&lt;br /&gt;
	1A - Blue Ironknuckle&lt;br /&gt;
	1B - red wolf head generator&lt;br /&gt;
	1C - wolf head&lt;br /&gt;
	1D - reflect wizrobe&lt;br /&gt;
	1E - Red stalfos&lt;br /&gt;
	1F - blue boomerang-club thing&lt;br /&gt;
	20 - Ironknuckle on horse&lt;br /&gt;
	21 - 6th palace boss&lt;br /&gt;
	22 - 4th palace boss&lt;br /&gt;
	23 - Blue stalfos&lt;br /&gt;
	24-FF crash&lt;br /&gt;
Great Palace (NOT VERIFED!)&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Red Magic Jar&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot (blue)&lt;br /&gt;
	05 - Bit (red)&lt;br /&gt;
	06 - Moa&lt;br /&gt;
	07 - Ache&lt;br /&gt;
	08 - ???&lt;br /&gt;
	09 - ???&lt;br /&gt;
	0A - Acheman&lt;br /&gt;
	0B - Bubble Generator&lt;br /&gt;
	0C - Rock Generator&lt;br /&gt;
	0D - Red Deeler&lt;br /&gt;
	0E - Blue Deeler&lt;br /&gt;
	0F - Fire Bago Bago Generator&lt;br /&gt;
	10 - Fire Bago Bago&lt;br /&gt;
	11 - Fire Rope Jumping Only&lt;br /&gt;
	12 - Fire Rope Jumping and Moving&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Slow Magic Stealing Skull&lt;br /&gt;
	15 - Fast Magic Stealing Skull&lt;br /&gt;
	16 - Orange Skull Head&lt;br /&gt;
	17 - Large Magic Stealing Skull&lt;br /&gt;
	18 - Orange Dreadhawk&lt;br /&gt;
	19 - Red Dreadhawk&lt;br /&gt;
	1A - Blue Dreadhawk&lt;br /&gt;
	1B - ???&lt;br /&gt;
	1C - ???&lt;br /&gt;
	1D - Firebird&lt;br /&gt;
	1E - King Bot&lt;br /&gt;
	1F - ???&lt;br /&gt;
	20 - Barrier for Grand Palace&lt;br /&gt;
	21 - ???&lt;br /&gt;
	22 - Thunder Bird Boss&lt;br /&gt;
	23 - Trigger for Dark Link battle &lt;br /&gt;
	24-FF crash&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information about overworld locations, kinda overlaps with the information there, but made by someone who actually understatnds bitfields :) [But does he &#039;&#039;understand&#039;&#039; them???] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
----------------------------&lt;br /&gt;
&amp;quot;Browse Around&amp;quot; information&lt;br /&gt;
----------------------------&lt;br /&gt;
locations of towns and caves and such:&lt;br /&gt;
base addresses&lt;br /&gt;
&lt;br /&gt;
0x462F  west hyrule&lt;br /&gt;
0x610C  death mtn&lt;br /&gt;
0x862F  east hyrule&lt;br /&gt;
0xA10C  maze island&lt;br /&gt;
&lt;br /&gt;
Base address is for &amp;quot;Y&amp;quot;&lt;br /&gt;
Add 3F to get &amp;quot;X&amp;quot;&lt;br /&gt;
Add 7E to get &amp;quot;Z&amp;quot;&lt;br /&gt;
Add BD to get &amp;quot;W&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Y&amp;quot;:&lt;br /&gt;
.xxxxxxx - Y position&lt;br /&gt;
x....... - Is external to this world?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;X&amp;quot;:&lt;br /&gt;
..xxxxxx - X position&lt;br /&gt;
.x...... - Is second part of a cave?&lt;br /&gt;
x....... - ???&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Z&amp;quot;:&lt;br /&gt;
..xxxxxx - Map number&lt;br /&gt;
xx...... - Horizontal position to enter within map&lt;br /&gt;
	00 = leftmost&lt;br /&gt;
	01 = enter at x=256? or rightmost for 512 pixel wide maps?&lt;br /&gt;
	10 = enter at x=512? or rightmost for 768 pixel wide maps?&lt;br /&gt;
	11 = enter at rightmost for 1024 pixel wide maps?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;W&amp;quot;:&lt;br /&gt;
...xxxxx - &amp;quot;world number&amp;quot;?&lt;br /&gt;
xxx..... - &amp;quot;flags&amp;quot;?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Zelda II: The Adventure of Link]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Contra_(NES)/TBL&amp;diff=23721</id>
		<title>Contra (NES)/TBL</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Contra_(NES)/TBL&amp;diff=23721"/>
		<updated>2010-12-22T04:20:50Z</updated>

		<summary type="html">&lt;p&gt;Trax: Added Text Table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Text Table may be slightly different between Intro and Ending sequences.&lt;br /&gt;
&lt;br /&gt;
This is the table for Intro Screen and Status Screen (with score and remaining lives):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00 =  &lt;br /&gt;
30 = 0&lt;br /&gt;
31 = 1&lt;br /&gt;
32 = 2&lt;br /&gt;
33 = 3&lt;br /&gt;
34 = 4&lt;br /&gt;
35 = 5&lt;br /&gt;
36 = 6&lt;br /&gt;
37 = 7&lt;br /&gt;
38 = 8&lt;br /&gt;
39 = 9&lt;br /&gt;
40 = .&lt;br /&gt;
41 = A&lt;br /&gt;
42 = B&lt;br /&gt;
43 = C&lt;br /&gt;
44 = D&lt;br /&gt;
45 = E&lt;br /&gt;
46 = F&lt;br /&gt;
47 = G&lt;br /&gt;
48 = H&lt;br /&gt;
49 = I&lt;br /&gt;
4A = J&lt;br /&gt;
4B = K&lt;br /&gt;
4C = L&lt;br /&gt;
4D = M&lt;br /&gt;
4E = N&lt;br /&gt;
4F = O&lt;br /&gt;
50 = P&lt;br /&gt;
51 = Q&lt;br /&gt;
52 = R&lt;br /&gt;
53 = S&lt;br /&gt;
54 = T&lt;br /&gt;
55 = U&lt;br /&gt;
56 = V&lt;br /&gt;
57 = W&lt;br /&gt;
58 = X&lt;br /&gt;
59 = Y&lt;br /&gt;
5A = Z&lt;br /&gt;
B0 = ,&lt;br /&gt;
C3 = ©&lt;br /&gt;
F7 = &#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Contra_(NES)&amp;diff=23720</id>
		<title>Contra (NES)</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Contra_(NES)&amp;diff=23720"/>
		<updated>2010-12-22T04:11:52Z</updated>

		<summary type="html">&lt;p&gt;Trax: Updated the link to Demo by Trax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{INES| title = Contra&lt;br /&gt;
|image=[[Image:Contra.png]]&lt;br /&gt;
|game=Contra&lt;br /&gt;
|mapperno=2&lt;br /&gt;
|mappername=[[UNROM]]&lt;br /&gt;
|prgrom=8 x 16kB&lt;br /&gt;
|chrrom=0 x  8kB&lt;br /&gt;
|mirroring=Vertical&lt;br /&gt;
|4screen=No&lt;br /&gt;
|sram=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Not Extensively Hacked}}&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
&lt;br /&gt;
[[Red Falcon]] - A Contra editor that runs on Mac OS X systems, currently under development.&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
* [http://www.bwass.org/romhack/contra/contrademo4.zip Contra Four-Level Demo] by Trax&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
==Known Dumps==&lt;br /&gt;
* Contra (Beta) [t1]&lt;br /&gt;
* Contra (J) [t1]&lt;br /&gt;
* Contra (J) [t2]&lt;br /&gt;
* Contra (J) [t3]&lt;br /&gt;
* Contra (J) [t4]&lt;br /&gt;
* Contra (J) [t5]&lt;br /&gt;
* Contra (J) [t6]&lt;br /&gt;
* Contra (J) [t7]&lt;br /&gt;
* Contra (J)&lt;br /&gt;
* Contra (KC)&lt;br /&gt;
* Contra (PC10)&lt;br /&gt;
* Contra (U) [!]&lt;br /&gt;
* Contra (U) [t1]&lt;br /&gt;
* Contra (U) [t2]&lt;br /&gt;
* Contra (U) [t3]&lt;br /&gt;
* Probotector (E) [!]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Adventures_of_Lolo_2_(NES)/ROM_map&amp;diff=23579</id>
		<title>Adventures of Lolo 2 (NES)/ROM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Adventures_of_Lolo_2_(NES)/ROM_map&amp;diff=23579"/>
		<updated>2010-11-05T08:12:26Z</updated>

		<summary type="html">&lt;p&gt;Trax: Changed &amp;quot;glitch&amp;quot; to Tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rommap|game=Adventures of Lolo II}}&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;0x3394 - 0x33FD (006A)&amp;lt;/tt&amp;gt; = Room data pointers&lt;br /&gt;
** &amp;lt;tt&amp;gt;0000 008F 0133 01C3 0245 {00-04}&amp;lt;/tt&amp;gt; =  Floor 1&lt;br /&gt;
** &amp;lt;tt&amp;gt;02DA 035F 03F7 048A 0531 {05-09}&amp;lt;/tt&amp;gt; =  Floor 2&lt;br /&gt;
** &amp;lt;tt&amp;gt;05B5 0651 06E1 0769 07F9 {0A-0E}&amp;lt;/tt&amp;gt; =  Floor 3&lt;br /&gt;
** &amp;lt;tt&amp;gt;0896 0928 09B2 0A49 0AE0 {0F-13}&amp;lt;/tt&amp;gt; =  Floor 4&lt;br /&gt;
** &amp;lt;tt&amp;gt;0B4F 0BE6 0C81 0D1F 0DB8 {14-18}&amp;lt;/tt&amp;gt; =  Floor 5&lt;br /&gt;
** &amp;lt;tt&amp;gt;0E53 0EE5 0F73 1007 109B {19-1D}&amp;lt;/tt&amp;gt; =  Floor 6&lt;br /&gt;
** &amp;lt;tt&amp;gt;112C 11CA 125F 12F8 1380 {1E-22}&amp;lt;/tt&amp;gt; =  Floor 7&lt;br /&gt;
** &amp;lt;tt&amp;gt;1418 14B8 1538 15DA 166D {23-27}&amp;lt;/tt&amp;gt; =  Floor 8&lt;br /&gt;
** &amp;lt;tt&amp;gt;1711 17A8 1831 18CE 196F {28-2C}&amp;lt;/tt&amp;gt; =  Floor 9&lt;br /&gt;
** &amp;lt;tt&amp;gt;1A00 1AB6 1B7E 1C4B 1D1A {2D-31}&amp;lt;/tt&amp;gt; =  Castle&lt;br /&gt;
** &amp;lt;tt&amp;gt;1DD8 1E59 1F00 {32-34}&amp;lt;/tt&amp;gt; =  Boss, Ending, Tutorial&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;NOTE: the following levels have seperate pointers and are stored in PRG-ROM&#039;&#039;&lt;br /&gt;
** &amp;lt;tt&amp;gt;FD46 FDD3 FE30 FEAD {35-38}&amp;lt;/tt&amp;gt; =  Pro levels&lt;br /&gt;
&lt;br /&gt;
== Room Data (Pro) ==&lt;br /&gt;
* &amp;lt;tt&amp;gt;0x7D56 - 0x7DE2 (008D)&amp;lt;/tt&amp;gt; = Pro A&lt;br /&gt;
* &amp;lt;tt&amp;gt;0x7DE3 - 0x7E3F (005D)&amp;lt;/tt&amp;gt; = Pro B&lt;br /&gt;
* &amp;lt;tt&amp;gt;0x7E40 - 0x7EBC (007D)&amp;lt;/tt&amp;gt; = Pro C&lt;br /&gt;
* &amp;lt;tt&amp;gt;0x7EBD - 0x7F5E (00A2)&amp;lt;/tt&amp;gt; = Pro D&lt;br /&gt;
&lt;br /&gt;
== Room Data (Normal) ==&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE010 - 0xE09E (008F)&amp;lt;/tt&amp;gt; = 1-1&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE09F - 0xE142 (00A4)&amp;lt;/tt&amp;gt; = 1-2&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE143 - 0xE1D2 (0090)&amp;lt;/tt&amp;gt; = 1-3&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE1D3 - 0xE254 (0082)&amp;lt;/tt&amp;gt; = 1-4&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE255 - 0xE2E9 (0095)&amp;lt;/tt&amp;gt; = 1-5&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE2EA - 0xE36E (0085)&amp;lt;/tt&amp;gt; = 2-1&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE36F - 0xE406 (0098)&amp;lt;/tt&amp;gt; = 2-2&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE407 - 0xE499 (0093)&amp;lt;/tt&amp;gt; = 2-3&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE49A - 0xE540 (00A7)&amp;lt;/tt&amp;gt; = 2-4&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE541 - 0xE5C4 (0084)&amp;lt;/tt&amp;gt; = 2-5&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE5C5 - 0xE660 (009C)&amp;lt;/tt&amp;gt; = 3-1&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE661 - 0xE6F0 (0090)&amp;lt;/tt&amp;gt; = 3-2&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE6F1 - 0xE778 (0088)&amp;lt;/tt&amp;gt; = 3-3&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE779 - 0xE808 (0090)&amp;lt;/tt&amp;gt; = 3-4&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE809 - 0xE8A5 (009D)&amp;lt;/tt&amp;gt; = 3-5&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE8A6 - 0xE937 (0092)&amp;lt;/tt&amp;gt; = 4-1&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE938 - 0xE9C1 (008A)&amp;lt;/tt&amp;gt; = 4-2&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xE9C2 - 0xEA58 (0097)&amp;lt;/tt&amp;gt; = 4-3&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xEA59 - 0xEAEF (0097)&amp;lt;/tt&amp;gt; = 4-4&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xEAF0 - 0xEB5E (006F)&amp;lt;/tt&amp;gt; = 4-5&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xEB5F - 0xEBF5 (0097)&amp;lt;/tt&amp;gt; = 5-1&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xEBF6 - 0xEC90 (009B)&amp;lt;/tt&amp;gt; = 5-2&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xEC91 - 0xED2E (009E)&amp;lt;/tt&amp;gt; = 5-3&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xED2F - 0xEDC7 (0099)&amp;lt;/tt&amp;gt; = 5-4&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xEDC8 - 0xEE62 (009B)&amp;lt;/tt&amp;gt; = 5-5&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xEE63 - 0xEEF4 (0092)&amp;lt;/tt&amp;gt; = 6-1&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xEEF5 - 0xEF82 (008E)&amp;lt;/tt&amp;gt; = 6-2&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xEF83 - 0xF016 (0094)&amp;lt;/tt&amp;gt; = 6-3&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF017 - 0xF0AA (0094)&amp;lt;/tt&amp;gt; = 6-4&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF0AB - 0xF13B (0091)&amp;lt;/tt&amp;gt; = 6-5&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF13C - 0xF1D9 (009E)&amp;lt;/tt&amp;gt; = 7-1&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF1DA - 0xF26E (0095)&amp;lt;/tt&amp;gt; = 7-2&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF26F - 0xF307 (0099)&amp;lt;/tt&amp;gt; = 7-3&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF308 - 0xF38F (0088)&amp;lt;/tt&amp;gt; = 7-4&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF390 - 0xF427 (0098)&amp;lt;/tt&amp;gt; = 7-5&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF428 - 0xF4C7 (00A0)&amp;lt;/tt&amp;gt; = 8-1&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF4C8 - 0xF547 (0080)&amp;lt;/tt&amp;gt; = 8-2&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF548 - 0xF5E9 (00A2)&amp;lt;/tt&amp;gt; = 8-3&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF5EA - 0xF67C (0093)&amp;lt;/tt&amp;gt; = 8-4&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF67D - 0xF720 (00A4)&amp;lt;/tt&amp;gt; = 8-5&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF721 - 0xF7B7 (0097)&amp;lt;/tt&amp;gt; = 9-1&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF7B8 - 0xF840 (0089)&amp;lt;/tt&amp;gt; = 9-2&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF841 - 0xF8DD (009D)&amp;lt;/tt&amp;gt; = 9-3&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF8DE - 0xF97E (00A1)&amp;lt;/tt&amp;gt; = 9-4&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xF97F - 0xFA0F (0091)&amp;lt;/tt&amp;gt; = 9-5&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xFA10 - 0xFAC5 (00B6)&amp;lt;/tt&amp;gt; = C-1&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xFAC6 - 0xFB8D (00C8)&amp;lt;/tt&amp;gt; = C-2&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xFB8E - 0xFC5A (00CD)&amp;lt;/tt&amp;gt; = C-3&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xFC5B - 0xFD29 (00CF)&amp;lt;/tt&amp;gt; = C-4&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xFD2A - 0xFDE7 (00BE)&amp;lt;/tt&amp;gt; = C-5&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xFDE8 - 0xFE68 (0081)&amp;lt;/tt&amp;gt; = Boss&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xFE69 - 0xFF0F (00A7)&amp;lt;/tt&amp;gt; = Ending&lt;br /&gt;
* &amp;lt;tt&amp;gt;0xFF10 - 0xFF7B (006C)&amp;lt;/tt&amp;gt; = Tutorial&lt;br /&gt;
&lt;br /&gt;
[[Category: Adventures of Lolo II]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link&amp;diff=22113</id>
		<title>Zelda II: The Adventure of Link</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link&amp;diff=22113"/>
		<updated>2009-12-31T05:36:05Z</updated>

		<summary type="html">&lt;p&gt;Trax: Added Documentation Bar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{INES| title = Zelda II - The Adventure of Link&lt;br /&gt;
|image = [[Image:ZeldaII.png]]&lt;br /&gt;
|mapperno = 1&lt;br /&gt;
|mappername = [[Nintendo MMC1]]&lt;br /&gt;
|prgrom = 8 x 16kB&lt;br /&gt;
|chrrom = 14 x  8kB&lt;br /&gt;
|mirroring = Horizontal&lt;br /&gt;
|4screen = No&lt;br /&gt;
|sram = Yes&lt;br /&gt;
|game = Zelda II: The Adventure of Link&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 150px; height: 16px; float: left&amp;quot;&amp;gt;Documented Data :&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 21px; height: 16px; float: left; background-color: #CCF&amp;quot;&amp;gt;7%&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 279px; height: 16px; float: left; background-color: #DDD&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Zelda2 Editor|Zelda2 Editor]] - A popular Zelda II: The Adventure of Link editor. It is available [http://www.zophar.net/utilities/neslevel.html here].&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Sword|Sword]] - An editor in development that will be able to run on Windows systems.&lt;br /&gt;
* [[Zelda II: The Adventure of Link:ZII Game Editor|ZII Game Editor]] - A Zelda II editor that runs on Mac OS X systems.&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
&lt;br /&gt;
* [[Adventure of Error]]&lt;br /&gt;
* [[Evil Dead]]&lt;br /&gt;
* [[Zelda 2 - The Adventure of Link1999]]&lt;br /&gt;
* [[Zelda2k]]&lt;br /&gt;
* [[Zelda 2 Challenge]]&lt;br /&gt;
* [[Zelda II - The Adventure of Link &amp;quot;Part 2&amp;quot;]]&lt;br /&gt;
* [[Zelda II - The Adventure of Link &amp;quot;Part 3&amp;quot;]]&lt;br /&gt;
* [[The Legend of Zelda: Journey of a Day]]&lt;br /&gt;
* [[Zelda 2.5]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
72E - Change this byte from 02 to 00 and you will be able to walk over any terrain (mountains, oceans) in the overworld.&lt;br /&gt;
&lt;br /&gt;
1C369 - This byte defines the number of lives you start the game with; set it to any value you like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From [http://www.classicgaming.com/ragegames/hackersdatabase.html Rage Games]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Known Dumps==&lt;br /&gt;
&lt;br /&gt;
* Zelda II - The Adventure of Link (U) [!]&lt;br /&gt;
* Zelda II - The Adventure of Link (E) (PRG0)&lt;br /&gt;
* Zelda II - The Adventure of Link (E) (PRG2)&lt;br /&gt;
* Zelda II - The Adventure of Link (GC)&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
*[http://www.nesmaps.com/maps/Zelda2/Zelda2.html Maps for Zelda II: The Adventure of Link] at &#039;&#039;NESMaps&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Zelda Series]][[Category: Zelda II: The Adventure of Link]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Contra_(NES)&amp;diff=21344</id>
		<title>Contra (NES)</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Contra_(NES)&amp;diff=21344"/>
		<updated>2009-07-14T01:11:19Z</updated>

		<summary type="html">&lt;p&gt;Trax: /* Utilities */ Added Red Falcon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{INES| title = Contra&lt;br /&gt;
|image=[[Image:Contra.png]]&lt;br /&gt;
|game=Contra&lt;br /&gt;
|mapperno=2&lt;br /&gt;
|mappername=[[UNROM]]&lt;br /&gt;
|prgrom=8 x 16kB&lt;br /&gt;
|chrrom=0 x  8kB&lt;br /&gt;
|mirroring=Vertical&lt;br /&gt;
|4screen=No&lt;br /&gt;
|sram=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Not Extensively Hacked}}&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
&lt;br /&gt;
[[Red Falcon]] - A Contra editor that runs on Mac OS X systems, currently under development.&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
* [http://www.bwass.org/romhack/contra/contrademo.zip Contra One-Level Demo] by Trax&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
==Known Dumps==&lt;br /&gt;
* Contra (Beta) [t1]&lt;br /&gt;
* Contra (J) [t1]&lt;br /&gt;
* Contra (J) [t2]&lt;br /&gt;
* Contra (J) [t3]&lt;br /&gt;
* Contra (J) [t4]&lt;br /&gt;
* Contra (J) [t5]&lt;br /&gt;
* Contra (J) [t6]&lt;br /&gt;
* Contra (J) [t7]&lt;br /&gt;
* Contra (J)&lt;br /&gt;
* Contra (KC)&lt;br /&gt;
* Contra (PC10)&lt;br /&gt;
* Contra (U) [!]&lt;br /&gt;
* Contra (U) [t1]&lt;br /&gt;
* Contra (U) [t2]&lt;br /&gt;
* Contra (U) [t3]&lt;br /&gt;
* Probotector (E) [!]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Arkanoid_(NES)&amp;diff=18185</id>
		<title>Arkanoid (NES)</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Arkanoid_(NES)&amp;diff=18185"/>
		<updated>2009-03-25T20:55:50Z</updated>

		<summary type="html">&lt;p&gt;Trax: /* Utilities */ Added link to Arkalavista editor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{INES| title = Arkanoid&lt;br /&gt;
|image = [[Image:Arkanoid Title.png|center]]&lt;br /&gt;
|mapperno = 3&lt;br /&gt;
|mappername = [[CNROM]]&lt;br /&gt;
|prgrom = 2 x 16kB&lt;br /&gt;
|chrrom = 2 x  8kB&lt;br /&gt;
|mirroring = Horizontal&lt;br /&gt;
|4screen = No&lt;br /&gt;
|sram = No&lt;br /&gt;
|game = Arkanoid&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Extensively Hacked}} This is due to its simple nature; however, as of yet there have been very little public hacks and translations for the game.&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
*[[Arkanoid:Arkalavista|Arkalavista]]&lt;br /&gt;
*[[Arkanoid:ArkEdit|ArkEdit]]&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
&lt;br /&gt;
*[[Arkanoid: Dimension of Doh]] - This hack contains new levels and a new palette for the US version. It was hacked by Vagla of [http://desnet.kodewerx.net Dragon Eye Studios] and can be downloaded [http://desnet.kodewerx.net/a3/adod.zip here]&lt;br /&gt;
*[[Annoid]]&lt;br /&gt;
&lt;br /&gt;
==Known Dumps==&lt;br /&gt;
*Arkanoid (J)&lt;br /&gt;
*Arkanoid (J) [b1]&lt;br /&gt;
*Arkanoid (J) [p1]&lt;br /&gt;
*Arkanoid (U)&lt;br /&gt;
*Arkanoid (U) [b1]&lt;br /&gt;
*Arkanoid (U) [b2]&lt;br /&gt;
*Arkanoid (U) [o1]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Arkanoid Wikipedia Article on Arkanoid]&lt;br /&gt;
*[http://www.nesmaps.com/maps/Arkanoid/Arkanoid.html Maps of all levels for the Nintendo (NES) version of Arkanoid] at &#039;&#039;NESMaps&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:NES Games|Arkanoid]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Shadowrun_(SNES)&amp;diff=17432</id>
		<title>Shadowrun (SNES)</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Shadowrun_(SNES)&amp;diff=17432"/>
		<updated>2008-12-23T20:59:31Z</updated>

		<summary type="html">&lt;p&gt;Trax: Removed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SNES| title = Shadowrun&lt;br /&gt;
|image = [[Image:Shadowrun Title.PNG|center]]&lt;br /&gt;
|name = Shadowrun&lt;br /&gt;
|company = Data East&lt;br /&gt;
|header = SWC&lt;br /&gt;
|bank = LoROM&lt;br /&gt;
|interleaved = No&lt;br /&gt;
|sram = 64 Kb&lt;br /&gt;
|type = Normal + Batt&lt;br /&gt;
|rom = 8 Mb&lt;br /&gt;
|country = USA&lt;br /&gt;
|romspeed = 120ns (FastROM)&lt;br /&gt;
|video = NTSC&lt;br /&gt;
|checksum = Good 0xF834&lt;br /&gt;
|crc32 = 3F34DFF0&lt;br /&gt;
|game = Shadowrun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Not Extensively Hacked|name=Shadowrun}}&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
No known utilities exist for editing Shadowrun. A text dumper has been written, however. &lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
No known Shadowrun hacks exist.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
Shadowrun makes use of apparent [[Endianness|big-endian]] values in some of its data tables, an oddity on the Super Nintendo&#039;s little-endian architecture. Nearly all of the game&#039;s text is compressed via [[Wikipedia:Huffman coding|Huffman coding]].&lt;br /&gt;
&lt;br /&gt;
==Known Dumps==&lt;br /&gt;
* Shadowrun (Beta)&lt;br /&gt;
* Shadowrun (E)&lt;br /&gt;
* Shadowrun (G)&lt;br /&gt;
* Shadowrun (J)&lt;br /&gt;
* Shadowrun (SW)&lt;br /&gt;
* Shadowrun (U) [!]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://starmen.net/pkhack/misc/shadowtextdump.txt A dump] of the compressed text&lt;br /&gt;
* [http://starmen.net/pkhack/misc/shadowhuffman.c The source code] for the text decompressor, written by Alchemic&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Nintendo games]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Akazukin_Chacha_(SNES)/ROM_map&amp;diff=17430</id>
		<title>Akazukin Chacha (SNES)/ROM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Akazukin_Chacha_(SNES)/ROM_map&amp;diff=17430"/>
		<updated>2008-12-23T20:58:48Z</updated>

		<summary type="html">&lt;p&gt;Trax: Removed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rommap|game=Akazukin Cha Cha}}&lt;br /&gt;
&lt;br /&gt;
These are file [[Pointer|addresses]] for the [[ROM header|unheadered ROM]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialog Script Locations==&lt;br /&gt;
* &amp;lt;tt&amp;gt;3E27A to 3FFC9&amp;lt;/tt&amp;gt; - Opening game text, chapter opening dialogs, game dialogs&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;40000 to 4FFBE&amp;lt;/tt&amp;gt; - Dialog&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;50000 to 5FD04&amp;lt;/tt&amp;gt; - Dialog&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;60000 to 63FB5&amp;lt;/tt&amp;gt; - Start-of-game dialogs&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See also [[Akazukin Cha Cha:Dialog Commands | dialog script commands]]&lt;br /&gt;
&lt;br /&gt;
==Graphics Tiles==&lt;br /&gt;
&#039;&#039;The following are stored as 4bpp, 8x8 tiles&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;C0000 to C5FFF&amp;lt;/tt&amp;gt; - Chacha sprites&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;C6000 to CBFFF&amp;lt;/tt&amp;gt; - Shi&#039;ne sprites&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;CC000 to CFFFF&amp;lt;/tt&amp;gt; - Riya sprites&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;D0000 to D33FF&amp;lt;/tt&amp;gt; - Riya (wolf mode) sprites&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;D3400 to D41FF&amp;lt;/tt&amp;gt; - (Empty)&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;D4200 to D5FFF&amp;lt;/tt&amp;gt; - Chacha battle sprites&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;D6000 to D7FFF&amp;lt;/tt&amp;gt; - Shi&#039;ne battle sprites&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;D8000 to D9FFF&amp;lt;/tt&amp;gt; - Riya battle sprites&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;DA000 to DBFFF&amp;lt;/tt&amp;gt; - Magical Princess battle sprites&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;DC000 to DDFFF&amp;lt;/tt&amp;gt; - Riya (wolf mode) battle sprites&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;DE000 to DFFFF&amp;lt;/tt&amp;gt; - Penguin? sprites&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;The following are stored as 2bpp, 8x8 tiles&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;E0000 to E04FF&amp;lt;/tt&amp;gt; - Blurb tiles&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;E0500 to E39FF&amp;lt;/tt&amp;gt; - Item font and icon tiles&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;E3A00 to E3000&amp;lt;/tt&amp;gt; - (Empty)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;The following are stored as 4bpp, 8x8 tiles&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;E4000 to E5FFF&amp;lt;/tt&amp;gt; - Title screen (top left portion) tiles &amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;E6000 to E7FFF&amp;lt;/tt&amp;gt; - Title screen (top right portion) tiles&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;E8000 to E99FF&amp;lt;/tt&amp;gt; - Title screen (bottom left portion) tiles   &amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;E9A00 to E9FFF&amp;lt;/tt&amp;gt; - (Empty)&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;EA000 to EB9FF&amp;lt;/tt&amp;gt; - Title screen (bottom right portion) tiles  &amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;EBA00 to EBFFF&amp;lt;/tt&amp;gt; - (Empty)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;The following are stored as 1bpp, 16x14 tiles&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;158000 to 15E2FF&amp;lt;/tt&amp;gt; - Font data&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Code Locations==&lt;br /&gt;
These are [[Super Nindendo:Memory Mapping|SNES-mapped]] addresses.&lt;br /&gt;
* &amp;lt;tt&amp;gt;C0:3F80&amp;lt;/tt&amp;gt; - [[Akazukin Cha Cha:ASM:Text | Code for displaying character data to screen]]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=ActRaiser/ROM_map&amp;diff=17428</id>
		<title>ActRaiser/ROM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=ActRaiser/ROM_map&amp;diff=17428"/>
		<updated>2008-12-23T20:58:15Z</updated>

		<summary type="html">&lt;p&gt;Trax: Removed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rommap|game=ActRaiser}}&lt;br /&gt;
&lt;br /&gt;
==Pages==&lt;br /&gt;
* [[Lair Data]]&lt;br /&gt;
* [[Map Data]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zombies_Ate_My_Neighbors_(SNES)/Tables&amp;diff=17425</id>
		<title>Zombies Ate My Neighbors (SNES)/Tables</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zombies_Ate_My_Neighbors_(SNES)/Tables&amp;diff=17425"/>
		<updated>2008-12-23T20:56:42Z</updated>

		<summary type="html">&lt;p&gt;Trax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Properties==&lt;br /&gt;
&lt;br /&gt;
(Determines the strength of weapon, also which monsters are strong/weak against it)&lt;br /&gt;
&lt;br /&gt;
XX00 XX80&lt;br /&gt;
&lt;br /&gt;
XX = Weapon Property&lt;br /&gt;
&lt;br /&gt;
00 = Powerless&lt;br /&gt;
&lt;br /&gt;
10 = Powerless and makes victim saving noise&lt;br /&gt;
&lt;br /&gt;
50 = Crashes game&lt;br /&gt;
&lt;br /&gt;
5A = Crashes game&lt;br /&gt;
&lt;br /&gt;
5B = Crashes game&lt;br /&gt;
&lt;br /&gt;
5C = Squirtgun Properties (extinguish fires)&lt;br /&gt;
&lt;br /&gt;
5D = Fire Extinguisher Properties (Briefly freezes enemies after several hits)&lt;br /&gt;
&lt;br /&gt;
5E = Bubble Gun Properties (Bubbles enemies, kills ants in one hit)&lt;br /&gt;
&lt;br /&gt;
5F = Weed Eater Properties (does not kill fungus or cacti?)&lt;br /&gt;
&lt;br /&gt;
60 = Artifact Properties&lt;br /&gt;
&lt;br /&gt;
61 = Bazooka Properties (Dolls will duck, but will not blow up walls)&lt;br /&gt;
&lt;br /&gt;
62 = Soda Properties&lt;br /&gt;
&lt;br /&gt;
63 = Tomato Properties&lt;br /&gt;
&lt;br /&gt;
64 = Popsicle Properties (Freezes and Kills Blobs in one hit)&lt;br /&gt;
&lt;br /&gt;
65 = Banana Properties (similar if not identical to tomato)&lt;br /&gt;
&lt;br /&gt;
66 = Plate Properties&lt;br /&gt;
&lt;br /&gt;
67 = Fork Properties (Kills werewolves in one hit)&lt;br /&gt;
&lt;br /&gt;
68 = Football Properties (Football players will catch)&lt;br /&gt;
&lt;br /&gt;
69 = Flamethrower Properties&lt;br /&gt;
&lt;br /&gt;
6A = Very Weak&lt;br /&gt;
&lt;br /&gt;
6B = Very Weak&lt;br /&gt;
&lt;br /&gt;
6C = Very Weak&lt;br /&gt;
&lt;br /&gt;
6D = Very Weak&lt;br /&gt;
&lt;br /&gt;
6E = Slightly less weak?&lt;br /&gt;
&lt;br /&gt;
6F = Pandora&#039;s Box Properties&lt;br /&gt;
&lt;br /&gt;
70 = Moderatly Powerful&lt;br /&gt;
&lt;br /&gt;
71 = Does not register a hit (enemies don&#039;t flash blue, although dolls will jump back&lt;br /&gt;
&lt;br /&gt;
72 = same as above&lt;br /&gt;
&lt;br /&gt;
73 = same as above&lt;br /&gt;
&lt;br /&gt;
74 = Enemy appears to be shot, but does not seem to take damage&lt;br /&gt;
&lt;br /&gt;
AA = Very Weak (2 hits to kill zombie)&lt;br /&gt;
&lt;br /&gt;
BB = Same as above&lt;br /&gt;
&lt;br /&gt;
CC = Kill zombies in 1 hit&lt;br /&gt;
&lt;br /&gt;
FF = Hides victims when thrown at them (return when they go offscreen)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Credit Messages==&lt;br /&gt;
&lt;br /&gt;
Programmer # Corresponding message starting offset&lt;br /&gt;
&lt;br /&gt;
00 016390&lt;br /&gt;
&lt;br /&gt;
01 0163B1&lt;br /&gt;
&lt;br /&gt;
02 0163DC&lt;br /&gt;
&lt;br /&gt;
03 016408&lt;br /&gt;
&lt;br /&gt;
04 016433&lt;br /&gt;
&lt;br /&gt;
05 016468&lt;br /&gt;
&lt;br /&gt;
07 016493&lt;br /&gt;
&lt;br /&gt;
08 0164B8&lt;br /&gt;
&lt;br /&gt;
09 0164E4&lt;br /&gt;
&lt;br /&gt;
0A 016512&lt;br /&gt;
&lt;br /&gt;
0B 016539&lt;br /&gt;
&lt;br /&gt;
0C 016558&lt;br /&gt;
&lt;br /&gt;
0D 016586&lt;br /&gt;
&lt;br /&gt;
0E 0165B5&lt;br /&gt;
&lt;br /&gt;
0F 0165DA&lt;br /&gt;
&lt;br /&gt;
10 0165FD&lt;br /&gt;
&lt;br /&gt;
11 016625&lt;br /&gt;
&lt;br /&gt;
13 016652&lt;br /&gt;
&lt;br /&gt;
15 016675&lt;br /&gt;
&lt;br /&gt;
18 0166A1&lt;br /&gt;
&lt;br /&gt;
19 0166E2&lt;br /&gt;
&lt;br /&gt;
1B 016744&lt;br /&gt;
&lt;br /&gt;
1D 01677C&lt;br /&gt;
&lt;br /&gt;
1E 0167BB&lt;br /&gt;
&lt;br /&gt;
1F 0167E3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monster Code==&lt;br /&gt;
&lt;br /&gt;
Spawning Animation:&lt;br /&gt;
Toughness:&lt;br /&gt;
Weapon:&lt;br /&gt;
&lt;br /&gt;
==Level Data==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tilesets===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
&lt;br /&gt;
02 - Evening of the Undead&lt;br /&gt;
&lt;br /&gt;
03 - Title sequence&lt;br /&gt;
&lt;br /&gt;
04 - Pyramid of Fear song&lt;br /&gt;
&lt;br /&gt;
05 - Terror in Aisle 5&lt;br /&gt;
&lt;br /&gt;
06 - Zombie Panic&lt;br /&gt;
&lt;br /&gt;
08 - Mars Needs Cheerleaders&lt;br /&gt;
&lt;br /&gt;
09 - Dr Tongue&#039;s Castle of Terror&lt;br /&gt;
&lt;br /&gt;
0A - Dummied out song&lt;br /&gt;
&lt;br /&gt;
0B - Titanic Toddler&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
&lt;br /&gt;
Flying Saucer = 3C87 8200&lt;br /&gt;
&lt;br /&gt;
Baby = 6995 8200&lt;br /&gt;
&lt;br /&gt;
Spider = 33AD 8300&lt;br /&gt;
&lt;br /&gt;
Gets Dark = 95AB 8200 (define 2nd pallette somewhere?)&lt;br /&gt;
&lt;br /&gt;
Snakeoid = XXA8 8300 (xx = tile to create &amp;quot;tracks&amp;quot;, BB for deserts, C3 for grass)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Level Title Fonts===&lt;br /&gt;
&lt;br /&gt;
0001 = Blue Dripping Letters&lt;br /&gt;
&lt;br /&gt;
0201 = Green Block Letters&lt;br /&gt;
&lt;br /&gt;
0401 = Red/Orange Irregular Block Letters&lt;br /&gt;
&lt;br /&gt;
0601 = Red Dripping/Bloody Letters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
&lt;br /&gt;
04 = All Victims Saved&lt;br /&gt;
&lt;br /&gt;
06 = Ten Cheerleader Bonus&lt;br /&gt;
&lt;br /&gt;
08 = Massive Destruction?&lt;br /&gt;
&lt;br /&gt;
0A = Bonus for Pass Completion&lt;br /&gt;
&lt;br /&gt;
0C = Weed Cutting Bonus&lt;br /&gt;
&lt;br /&gt;
0E = No Bazooka Fired&lt;br /&gt;
&lt;br /&gt;
12 = Extermination Bonus&lt;br /&gt;
&lt;br /&gt;
14 = Chainsaw Begone?&lt;br /&gt;
&lt;br /&gt;
16 = Fish Fry Bonus?&lt;br /&gt;
&lt;br /&gt;
18 = Frankenstein Destroy Bonus&lt;br /&gt;
&lt;br /&gt;
1A = Martian Bubbled&lt;br /&gt;
&lt;br /&gt;
1C = Alien Invasion Repulsed&lt;br /&gt;
&lt;br /&gt;
1E = Vampire Crossed Out?&lt;br /&gt;
&lt;br /&gt;
20 = Secret Bonus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Respawning Monsters===&lt;br /&gt;
&lt;br /&gt;
Monster Monster code pointer&lt;br /&gt;
&lt;br /&gt;
Normal Zombies F88781&lt;br /&gt;
&lt;br /&gt;
Super Zombies CA8881&lt;br /&gt;
&lt;br /&gt;
Mummies 178C81&lt;br /&gt;
&lt;br /&gt;
Clones 3F8E81&lt;br /&gt;
&lt;br /&gt;
Martians DF9981&lt;br /&gt;
&lt;br /&gt;
Strafing Martians 3E9A81&lt;br /&gt;
&lt;br /&gt;
Werewolves (Must be Dark) F5AB81&lt;br /&gt;
&lt;br /&gt;
Killer Dolls B0B281&lt;br /&gt;
&lt;br /&gt;
Flamemen 64B681&lt;br /&gt;
&lt;br /&gt;
Black Ants (Hole) FBC181&lt;br /&gt;
&lt;br /&gt;
Black Ants (Hiding) 21C381&lt;br /&gt;
&lt;br /&gt;
Red Ants (Hole) B6C381&lt;br /&gt;
&lt;br /&gt;
Football Players 7BC881&lt;br /&gt;
&lt;br /&gt;
Blobs CFCC81&lt;br /&gt;
&lt;br /&gt;
Mushroom Men 04D781&lt;br /&gt;
&lt;br /&gt;
Tentacles 0F9982&lt;br /&gt;
&lt;br /&gt;
Wildfire 5DF282&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Victims===&lt;br /&gt;
&lt;br /&gt;
Victim Victim Code Pointer&lt;br /&gt;
&lt;br /&gt;
BBQ Guy 9996&lt;br /&gt;
&lt;br /&gt;
Baby 7697&lt;br /&gt;
&lt;br /&gt;
Trampoline Girl 4398&lt;br /&gt;
&lt;br /&gt;
Army Guy 3D99&lt;br /&gt;
&lt;br /&gt;
Dog 899A&lt;br /&gt;
&lt;br /&gt;
Dr Bug AD9B&lt;br /&gt;
&lt;br /&gt;
Teacher 6D9C&lt;br /&gt;
&lt;br /&gt;
Explorer 159E&lt;br /&gt;
&lt;br /&gt;
Pool Guy 009D&lt;br /&gt;
&lt;br /&gt;
Cheerleader BE9E&lt;br /&gt;
&lt;br /&gt;
Tourists E29F&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
Item ID Number&lt;br /&gt;
&lt;br /&gt;
Squirtgun 00&lt;br /&gt;
&lt;br /&gt;
Fire Extinguisher 02&lt;br /&gt;
&lt;br /&gt;
Martian Bubble Gun 04&lt;br /&gt;
&lt;br /&gt;
Weed Eater 06&lt;br /&gt;
&lt;br /&gt;
Key 08&lt;br /&gt;
&lt;br /&gt;
Sneakers 0A&lt;br /&gt;
&lt;br /&gt;
Monster Potion 0C&lt;br /&gt;
&lt;br /&gt;
Invisible Potion 0E&lt;br /&gt;
&lt;br /&gt;
Mystery Potion 10&lt;br /&gt;
&lt;br /&gt;
Gray Potion 12&lt;br /&gt;
&lt;br /&gt;
Hamburger 14&lt;br /&gt;
&lt;br /&gt;
Soda 16&lt;br /&gt;
&lt;br /&gt;
Tomatoes 18&lt;br /&gt;
&lt;br /&gt;
Popcicles 1A&lt;br /&gt;
&lt;br /&gt;
Bannanas 1C&lt;br /&gt;
&lt;br /&gt;
Health Kit 1E&lt;br /&gt;
&lt;br /&gt;
Plates 20&lt;br /&gt;
&lt;br /&gt;
Silverware 22&lt;br /&gt;
&lt;br /&gt;
Artifact 24&lt;br /&gt;
&lt;br /&gt;
Bazooka 26&lt;br /&gt;
&lt;br /&gt;
Footballs 28&lt;br /&gt;
&lt;br /&gt;
Flamethrower 2A&lt;br /&gt;
&lt;br /&gt;
Pandora&#039;s Box 2C&lt;br /&gt;
&lt;br /&gt;
Skeleton Key 2E&lt;br /&gt;
&lt;br /&gt;
Clown Decoys 30&lt;br /&gt;
&lt;br /&gt;
Pile of Keys 32&lt;br /&gt;
&lt;br /&gt;
Secret Icon 34&lt;br /&gt;
&lt;br /&gt;
1up 36&lt;br /&gt;
&lt;br /&gt;
Coins 38&lt;br /&gt;
&lt;br /&gt;
Dollar Bills 40&lt;br /&gt;
&lt;br /&gt;
BBQ guy* DB&lt;br /&gt;
&lt;br /&gt;
*(adds 40 bubble gun to inventory for some reason)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Non-respawning Monsters===&lt;br /&gt;
&lt;br /&gt;
Monster Monster Code Pointer&lt;br /&gt;
&lt;br /&gt;
Chainsaw Maniac 3A9881&lt;br /&gt;
&lt;br /&gt;
Frankenstein&#039;s Monster 55A481&lt;br /&gt;
&lt;br /&gt;
Mutant Plant F9D281&lt;br /&gt;
&lt;br /&gt;
Snakeoid Desert BBA882&lt;br /&gt;
&lt;br /&gt;
Snakeoid Grass C3A883&lt;br /&gt;
&lt;br /&gt;
Vampire 36EF81&lt;br /&gt;
&lt;br /&gt;
Programmer&#039;s Head 52DD82&lt;br /&gt;
&lt;br /&gt;
Bonfire 5DF282&lt;br /&gt;
&lt;br /&gt;
Dr. Tongue (Disappears) 5EB583&lt;br /&gt;
&lt;br /&gt;
Boss Kelly Flock F6B783&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Background Pallettes===&lt;br /&gt;
&lt;br /&gt;
76XX9E00&lt;br /&gt;
&lt;br /&gt;
XX = Pallette&lt;br /&gt;
&lt;br /&gt;
8E = Grass&lt;br /&gt;
&lt;br /&gt;
8F = Cheerleaders Vs the Monsters?&lt;br /&gt;
&lt;br /&gt;
90 = Fall Grass&lt;br /&gt;
&lt;br /&gt;
92 = Night Time Grass?&lt;br /&gt;
&lt;br /&gt;
94 = Pyramid&lt;br /&gt;
&lt;br /&gt;
95 = Desert/Beach&lt;br /&gt;
&lt;br /&gt;
96 = Cweon? (I can&#039;t read my handwriting)&lt;br /&gt;
&lt;br /&gt;
97 = Cavern/Desert&lt;br /&gt;
&lt;br /&gt;
98 = Castle&lt;br /&gt;
&lt;br /&gt;
9C = Mall 1&lt;br /&gt;
&lt;br /&gt;
9D = Mall 2&lt;br /&gt;
&lt;br /&gt;
9E = Pallette for Monsterphobia (office level)&lt;br /&gt;
&lt;br /&gt;
9F = Pallette for Curse of the Pharoahs (Office tileset, cave-like level)&lt;br /&gt;
&lt;br /&gt;
A0 = Office&lt;br /&gt;
&lt;br /&gt;
A2 = Fire Cave?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
&lt;br /&gt;
XX = Sound&lt;br /&gt;
&lt;br /&gt;
00 = Silence?&lt;br /&gt;
&lt;br /&gt;
01 = Used in background of Pandora&#039;s Box noise? Sounds like cassette on fast forward&lt;br /&gt;
&lt;br /&gt;
02 = Clown Laugh&lt;br /&gt;
&lt;br /&gt;
03 = Password Chime&lt;br /&gt;
&lt;br /&gt;
04 = Artifact Noise&lt;br /&gt;
&lt;br /&gt;
05 = Health Kit Noise&lt;br /&gt;
&lt;br /&gt;
06 = Boom&lt;br /&gt;
&lt;br /&gt;
07 = Beat Level Song&lt;br /&gt;
&lt;br /&gt;
08 = Dying/Zombified Tune&lt;br /&gt;
&lt;br /&gt;
09 = 1up/Secret Icon Collect Noise&lt;br /&gt;
&lt;br /&gt;
0A = Fire Extinguisher Spray&lt;br /&gt;
&lt;br /&gt;
0B = Squirtgun Noise&lt;br /&gt;
&lt;br /&gt;
0C = Quirky Noise (used in beta, not used in final version?)&lt;br /&gt;
&lt;br /&gt;
0D = Victim Radar Toggle&lt;br /&gt;
&lt;br /&gt;
0E = Weapon Collect Noise&lt;br /&gt;
&lt;br /&gt;
0F = Swipe (Tomato throw?)&lt;br /&gt;
&lt;br /&gt;
10 = Door Open&lt;br /&gt;
&lt;br /&gt;
11 = Martian Bubble Gun&lt;br /&gt;
&lt;br /&gt;
12 = Inventory Cycling Noise&lt;br /&gt;
&lt;br /&gt;
13 = No Key/Bad Password Noise&lt;br /&gt;
&lt;br /&gt;
14 = Weed Eater Noise?&lt;br /&gt;
&lt;br /&gt;
15 = Popsicle/Tomato/Banana/Plate/Silverware Throw&lt;br /&gt;
&lt;br /&gt;
16 = Bazooka Blast?&lt;br /&gt;
&lt;br /&gt;
17 = Weed Eater 2?&lt;br /&gt;
&lt;br /&gt;
18 = Water Splash&lt;br /&gt;
&lt;br /&gt;
19 = Plant Attack?&lt;br /&gt;
&lt;br /&gt;
1A = Blob Attack&lt;br /&gt;
&lt;br /&gt;
1B = Trampoline Bounce/Bonus Message&lt;br /&gt;
&lt;br /&gt;
1C = Unused? UFO Noise&lt;br /&gt;
&lt;br /&gt;
1D = Ouch!&lt;br /&gt;
&lt;br /&gt;
1E = Unused? Quirky/Beepy Noise&lt;br /&gt;
&lt;br /&gt;
1F = Jump into water + splash&lt;br /&gt;
&lt;br /&gt;
20 = Bazooka Shot?&lt;br /&gt;
&lt;br /&gt;
21 = Trap Wall Springing&lt;br /&gt;
&lt;br /&gt;
22 = Snakeoid Growl&lt;br /&gt;
&lt;br /&gt;
23 = Deeper Snakeoid Growl&lt;br /&gt;
&lt;br /&gt;
24 = Victim Scream&lt;br /&gt;
&lt;br /&gt;
25 = Very Faint Tap?&lt;br /&gt;
&lt;br /&gt;
26 = Vampire? Laugh&lt;br /&gt;
&lt;br /&gt;
27 = Dr. Tongue? Laugh&lt;br /&gt;
&lt;br /&gt;
28 = Evil Doll Laugh&lt;br /&gt;
&lt;br /&gt;
29 = Faint Tap?&lt;br /&gt;
&lt;br /&gt;
2A = Crumbling?&lt;br /&gt;
&lt;br /&gt;
2B = Tap?&lt;br /&gt;
&lt;br /&gt;
2C = Player, as monster, refusing to go in water or on trampoline (&amp;quot;No!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
2D = Yet another faint tap?&lt;br /&gt;
&lt;br /&gt;
2E = Soda Can Exploding&lt;br /&gt;
&lt;br /&gt;
2F = Weed Eater 3?&lt;br /&gt;
&lt;br /&gt;
30 = Dog Bark&lt;br /&gt;
&lt;br /&gt;
31 = Konami Intro&lt;br /&gt;
&lt;br /&gt;
32 = Music of First Level&lt;br /&gt;
&lt;br /&gt;
33-38 = No Sound?&lt;br /&gt;
&lt;br /&gt;
40 = No Sound?&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zombies_Ate_My_Neighbors_(SNES)/ROM_map&amp;diff=17422</id>
		<title>Zombies Ate My Neighbors (SNES)/ROM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zombies_Ate_My_Neighbors_(SNES)/ROM_map&amp;diff=17422"/>
		<updated>2008-12-23T20:53:20Z</updated>

		<summary type="html">&lt;p&gt;Trax: Page Clean Up Attempt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rommap|game=Zombies Ate My Neighbors}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: Tables can be found here: [[Zombies Ate My Neighbors:Tables|Tables]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0716: Health? (A90A0022)&lt;br /&gt;
07E8: Either max number or starting number of victims per level (00-FF)&lt;br /&gt;
07BC: Sound to play when players exit level&lt;br /&gt;
07C3: Sound to play when ? (90 Unknown)&lt;br /&gt;
07F1 = Starting Level&lt;br /&gt;
0801 = Unknown?&lt;br /&gt;
0819: Sound to play when ? (00 Silence, maybe a soundtest mode?)&lt;br /&gt;
0820: Sound to play when ? (02 Clown Laugh, maybe a soundtest mode?)&lt;br /&gt;
0891: Sound to play when ? (00 Silence, maybe a soundtest mode?)&lt;br /&gt;
089B: Sound to play when ? (02 Clown Laugh, maybe a soundtest mode?)&lt;br /&gt;
08CA: Sound?&lt;br /&gt;
09AD: Sound to play when ? (A9 Unknown)&lt;br /&gt;
09AE: Sound to play when ?(9F Unknown)&lt;br /&gt;
0A7A-0AA0: Starting Attributes&lt;br /&gt;
0A7A: Starting Health (00-0A)&lt;br /&gt;
0A80: Amount of lives at start?&lt;br /&gt;
&lt;br /&gt;
0A9D: Starting Weapon (Not sure how this works, default is CC, which gives you 150 squirtgun &lt;br /&gt;
shots, change to&lt;br /&gt;
&lt;br /&gt;
CD = 1000 squirtgun shots, change to CE for 150 fire ex., and CF for 1000 Fire Ex.&lt;br /&gt;
&lt;br /&gt;
0A92: Starting Weapon Quantity (0000 - 03E7)?&lt;br /&gt;
0A95: Starting Special Item Quantity (00-CE)?&lt;br /&gt;
0AA0: Starting Special Item (Not sure how this works either, 1A is one health kit, 0F is 100 &lt;br /&gt;
speed shoes)&lt;br /&gt;
0B92: 100 points?&lt;br /&gt;
0E7E: Sound to play when ? (05 Health kit/potion drinking noise)&lt;br /&gt;
1015: Sound to play when player ? (10 Door open noise)&lt;br /&gt;
1038: Sound to play when ? (06 Boom)&lt;br /&gt;
156C-1BB4: Intro Screens&lt;br /&gt;
156C-155B: Lucas Arts Screen:&lt;br /&gt;
156C: Sound to play on Lucas Arts Intro Screen when player hits R (see table 5 for values)&lt;br /&gt;
154D: First sound to play on Lucas Arts Intro Screen when player hits L (see table 5 for values)&lt;br /&gt;
155B: Second sound to play on Lucas Arts Intro Screen when player hits L (see table 5 for values)&lt;br /&gt;
16EF-1959: Title Screen&lt;br /&gt;
16EF: Sound to play when &amp;quot;Start&amp;quot; or &amp;quot;Password&amp;quot; is selected from Title Screen (03 Password Chime)&lt;br /&gt;
1735: Sound to play when ? (10 Door Open Noise)&lt;br /&gt;
192B: Sound to play when cursor moves between &amp;quot;Start&amp;quot; or &amp;quot;Password&amp;quot; on Title Screen (See Table 5)&lt;br /&gt;
1959: Sound to play when ? (10 Door Open Noise)&lt;br /&gt;
1936: Sound to play when ? (27 Dr. Tongue Laugh)&lt;br /&gt;
19C6: Sound?&lt;br /&gt;
1BB4: Character Select Screen&lt;br /&gt;
1B5B: Sound to play when ? (27 Dr. Tongue Laugh)&lt;br /&gt;
1B92: Sound to play when ? (27 Dr. Tongue Laugh)&lt;br /&gt;
1BB4: Sound to play when selecting character on Character Select Screen (See Table 5)&lt;br /&gt;
1BBB: Sound to play when ? (01 Pandora&#039;s Box Background noise)&lt;br /&gt;
1BD9: Sound to play when ? (10 Door open noise)&lt;br /&gt;
1C07: Sound to play when ? (01 Pandora&#039;s Box Background noise)&lt;br /&gt;
1D2E: Sound to play when ? (10 Door Open noise)&lt;br /&gt;
1DC7: Sound to play when ? (05 Healthkit/Potion Drinking noise)&lt;br /&gt;
22BB: Sound to play when ? (05 Healthkit/Potion Drinking noise)&lt;br /&gt;
22C9: Full Health? (A90A008D)&lt;br /&gt;
2430: Sound to play when ? (05 Healthkit/Potion Drinking noise)&lt;br /&gt;
24B1: Full Health? (A90A008D)&lt;br /&gt;
2573: Full Health? (A90A0022)&lt;br /&gt;
32DC: ?&lt;br /&gt;
3562: Full Health? (A90A0038)&lt;br /&gt;
35B6: Full Health? (A90A002B)&lt;br /&gt;
4265: 2000 points?&lt;br /&gt;
4BE3: Item pick-up spritecode?&lt;br /&gt;
4C09: Affects item movement?&lt;br /&gt;
4C6C: Graphics pointer for squirtgun (C9DB)&lt;br /&gt;
4C6E: Graphics pointer for Fire Extinguisher (D2DB)&lt;br /&gt;
4C70: Graphics pointer for Bubble Gun (D2DB)&lt;br /&gt;
4C72: Graphics pointer for Weed Whacker (E4DB)&lt;br /&gt;
4C74: Graphics pointer for Key (EDDB)&lt;br /&gt;
4C76: Graphics pointer for Sneakers (F6DB)&lt;br /&gt;
4C78: Graphics pointer for Monster potion (08DC)&lt;br /&gt;
4C7A: Graphics pointer for invisible potion? (FFDB)&lt;br /&gt;
4C7C: Graphics pointer for Mystery potion (11DC)&lt;br /&gt;
4C7E: Graphics pointer for Gray Mystery potion (11DC)&lt;br /&gt;
4C80: Graphics pointer for Burger (1ADC)&lt;br /&gt;
4C82: Graphics pointer for Soda (23DC)&lt;br /&gt;
4C84: Graphics pointer for Tomatos (2CDC)&lt;br /&gt;
4C86: Graphics pointer for Popsicle (35DC)&lt;br /&gt;
4C88: Graphics pointer for Banana (3EDC)&lt;br /&gt;
4C8A: Graphics pointer for Health kit (47DC)&lt;br /&gt;
4C8C: Graphics pointer for Plates (50DC)&lt;br /&gt;
4C8E: Graphics pointer for Forks? (59DC)&lt;br /&gt;
4C90: Graphics pointer for Artifact (62DC)&lt;br /&gt;
4C92: Graphics pointer for Bazooka (6BDC)&lt;br /&gt;
4C94: Graphics pointer for Football (74DC)&lt;br /&gt;
4C96: Graphics pointer for Flamethrower (7DDC)&lt;br /&gt;
4C98: Graphics pointer for Pandora&#039;s Box (86DC)&lt;br /&gt;
4C9A: Graphics pointer for Skull Key (8FDC)&lt;br /&gt;
4C9C: Graphics pointer for Clown Decoys (98DC)&lt;br /&gt;
4C9E: Graphics pointer for Pile of Keys (A1DC)&lt;br /&gt;
4CA0: Graphics pointer for Secret Icon (AADC)&lt;br /&gt;
4CA2: Graphics pointer for 1Up (B3DC)&lt;br /&gt;
4CA4: Graphics pointer for Dollars (BCDC)&lt;br /&gt;
4CA6: Graphics pointer for Coins (C5DC)&lt;br /&gt;
4CF9: Tells item to disappear when picked up? (0F Default, 01 and they won&#039;t disappear)&lt;br /&gt;
507B: Sound to play when player loses a life&lt;br /&gt;
&lt;br /&gt;
5241: Determines how much health you lose when hit, actually a graphics pointer I think&lt;br /&gt;
&lt;br /&gt;
(3A default, EA is zero)&lt;br /&gt;
&lt;br /&gt;
5283: Sound to play when player gets hurt?&lt;br /&gt;
52D7: Sound to play when ? (0C, Quirky sound only used in Beta?)&lt;br /&gt;
533A: some spritecode?&lt;br /&gt;
53BA: Crashes game if changed to 00&lt;br /&gt;
54C3: Sound to play when player toggles Victim Radar? (See Table 5)&lt;br /&gt;
5B60: Health after losing a life (00-0A)?&lt;br /&gt;
5B68: Full Health? (A90A0085)&lt;br /&gt;
5B98: Sound to play when ? (same noise as collecting weapons)&lt;br /&gt;
5BAD: Sound to play when monster potion is used (See Table 5)&lt;br /&gt;
&lt;br /&gt;
5BCD: Affects which direction monsterized player starts out facing&lt;br /&gt;
&lt;br /&gt;
(default 0A, 0E faces left, change to 27 to flip player upside down!)&lt;br /&gt;
&lt;br /&gt;
5CD6: Sound to play when invisible potion is used (See Table 5)&lt;br /&gt;
5D58: Sound to play when player is Zombiefied&lt;br /&gt;
5EB9: Full Health? (A90A0085)&lt;br /&gt;
6097: Sound to play when&lt;br /&gt;
6226: Full Health? (A90A0085)&lt;br /&gt;
6291: Sound to play when player is on trampoline?&lt;br /&gt;
631C: Sound to play when player is on trampoline?&lt;br /&gt;
6742 - ?&lt;br /&gt;
6794: Something to do with monsterized player movements (6020 default, change to 66EE to only move &lt;br /&gt;
when punching)&lt;br /&gt;
67FE: More monsterized player code&lt;br /&gt;
684A: Part of code for invisible player&lt;br /&gt;
68C1: Part of code for zombified player&lt;br /&gt;
&lt;br /&gt;
Key&lt;br /&gt;
&lt;br /&gt;
6B03: Sound to play when player opens door&lt;br /&gt;
6B10: Amount to subtract from key stock upon use&lt;br /&gt;
&lt;br /&gt;
Skull Key&lt;br /&gt;
&lt;br /&gt;
6B73: Sound to play when player opens skull door&lt;br /&gt;
6B80: Amount to subtract from Skull Key stock upon use&lt;br /&gt;
6BA8: Determines which tile to replace closed door with when opened?&lt;br /&gt;
&lt;br /&gt;
Cabinet&lt;br /&gt;
&lt;br /&gt;
6BCF: Sound to play when player opens cabinet&lt;br /&gt;
6BF8: Determines which tile to replace closed cabinet with when opened&lt;br /&gt;
6C1E: Something to do with opening of cabinets&lt;br /&gt;
&lt;br /&gt;
6C17: Full Health? (A90A0053)&lt;br /&gt;
6C9C: Sound to play when player cycles through weapons inventory?&lt;br /&gt;
6CDA: Sound to play when player cycles through special items inventory?&lt;br /&gt;
6D3A-6D40: Health Kit&lt;br /&gt;
6D3A: Value of health bar after using healthkit (00-0A)&lt;br /&gt;
6D40: Sound to play when Health kit is used (See Table 5)&lt;br /&gt;
6D58: Amount to subtract from special item stock upon use (except keys and random potions)&lt;br /&gt;
6D6A: Pointer to (pandora&#039;s box?) animation&lt;br /&gt;
6D85: Something to do with pandora&#039;s box&lt;br /&gt;
6D92: Pointer to (potion drinking?) animation&lt;br /&gt;
6D97: Monster potion code pointer&lt;br /&gt;
6D9A: Pointer to (potion drinking?) animation (48EB default, change to 42DB to turn into zombie, &lt;br /&gt;
then zombified player drinks invisible potion immediatly)&lt;br /&gt;
6D9F: Invisible potion code pointer&lt;br /&gt;
6DA4: Mystery potion code pointer&lt;br /&gt;
6DA8: Clown Decoy code starts?&lt;br /&gt;
6DAF: Pointer to clown decoys code?&lt;br /&gt;
6DF5: Squirtgun speed?&lt;br /&gt;
6E1D: Sound to play when ? (05 Healthkit noise)&lt;br /&gt;
6E31: Sound to play when ? (05 Healthkit noise&lt;br /&gt;
6F26: Affects Squirtgun shooting graphics in diagonal down/left position&lt;br /&gt;
&lt;br /&gt;
00 = Pointing Down&lt;br /&gt;
01 = Left and Down (default&lt;br /&gt;
02 = Left&lt;br /&gt;
&lt;br /&gt;
6F47: Amount to subtract from weapons upon use (default 0100)&lt;br /&gt;
7007: Mystery Potion Code Starts here?&lt;br /&gt;
700A: Part of code for monster effect of mystery potion (20 default, 60 to never turn into a monster)&lt;br /&gt;
700C: Starts animation sequence for health kit effect of mystery potion? (6020, 66EE for no animation)&lt;br /&gt;
7011: Sound to play during healthkit effect of mystery potion?&lt;br /&gt;
701A: Value of player health bar after healthkit effect of mystery potion (00-0A)&lt;br /&gt;
7020: Code for an effect of mystery potion? (66EE)&lt;br /&gt;
7022: Part of code for health kit mystery potion effect?&lt;br /&gt;
7027: Sound to play when player is poisoned?&lt;br /&gt;
703F: Part of code for poison mystery potion effect&lt;br /&gt;
7043: Part of code for zombiefied mystery potion effect (20 default, change to 60 to never be &lt;br /&gt;
zombiefied)&lt;br /&gt;
704A: Part of code for invisible mystery potion effect (20 default, change to 60 to never be invisible)&lt;br /&gt;
7054: Part of code for sneakers mystery potion effect&lt;br /&gt;
7055: Sound to play during sneakers effect of mystery potion?&lt;br /&gt;
7076: Amount to subtract from mystery potion stock upon use&lt;br /&gt;
70E9: Animation for something?&lt;br /&gt;
7129: Looks like animation for something?&lt;br /&gt;
71BE: Direction and animation of player punching as monster?&lt;br /&gt;
73AA: Sound to play when Monsterized player tries to go in water or on trampoline?&lt;br /&gt;
7A7D: Sound to play when player collects Weapons (See Table 5)&lt;br /&gt;
7AAC-7B1D: Weapon and Special Item Pickups:&lt;br /&gt;
&lt;br /&gt;
This data indicates how many items you get on a pick-up. For example, if you&lt;br /&gt;
pick up a squirtgun, you normally get 99 shots added to your total amount of&lt;br /&gt;
squirtgun ammo.&lt;br /&gt;
&lt;br /&gt;
Offset Item/Weapon&lt;br /&gt;
&lt;br /&gt;
For normal weapons, 0-999 (0000 - 03E7) is a valid amount&lt;br /&gt;
&lt;br /&gt;
7AAC: Squirtgun&lt;br /&gt;
7AAE: Fire Extinguisher&lt;br /&gt;
7AB0: Martian Bubble Gun&lt;br /&gt;
7AB2: Weed Eater&lt;br /&gt;
7AB4: Artifact&lt;br /&gt;
7AB6: Bazooka&lt;br /&gt;
7AB8: Soda&lt;br /&gt;
7ABA: Tomatos&lt;br /&gt;
7ABC: Popsicles&lt;br /&gt;
7ABE: Bananas&lt;br /&gt;
7AC0: Plates&lt;br /&gt;
7AC2: Silverware&lt;br /&gt;
7AC4: Footballs&lt;br /&gt;
7AC6: Flamethrower&lt;br /&gt;
7AD8: Sound to play when player collects Special Items? (See Table 5)&lt;br /&gt;
&lt;br /&gt;
For special items, 0-99 is a valid amount&lt;br /&gt;
&lt;br /&gt;
7B07: Key&lt;br /&gt;
7B09: Sneakers&lt;br /&gt;
7B0B: Monster Potion&lt;br /&gt;
7B0D: Invisible Potion&lt;br /&gt;
7B0F: Mystery Potion&lt;br /&gt;
7B11: Gray Potion&lt;br /&gt;
7B13: Perhaps a dummied out item, although I think it has something to do with burgers?&lt;br /&gt;
7B15: Health Kit&lt;br /&gt;
7B17: Pandora&#039;s Box&lt;br /&gt;
7B19: Skeleton Key&lt;br /&gt;
7B1B: Clown Decoys&lt;br /&gt;
7B1D: Perhaps a dummied out item, or pile of keys, secret icon, or 1-Up?&lt;br /&gt;
7B2E: Sound to play when player rescues victim (See Table 5)&lt;br /&gt;
7BBB: Looks like some sort of pointer? (Tells game which secret level to go to when player gets icon?)&lt;br /&gt;
7C07: Sound to play when ? (0E Weapon Collect Noise)&lt;br /&gt;
7C27: Sound to play when player gets Secret Icon item (See Table 5)&lt;br /&gt;
7C4B: Sound to play when player gets 1up item? (See Table 5)&lt;br /&gt;
7C5A: How many lives to add when player gets 1up?&lt;br /&gt;
7C7A: Coins&lt;br /&gt;
7C7A: Sound to play when player gets Coins item (See Table 5)&lt;br /&gt;
7C98: Point value of Coins?&lt;br /&gt;
7CA5: Dollars&lt;br /&gt;
7CA5: Sound to play when player gets Dollars item? (See Table 5)&lt;br /&gt;
7CC3: Point value of Dollars?&lt;br /&gt;
7CD6: Burger&lt;br /&gt;
7CDB: How much health burger gives player (00-0A)&lt;br /&gt;
7CE1: Something to do with health burger gives player (00 = Full?, 03 = 3, 06 = 0)&lt;br /&gt;
7CE9: Sound to play when player gets a burger (See Table 5)&lt;br /&gt;
7D5A: ?&lt;br /&gt;
7DCC: ?&lt;br /&gt;
84C5: Sound to play when ? (08 Dying/Poisoned/Zombiefied tune)&lt;br /&gt;
86EC: Full Health? (A90A0022)&lt;br /&gt;
8929-8AB9: Zombie Code&lt;br /&gt;
8928: How many points to add to player score when zombie (and mummy?) is killed&lt;br /&gt;
89F8: Zombie Sprite Code Starts Here (assuming 18AD DE00 starts sprite code)&lt;br /&gt;
8A22: Something to do with taking damage or dying?&lt;br /&gt;
&lt;br /&gt;
(8888 default, change to FFFF for invincible zombies, most other things crash game, 7777 makes the &lt;br /&gt;
screen go crazy, very cool looking)&lt;br /&gt;
&lt;br /&gt;
8A08: Something to do with spawning?&lt;br /&gt;
8A0B: Pointer to spawning animation (6C88)&lt;br /&gt;
8A1A: Determines speed or player tracking? (eb85)&lt;br /&gt;
8A1D: Determines toughness (0000 is default, 0400 is as tough as mummy, FFFF may be equal to 0000)&lt;br /&gt;
8A2B: ? (default is 64, change to C8 and zombies can&#039;t move)&lt;br /&gt;
8A2E: Speed of Zombies (default is 02, change to 01 for fast zombies, 05 for slow)&lt;br /&gt;
8A6C: Spawning Animation frame 1 of zombie? (8AC9 0A00)&lt;br /&gt;
8A8E: ?&lt;br /&gt;
8AB9: Something to do with hit detection or dying of zombies?&lt;br /&gt;
8ACA: Super zombie code starts here? (18AD DE00)&lt;br /&gt;
8B02: Something to do with spawning of super zombies?&lt;br /&gt;
8C45: Unknown (default 64, change to CF for crazy spinning super zombies)&lt;br /&gt;
8CFA: Speed of super zombie (default one, change to 05 for light speed)&lt;br /&gt;
8E17: Mummy Code starts here (18AD DE00)&lt;br /&gt;
8E3C: Mummy Toughness&lt;br /&gt;
8E7E: 38AD DE00?&lt;br /&gt;
8F10 - 9??? Clone code&lt;br /&gt;
8F10: Sound to play when Clone spawns&lt;br /&gt;
9091: Clones sprite code starts here?&lt;br /&gt;
90D6: Amount to add to player score when clone is killed?&lt;br /&gt;
9127: Fast Clone code starts here?&lt;br /&gt;
9648: Speed of clone?&lt;br /&gt;
9A3A: Chainsaw Maniac code&lt;br /&gt;
9A92: Amount of points to add to player score when Chainsaw Maniac is killed?&lt;br /&gt;
9AEC: Amount to add to player score when martian is killed?&lt;br /&gt;
9BDF: Martian code starts here?&lt;br /&gt;
9BC2: Speed of martian?&lt;br /&gt;
9BF0: Affects speed of martian somehow (0000 - FFFF, 0000 is fastest)&lt;br /&gt;
9C03: Amount of points to add to player score when martian dies?&lt;br /&gt;
9C43: Strafing martian code starts here?&lt;br /&gt;
9C54: Speed of strafing martian (0000 - FFFF, 0000 is fastest)&lt;br /&gt;
9C67: Amount of points to add to player score when strafing martian dies?&lt;br /&gt;
&lt;br /&gt;
Frankenstein code:&lt;br /&gt;
&lt;br /&gt;
A655: Frankenstein code&lt;br /&gt;
A6EA: Amount of points to add to player score when Frankenstein dies?&lt;br /&gt;
ADFB: Werewolf code&lt;br /&gt;
AE3D: Amount of points to add to score when doll or werewolf dies?&lt;br /&gt;
&lt;br /&gt;
Doll Code:&lt;br /&gt;
&lt;br /&gt;
B4AC: Amount of points to add to player score when doll dies?&lt;br /&gt;
B4B0: Doll Code (18AD DE00 change to FFFF DE00 for no dolls in game)&lt;br /&gt;
B4EF: 200 Points?&lt;br /&gt;
B516: Which monster will be spawned when doll dies&lt;br /&gt;
B53F - B54E: Doll Dying animation frames&lt;br /&gt;
B562: ?&lt;br /&gt;
B6EA: Doll&#039;s axe code?&lt;br /&gt;
&lt;br /&gt;
Flameman code:&lt;br /&gt;
&lt;br /&gt;
B4AC: Amount of points to add to player score when flameman dies?&lt;br /&gt;
B864: Flamemen code?&lt;br /&gt;
BDEB: Amount of points to add to player score when ant dies?&lt;br /&gt;
C401: Black ants (coming out of hole) code?&lt;br /&gt;
C492: ??? Ants Carrying items code?&lt;br /&gt;
C532: Black Ants (coming from offscreen) code?&lt;br /&gt;
C5BC: Red Ants code?&lt;br /&gt;
CA80: Football players code?&lt;br /&gt;
CECF-D1?? Blob and Blob&#039;s goo code&lt;br /&gt;
CECF: Blob Sprite code starts&lt;br /&gt;
CEFC: Amount of points to add to player score when blob dies?&lt;br /&gt;
CEE1: Blob speed?&lt;br /&gt;
D03A: Sound to play when Blob&#039;s goo spawns?&lt;br /&gt;
D0C6: Sound to play when Blob&#039;s goo lands (on player or on ground only?)&lt;br /&gt;
D110: Blob&#039;s goo code&lt;br /&gt;
D115: Blob Goo disappear time? (default 0400)&lt;br /&gt;
D124: Speed of Blob goo (0200 default)&lt;br /&gt;
D48C: Mutant Plant code&lt;br /&gt;
D49F: Speed of plant projectile?&lt;br /&gt;
D4B3: Amount of points to add to player score when mutant plant dies?&lt;br /&gt;
D6D0: Speed of plant projectile?&lt;br /&gt;
D859: Mushroom men code&lt;br /&gt;
D859: ?&lt;br /&gt;
D90A: Mushroom men code&lt;br /&gt;
D91D: Speed of Mushroom Men&lt;br /&gt;
D933: Amount of points to add to player score when mushroom man dies&lt;br /&gt;
D9C9: Mushroom men graphics&lt;br /&gt;
DAC5: ?&lt;br /&gt;
DDCE: Speed of Squidmen?&lt;br /&gt;
DFC1: Speed of Squidmen?&lt;br /&gt;
E69A: Squidman code&lt;br /&gt;
E69A: Fast Squidman out of water Code&lt;br /&gt;
E6D4: Amount of points to add to player score when fast squidman dies?&lt;br /&gt;
E736: Squidman (both types) in water code&lt;br /&gt;
E767: Amount of points to add to player score when squidman dies?&lt;br /&gt;
E92C: Squidman out of water code&lt;br /&gt;
EAAA: Weed Eater Code&lt;br /&gt;
EC0C: Weed Eater Weapons Properties (See Table 1)&lt;br /&gt;
ECE6: Artifact Code&lt;br /&gt;
ECF3: Sound to play when artifact is used&lt;br /&gt;
ED9E: Artifact Weapon Properties (See Table 1)&lt;br /&gt;
EDE2: Bazooka Code&lt;br /&gt;
EFAB: Bazooka Weapon Properties (See Table 1)&lt;br /&gt;
F0B7: Pandora&#039;s Box Code&lt;br /&gt;
F225: Speed of Pandora&#039;s Box&lt;br /&gt;
F303: Pandora&#039;s Box Weapon Properties (See Table 1)&lt;br /&gt;
F359: Clown Decoy Code&lt;br /&gt;
F3BE: Sound to play while clown decoy is alive (See Table 5)&lt;br /&gt;
F41B: Clown Laugh Delay?&lt;br /&gt;
F42A: ?&lt;br /&gt;
F42D: Clown Dying Delay?&lt;br /&gt;
F4AA: Clown Animation Frame 1&lt;br /&gt;
F4B2: Sprite code that affects player punching through wall as monster (maybe the smoke cloud?)&lt;br /&gt;
F58B: Bubble Gun Code&lt;br /&gt;
F599: Sound to play when Bubble Gun is fired?&lt;br /&gt;
F5F0: Speed of Bubble Gun&lt;br /&gt;
F626: ?&lt;br /&gt;
F6C6: Bubble Gun Weapon Properties (See Table 1)&lt;br /&gt;
F761: Code for tomatos, popsicle, bananas, plates and silverware&lt;br /&gt;
F763: Sound to play when throwing stuff (see table 5)&lt;br /&gt;
F773: Speed of Tomato/Popsicle/Banana/Plates/Silverware&lt;br /&gt;
F8B8: Tomatos Weapon Properties (See Table 1)&lt;br /&gt;
F8BC: Popsicles Weapon Properties (See Table 1)&lt;br /&gt;
F8C0: Bananas Weapon Properties (See Table 1)&lt;br /&gt;
F8C4: Plates Weapon Properties (See Table 1)&lt;br /&gt;
F8C8: Forks Weapon Properties (See Table 1)&lt;br /&gt;
F8D6: Pointer to tomato GFX?&lt;br /&gt;
F8DC: Animation Speed of Popcicles&lt;br /&gt;
F8DE: Velocity of Popcicles&lt;br /&gt;
F8E6: Pointer to animation of Popsicle (56 = Vertical Popsicle, 5A = Diagonal Popsicle)&lt;br /&gt;
&lt;br /&gt;
(change to 59, 5D, 61 to throw frankenstein)&lt;br /&gt;
&lt;br /&gt;
03 = big glitch&lt;br /&gt;
04 = ant glitch&lt;br /&gt;
05 = beast glitch (crashes&lt;br /&gt;
06 = perfect ant (crashes)&lt;br /&gt;
07 = Chainsaw Maniac + Electric Zombies&lt;br /&gt;
08 = Ants, explosion (crashes)&lt;br /&gt;
0D = big Glitch&lt;br /&gt;
0E = Big Glitch&lt;br /&gt;
14 = Part of Vampire? (looks pretty cool, maybe you can make a bat)&lt;br /&gt;
15 = perfect Tourists + Football player (crashes)&lt;br /&gt;
16 = perfect ant +perfect ant emerging (crashes)&lt;br /&gt;
18 = perfect ant + perfect ant climbing (crashes)&lt;br /&gt;
1B = perfect red ants + small glitches&lt;br /&gt;
1C = perfect tomato (actual code)&lt;br /&gt;
23 = perfect ant emerging (looks pretty cool)&lt;br /&gt;
24 = big glitch&lt;br /&gt;
27 = big glitch with red ants&lt;br /&gt;
28 = glitch&lt;br /&gt;
35 = glitch with black ants&lt;br /&gt;
36 = glitch&lt;br /&gt;
39 = throw perfect upside down red (frozen) ant&lt;br /&gt;
3D = Throw perfect upside down red (frozen) ants&lt;br /&gt;
42 = Tomato Frame 2 (crashes)&lt;br /&gt;
46 = Tomato Splat&lt;br /&gt;
4A = Tomato Splat 2&lt;br /&gt;
4C = Tomato Splat 2 Upside Down (can&#039;t duplicate effect?&lt;br /&gt;
4E = Tomato Splat 3&lt;br /&gt;
55 = Glitch with Female Beast&lt;br /&gt;
56 = Popsicle upright&lt;br /&gt;
5A = Popsicle Diagonal&lt;br /&gt;
5D = Half a Smoke Cloud&lt;br /&gt;
5E = Popsicle Diagonal 2&lt;br /&gt;
61 = Glitch with Man in Bubble&lt;br /&gt;
62 = Upside Down Upright Popsicle&lt;br /&gt;
65 = Frankenstien + Dolls (cool looking)&lt;br /&gt;
66 = Diagonal Popsicle 3&lt;br /&gt;
69 = Frankenstein (very cool)&lt;br /&gt;
6A = Popsicle Reverse Diagonal&lt;br /&gt;
6B = Invisible Popsicle, Splat stays on ground (crashes)&lt;br /&gt;
6C = same as above&lt;br /&gt;
6D = Glitch with ants (effed up the screen)&lt;br /&gt;
6E = Glitch&lt;br /&gt;
70 = Glitch (crashes)&lt;br /&gt;
80 = glitch (crashes)&lt;br /&gt;
90 = Glitch with Plates (Crashes)&lt;br /&gt;
A0 = Glitch with Plates&lt;br /&gt;
D0 = Invisible Popsicle, Splat stays on ground (crashes)&lt;br /&gt;
F0 = Big mess&lt;br /&gt;
FE = Sometimes makes weird glitches on screen, then crashes&lt;br /&gt;
FF = Invisible Popsicle, Invisible Splat, otherwise normal&lt;br /&gt;
&lt;br /&gt;
F8EC: Animation Speed of Bananas&lt;br /&gt;
F8EE: Velocity or Distance of Bananas&lt;br /&gt;
F8F0: Height of Banana&#039;s Arc (03 = Normal, FF = Straight, but set Velocity to 00)&lt;br /&gt;
&lt;br /&gt;
(V=6-9, H=0 looks pretty cool)&lt;br /&gt;
&lt;br /&gt;
F8F2: Animation Frames of Bananas Flying (00 = No Animation, 06 = Default)&lt;br /&gt;
F8F4: Unknown (always 0000?)&lt;br /&gt;
F8F6: Pointer to animation of Bananas?&lt;br /&gt;
F8F8: Pointer to end of animation?&lt;br /&gt;
F8FA: Pointer to animation of Banana splat?&lt;br /&gt;
F8FC: Animation Frames of Banana still being held&lt;br /&gt;
F906: Pointer to plate animation&lt;br /&gt;
F916: Pointer to silverware animation?&lt;br /&gt;
F952: Animation Speed of Tomato Splat Frame 3&lt;br /&gt;
F956: Animation for Popsicle and banana&lt;br /&gt;
&lt;br /&gt;
Popsicle&lt;br /&gt;
A8A3&lt;br /&gt;
B1A3&lt;br /&gt;
BAA3&lt;br /&gt;
C3A3&lt;br /&gt;
&lt;br /&gt;
Forks&lt;br /&gt;
BFA4&lt;br /&gt;
C8A4&lt;br /&gt;
D1A4&lt;br /&gt;
&lt;br /&gt;
Broken Plate&lt;br /&gt;
E3A4&lt;br /&gt;
ECA4&lt;br /&gt;
F5A4&lt;br /&gt;
&lt;br /&gt;
F95A: Something about popsicle (DD = Frozen)&lt;br /&gt;
F9C1: Animation for plates?&lt;br /&gt;
FA08: Football code&lt;br /&gt;
FA1D: Speed of Football (00-FF)&lt;br /&gt;
FB18: Football Weapon Properties (See Table 1)&lt;br /&gt;
FB76: Soda can code&lt;br /&gt;
FB84: Speed of Soda Can&lt;br /&gt;
FBAB: Soda Can Animation Frame 1&lt;br /&gt;
FBB6: Speed of Soda Can Explosion&lt;br /&gt;
FCCD: Soda Properties&lt;br /&gt;
FCF8: Fire Extinguisher and flamethrower code&lt;br /&gt;
FD5F: Speed of Fire Extinguisher/Flamethrower&lt;br /&gt;
FE0A: Fire Extinguisher Weapon Properties (See Table 1)&lt;br /&gt;
FE0E: Flamethrower Weapon Properties (See Table 1)&lt;br /&gt;
FEBF: Squirtgun Code&lt;br /&gt;
FF41: Speed of squirtgun?&lt;br /&gt;
100C3: Squirtgun Weapon Properties (See Table 1)&lt;br /&gt;
10082: Graphics while shooting Left and Down?&lt;br /&gt;
10096: Graphics while shooting down?&lt;br /&gt;
10ACA: Speed of something?&lt;br /&gt;
&lt;br /&gt;
10148-101FF: Free space?&lt;br /&gt;
&lt;br /&gt;
10200: Graphics or Screen Priorities for Flying Saucer?&lt;br /&gt;
1093C: Flying Saucer Code&lt;br /&gt;
109C0: Amount of points to add to player score when Flying saucer is destroyed&lt;br /&gt;
11769: Giant Baby Code&lt;br /&gt;
117AC: Amount of points to add to player score when Giant Baby is destroyed&lt;br /&gt;
11B1A: Tentacle code&lt;br /&gt;
11B3F: Amount of points to add to player score when Tentacle is destroyed&lt;br /&gt;
11BD9: Speed of Tentacle?&lt;br /&gt;
12633: Speed of Tentacle?&lt;br /&gt;
12ACB: Snakeoid (as regular monster only?)code&lt;br /&gt;
12AF3: Amount of points to add to player score when snakeoid is destroyed?&lt;br /&gt;
12B11: Speed of snakeoid?&lt;br /&gt;
12B25: Speed of Snakeoid Boss?&lt;br /&gt;
12CE0: Weapon Properties? (6900 0480)&lt;br /&gt;
12F16: 2000 points?&lt;br /&gt;
13378: Something to do with passwords?&lt;br /&gt;
133CB: 2000 points?&lt;br /&gt;
13461: Sound to play when ? (artifact noise)&lt;br /&gt;
134BF: Sound to play when ? (0E weapon collect noise)&lt;br /&gt;
135C3: Sound to play when ? (artifact noise)&lt;br /&gt;
135EA: Sound to play when ? (artifact noise)&lt;br /&gt;
1366C: Sound to play when player enters backspace in Password Screen (See Table 5)&lt;br /&gt;
13688: Sound to play when player enters letter in Password Screen (See Table 5)&lt;br /&gt;
1453C: Sound to play when ? (artifact noise)&lt;br /&gt;
14007: Sound to play when password is given (level 8 only?)&lt;br /&gt;
14028: Sound to play when Extra Bonus Victim is earned?&lt;br /&gt;
14043: Sound to play when Extra Bonus Player is earned?&lt;br /&gt;
14364: Sound to play when Extra Bonus Victim is earned by player 2?&lt;br /&gt;
1437B: Sound to play when Extra Bonus Player is earned by player 2?&lt;br /&gt;
145CE: Ten Cheerleader Bonus&lt;br /&gt;
145CE: Amount of points to add to player (1?) score from &amp;quot;Ten Cheerleader Bonus&amp;quot;?&lt;br /&gt;
145E2: Amount of points to add to player (2?) score from &amp;quot;Ten Cheerleader Bonus&amp;quot;?&lt;br /&gt;
146A2: All Victims Saved Bonus&lt;br /&gt;
146A2: Amount of points to add to player (1?) score from &amp;quot;All Victims Saved Bonus&amp;quot;?&lt;br /&gt;
146B6: Amount of points to add to player (2?) score from &amp;quot;All Victims Saved Bonus&amp;quot;?&lt;br /&gt;
1477F: You Saved More Victims Bonus&lt;br /&gt;
1477F: Amount of points to add to player (1?) score from &amp;quot;You Saved More Victims Bonus&amp;quot;?&lt;br /&gt;
1478B: Amount of points to add to player (2?) score from &amp;quot;You Saved More Victims Bonus&amp;quot;?&lt;br /&gt;
14845: Massive Destruction&lt;br /&gt;
14845: Amount of things to blow up for &amp;quot;Massive Destruction&amp;quot;?&lt;br /&gt;
1484F: Amount of points to add to player (1?) score from &amp;quot;Massive Destruction&amp;quot;?&lt;br /&gt;
14860: Amount of points to add to player (2?) score from &amp;quot;Massive Destruction&amp;quot;?&lt;br /&gt;
14925: Bonus for Pass Completion&lt;br /&gt;
14925: Amount of points to add to player (1?) score from &amp;quot;Bonus for Pass Completion&amp;quot;?&lt;br /&gt;
14939: Amount of Football players to pass to for &amp;quot;Bonus for Pass Completion&amp;quot;? (player 1 only?)&lt;br /&gt;
1493E: Amount of points to add to player (2?) score from &amp;quot;Bonus for Pass Completion&amp;quot;?&lt;br /&gt;
14A01: Weed Cutting Bonus&lt;br /&gt;
14A01: Amount of points to add to player (1?) score from &amp;quot;Weed Cutting Bonus&amp;quot;?&lt;br /&gt;
14A1A: Amount of points to add to player (2?) score from &amp;quot;Weed Cutting Bonus&amp;quot;?&lt;br /&gt;
14ADC: No Bazooka Fired Bonus&lt;br /&gt;
14ADC: Amount of points to add to player (1?) score from &amp;quot;No Bazooka Fired Bonus&amp;quot;?&lt;br /&gt;
14AF2: Amount of points to add to player (2?) score from &amp;quot;No Bazooka Fired Bonus&amp;quot;?&lt;br /&gt;
14BB7: Martian Bubbled Bonus&lt;br /&gt;
14BB7: Amount of points to add to player (1?) score from &amp;quot;Martian Bubbled Bonus&amp;quot;?&lt;br /&gt;
14BD0: Amount of points to add to player (2?) score from &amp;quot;Martian Bubbled Bonus&amp;quot;?&lt;br /&gt;
14C95: Monster Frozen Bonus&lt;br /&gt;
&lt;br /&gt;
I think this bonus is missing 5 or 6 bytes of code from each section (player 1 and player 2), it &lt;br /&gt;
was not in the original game, and I can&#039;t activate it unless I set it so you don&#039;t have to kill anything to get it.&lt;br /&gt;
&lt;br /&gt;
14C95: Amount of points to add to player (1?) score from &amp;quot;Monster Frozen Bonus&amp;quot;?&lt;br /&gt;
14C90: Number of blobs to destroy for &amp;quot;Monster Frozen Bonus&amp;quot;&lt;br /&gt;
14CA9: Number of blobs to destroy for &amp;quot;Monster Frozen Bonus&amp;quot;&lt;br /&gt;
14CAE: Amount of points to add to player (2?) score from &amp;quot;Monster Frozen Bonus&amp;quot;?&lt;br /&gt;
14D87: Extermination Bonus&lt;br /&gt;
14D73: Amount of points to add to player (1?) score from &amp;quot;Extermination Bonus&amp;quot;?&lt;br /&gt;
14D87: Number of ants to destroy for &amp;quot;Extermination Bonus&amp;quot;?&lt;br /&gt;
14D8C: Amount of points to add to player (2?) score from &amp;quot;Extermination Bonus&amp;quot;?&lt;br /&gt;
14E49: Chainsaw Begone Bonus&lt;br /&gt;
14E49: Somehow determines which monster to destroy for &amp;quot;Chainsaw Begone Bonus&amp;quot; (D0)&lt;br /&gt;
14E4F: Always 2 more than monster determining byte? (D2)&lt;br /&gt;
14E52: Number of Chainsaw Maniacs for player 1 to destroy for &amp;quot;Chainsaw Begone Bonus&amp;quot;&lt;br /&gt;
14E57: Amount of points to add to player (1?) score from &amp;quot;Chainsaw Begone Bonus&amp;quot;?&lt;br /&gt;
14E5A: Pointer to &amp;quot;Chainsaw Begone Bonus&amp;quot; Text?&lt;br /&gt;
14E71: Number of Chainsaw Maniacs for player 2 to destroy for &amp;quot;Chainsaw Begone Bonus&amp;quot;?&lt;br /&gt;
14E76: Amount of points to add to player (2?) score from &amp;quot;Chainsaw Begone Bonus&amp;quot;?&lt;br /&gt;
14F3C: Fish Fry Bonus&lt;br /&gt;
14F3C: Number of Squidmen to destroy for &amp;quot;Fish Fry Bonus&amp;quot;?&lt;br /&gt;
14F41: Amount of points to add to player score from &amp;quot;Fish Fry Bonus&amp;quot;?&lt;br /&gt;
14F60: Same as above?&lt;br /&gt;
1501D: Frankenstein Destroy Bonus&lt;br /&gt;
1501D: Somehow determines which monster to destroy for &amp;quot;Frankenstein Destroy Bonus&amp;quot;? (E8)&lt;br /&gt;
15023: 2 more than monster determining byte? (EA)&lt;br /&gt;
15026: Number of Frankensteins to destroy for &amp;quot;Frankenstein Destroy Bonus&amp;quot;&lt;br /&gt;
1502B: Amount of points to add to player score from &amp;quot;Frankenstein Destroy Bonus&amp;quot;?&lt;br /&gt;
1504A: Same as above?&lt;br /&gt;
15107: Vampire Destroyed&lt;br /&gt;
15107: Determines which monster to destroy for &amp;quot;Vampire Destroyed&amp;quot;? (EC)&lt;br /&gt;
1510D: 2 more than monster determining byte? (EE)&lt;br /&gt;
15110: Number of Vampires to destroy for &amp;quot;Vampire Destroyed&amp;quot;?&lt;br /&gt;
15115: Amount of points to add to player score from &amp;quot;Vampire Destroyed&amp;quot;?&lt;br /&gt;
15134: Same as above?&lt;br /&gt;
151FA: Alien Invasion Repulsed&lt;br /&gt;
151FA: Amount of points to add to player score from &amp;quot;Alien Invasion Repulsed&amp;quot;?&lt;br /&gt;
15214: Same as above?&lt;br /&gt;
152E4: 2000 points for a dummied out bonus?&lt;br /&gt;
15308: Same as above?&lt;br /&gt;
1568D: Amount of points needed for (first?) &amp;quot;Extra Bonus Victim&amp;quot;?&lt;br /&gt;
156D3: Amount of points needed for (every other?) &amp;quot;Extra Bonus Victim&amp;quot;?&lt;br /&gt;
156F3: Same as 1568D?&lt;br /&gt;
15746: Sound to play when Extra Bonus Victim is earned?&lt;br /&gt;
15997: Sound to play when ? (password chime)&lt;br /&gt;
159B7: Sound to play when ? (potion drinking/healthkit noise)&lt;br /&gt;
15EA0: End of level victim tally sprite code?&lt;br /&gt;
15FC9: Sound to play when ? (password chime)&lt;br /&gt;
1624A: Sound to play when ? (password chime)&lt;br /&gt;
16200: Sound to play when correct password is entered?&lt;br /&gt;
16C3E: Sound to play when ? (27 Dr. Tongue Laugh)&lt;br /&gt;
17044: Sound to play when ? (password chime)&lt;br /&gt;
1713C: Vampire Code&lt;br /&gt;
1715B: Amount of points to add to player score when vampire dies?&lt;br /&gt;
1723E: Disappearing Dr. Tongue Code&lt;br /&gt;
173E6: Something to do with Vampire Bat?&lt;br /&gt;
1745D: Bonfire code&lt;br /&gt;
176A4: Flying Saucer Lightning Code&lt;br /&gt;
17910: Exit Door Code&lt;br /&gt;
19899: BBQ Victim code?&lt;br /&gt;
198F6: Amount of points to add to player score when BBQ Victim is rescued?&lt;br /&gt;
19900: ?&lt;br /&gt;
19930: Animation for BBQ Victim&lt;br /&gt;
19932: Animation or Graphics pointer of BBQ Victim Frame 1&lt;br /&gt;
19934: Animation Delay for BBQ Victim Frame 1&lt;br /&gt;
19976: Baby Victim Code?&lt;br /&gt;
199D2: Amount of points to add to player score when Baby Victim is rescued?&lt;br /&gt;
19A0D: Animation for Baby Victim starts?&lt;br /&gt;
19A68: Trampoline Girl Victim code?&lt;br /&gt;
19B0B: Amount of points to add to player score when Trampoline Girl Victim is rescued?&lt;br /&gt;
19B3D: Army Victim Code?&lt;br /&gt;
19BF1: Amount of points to add to player score when Army Victim is rescued?&lt;br /&gt;
19C89: Dog Victim Code?&lt;br /&gt;
19D45: Amount of points to add to player score when Dog Victim is rescued?&lt;br /&gt;
19DAD: Dr Bug Victim Code?&lt;br /&gt;
19E19: Amount of points to add to player score when Dr Bug Victim is rescued?&lt;br /&gt;
19E6D: Teacher Victim Code?&lt;br /&gt;
19EC3: Amount of points to add to player score when Teacher Victim is rescued?&lt;br /&gt;
19F00: Pool Guy Victim Code?&lt;br /&gt;
19F8B: Amount of points to add to player score when Pool Guy Victim is rescued?&lt;br /&gt;
1A015: Explorer Victim code?&lt;br /&gt;
1A071: Amount of points to add to player score when Explorer Victim is rescued?&lt;br /&gt;
1A0BE: Cheerleader Victim Code&lt;br /&gt;
1A0E4: Something about Cheerleader landing after jump?&lt;br /&gt;
1A0E7: Cheerleader Delay Rate&lt;br /&gt;
1A0F7: Tells cheerleader which frame to jump at? (default 08, change to 0F for standing jump)&lt;br /&gt;
1A0F9: Height of Cheerleaders jump?&lt;br /&gt;
1A104: How far down after jumping before cheerleader lands?&lt;br /&gt;
1A128: Cheerleader falling delay&lt;br /&gt;
1A15A: Amount of points to add to player score when Cheerleader Victim is rescued?&lt;br /&gt;
1A1E2: Tourists Victim Code&lt;br /&gt;
1A249: Amount of points to add to player score when Tourists Victim is rescued?&lt;br /&gt;
1A2A8: First monster spawned by tourists at night (see table 4.06 and 4.09 for values)&lt;br /&gt;
1A2C2: Second monster spawned by tourists at night (see table 4.06 and 4.09 for values)&lt;br /&gt;
1A504: Dying Sound or speed of tourists?&lt;br /&gt;
&lt;br /&gt;
1A68C - 1A69F: Free Space?&lt;br /&gt;
&lt;br /&gt;
1AF36: Pre-Giant Spider Dr. Tongue code?&lt;br /&gt;
1AFC7: Sound to play when Dr. Tongue drinks potion (to disappear?)&lt;br /&gt;
1AFD0: Sound to play when Dr. Tongue drinks potion (to turn into spider?)&lt;br /&gt;
1B059: Sound to play when Dr. Tongue drinks potion (to disappear after spider?)&lt;br /&gt;
1B0BE: Sound to play when Dr. Tongue drinks potion (to turn into Giant Head?)&lt;br /&gt;
1B14C: Sound to play when ? (27 Dr. Tongue Laugh)&lt;br /&gt;
1B28D: Sound to play when Dr. Tongue drinks potion (don&#039;t know what this one&#039;s for?)&lt;br /&gt;
1B3DD: Dr. Tongue/Spider metamorphosis code or giant spider code?&lt;br /&gt;
1B480: Small Spiders Code&lt;br /&gt;
1B4A9: Amount of points to add to player score when small spider is killed?&lt;br /&gt;
1B76B: Sound to play when ? (password chime)&lt;br /&gt;
1B7AD: Sound to play when ? (27 Dr Tongue Laugh)&lt;br /&gt;
1B7BB: Sound to play when ? (potion/healthkit noise)&lt;br /&gt;
1B9F6: Credit Level Boss Kelly Flock code&lt;br /&gt;
1BA24: Amount of points to add to player score when Boss Kelly Flock is killed?&lt;br /&gt;
1C15E: Sound to play when ? (27 Dr. Tongue Laugh)&lt;br /&gt;
1C887: Giant Dr. Tongue head code?&lt;br /&gt;
1C91D: Head speed or potion drinking noise?&lt;br /&gt;
1C9E0: Sound to play when ? (27 Dr. Tongue Laugh)&lt;br /&gt;
1CA04: Giant Dr. Tongue Head speed?&lt;br /&gt;
1CA2C: Giant Dr. Tongue Head Eyeball projectile speed?&lt;br /&gt;
1CC4A: Giant Dr. Tongue Eyeball projectile code&lt;br /&gt;
&lt;br /&gt;
1634F: Pointers to credit messages&lt;br /&gt;
See Table 2 for more information&lt;br /&gt;
&lt;br /&gt;
32 entries, add 8200 to pointer to get file offset&lt;br /&gt;
First pointer is E18F&lt;br /&gt;
&lt;br /&gt;
16390: Credit Messages&lt;br /&gt;
See Table 2 for more information&lt;br /&gt;
&lt;br /&gt;
0X03(text)YY00&lt;br /&gt;
&lt;br /&gt;
X = How many lines to go down&lt;br /&gt;
YY = 00 or FF, 00 ends the message, FF continues to next line&lt;br /&gt;
&lt;br /&gt;
1836C: Sound to play during Konami Intro Screen&lt;br /&gt;
19CE8: Sound to play when Dog Victim Barks&lt;br /&gt;
19AEB: Sound to play when Trampoline Girl Victim bounces?&lt;br /&gt;
19F9F: Sound to play when Victim is killed?&lt;br /&gt;
1A3A6: Sound to play when Victim is killed?&lt;br /&gt;
1A3C7: Sound to play when Victim is killed?&lt;br /&gt;
2BE35: Weapon Properties? (0100 0480)&lt;br /&gt;
34456: Weapon Properties? (6D00 0180)&lt;br /&gt;
38024: Weapon Properties? (6000 0480)&lt;br /&gt;
3F135: Weapon Properties? (0000 0480)&lt;br /&gt;
3F373: Weapon Properties? (0400 0480)&lt;br /&gt;
45460: Weapon Properties? (C400 0480)&lt;br /&gt;
5B3EB: Weapon Properties? (FE00 0480)&lt;br /&gt;
5E615: Weapon Properties? (0300 0480)&lt;br /&gt;
5E671: Weapon Properties? (0800 0480)&lt;br /&gt;
68B08: Weapon Properties? (1800 0480)&lt;br /&gt;
B6900: Graphics for Inventory (Encoded as Gameboy/2BPP)&lt;br /&gt;
C94F3: ?&lt;br /&gt;
F8202: Pointers to level data&lt;br /&gt;
&lt;br /&gt;
Level Data:&lt;br /&gt;
&lt;br /&gt;
Affects glow of meteor? (4)&lt;br /&gt;
Monster (maker only?) map pointer (2)&lt;br /&gt;
Victim map pointer (2)&lt;br /&gt;
Item map pointer (2)&lt;br /&gt;
Level X Dimension (2)&lt;br /&gt;
Level Y Dimension (2)&lt;br /&gt;
Screen Priorities (2)&lt;br /&gt;
Decompression? (2)&lt;br /&gt;
Player 1 Starting Point X coord (2)&lt;br /&gt;
Player 1 Starting Point Y coord (2)&lt;br /&gt;
Player 2 Starting Point X coord (2)&lt;br /&gt;
Player 2 Starting Point Y coord (2)&lt;br /&gt;
Music (1)&lt;br /&gt;
Unused? (1)&lt;br /&gt;
Unknown (2)&lt;br /&gt;
Pointer to 1st level title (2)&lt;br /&gt;
Pointer to 2nd level title (2)&lt;br /&gt;
Pointer to end of 2nd level title (2)&lt;br /&gt;
Boss Monster ID code (if no boss, skip to next) (4)&lt;br /&gt;
Always 0000 0000? (4)&lt;br /&gt;
Tile Animation? (if no animation, skip to next) (unknown)&lt;br /&gt;
X coordinates of 1st Title (1)&lt;br /&gt;
Y coordinates of 1st Title (1)&lt;br /&gt;
Font of 1st Title (1)&lt;br /&gt;
Starting Line of 1st Title (1)&lt;br /&gt;
First title data&lt;br /&gt;
&lt;br /&gt;
Tilesets:&lt;br /&gt;
&lt;br /&gt;
What type of level (grass, desert, office, etc)&lt;br /&gt;
&lt;br /&gt;
If Table 4.01 had been written yet, you would have to see it&lt;br /&gt;
&lt;br /&gt;
Level Music:&lt;br /&gt;
&lt;br /&gt;
What song to play on the level&lt;br /&gt;
&lt;br /&gt;
1 Byte, see Table 4.02 for values&lt;br /&gt;
&lt;br /&gt;
Bosses:&lt;br /&gt;
&lt;br /&gt;
What boss (if any) is on the level&lt;br /&gt;
&lt;br /&gt;
See Table 4.03 for values&lt;br /&gt;
&lt;br /&gt;
Level Title Fonts:&lt;br /&gt;
&lt;br /&gt;
What letter style the title of the level uses&lt;br /&gt;
&lt;br /&gt;
XXYY&lt;br /&gt;
&lt;br /&gt;
XX = Letter style value (See Table 4.04a for values)&lt;br /&gt;
YY = 01 if first line in title, 00 if not&lt;br /&gt;
&lt;br /&gt;
Levl Titles:&lt;br /&gt;
&lt;br /&gt;
What each title says, and where to begin new lines in the title&lt;br /&gt;
&lt;br /&gt;
Bonuses:&lt;br /&gt;
&lt;br /&gt;
What bonuses are available on the level&lt;br /&gt;
&lt;br /&gt;
See Table 4.05 for values&lt;br /&gt;
&lt;br /&gt;
Respawning Monsters:&lt;br /&gt;
&lt;br /&gt;
+0 Frequency (1)&lt;br /&gt;
+1 x coordinates (2)&lt;br /&gt;
+3 y coordinates (2)&lt;br /&gt;
+5 radius (1)&lt;br /&gt;
+6 Monster code pointer (4), see table 4.06&lt;br /&gt;
&lt;br /&gt;
Non-Respawning enemies may be placed as monster generators to generate infinite of that monster, but a monster generator code placed in the non-respawning enemy section of a level will still generate infinite monsters.&lt;br /&gt;
&lt;br /&gt;
Victims&lt;br /&gt;
&lt;br /&gt;
The victim code in each level is 7h Bytes long (12 bytes x 10 Victims)&lt;br /&gt;
&lt;br /&gt;
10 bytes for each victim, followed always by 0x8300&lt;br /&gt;
&lt;br /&gt;
+0: X coordinate (2 bytes)&lt;br /&gt;
+2: Y coordinate (2 bytes)&lt;br /&gt;
+4: ?? always 0 (1 byte)&lt;br /&gt;
+5: Same as above&lt;br /&gt;
+6: Victim number* (1 byte)&lt;br /&gt;
+7: ?? always 0 (1 byte)&lt;br /&gt;
+8: Victim code pointer (2 bytes), see table 4.07&lt;br /&gt;
&lt;br /&gt;
*the victim number indicates which victims won&#039;t appear if you have less than 10. victim number 01 will always appear since you need at least 1 to continue the game, whereas victim 10 will only appear when no victims have been killed.&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
+0 X coordinate (2 bytes)&lt;br /&gt;
+2 Y coordinate (2 bytes)&lt;br /&gt;
+4 ID Code (1 byte), see table 4.08&lt;br /&gt;
&lt;br /&gt;
Non-Respawning Monsters:&lt;br /&gt;
&lt;br /&gt;
+0 x coordinates (2)&lt;br /&gt;
+2 y coordinates (2)&lt;br /&gt;
+4 Monster code Pointer (4), see table 4.09&lt;br /&gt;
&lt;br /&gt;
Victims can be placed in the non-respawning monsters section, but they won&#039;t count for or against the victim total&lt;br /&gt;
&lt;br /&gt;
Background Pallettes:&lt;br /&gt;
&lt;br /&gt;
76XX9E00&lt;br /&gt;
&lt;br /&gt;
XX = pallette value, see table 4.10&lt;br /&gt;
&lt;br /&gt;
Note: to make a level change palletes after starting (to create the sundown effect) look for that string of data after the title&lt;br /&gt;
&lt;br /&gt;
Sprite Palettes:&lt;br /&gt;
96XX9E00&lt;br /&gt;
&lt;br /&gt;
Add Points to player score:&lt;br /&gt;
&lt;br /&gt;
XXXX = Amount of points, reverse ordered and written in decimal (eg. 1000 is 0010)&lt;br /&gt;
&lt;br /&gt;
A0XXXXA2: Points from end of level bonus&lt;br /&gt;
A2XXXX20: Points from rescuing Victim&lt;br /&gt;
A2XXXXA5: Points from destroying Monster&lt;br /&gt;
&lt;br /&gt;
Add Health:?&lt;br /&gt;
&lt;br /&gt;
A9XXXXA6?&lt;br /&gt;
A9XXXX22?&lt;br /&gt;
A9XXXX9D: Starting Health&lt;br /&gt;
A9XXXX8D&lt;br /&gt;
&lt;br /&gt;
Play Sound:&lt;br /&gt;
&lt;br /&gt;
XX = sound value, see table 4&lt;br /&gt;
A9 XX 00 22 3B CC 80 (53 83 80?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Contra_(NES)&amp;diff=17421</id>
		<title>Contra (NES)</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Contra_(NES)&amp;diff=17421"/>
		<updated>2008-12-23T19:01:50Z</updated>

		<summary type="html">&lt;p&gt;Trax: Added Link to One Level Demo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{INES| title = Contra&lt;br /&gt;
|image = [[Image:Contra.png|center]]&lt;br /&gt;
|mapperno = 2&lt;br /&gt;
|mappername = [[UNROM]]&lt;br /&gt;
|prgrom = 8 x 16kB&lt;br /&gt;
|chrrom = 0 x  8kB&lt;br /&gt;
|mirroring = Vertical&lt;br /&gt;
|4screen = No&lt;br /&gt;
|sram = Yes&lt;br /&gt;
|game = Contra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Not Extensively Hacked}}&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
* [http://www.bwass.org/romhack/contra/contrademo.zip Contra One-Level Demo] by Trax&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
==Known Dumps==&lt;br /&gt;
* Contra (Beta) [t1]&lt;br /&gt;
* Contra (J) [t1]&lt;br /&gt;
* Contra (J) [t2]&lt;br /&gt;
* Contra (J) [t3]&lt;br /&gt;
* Contra (J) [t4]&lt;br /&gt;
* Contra (J) [t5]&lt;br /&gt;
* Contra (J) [t6]&lt;br /&gt;
* Contra (J) [t7]&lt;br /&gt;
* Contra (J)&lt;br /&gt;
* Contra (KC)&lt;br /&gt;
* Contra (PC10)&lt;br /&gt;
* Contra (U) [!]&lt;br /&gt;
* Contra (U) [t1]&lt;br /&gt;
* Contra (U) [t2]&lt;br /&gt;
* Contra (U) [t3]&lt;br /&gt;
* Probotector (E) [!]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:NES Games|Contra]]&lt;br /&gt;
[[Category:Contra]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Arkanoid_(NES)/ROM_map&amp;diff=15961</id>
		<title>Arkanoid (NES)/ROM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Arkanoid_(NES)/ROM_map&amp;diff=15961"/>
		<updated>2008-06-04T02:06:42Z</updated>

		<summary type="html">&lt;p&gt;Trax: Changed Head Banner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rommap|game=Arkanoid}}&lt;br /&gt;
&lt;br /&gt;
=== Level Data ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
46C0    Level Data (23 * 100 = 2300 bytes + 100 bytes for Boss level)&lt;br /&gt;
        Each level is 0x100 bytes long&lt;br /&gt;
&lt;br /&gt;
Offsets:&lt;br /&gt;
&lt;br /&gt;
0000 - 00DE    Brick Data (DF bytes)&lt;br /&gt;
00DF - 00EE    Palettes (4 * 4 = 10 bytes)&lt;br /&gt;
00EF - 00FE    Tile codes for each brick type (10 bytes)&lt;br /&gt;
00FF - 00FF    Number of bricks to destroy to complete level (1 byte)&lt;br /&gt;
&lt;br /&gt;
Brick Data Structure&lt;br /&gt;
&lt;br /&gt;
xxxx....    Type of brick (0 - F)&lt;br /&gt;
....x...    Contains a capsule (0 - 1)&lt;br /&gt;
.....xxx    Number of hits needed to clear (0 - 7) (0 = 8 hits)&lt;br /&gt;
&lt;br /&gt;
00    Nothing&lt;br /&gt;
0x    45000 Points ?&lt;br /&gt;
1x    50 Points&lt;br /&gt;
2x    60 Points&lt;br /&gt;
3x    70 Points&lt;br /&gt;
4x    80 Points&lt;br /&gt;
5x    90 Points&lt;br /&gt;
6x    100 Points&lt;br /&gt;
7x    110 Points&lt;br /&gt;
8x    120 Points&lt;br /&gt;
9x    0 Points&lt;br /&gt;
Ax    5000 Points&lt;br /&gt;
Bx    Crash (score goes up indefinitely)&lt;br /&gt;
Cx    200 Points&lt;br /&gt;
Dx    25000 Points&lt;br /&gt;
Ex    Hard Brick (Gray) 50 Points&lt;br /&gt;
Fx    Indestructible Brick (Gold)&lt;br /&gt;
&lt;br /&gt;
479F - 47A2    Palette Type 0&lt;br /&gt;
47A3 - 47A6    Palette Type 1&lt;br /&gt;
47A7 - 47AA    Palette Type 2&lt;br /&gt;
47AB - 47AE    Palette Type 3&lt;br /&gt;
&lt;br /&gt;
47AF    Tile Mapping for Bricks Type 0&lt;br /&gt;
47B0    Tile Mapping for Bricks Type 1&lt;br /&gt;
47B1    Tile Mapping for Bricks Type 2&lt;br /&gt;
47B2    Tile Mapping for Bricks Type 3&lt;br /&gt;
47B3    Tile Mapping for Bricks Type 4&lt;br /&gt;
47B4    Tile Mapping for Bricks Type 5&lt;br /&gt;
47B5    Tile Mapping for Bricks Type 6&lt;br /&gt;
47B6    Tile Mapping for Bricks Type 7&lt;br /&gt;
47B7    Tile Mapping for Bricks Type 8&lt;br /&gt;
47B8    Tile Mapping for Bricks Type 9&lt;br /&gt;
47B9    Tile Mapping for Bricks Type A&lt;br /&gt;
47BA    Tile Mapping for Bricks Type B&lt;br /&gt;
47BB    Tile Mapping for Bricks Type C&lt;br /&gt;
47BC    Tile Mapping for Bricks Type D&lt;br /&gt;
47BD    Tile Mapping for Bricks Type E&lt;br /&gt;
47BE    Tile Mapping for Bricks Type F&lt;br /&gt;
&lt;br /&gt;
47BF    Number of bricks required to clear level&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Arkanoid_(NES)/ROM_map&amp;diff=15960</id>
		<title>Arkanoid (NES)/ROM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Arkanoid_(NES)/ROM_map&amp;diff=15960"/>
		<updated>2008-06-04T02:04:40Z</updated>

		<summary type="html">&lt;p&gt;Trax: Palette Info Updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rommap|game=Adventures of Lolo}}&lt;br /&gt;
&lt;br /&gt;
=== Level Data ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
46C0    Level Data (23 * 100 = 2300 bytes + 100 bytes for Boss level)&lt;br /&gt;
        Each level is 0x100 bytes long&lt;br /&gt;
&lt;br /&gt;
Offsets:&lt;br /&gt;
&lt;br /&gt;
0000 - 00DE    Brick Data (DF bytes)&lt;br /&gt;
00DF - 00EE    Palettes (4 * 4 = 10 bytes)&lt;br /&gt;
00EF - 00FE    Tile codes for each brick type (10 bytes)&lt;br /&gt;
00FF - 00FF    Number of bricks to destroy to complete level (1 byte)&lt;br /&gt;
&lt;br /&gt;
Brick Data Structure&lt;br /&gt;
&lt;br /&gt;
xxxx....    Type of brick (0 - F)&lt;br /&gt;
....x...    Contains a capsule (0 - 1)&lt;br /&gt;
.....xxx    Number of hits needed to clear (0 - 7) (0 = 8 hits)&lt;br /&gt;
&lt;br /&gt;
00    Nothing&lt;br /&gt;
0x    45000 Points ?&lt;br /&gt;
1x    50 Points&lt;br /&gt;
2x    60 Points&lt;br /&gt;
3x    70 Points&lt;br /&gt;
4x    80 Points&lt;br /&gt;
5x    90 Points&lt;br /&gt;
6x    100 Points&lt;br /&gt;
7x    110 Points&lt;br /&gt;
8x    120 Points&lt;br /&gt;
9x    0 Points&lt;br /&gt;
Ax    5000 Points&lt;br /&gt;
Bx    Crash (score goes up indefinitely)&lt;br /&gt;
Cx    200 Points&lt;br /&gt;
Dx    25000 Points&lt;br /&gt;
Ex    Hard Brick (Gray) 50 Points&lt;br /&gt;
Fx    Indestructible Brick (Gold)&lt;br /&gt;
&lt;br /&gt;
479F - 47A2    Palette Type 0&lt;br /&gt;
47A3 - 47A6    Palette Type 1&lt;br /&gt;
47A7 - 47AA    Palette Type 2&lt;br /&gt;
47AB - 47AE    Palette Type 3&lt;br /&gt;
&lt;br /&gt;
47AF    Tile Mapping for Bricks Type 0&lt;br /&gt;
47B0    Tile Mapping for Bricks Type 1&lt;br /&gt;
47B1    Tile Mapping for Bricks Type 2&lt;br /&gt;
47B2    Tile Mapping for Bricks Type 3&lt;br /&gt;
47B3    Tile Mapping for Bricks Type 4&lt;br /&gt;
47B4    Tile Mapping for Bricks Type 5&lt;br /&gt;
47B5    Tile Mapping for Bricks Type 6&lt;br /&gt;
47B6    Tile Mapping for Bricks Type 7&lt;br /&gt;
47B7    Tile Mapping for Bricks Type 8&lt;br /&gt;
47B8    Tile Mapping for Bricks Type 9&lt;br /&gt;
47B9    Tile Mapping for Bricks Type A&lt;br /&gt;
47BA    Tile Mapping for Bricks Type B&lt;br /&gt;
47BB    Tile Mapping for Bricks Type C&lt;br /&gt;
47BC    Tile Mapping for Bricks Type D&lt;br /&gt;
47BD    Tile Mapping for Bricks Type E&lt;br /&gt;
47BE    Tile Mapping for Bricks Type F&lt;br /&gt;
&lt;br /&gt;
47BF    Number of bricks required to clear level&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Arkanoid_(NES)/ROM_map&amp;diff=15920</id>
		<title>Arkanoid (NES)/ROM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Arkanoid_(NES)/ROM_map&amp;diff=15920"/>
		<updated>2008-05-23T01:29:33Z</updated>

		<summary type="html">&lt;p&gt;Trax: Page Created - Added Level Data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rommap|game=Adventures of Lolo}}&lt;br /&gt;
&lt;br /&gt;
=== Level Data ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
46C0    Level Data (23 * 100 = 2300 bytes + 100 bytes for Boss level)&lt;br /&gt;
        Each level is 0x100 bytes long&lt;br /&gt;
&lt;br /&gt;
Offsets:&lt;br /&gt;
&lt;br /&gt;
0000 - 00DE    Brick Data (DF bytes)&lt;br /&gt;
00DF - 00EE    Palettes (4 * 4 = 10 bytes)&lt;br /&gt;
00EF - 00FE    Tile codes for each brick type (10 bytes)&lt;br /&gt;
00FF - 00FF    Number of bricks to destroy to complete level (1 byte)&lt;br /&gt;
&lt;br /&gt;
Brick Data Structure&lt;br /&gt;
&lt;br /&gt;
xxxx....    Type of brick (0 - F)&lt;br /&gt;
....x...    Contains a capsule (0 - 1)&lt;br /&gt;
.....xxx    Number of hits needed to clear (0 - 7) (0 = 8 hits)&lt;br /&gt;
&lt;br /&gt;
00    Nothing&lt;br /&gt;
0x    45000 Points ?&lt;br /&gt;
1x    50 Points&lt;br /&gt;
2x    60 Points&lt;br /&gt;
3x    70 Points&lt;br /&gt;
4x    80 Points&lt;br /&gt;
5x    90 Points&lt;br /&gt;
6x    100 Points&lt;br /&gt;
7x    110 Points&lt;br /&gt;
8x    120 Points&lt;br /&gt;
9x    0 Points&lt;br /&gt;
Ax    5000 Points&lt;br /&gt;
Bx    Crash (score goes up indefinitely)&lt;br /&gt;
Cx    200 Points&lt;br /&gt;
Dx    25000 Points&lt;br /&gt;
Ex    Hard Brick (Gray) 50 Points&lt;br /&gt;
Fx    Indestructible Brick (Gold)&lt;br /&gt;
&lt;br /&gt;
479F - 47A2    Palette for Borders, Hub Text and Graphics&lt;br /&gt;
47A3 - 47A6    Palette for Background and Gray Bricks&lt;br /&gt;
47A7 - 47AA    Palette for Bricks Type 5-8 and their background&lt;br /&gt;
47AB - 47AE    Palette for Bricks Type 4-7 and their background&lt;br /&gt;
&lt;br /&gt;
47AF    Tile Mapping for Bricks Type 0&lt;br /&gt;
47B0    Tile Mapping for Bricks Type 1&lt;br /&gt;
47B1    Tile Mapping for Bricks Type 2&lt;br /&gt;
47B2    Tile Mapping for Bricks Type 3&lt;br /&gt;
47B3    Tile Mapping for Bricks Type 4&lt;br /&gt;
47B4    Tile Mapping for Bricks Type 5&lt;br /&gt;
47B5    Tile Mapping for Bricks Type 6&lt;br /&gt;
47B6    Tile Mapping for Bricks Type 7&lt;br /&gt;
47B7    Tile Mapping for Bricks Type 8&lt;br /&gt;
47B8    Tile Mapping for Bricks Type 9&lt;br /&gt;
47B9    Tile Mapping for Bricks Type A&lt;br /&gt;
47BA    Tile Mapping for Bricks Type B&lt;br /&gt;
47BB    Tile Mapping for Bricks Type C&lt;br /&gt;
47BC    Tile Mapping for Bricks Type D&lt;br /&gt;
47BD    Tile Mapping for Bricks Type E&lt;br /&gt;
47BE    Tile Mapping for Bricks Type F&lt;br /&gt;
&lt;br /&gt;
47BF    Number of bricks required to clear level&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Arkanoid_(NES)&amp;diff=15919</id>
		<title>Arkanoid (NES)</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Arkanoid_(NES)&amp;diff=15919"/>
		<updated>2008-05-23T01:08:55Z</updated>

		<summary type="html">&lt;p&gt;Trax: /* Hacks */ Link correction and entry deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{INES| title = Arkanoid&lt;br /&gt;
|image = [[Image:Arkanoid Title.png|center]]&lt;br /&gt;
|mapperno = 3&lt;br /&gt;
|mappername = [[CNROM]]&lt;br /&gt;
|prgrom = 2 x 16kB&lt;br /&gt;
|chrrom = 2 x  8kB&lt;br /&gt;
|mirroring = Horizontal&lt;br /&gt;
|4screen = No&lt;br /&gt;
|sram = No&lt;br /&gt;
|game = Arkanoid&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Extensively Hacked}} This is due to its simple nature; however, as of yet there have been very little public hacks and translations for the game.&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
*[[Arkanoid:ArkEdit|ArkEdit]]&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
&lt;br /&gt;
*[[Arkanoid: Dimension of Doh]] - This hack contains new levels and a new palette for the US version. It was hacked by Vagla of [http://desnet.kodewerx.net Dragon Eye Studios] and can be downloaded [http://desnet.kodewerx.net/a3/adod.zip here]&lt;br /&gt;
*[[Annoid]]&lt;br /&gt;
&lt;br /&gt;
==Known Dumps==&lt;br /&gt;
*Arkanoid (J)&lt;br /&gt;
*Arkanoid (J) [b1]&lt;br /&gt;
*Arkanoid (J) [p1]&lt;br /&gt;
*Arkanoid (U)&lt;br /&gt;
*Arkanoid (U) [b1]&lt;br /&gt;
*Arkanoid (U) [b2]&lt;br /&gt;
*Arkanoid (U) [o1]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Arkanoid Wikipedia Article on Arkanoid]&lt;br /&gt;
*[http://www.nesmaps.com/maps/Arkanoid/Arkanoid.html Maps of all levels for the Nintendo (NES) version of Arkanoid] at &#039;&#039;NESMaps&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:NES Games|Arkanoid]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link&amp;diff=14949</id>
		<title>Zelda II: The Adventure of Link</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link&amp;diff=14949"/>
		<updated>2007-12-29T07:03:13Z</updated>

		<summary type="html">&lt;p&gt;Trax: CHR Banks Correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{INES| title = Zelda II - The Adventure of Link&lt;br /&gt;
|image = [[Image:ZeldaII.png]]&lt;br /&gt;
|mapperno = 1&lt;br /&gt;
|mappername = [[Nintendo MMC1]]&lt;br /&gt;
|prgrom = 8 x 16kB&lt;br /&gt;
|chrrom = 14 x  8kB&lt;br /&gt;
|mirroring = Horizontal&lt;br /&gt;
|4screen = No&lt;br /&gt;
|sram = Yes&lt;br /&gt;
|game = Zelda II: The Adventure of Link&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Extensively Hacked}}&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Zelda2 Editor|Zelda2 Editor]] - A popular Zelda II: The Adventure of Link editor. It is available [http://www.zophar.net/utilities/neslevel.html here].&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Sword|Sword]] - An editor in development that will be able to run on Windows systems.&lt;br /&gt;
* [[Zelda II: The Adventure of Link:ZII Game Editor|ZII Game Editor]] - A Zelda II editor that runs on Mac OS X systems.&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
* [[Adventure of Error]]&lt;br /&gt;
* [[Evil Dead]]&lt;br /&gt;
* [[Return of Yoda]]&lt;br /&gt;
* [[Zelda 2 - The Adventure of Link1999]]&lt;br /&gt;
* [[Zelda2k]]&lt;br /&gt;
* [[Zelda 2 Challenge]]&lt;br /&gt;
* [[Zelda I - The Adventure of Riff]]&lt;br /&gt;
* [[Zelda II - The Adventure of Link &amp;quot;Part 2&amp;quot;]]&lt;br /&gt;
* [[Zelda II - The Adventure of Link &amp;quot;Part 3&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
72E - Change this byte from 02 to 00 and you will be able to walk over any terrain (mountains, oceans) in the overworld.&lt;br /&gt;
&lt;br /&gt;
1C369 - This byte defines the number of lives you start the game with; set it to any value you like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From [http://www.classicgaming.com/ragegames/hackersdatabase.html Rage Games]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Known Dumps==&lt;br /&gt;
&lt;br /&gt;
* Zelda II - The Adventure of Link (E) (PRG0)&lt;br /&gt;
* Zelda II - The Adventure of Link (E) (PRG2)&lt;br /&gt;
* Zelda II - The Adventure of Link (GC)&lt;br /&gt;
* Zelda II - The Adventure of Link (U) [!]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
*[http://www.nesmaps.com/maps/Zelda2/Zelda2.html Maps for Zelda II: The Adventure of Link] at &#039;&#039;NESMaps&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:NES Games|Zelda II: The Adventure of Link]]&lt;br /&gt;
[[Category:Zelda II: The Adventure of Link]]&lt;br /&gt;
[[Category:Zelda series]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link/Enemy_Data&amp;diff=13336</id>
		<title>Zelda II: The Adventure of Link/Enemy Data</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link/Enemy_Data&amp;diff=13336"/>
		<updated>2007-08-06T05:22:25Z</updated>

		<summary type="html">&lt;p&gt;Trax: /* Experience Tables */ Changed to more fitting types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Enemy HP==&lt;br /&gt;
&lt;br /&gt;
===Western Hyrule===&lt;br /&gt;
* 0x005431 - HP for Fairy&lt;br /&gt;
* 0x005432 - HP for Red Magic Jar&lt;br /&gt;
* 0x005433 - HP for Locked Door&lt;br /&gt;
* 0x005434 - HP for Myu&lt;br /&gt;
* 0x005435 - HP for Bot (blue)&lt;br /&gt;
* 0x005436 - HP for Bit (red)&lt;br /&gt;
* 0x005437 - HP for Moa&lt;br /&gt;
* 0x005438 - HP for Ache&lt;br /&gt;
* 0x005439 - HP for ???&lt;br /&gt;
* 0x00543A - HP for ???&lt;br /&gt;
* 0x00543B - HP for Acheman&lt;br /&gt;
* 0x00543C - HP for Bubble Generator&lt;br /&gt;
* 0x00543D - HP for Rock Generator&lt;br /&gt;
* 0x00543E - HP for Red Deeler&lt;br /&gt;
* 0x00543F - HP for Blue Deeler&lt;br /&gt;
* 0x005440 - HP for Bago Bago Generator&lt;br /&gt;
* 0x005441 - HP for Bago Bago&lt;br /&gt;
* 0x005442 - HP for Octoroc Jumping Only&lt;br /&gt;
* 0x005443 - HP for Octoroc Jumping and Moving&lt;br /&gt;
* 0x005444 - HP for Elevator&lt;br /&gt;
* 0x005445 - HP for Spear Handling Orange Moblin&lt;br /&gt;
* 0x005446 - HP for Spear Handling Red Moblin&lt;br /&gt;
* 0x005447 - HP for Spear Handling Blue Moblin&lt;br /&gt;
* 0x005448 - HP for Orange Daira&lt;br /&gt;
* 0x005449 - HP for Red Daira&lt;br /&gt;
* 0x00544A - HP for Orange Goryia&lt;br /&gt;
* 0x00544B - HP for Red Goryia&lt;br /&gt;
* 0x00544C - HP for Blue Goryia&lt;br /&gt;
* 0x00544D - HP for Lowder&lt;br /&gt;
* 0x00544E - HP for Moby Generator&lt;br /&gt;
* 0x00544F - HP for Moby&lt;br /&gt;
* 0x005450 - HP for Megmet&lt;br /&gt;
* 0x005451 - HP for Geldarm&lt;br /&gt;
* 0x005452 - HP for Exp. Stealing Moblin Generator&lt;br /&gt;
* 0x005453 - HP for Exp. Stealing Moblin&lt;br /&gt;
&lt;br /&gt;
===Eastern Hyrule===&lt;br /&gt;
* 0x009431 - HP for Fairy&lt;br /&gt;
* 0x009432 - HP for Red Magic Jar&lt;br /&gt;
* 0x009433 - HP for Locked Door&lt;br /&gt;
* 0x009434 - HP for Myu&lt;br /&gt;
* 0x009435 - HP for Bot (blue)&lt;br /&gt;
* 0x009436 - HP for Bit (red)&lt;br /&gt;
* 0x009437 - HP for Moa&lt;br /&gt;
* 0x009438 - HP for Ache&lt;br /&gt;
* 0x009439 - HP for ???&lt;br /&gt;
* 0x00943A - HP for ???&lt;br /&gt;
* 0x00943B - HP for Acheman&lt;br /&gt;
* 0x00943C - HP for Bubble Generator&lt;br /&gt;
* 0x00943D - HP for Rock Generator&lt;br /&gt;
* 0x00943E - HP for Red Deeler&lt;br /&gt;
* 0x00943F - HP for Blue Deeler&lt;br /&gt;
* 0x009440 - HP for Bago Bago Generator&lt;br /&gt;
* 0x009441 - HP for Bago Bago&lt;br /&gt;
* 0x009442 - HP for Octoroc Jumping Only&lt;br /&gt;
* 0x009443 - HP for Octoroc Jumping and Moving&lt;br /&gt;
* 0x009444 - HP for Elevator&lt;br /&gt;
* 0x009445 - HP for Tektite&lt;br /&gt;
* 0x009446 - HP for Eye&lt;br /&gt;
* 0x009447 - HP for Leever&lt;br /&gt;
* 0x009448 - HP for Boon&lt;br /&gt;
* 0x009449 - HP for Basilisk&lt;br /&gt;
* 0x00944A - HP for Scorpion&lt;br /&gt;
* 0x00944B - HP for Red Lizalfo&lt;br /&gt;
* 0x00944C - HP for Orange Lizalfo&lt;br /&gt;
* 0x00944D - HP for Blue Lizalfo&lt;br /&gt;
* 0x00944E - HP for Boulder Tossing Lizalfos&lt;br /&gt;
&lt;br /&gt;
===Temples (Type A - 1,2,5)===&lt;br /&gt;
* 0x011431 - HP for Fairy&lt;br /&gt;
* 0x011432 - HP for Item in Palace Sprite&lt;br /&gt;
* 0x011433 - HP for Locked Door&lt;br /&gt;
* 0x011434 - HP for Myu&lt;br /&gt;
* 0x011435 - HP for Bot&lt;br /&gt;
* 0x011436 - HP for Red Magic Jar (useless)&lt;br /&gt;
* 0x011437 - HP for Slow Magic Stealing Skull&lt;br /&gt;
* 0x011438 - HP for Orange Moa&lt;br /&gt;
* 0x011439 - HP for Block Generator (useless)&lt;br /&gt;
* 0x01143A - HP for Block (useless)&lt;br /&gt;
* 0x01143B - HP for Blue Skull Head&lt;br /&gt;
* 0x01143C - HP for Rathead Generator (useless)&lt;br /&gt;
* 0x01143D - HP for Rathead&lt;br /&gt;
* 0x01143E - HP for Dripping Column&lt;br /&gt;
* 0x01143F - HP for Fast Magic Stealing Skull&lt;br /&gt;
* 0x011440 - HP for Bago Bago Generator (useless)&lt;br /&gt;
* 0x011441 - HP for Bago Bago&lt;br /&gt;
* 0x011442 - HP for Rope Jumping Only&lt;br /&gt;
* 0x011443 - HP for Rope Jumping and Moving&lt;br /&gt;
* 0x011444 - HP for Elevator (useless)&lt;br /&gt;
* 0x011445 - HP for Crystal Slot (useless)&lt;br /&gt;
* 0x011446 - HP for Crystal (useless)&lt;br /&gt;
* 0x011447 - HP for Energy ball from left (useless)&lt;br /&gt;
* 0x011448 - HP for Energy ball from right (useless)&lt;br /&gt;
* 0x011449 - HP for Orange Iron Knuckle&lt;br /&gt;
* 0x01144A - HP for Red Iron Knuckle&lt;br /&gt;
* 0x01144B - HP for Blue Iron Knuckle&lt;br /&gt;
* 0x01144C - HP for Wolf Head Generator (useless)&lt;br /&gt;
* 0x01144D - HP for Wolf Head&lt;br /&gt;
* 0x01144E - HP for Mago&lt;br /&gt;
* 0x01144F - HP for Hammer Thrower&lt;br /&gt;
* 0x011450 - HP for Red Stalfos&lt;br /&gt;
* 0x011451 - HP for Horse Head Boss&lt;br /&gt;
* 0x011453 - HP for Helmethead&#039;s floating head&lt;br /&gt;
* 0x011454 - HP for Blue Stalfos&lt;br /&gt;
* 0x013C86 - HP for Helmethead&lt;br /&gt;
* 0x013C87 - HP for Gooma (5th Palace Boss)&lt;br /&gt;
&lt;br /&gt;
===Temples (Type B - 3,4,6)===&lt;br /&gt;
* 0x012931 - HP for Fairy&lt;br /&gt;
* 0x012932 - HP for Item in Palace sprite&lt;br /&gt;
* 0x012933 - HP for Locked Door&lt;br /&gt;
* 0x012934 - HP for Myu&lt;br /&gt;
* 0x012935 - HP for Bot&lt;br /&gt;
* 0x012936 - HP for Red Magic Jar&lt;br /&gt;
* 0x012937 - HP for Slow Magic Stealing Skulls&lt;br /&gt;
* 0x012938 - HP for Orange Moa&lt;br /&gt;
* 0x012939 - HP for Falling Blocks Generator&lt;br /&gt;
* 0x01293A - HP for Falling Blocks&lt;br /&gt;
* 0x01293B - HP for Blue Skull Head&lt;br /&gt;
* 0x01293C - HP for Rathead Generator&lt;br /&gt;
* 0x01293D - HP for Rathead&lt;br /&gt;
* 0x01293E - HP for Dripping Column&lt;br /&gt;
* 0x01293F - HP for Fast Magic Stealing Skulls&lt;br /&gt;
* 0x012940 - HP for ???&lt;br /&gt;
* 0x012941 - HP for Flame&lt;br /&gt;
* 0x012942 - HP for Rope&lt;br /&gt;
* 0x012943 - HP for ???&lt;br /&gt;
* 0x012944 - HP for Elevator&lt;br /&gt;
* 0x012945 - HP for Crystal Slot&lt;br /&gt;
* 0x012946 - HP for Crystal&lt;br /&gt;
* 0x012947 - HP for Energy Ball shot from left&lt;br /&gt;
* 0x012948 - HP for Energy Ball shot from right&lt;br /&gt;
* 0x012949 - HP for Orange Iron Knuckle&lt;br /&gt;
* 0x01294A - HP for Red Iron Knuckle&lt;br /&gt;
* 0x01294B - HP for Blue Iron Knuckle&lt;br /&gt;
* 0x01294C - HP for Wolf Head Generator&lt;br /&gt;
* 0x01294D - HP for Wolf Head&lt;br /&gt;
* 0x01294E - HP for Wizzrobe&lt;br /&gt;
* 0x01294F - HP for Red Stalfos Knight&lt;br /&gt;
* 0x012950 - HP for Doomknocker&lt;br /&gt;
* 0x012951 - HP for Riding Blue Knight&lt;br /&gt;
* 0x012952 - HP for Dragon&lt;br /&gt;
* 0x012953 - HP for Wizard&lt;br /&gt;
* 0x012954 - HP for Blue Stalfos Knight&lt;br /&gt;
&lt;br /&gt;
===Great Palace===&lt;br /&gt;
* 0x015531 - HP for Fairy&lt;br /&gt;
* 0x015532 - HP for Red Magic Jar&lt;br /&gt;
* 0x015533 - HP for Locked Door&lt;br /&gt;
* 0x015534 - HP for Myu&lt;br /&gt;
* 0x015535 - HP for Bot (blue)&lt;br /&gt;
* 0x015536 - HP for Bit (red)&lt;br /&gt;
* 0x015537 - HP for Moa&lt;br /&gt;
* 0x015538 - HP for Ache&lt;br /&gt;
* 0x015539 - HP for ???&lt;br /&gt;
* 0x01553A - HP for ???&lt;br /&gt;
* 0x01553B - HP for Acheman&lt;br /&gt;
* 0x01553C - HP for Bubble Generator&lt;br /&gt;
* 0x01553D - HP for Rock Generator&lt;br /&gt;
* 0x01553E - HP for Red Deeler&lt;br /&gt;
* 0x01553F - HP for Blue Deeler&lt;br /&gt;
* 0x015540 - HP for Fire Bago Bago Generator&lt;br /&gt;
* 0x015541 - HP for Fire Bago Bago&lt;br /&gt;
* 0x015542 - HP for Fire Rope Jumping Only&lt;br /&gt;
* 0x015543 - HP for Fire Rope Jumping and Moving&lt;br /&gt;
* 0x015544 - HP for Elevator&lt;br /&gt;
* 0x015545 - HP for Slow Magic Stealing Skull&lt;br /&gt;
* 0x015546 - HP for Fast Magic Stealing Skull&lt;br /&gt;
* 0x015447 - HP for Orange Skull Head&lt;br /&gt;
* 0x015448 - HP for Large Magic Stealing Skull&lt;br /&gt;
* 0x015449 - HP for Orange Dreadhawk&lt;br /&gt;
* 0x01544A - HP for Red Dreadhawk&lt;br /&gt;
* 0x01544B - HP for Blue Dreadhawk&lt;br /&gt;
* 0x01544C - HP for ???&lt;br /&gt;
* 0x01544D - HP for ???&lt;br /&gt;
* 0x01544E - HP for Firebird&lt;br /&gt;
* 0x01544F - HP for King Bot&lt;br /&gt;
* 0x015450 - HP for ???&lt;br /&gt;
* 0x015451 - HP for Barrier for Grand Palace&lt;br /&gt;
* 0x015452 - HP for ???&lt;br /&gt;
* 0x015453 - HP for Thunder Bird Boss&lt;br /&gt;
* 0x015454 - HP for Trigger for Dark Link battle&lt;br /&gt;
&lt;br /&gt;
===Towns===&lt;br /&gt;
* 0x00D437 - HP for Invisible Purple Eye Ghost(Everywhere)&lt;br /&gt;
&lt;br /&gt;
==Enemy Bits==&lt;br /&gt;
 (0000 0000) - Normal uses Link&#039;s Palette&lt;br /&gt;
 (0100 0000) - Normal uses second Sprite Palette (Orange)&lt;br /&gt;
 (1000 0000) - Normal uses third Sprite Palette (Red)&lt;br /&gt;
 (1100 0000) - Normal uses fourth Sprite Palette (Blue)&lt;br /&gt;
 (0001 0000) - Steals Experience Points&lt;br /&gt;
 (0010 0000) - No Damage from Sword (needs Fire)&lt;br /&gt;
 (0000 0000) *0 - 0 Experience&lt;br /&gt;
 (0000 0001) *1 - 2 Experience&lt;br /&gt;
 (0000 0010) *2 - 3 Experience&lt;br /&gt;
 (0000 0011) *3 - 5 Experience&lt;br /&gt;
 (0000 0100) *4 - 10 Experience&lt;br /&gt;
 (0000 0101) *5 - 20 Experience&lt;br /&gt;
 (0000 0110) *6 - 30 Experience&lt;br /&gt;
 (0000 0111) *7 - 50 Experience&lt;br /&gt;
 (0000 1000) *8 - 70 Experience&lt;br /&gt;
 (0000 1001) *9 - 100 Experience&lt;br /&gt;
 (0000 1010) *A - 150 Experience&lt;br /&gt;
 (0000 1011) *B - 200 Experience&lt;br /&gt;
 (0000 1100) *C - 300 Experience&lt;br /&gt;
 (0000 1101) *D - 500 Experience&lt;br /&gt;
 (0000 1110) *E - 700 Experience&lt;br /&gt;
 (0000 1111) *F - 1000 Experience&lt;br /&gt;
&lt;br /&gt;
===Western Hyrule===&lt;br /&gt;
* 0x0054E5 - Bits for Fairy&lt;br /&gt;
* 0x0054E6 - Bits for Red Magic Jar&lt;br /&gt;
* 0x0054E7 - Bits for Locked Door&lt;br /&gt;
* 0x0054E8 - Bits for Myu&lt;br /&gt;
* 0x0054E9 - Bits for Bot (blue)&lt;br /&gt;
* 0x0054EA - Bits for Bit (red)&lt;br /&gt;
* 0x0054EB - Bits for Moa&lt;br /&gt;
* 0x0054EC - Bits for Ache&lt;br /&gt;
* 0x0054ED - Bits for ???&lt;br /&gt;
* 0x0054EE - Bits for ???&lt;br /&gt;
* 0x0054EF - Bits for Acheman&lt;br /&gt;
* 0x0054F0 - Bits for Bubble Generator&lt;br /&gt;
* 0x0054F1 - Bits for Rock Generator&lt;br /&gt;
* 0x0054F2 - Bits for Red Deeler&lt;br /&gt;
* 0x0054F3 - Bits for Blue Deeler&lt;br /&gt;
* 0x0054F4 - Bits for Bago Bago Generator&lt;br /&gt;
* 0x0054F5 - Bits for Bago Bago&lt;br /&gt;
* 0x0054F6 - Bits for Octorok Jumping Only&lt;br /&gt;
* 0x0054F7 - Bits for Octorok Jumping and Moving&lt;br /&gt;
* 0x0054F8 - Bits for Elevator&lt;br /&gt;
* 0x0054F9 - Bits for Spear Handling Orange Moblin&lt;br /&gt;
* 0x0054FA - Bits for Spear Handling Red Moblin&lt;br /&gt;
* 0x0054FB - Bits for Spear Handling Blue Moblin&lt;br /&gt;
* 0x0054FC - Bits for Orange Daira&lt;br /&gt;
* 0x0054FD - Bits for Red Daira&lt;br /&gt;
* 0x0054FE - Bits for Orange Goryia&lt;br /&gt;
* 0x0054FF - Bits for Red Goryia&lt;br /&gt;
* 0x005500 - Bits for Blue Goryia&lt;br /&gt;
* 0x005501 - Bits for Lowder&lt;br /&gt;
* 0x005502 - Bits for Moby Generator&lt;br /&gt;
* 0x005503 - Bits for Moby&lt;br /&gt;
* 0x005504 - Bits for Megmet&lt;br /&gt;
* 0x005505 - Bits for Geldarm&lt;br /&gt;
* 0x005506 - Bits for Exp. Stealing Moblin Generator&lt;br /&gt;
* 0x005507 - Bits for Exp. Stealing Moblin&lt;br /&gt;
&lt;br /&gt;
===Eastern Hyrule===&lt;br /&gt;
* 0x0094E5 - Bits for Fairy&lt;br /&gt;
* 0x0094E6 - Bits for Red Magic Jar&lt;br /&gt;
* 0x0094E7 - Bits for Locked Door&lt;br /&gt;
* 0x0094E8 - Bits for Myu&lt;br /&gt;
* 0x0094E9 - Bits for Bot (blue)&lt;br /&gt;
* 0x0094EA - Bits for Bit (red)&lt;br /&gt;
* 0x0094EB - Bits for Moa&lt;br /&gt;
* 0x0094EC - Bits for Ache&lt;br /&gt;
* 0x0094ED - Bits for ???&lt;br /&gt;
* 0x0094EE - Bits for ???&lt;br /&gt;
* 0x0094EF - Bits for Acheman&lt;br /&gt;
* 0x0094F0 - Bits for Bubble Generator&lt;br /&gt;
* 0x0094F1 - Bits for Rock Generator&lt;br /&gt;
* 0x0094F2 - Bits for Red Deeler&lt;br /&gt;
* 0x0094F3 - Bits for Blue Deeler&lt;br /&gt;
* 0x0094F4 - Bits for Bago Bago Generator&lt;br /&gt;
* 0x0094F5 - Bits for Bago Bago&lt;br /&gt;
* 0x0094F6 - Bits for Jumping only Octorok&lt;br /&gt;
* 0x0094F7 - Bits for Moving and Jumping Octorok&lt;br /&gt;
* 0x0094F8 - Bits for Elevator&lt;br /&gt;
* 0x0094F9 - Bits for Tektite&lt;br /&gt;
* 0x0094FA - Bits for Eye&lt;br /&gt;
* 0x0094FB - Bits for Leever&lt;br /&gt;
* 0x0094FC - Bits for Boon&lt;br /&gt;
* 0x0094FD - Bits for Basilisk&lt;br /&gt;
* 0x0094FE - Bits for Scorpion&lt;br /&gt;
* 0x0094FF - Bits for Orange Lizalfos&lt;br /&gt;
* 0x009500 - Bits for Red Lizalfos&lt;br /&gt;
* 0x009501 - Bits for Blue Lizalfos&lt;br /&gt;
* 0x009502 - Bits for Boulder Tossing Lizalfos&lt;br /&gt;
&lt;br /&gt;
===Temples (Type A - 1,2,5)===&lt;br /&gt;
* 0x0114E5 - Bits for Fairy&lt;br /&gt;
* 0x0114E6 - Bits for Item from Palace Sprite&lt;br /&gt;
* 0x0114E7 - Bits for Locked Door&lt;br /&gt;
* 0x0114E8 - Bits for Myu&lt;br /&gt;
* 0x0114E9 - Bits for Bot&lt;br /&gt;
* 0x0114EA - Bits for Red Magic Jar from Statues&lt;br /&gt;
* 0x0114EB - Bits for Slow Magic Stealing Skull&lt;br /&gt;
* 0x0114EC - Bits for Orange Moa&lt;br /&gt;
* 0x0114ED - Bits for Falling Blocks Generator&lt;br /&gt;
* 0x0114EE - Bits for Falling Blocks&lt;br /&gt;
* 0x0114EF - Bits for Blue Skull Head&lt;br /&gt;
* 0x0114F0 - Bits for Rathead Generator&lt;br /&gt;
* 0x0114F1 - Bits for Rathead&lt;br /&gt;
* 0x0114F2 - Bits for Dripping Column&lt;br /&gt;
* 0x0114F3 - Bits for Fast Magic Stealing Skull&lt;br /&gt;
* 0x0114F4 - Bits for Bago Bago Generator&lt;br /&gt;
* 0x0114F5 - Bits for Bago Bago&lt;br /&gt;
* 0x0114F6 - Bits for Rope Jumping Only&lt;br /&gt;
* 0x0114F7 - Bits for Rope Jumping and Moving&lt;br /&gt;
* 0x0114F8 - Bits for Elevator&lt;br /&gt;
* 0x0114F9 - Bits for Crystal Slot&lt;br /&gt;
* 0x0114FA - Bits for Crystal&lt;br /&gt;
* 0x0114FB - Bits for Energy Ball shot from left&lt;br /&gt;
* 0x0114FC - Bits for Energy Ball shot from right&lt;br /&gt;
* 0x0114FD - Bits for Orange Iron Knuckle&lt;br /&gt;
* 0x0114FE - Bits for Red Iron Knuckle&lt;br /&gt;
* 0x0114FF - Bits for Blue Iron Knuckle&lt;br /&gt;
* 0x011500 - Bits for Wolf Head Generator&lt;br /&gt;
* 0x011501 - Bits for Wolf Head&lt;br /&gt;
* 0x011502 - Bits for Mago&lt;br /&gt;
* 0x011503 - Bits for Hammer Thrower&lt;br /&gt;
* 0x011504 - Bits for Red Stalfos&lt;br /&gt;
* 0x011505 - Bits for Horse Head&lt;br /&gt;
* 0x011507 - Bits for Helmethead&#039;s floating head&lt;br /&gt;
* 0x011508 - Bits for Blue Stalfos&lt;br /&gt;
* 0x013C88 - Bits for Helmethead&lt;br /&gt;
* 0x013C89 - Bits for Gooma&lt;br /&gt;
&lt;br /&gt;
===Temples (Type B - 3,4,6)===&lt;br /&gt;
* 0x0129E5 - Bits for Fairy&lt;br /&gt;
* 0x0129E6 - Bits for Item in Palace sprite&lt;br /&gt;
* 0x0129E7 - Bits for Locked Door&lt;br /&gt;
* 0x0129E8 - Bits for Myu&lt;br /&gt;
* 0x0129E9 - Bits for Bot&lt;br /&gt;
* 0x0129EA - Bits for Red Magic Jar&lt;br /&gt;
* 0x0129EB - Bits for Slow Magic Stealing Skull&lt;br /&gt;
* 0x0129EC - Bits for Orange Moa&lt;br /&gt;
* 0x0129ED - Bits for Falling Blocks Generator&lt;br /&gt;
* 0x0129EE - Bits for Falling Blocks&lt;br /&gt;
* 0x0129EF - Bits for Blue Skull Head&lt;br /&gt;
* 0x0129F0 - Bits for Rathead Generator&lt;br /&gt;
* 0x0129F1 - Bits for Rathead&lt;br /&gt;
* 0x0129F2 - Bits for Dripping Column&lt;br /&gt;
* 0x0129F3 - Bits for Fast Magic Stealing Skulls&lt;br /&gt;
* 0x0129F4 - Bits for ???&lt;br /&gt;
* 0x0129F5 - Bits for Flame&lt;br /&gt;
* 0x0129F6 - Bits for Rope&lt;br /&gt;
* 0x0129F7 - Bits for ???&lt;br /&gt;
* 0x0129F8 - Bits for Elevator&lt;br /&gt;
* 0x0129F9 - Bits for Crystal Slot&lt;br /&gt;
* 0x0129FA - Bits for Crystal&lt;br /&gt;
* 0x0129FB - Bits for Energy Ball shot from left&lt;br /&gt;
* 0x0129FC - Bits for Energy Ball shot from right&lt;br /&gt;
* 0x0129FD - Bits for Orange Iron Knuckle&lt;br /&gt;
* 0x0129FE - Bits for Red Iron Knuckle&lt;br /&gt;
* 0x0129FF - Bits for Blue Iron Knuckle&lt;br /&gt;
* 0x012A00 - Bits for Wolf Head Generator&lt;br /&gt;
* 0x012A01 - Bits for Wolf Head&lt;br /&gt;
* 0x012A02 - Bits for Wizzrobe&lt;br /&gt;
* 0x012A03 - Bits for Red Stalfos Knight&lt;br /&gt;
* 0x012A04 - Bits for Doomknocker&lt;br /&gt;
* 0x012A05 - Bits for Riding Blue Knight&lt;br /&gt;
* 0x012A06 - Bits for Dragon&lt;br /&gt;
* 0x012A07 - Bits for Wizard&lt;br /&gt;
* 0x012A08 - Bits for Blue Stalfos Knight&lt;br /&gt;
&lt;br /&gt;
===Great Palace===&lt;br /&gt;
* 0x0154E5 - Bits for Fairy&lt;br /&gt;
* 0x0154E6 - Bits for Red Magic Jar&lt;br /&gt;
* 0x0154E7 - Bits for Locked Door&lt;br /&gt;
* 0x0154E8 - Bits for Myu&lt;br /&gt;
* 0x0154E9 - Bits for Bot (blue)&lt;br /&gt;
* 0x0154EA - Bits for Bit (red)&lt;br /&gt;
* 0x0154EB - Bits for Moa&lt;br /&gt;
* 0x0154EC - Bits for Ache&lt;br /&gt;
* 0x0154ED - Bits for ???&lt;br /&gt;
* 0x0154EE - Bits for ???&lt;br /&gt;
* 0x0154EF - Bits for Acheman&lt;br /&gt;
* 0x0154F0 - Bits for Bubble Generator&lt;br /&gt;
* 0x0154F1 - Bits for Rock Generator&lt;br /&gt;
* 0x0154F2 - Bits for Red Deeler&lt;br /&gt;
* 0x0154F3 - Bits for Blue Deeler&lt;br /&gt;
* 0x0154F4 - Bits for Fire Bago Bago Generator&lt;br /&gt;
* 0x0154F5 - Bits for Fire Bago Bago&lt;br /&gt;
* 0x0154F6 - Bits for Fire Rope Jumping Only&lt;br /&gt;
* 0x0154F7 - Bits for Fire Rope Jumping and Moving&lt;br /&gt;
* 0x0154F8 - Bits for Elevator&lt;br /&gt;
* 0x0154F9 - Bits for Slow Magic Stealing Skull&lt;br /&gt;
* 0x0154FA - Bits for Fast Magic Stealing Skull&lt;br /&gt;
* 0x0154FB - Bits for Orange Skull Head&lt;br /&gt;
* 0x0154FC - Bits for Large Magic Stealing Skull&lt;br /&gt;
* 0x0154FD - Bits for Orange Dreadhawk&lt;br /&gt;
* 0x0154FE - Bits for Red Dreadhawk&lt;br /&gt;
* 0x0154FF - Bits for Blue Dreadhawk&lt;br /&gt;
* 0x015500 - Bits for ???&lt;br /&gt;
* 0x015501 - Bits for ???&lt;br /&gt;
* 0x015502 - Bits for Firebird&lt;br /&gt;
* 0x015503 - Bits for King Bot&lt;br /&gt;
* 0x015504 - Bits for ???&lt;br /&gt;
* 0x015505 - Bits for Barrier for Grand Palace&lt;br /&gt;
* 0x015506 - Bits for ???&lt;br /&gt;
* 0x015507 - Bits for Thunder Bird Boss&lt;br /&gt;
* 0x015508 - Bits for Trigger for Dark Link battle&lt;br /&gt;
&lt;br /&gt;
==Tile Mappings==&lt;br /&gt;
&lt;br /&gt;
===Almost Everywhere===&lt;br /&gt;
* 0x01EE67 - 0x01EE68 - Tiles for Left side of elevator&lt;br /&gt;
* 0x01EE71 - 0x01EE72 - Tiles for Deelers&lt;br /&gt;
* 0x01EE73 - 0x01EE74 - Tiles for Octoroks frame 1&lt;br /&gt;
* 0x01EE75 - 0x01EE76 - Tiles for Octoroks frame 2&lt;br /&gt;
* 0x01EE77 - 0x01EE78 - Tiles for Aches frame 1&lt;br /&gt;
* 0x01EE79 - 0x01EE7A - Tiles for Aches frame 2&lt;br /&gt;
* 0x01EE7B - 0x01EE7C - Tiles for top of Achemen&lt;br /&gt;
* 0x01EE7D - 0x01EE7E - Tiles for bottom of Achemen&lt;br /&gt;
* 0x01EE87 - 0x01EE88 - Tiles for Bit/Bots frame 1&lt;br /&gt;
* 0x01EE89 - 0x01EE8A - Tiles for Bit/Bots frame 2&lt;br /&gt;
&lt;br /&gt;
===Western Hyrule===&lt;br /&gt;
* 0x0055FA - 0x0055FB - Tiles for bottom of Darias frame 1&lt;br /&gt;
* 0x0055FC - 0x0055FD - Tiles for bottom of Darias frame 1&lt;br /&gt;
* 0x0055FE - 0x0055FF - Tiles for top of Darias frame 2&lt;br /&gt;
* 0x005600 - 0x005601 - Tiles for bottom of Darias frame 2&lt;br /&gt;
* 0x00561A - 0x00561B - Tiles for top of Moblin frame 1&lt;br /&gt;
* 0x00561C - 0x00561D - Tiles for bottom of Moblin frame 1&lt;br /&gt;
* 0x005620 - 0x005621 - Tiles for Lowders frame 1&lt;br /&gt;
* 0x005622 - 0x005623 - Tiles for Lowders frame 2&lt;br /&gt;
* 0x005624 - 0x005625 - Tiles for Megmets frame 1&lt;br /&gt;
* 0x005626 - 0x005627 - Tiles for Megmets frame 2&lt;br /&gt;
* 0x005628 - 0x005629 - Tiles for Moby frame 1&lt;br /&gt;
* 0x00562A - 0x00562B - Tiles for Moby frame 2&lt;br /&gt;
* 0x00562C - 0x00462D - Tiles for Spear&lt;br /&gt;
&lt;br /&gt;
===Temples (Type A - 1,2,5)===&lt;br /&gt;
* 0x011638 - 0x011639 - Tiles for Stalfos&lt;br /&gt;
* 0x01163A - 0x01163B - Tiles for sword stab of Iron Knuckle&lt;br /&gt;
* 0x01163C - 0x01163D - Tiles for head of Horse Head frame 1&lt;br /&gt;
* 0x01163E - 0x01163F - Tiles for body of Horse Head frame 1&lt;br /&gt;
* 0x011640 - 0x011641 - Tiles for feet of Horse Head frame 1&lt;br /&gt;
* 0x011642 - 0x011643 - Tiles for head of Horse Head frame 2&lt;br /&gt;
* 0x011644 - 0x011645 - Tiles for body of Horse Head frame 2&lt;br /&gt;
* 0x011646 - 0x011647 - Tiles for feet of Horse Head frame 2&lt;br /&gt;
* 0x011648 - 0x011649 - Tiles for Preparing to swing club of Horse Head&lt;br /&gt;
* 0x01164A - 0x01164B - Tiles for club when preparing of Horse Head&lt;br /&gt;
* 0x01164C - 0x01164D - Tiles for Swinging the club of Horse Head&lt;br /&gt;
* 0x01164E - 0x01164F - Tiles for the club of Horse Head&lt;br /&gt;
* 0x011650 - 0x011651 - Tiles for top of Armored Boss frame 1&lt;br /&gt;
* 0x011652 - 0x011653 - Tiles for bottom of Armored Boss frame 1&lt;br /&gt;
* 0x011654 - 0x011655 - Tiles for top of Armored Boss frame 2&lt;br /&gt;
* 0x011656 - 0x011657 - Tiles for bottom of Armored Boss frame 2&lt;br /&gt;
* 0x01165E - 0x01165F - Tiles for top of Rat Head frame 1&lt;br /&gt;
* 0x011660 - 0x011661 - Tiles for bottom of Rat Head frame 1&lt;br /&gt;
* 0x011662 - 0x011663 - Tiles for top of Rat Head frame 2&lt;br /&gt;
* 0x011664 - 0x011665 - Tiles for bottom of Rat Head frame 2&lt;br /&gt;
&lt;br /&gt;
== Experience Tables ==&lt;br /&gt;
 The Low Bytes (if more than 255 is needed use the High Byte as well)&lt;br /&gt;
* 0x01DDD0 - Low byte Experience Points Type 0 (0000)&lt;br /&gt;
* 0x01DDD1 - Low byte Experience Points Type 1 (0002)&lt;br /&gt;
* 0x01DDD2 - Low byte Experience Points Type 2 (0003)&lt;br /&gt;
* 0x01DDD3 - Low byte Experience Points Type 3 (0005)&lt;br /&gt;
* 0x01DDD4 - Low byte Experience Points Type 4 (0010)&lt;br /&gt;
* 0x01DDD5 - Low byte Experience Points Type 5 (0020)&lt;br /&gt;
* 0x01DDD6 - Low byte Experience Points Type 6 (0030)&lt;br /&gt;
* 0x01DDD7 - Low byte Experience Points Type 7 (0050)&lt;br /&gt;
* 0x01DDD8 - Low byte Experience Points Type 8 (0070)&lt;br /&gt;
* 0x01DDD9 - Low byte Experience Points Type 9 (0100)&lt;br /&gt;
* 0x01DDDA - Low byte Experience Points Type A (0150)&lt;br /&gt;
* 0x01DDDB - Low byte Experience Points Type B (0200)&lt;br /&gt;
* 0x01DDDC - Low byte Experience Points Type C (0300)&lt;br /&gt;
* 0x01DDDD - Low byte Experience Points Type D (0500)&lt;br /&gt;
* 0x01DDDE - Low byte Experience Points Type E (0700)&lt;br /&gt;
* 0x01DDEA - Low byte Experience Points Type F (1000)&lt;br /&gt;
&lt;br /&gt;
 The High Bytes (adds 255 to the Low Byte)&lt;br /&gt;
* 0x01DDEC - High byte Experience Points Type 0 (0000)&lt;br /&gt;
* 0x01DDED - High byte Experience Points Type 1 (0002)&lt;br /&gt;
* 0x01DDEE - High byte Experience Points Type 2 (0003)&lt;br /&gt;
* 0x01DDEF - High byte Experience Points Type 3 (0005)&lt;br /&gt;
* 0x01DDF0 - High byte Experience Points Type 4 (0010)&lt;br /&gt;
* 0x01DDF1 - High byte Experience Points Type 5 (0020)&lt;br /&gt;
* 0x01DDF2 - High byte Experience Points Type 6 (0030)&lt;br /&gt;
* 0x01DDF3 - High byte Experience Points Type 7 (0050)&lt;br /&gt;
* 0x01DDF4 - High byte Experience Points Type 8 (0070)&lt;br /&gt;
* 0x01DDF5 - High byte Experience Points Type 9 (0100)&lt;br /&gt;
* 0x01DDF6 - High byte Experience Points Type A (0150)&lt;br /&gt;
* 0x01DDF7 - High byte Experience Points Type B (0200)&lt;br /&gt;
* 0x01DDF8 - High byte Experience Points Type C (0300)&lt;br /&gt;
* 0x01DDF9 - High byte Experience Points Type D (0500)&lt;br /&gt;
* 0x0DDDFA - High byte Experience Points Type E (0700)&lt;br /&gt;
* 0x01DDFB - High byte Experience Points Type F (1000)&lt;br /&gt;
&lt;br /&gt;
=== Experience Points Tile Mapping ===&lt;br /&gt;
Enemies that give no experience&lt;br /&gt;
* 0x01DD5C - Show  no  experience points (part 1)&lt;br /&gt;
* 0x01DD6C - Show  no  experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 2 experience&lt;br /&gt;
* 0x01DD5D - Show  no  experience points (part 1)&lt;br /&gt;
* 0x01DD6D - Show &amp;quot;2&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 3 experience&lt;br /&gt;
* 0x01DD5E - Show  no  experience points (part 1)&lt;br /&gt;
* 0x01DD6E - Show &amp;quot;3&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 5 experience&lt;br /&gt;
* 0x01DD5F - Show  no  experience points (part 1)&lt;br /&gt;
* 0x01DD6F - Show &amp;quot;5&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 10 experience&lt;br /&gt;
* 0x01DD60 - Show no experience points (part 1)&lt;br /&gt;
* 0x01DD70 - Show &amp;quot;10&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 20 experience&lt;br /&gt;
* 0x01DD61 - Show &amp;quot;2&amp;quot; experience points (part 1)&lt;br /&gt;
* 0x01DD71 - Show &amp;quot;0&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 30 experience&lt;br /&gt;
* 0x01DD62 - Show &amp;quot;3&amp;quot; experience points (part 1)&lt;br /&gt;
* 0x01DD72 - Show &amp;quot;0&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 50 experience&lt;br /&gt;
* 0x01DD63 - Show &amp;quot;5&amp;quot; experience points (part 1)&lt;br /&gt;
* 0x01DD73 - Show &amp;quot;0&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 70 experience&lt;br /&gt;
* 0x01DD64 - Show &amp;quot;7&amp;quot; experience points (part 1)&lt;br /&gt;
* 0x01DD74 - Show &amp;quot;0&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 100 experience&lt;br /&gt;
* 0x01DD65 - Show &amp;quot;10&amp;quot; experience points (part 1)&lt;br /&gt;
* 0x01DD75 - Show &amp;quot;0&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 150 experience&lt;br /&gt;
* 0x01DD66 - Show &amp;quot;15&amp;quot; experience points (part 1)&lt;br /&gt;
* 0x01DD76 - Show &amp;quot;0&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 200 experience&lt;br /&gt;
* 0x01DD67 - Show &amp;quot;2&amp;quot; experience points (part 1)&lt;br /&gt;
* 0x01DD77 - Show &amp;quot;00&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 300 experience&lt;br /&gt;
* 0x01DD68 - Show &amp;quot;3&amp;quot; experience points (part 1)&lt;br /&gt;
* 0x01DD78 - Show &amp;quot;00&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 500 experience&lt;br /&gt;
* 0x01DD69 - Show &amp;quot;5&amp;quot; experience points (part 1)&lt;br /&gt;
* 0x01DD79 - Show &amp;quot;00&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 700 experience&lt;br /&gt;
* 0x01DD6A - Show &amp;quot;7&amp;quot; experience points (part 1)&lt;br /&gt;
* 0x01DD7A - Show &amp;quot;00&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 1000 experience&lt;br /&gt;
* 0x01DD6B - Show &amp;quot;10&amp;quot; experience points (part 1)&lt;br /&gt;
* 0x01DD7B - Show &amp;quot;00&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
==Experience Stealing==&lt;br /&gt;
&lt;br /&gt;
* 0x01E30E - Number of experience to lose from certain enemies (10)&lt;br /&gt;
* 0x01E314 - Number of experience to lose from certain enemies (20)&lt;br /&gt;
* 0x01D4B0 - Offset of the sound played when you lose experience&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Help_talk:Page_names&amp;diff=12034</id>
		<title>Help talk:Page names</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Help_talk:Page_names&amp;diff=12034"/>
		<updated>2007-07-10T19:29:08Z</updated>

		<summary type="html">&lt;p&gt;Trax: Revert - Giga Spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are there any naming conventions for hack pages? Should [[Super_Mario_Odyssey_Demo]] be prefixed with &#039;Hack&#039; or the game name?  --{{User:Labmaster/Signature}} 02:01, 26 Oct 2005 (EDT)&lt;br /&gt;
:The convention so far has been to just give it a regular name page, and put it in the Game&#039;s category...perhaps this should change.--[[User:Gau|Gau]] 03:42, 26 Oct 2005 (EDT)&lt;br /&gt;
::Has any decision been made on this? I&#039;m quite willing to do the donkey work and rename all the pages that would be affected. --[[User:Dan|Dan]] 13:23, 2 March 2006 (EST)&lt;br /&gt;
:::I think just leaving the page name as the hack&#039;s name is fine unless there is some reason to do it differently? --[[User:AnyoneEB|AnyoneEB]] 20:23, 2 March 2006 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;List of&amp;quot; pages ==&lt;br /&gt;
&lt;br /&gt;
What is the official consensus on &amp;quot;List of&amp;quot; pages like [[List of Super Mario World hacks]] or [[List of EarthBound utilities]]? Should these be done by categories instead, or is this way okay? --[[User:Mr. Tenda|Mr. Tenda]] 23:11, 2 November 2005 (EST)&lt;br /&gt;
:I have feeling that categories would tend to work better for those, but &amp;quot;List of&amp;quot; pages allow you to &amp;quot;request&amp;quot; a page by linking to it. Where there are &amp;quot;List of&amp;quot; pages, there should almost definitely be a corresponding category, but it may be okay to have both. Maybe check how Wikipedia handles it? --[[User:AnyoneEB|AnyoneEB]] 08:13, 4 November 2005 (EST)&lt;br /&gt;
::From looking at Wikipedia list pages ([[wikipedia:List of lists|List of lists]]), it seems like they either have a corresponding category or the list&#039;s subject (ie: [[wikipedia:List of Aboriginal communities in Canada|List of Aboriginal communities in Canada]]) is so obscure that it does not really deserve a category. That is probably what we should be doing. --[[User:Mr. Tenda|Mr. Tenda]] 13:49, 4 November 2005 (EST)&lt;br /&gt;
:::Okay, thank you for checking that out. (I was posting during Math class, so I could not check. :-D) --[[User:AnyoneEB|AnyoneEB]] 17:39, 4 November 2005 (EST)&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Fighting_Masters&amp;diff=12033</id>
		<title>Fighting Masters</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Fighting_Masters&amp;diff=12033"/>
		<updated>2007-07-10T19:28:00Z</updated>

		<summary type="html">&lt;p&gt;Trax: Revert - Super Spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{title|Fighting Masters}}&lt;br /&gt;
{{Genesis| title = Fighting Masters&lt;br /&gt;
|image = [[Image:Fighting Masters Title.PNG|center]]&lt;br /&gt;
|name = Fighting Masters&lt;br /&gt;
|game = Fighting Masters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Extensively Hacked|name=Fighting Masters}}&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
(please insert any utilities for this game)&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
* [[Zionist Freedom Fighters]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
(please insert any misc. info)&lt;br /&gt;
&lt;br /&gt;
==Known Dumps==&lt;br /&gt;
* Fighting Masters (J)&lt;br /&gt;
* Fighting Masters (U)&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(please insert any external links)&lt;br /&gt;
&lt;br /&gt;
[[Category:Sega Genesis games|Fighting Masters]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Help:Datacrystal_Style&amp;diff=12032</id>
		<title>Help:Datacrystal Style</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Help:Datacrystal_Style&amp;diff=12032"/>
		<updated>2007-07-10T19:27:10Z</updated>

		<summary type="html">&lt;p&gt;Trax: Revert - Mega Spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Datacrystal strives for a uniform style across all pages. Please adhere to the following guidelines when writing articles of your own.&lt;br /&gt;
&lt;br /&gt;
; Third-person point of view. : Datacrystal aims for an encyclopedic method of writing. Please phrase all articles in the third person. This includes the Wikipedia idea of [[Wikipedia:Wikipedia:Neutral point of view|Neutral point of view]].&lt;br /&gt;
&lt;br /&gt;
; ROM Hacking Content. : Datacrystal is a repository of ROM Hacking information. As such, please limit the scope of articles to ROM Hacking and related topics. Many tangentially related topics already have thorough articles on Wikipedia, and we encourage inter-wiki linking. In fact, a [[Help:Templates|template]] exists to make this as easy as possible.&lt;br /&gt;
&lt;br /&gt;
; Game and Hack Pages : Please create seperate pages for each game and for notable hacks. In creating these pages, please see the [[Help:Game page example|example game page]].&lt;br /&gt;
&lt;br /&gt;
; Page names and categories : Please follow Datacrystal&#039;s [[Help:Page names|page naming conventions]] and place each page into the [[Help:Categories|correct categories]] in order to keep information organized.&lt;br /&gt;
&lt;br /&gt;
;Wiki networking : Please create links to newly created articles, and avoid creating orphaned pages.&lt;br /&gt;
&lt;br /&gt;
; Use templates where appropriate : This especially applies to making text larger; please use the [[Template_talk:Magnify|&amp;lt;nowiki&amp;gt;{{magnify}}&amp;lt;/nowiki&amp;gt;]] template instead of headings to increase the size of text that is not appropriate as a header.&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Data_Crystal/Community&amp;diff=11777</id>
		<title>Data Crystal/Community</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Data_Crystal/Community&amp;diff=11777"/>
		<updated>2007-07-05T23:12:18Z</updated>

		<summary type="html">&lt;p&gt;Trax: /* The &amp;quot;extensively hacked&amp;quot; tags */ Meter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page, and the associated [[Talk:Datacrystal:Community|talk page]], are meant for discussion on expanding both the DataCrystal community and the resources that DataCrystal has for community interaction. Some things to consider:&lt;br /&gt;
&lt;br /&gt;
==Forums==&lt;br /&gt;
Many people have requested forums. Should Data Crystal include a FudForum or DCForum style forum, or perhaps something like Wikipedia&#039;s Village pump? Please discuss on the talk page.&lt;br /&gt;
&lt;br /&gt;
*The talk page in question could be linked where it says &amp;quot;talk&amp;quot;. --[[User:Hiro1112|Hiro1112]] 17:24, 4 January 2007 (EST)&lt;br /&gt;
*That would be at the top of the page where it says &amp;quot;discussion&amp;quot;.--[[User:Gau|Gau]] 07:17, 5 January 2007 (EST)&lt;br /&gt;
*Done. --[[User:Cat Lover|Cat Lover]] 20:48, 20 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Licensing and policies==&lt;br /&gt;
A major one. While for copying purposes we&#039;re licensed under the GFDL, we also have in the past been pretty militant about a &amp;quot;no lists of contributors&amp;quot; policy on ROM maps...I&#039;m thinking we should start putting sources at the bottom of pages. However, and this is a big however, everyone must realize that all code and information you put here is immediately licensed under the GFDL; that is, &amp;quot;If you don&#039;t want your writing to be edited mercilessly and redistributed at will, then don&#039;t submit it here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;extensively hacked&amp;quot; tags==&lt;br /&gt;
this seems to be at the top of a lot of games it does not apply to. The intention of the &amp;quot;extensively hacked&amp;quot; (and other modifiers) tag is to give an idea of the completeness of the ROM and RAM maps, as well as the availability of game-specific hacking utilities. Perhaps a guideline page on this is in order?&lt;br /&gt;
&lt;br /&gt;
*Yeah, I have no idea of what the requirements were supposed to be to have that tag. I don&#039;t think I pasted any, but I saw it being used where it didnt seem like it should be. -- [[User:Hiro1112|Hiro1112]] 09:49, 5 January 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
*Maybe just for games that have level editors built? -- [[User:Yauch|Yauch]]&lt;br /&gt;
&lt;br /&gt;
*But would that work for games like Sim City for example even if we knew everything about it?  I agree that some rigid limits would make things simpler though. -- [[User:TooDice|TooDice]]&lt;br /&gt;
&lt;br /&gt;
*How about a kind of meter ? Hackedness rated 1 to 5. Or could be according to the proportion of known data... -- [[User:Trax|Trax]] 19:12, 5 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Notability Guidelines==&lt;br /&gt;
There are a lot of pages about hacks whose notability for inclusion in this wiki is questionable at best. We should -definitely- have notability guidelines...should we also have an AfD to cull useless and unwanted pages?&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*I know this is straying from the original purpose of the wiki somewhat, but a section with a few guides may attract people to the site initially and give them a reason to want to contribute something later.  A lot of the older websites with this information are going offline and the original rom hacking community is dissipating.  --[[User:TooDice|TooDice]]&lt;br /&gt;
&lt;br /&gt;
*Wasn&#039;t this wiki&#039;s purpose to contain &amp;quot;ALL THE HACKING INFO IN THE WORLD!!!!!1111&amp;quot;? That&#039;s pretty much from what I gathered. Also, I already put in a &amp;quot;tutorials&amp;quot; link in the GBA template. I think I&#039;ll put one in for the other templates, too. --[[User:Cat Lover|Cat Lover]] 20:47, 20 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Spam==&lt;br /&gt;
Spam&#039;s becoming a real problem here.  Would it be so bad to lock edits to just registered users?  Or just the creation of a new page to stop so many junk pages from being created?  --[[User:TooDice|TooDice]] 19:58, 29 April 2007 (EDT)&lt;br /&gt;
:I agree 100%. Registration is simple and usually it means the user really want to contribute... -- [[User:Trax|Trax]] 19:09, 5 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Data_Crystal/Community&amp;diff=11776</id>
		<title>Data Crystal/Community</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Data_Crystal/Community&amp;diff=11776"/>
		<updated>2007-07-05T23:09:26Z</updated>

		<summary type="html">&lt;p&gt;Trax: /* Spam */ Trax Agrees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page, and the associated [[Talk:Datacrystal:Community|talk page]], are meant for discussion on expanding both the DataCrystal community and the resources that DataCrystal has for community interaction. Some things to consider:&lt;br /&gt;
&lt;br /&gt;
==Forums==&lt;br /&gt;
Many people have requested forums. Should Data Crystal include a FudForum or DCForum style forum, or perhaps something like Wikipedia&#039;s Village pump? Please discuss on the talk page.&lt;br /&gt;
&lt;br /&gt;
*The talk page in question could be linked where it says &amp;quot;talk&amp;quot;. --[[User:Hiro1112|Hiro1112]] 17:24, 4 January 2007 (EST)&lt;br /&gt;
*That would be at the top of the page where it says &amp;quot;discussion&amp;quot;.--[[User:Gau|Gau]] 07:17, 5 January 2007 (EST)&lt;br /&gt;
*Done. --[[User:Cat Lover|Cat Lover]] 20:48, 20 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Licensing and policies==&lt;br /&gt;
A major one. While for copying purposes we&#039;re licensed under the GFDL, we also have in the past been pretty militant about a &amp;quot;no lists of contributors&amp;quot; policy on ROM maps...I&#039;m thinking we should start putting sources at the bottom of pages. However, and this is a big however, everyone must realize that all code and information you put here is immediately licensed under the GFDL; that is, &amp;quot;If you don&#039;t want your writing to be edited mercilessly and redistributed at will, then don&#039;t submit it here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;extensively hacked&amp;quot; tags==&lt;br /&gt;
this seems to be at the top of a lot of games it does not apply to. The intention of the &amp;quot;extensively hacked&amp;quot; (and other modifiers) tag is to give an idea of the completeness of the ROM and RAM maps, as well as the availability of game-specific hacking utilities. Perhaps a guideline page on this is in order?&lt;br /&gt;
&lt;br /&gt;
*Yeah, I have no idea of what the requirements were supposed to be to have that tag. I don&#039;t think I pasted any, but I saw it being used where it didnt seem like it should be.&lt;br /&gt;
--[[User:Hiro1112|Hiro1112]] 09:49, 5 January 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
*Maybe just for games that have level editors built? --[[User:Yauch|Yauch]]&lt;br /&gt;
&lt;br /&gt;
*But would that work for games like Sim City for example even if we knew everything about it?  I agree that some rigid limits would make things simpler though. --[[User:TooDice|TooDice]]&lt;br /&gt;
&lt;br /&gt;
==Notability Guidelines==&lt;br /&gt;
There are a lot of pages about hacks whose notability for inclusion in this wiki is questionable at best. We should -definitely- have notability guidelines...should we also have an AfD to cull useless and unwanted pages?&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*I know this is straying from the original purpose of the wiki somewhat, but a section with a few guides may attract people to the site initially and give them a reason to want to contribute something later.  A lot of the older websites with this information are going offline and the original rom hacking community is dissipating.  --[[User:TooDice|TooDice]]&lt;br /&gt;
&lt;br /&gt;
*Wasn&#039;t this wiki&#039;s purpose to contain &amp;quot;ALL THE HACKING INFO IN THE WORLD!!!!!1111&amp;quot;? That&#039;s pretty much from what I gathered. Also, I already put in a &amp;quot;tutorials&amp;quot; link in the GBA template. I think I&#039;ll put one in for the other templates, too. --[[User:Cat Lover|Cat Lover]] 20:47, 20 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Spam==&lt;br /&gt;
Spam&#039;s becoming a real problem here.  Would it be so bad to lock edits to just registered users?  Or just the creation of a new page to stop so many junk pages from being created?  --[[User:TooDice|TooDice]] 19:58, 29 April 2007 (EDT)&lt;br /&gt;
:I agree 100%. Registration is simple and usually it means the user really want to contribute... -- [[User:Trax|Trax]] 19:09, 5 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zombies_Ate_My_Neighbors_(SNES)&amp;diff=11775</id>
		<title>Zombies Ate My Neighbors (SNES)</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zombies_Ate_My_Neighbors_(SNES)&amp;diff=11775"/>
		<updated>2007-07-05T23:03:54Z</updated>

		<summary type="html">&lt;p&gt;Trax: Revert - Spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SNES| title = Zombies Ate My Neighbors&lt;br /&gt;
|image = [[Image:ZAMN Title.PNG|center]]&lt;br /&gt;
|name = Zombies Ate My Neighbors&lt;br /&gt;
|company = Konami&lt;br /&gt;
|header = SWC&lt;br /&gt;
|bank = LoROM&lt;br /&gt;
|interleaved = No&lt;br /&gt;
|sram = 0 Kb&lt;br /&gt;
|type = Normal&lt;br /&gt;
|rom = 8 Mb&lt;br /&gt;
|country = USA&lt;br /&gt;
|romspeed = 120ns (SlowROM)&lt;br /&gt;
|video = NTSC&lt;br /&gt;
|checksum = Good 0xF50C&lt;br /&gt;
|crc32 = 7CFC0C7C&lt;br /&gt;
|game = Zombies Ate My Neighbors&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Extensively Hacked|name=Zombies Ate My Neighbors}}&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
There are only two known complete hacks of Zombies Ate My Neighbors&lt;br /&gt;
* [[Zombies_Ate_My_Neighbors:Ultimate_Zombies_Ate_My_Neighbors|Ultimate Zombies Ate My Neighbors]], with all 55 levels changed.&lt;br /&gt;
* [[Zombies_Ate_My_Neighbors:ZAMNHard|ZAMNHard]], which adds harder monsters to the original game&#039;s levels.&lt;br /&gt;
			&lt;br /&gt;
There have been demos released of other hacks, but only with a few playable levels.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
==Known Dumps==&lt;br /&gt;
* Zombies (Beta)&lt;br /&gt;
* Zombies (E)&lt;br /&gt;
* Zombies Ate My Neighbors (U) [!]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* http://board.acmlm.org/archive/thread.php?id=9051 [link needs updating]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Final_Fantasy/World_map_data&amp;diff=11774</id>
		<title>Final Fantasy/World map data</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Final_Fantasy/World_map_data&amp;diff=11774"/>
		<updated>2007-07-05T23:01:49Z</updated>

		<summary type="html">&lt;p&gt;Trax: /* FF1 Overworld Tile Values */ Actually, it&amp;#039;s 30 to 7E&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Final Fantasy I]] (and [[Final Fantasy II]] as well) uses a 256×256-tile world map in this data format.  The map data is not stored raw, but uses simple compression in a kind of run-length encoding.  The ROM (in [[iNES]] format) stores its world map data starting at $4010.&lt;br /&gt;
&lt;br /&gt;
== Row pointers ==&lt;br /&gt;
From $4010 to $4210 there are 256 little-endian 16-bit integer values representing addresses in the NES memory map (with the $4010 ROM bank currently in place) that mark the left-hand-side beginnings of each 256-tile row of the map.  (Because memory pointers are used in this fashion, it is entirely possible for more than one pointer to point to the identical memory location if they use identical row data, such as a 256-tile row of ocean.)  Since this bank will loaded into the NES memory map at readable address $8000, all memory pointers in the ROM must point to the row&#039;s ROM file address + 0x3FF0.  To translate a memory pointer back into a ROM file address, you subtract 0x3FF0 instead.&lt;br /&gt;
&lt;br /&gt;
== Row data ==&lt;br /&gt;
Because the row pointers point to active NES memory in which the $4010 must be active, &#039;&#039;all&#039;&#039; of the map data is confined to this bank.  Unrelated data begins at file address $7F50, so all row data referenced by pointers must be located starting at $4210 and ending before $7F50, giving you 0x3D40 bytes to store your map row data.&lt;br /&gt;
&lt;br /&gt;
Row data is stored sequentially as such:&lt;br /&gt;
* Byte values indicate a row&#039;s tiles from the left-edge, from left-to-right through the tiles, ending at the row&#039;s right edge.&lt;br /&gt;
* A single byte ranging 0x00 to 0x7F describes a single tile of a specific value.  The next byte describes the tile to its right.&lt;br /&gt;
* A byte ranging 0x80 to 0xFE is the same as its value subtracted by 0x80 (or exclusive-or&#039;ed by 0x80), but the immediately following byte indicates repetition of the tile value.  A repetition byte value of 0x01 means no repetition, 0x02 means repeat once, 0x03 means repeat twice, 0x04 means repeat three times, and so on.  0x00 means to repeat 256 times, so that it can fill an entire row.  A repetition value of 0xFF is prohibited.&lt;br /&gt;
* A byte value of 0xFF after the row&#039;s final tile terminates the row data.&lt;br /&gt;
&lt;br /&gt;
So, for example:&lt;br /&gt;
:0x04&lt;br /&gt;
::1 tile valued 0x04&lt;br /&gt;
:0x73&lt;br /&gt;
::1 tile valued 0x73&lt;br /&gt;
:0x96 0x01&lt;br /&gt;
::1 tile valued 0x16&lt;br /&gt;
:0x96 0x05&lt;br /&gt;
::5 consecutive tiles valued 0x16&lt;br /&gt;
:0x96 0x00 0xFF&lt;br /&gt;
::256 consecutive tiles (an entire row) valued 0x16, and a row terminator&lt;br /&gt;
&lt;br /&gt;
== FF1 Overworld Tile Values ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00 = Grass&lt;br /&gt;
01 = Castle 1 - Lower Left&lt;br /&gt;
02 = Castle 1 - Lower Right&lt;br /&gt;
03 = Forest - Top Left&lt;br /&gt;
04 = Forest - Top&lt;br /&gt;
05 = Forest - Top Right&lt;br /&gt;
06 = Grass - Bottom Right&lt;br /&gt;
07 = Grass - Bottom&lt;br /&gt;
08 = Grass - Bottom Left&lt;br /&gt;
09 = Castle 1 - Top Left&lt;br /&gt;
0A = Castle 1 - Top Right&lt;br /&gt;
0B = Castle 2 - Top Left&lt;br /&gt;
0C = Castle 2 - Top Right&lt;br /&gt;
0D = Tower of Illusion - Top&lt;br /&gt;
0E = Grotto 1&lt;br /&gt;
0F = Dock - Vertical Left&lt;br /&gt;
10 = Mountain - Top Left&lt;br /&gt;
11 = Mountain - Top&lt;br /&gt;
12 = Mountain - Top Right&lt;br /&gt;
13 = Forest - Left&lt;br /&gt;
14 = Forest - Bottom&lt;br /&gt;
15 = Forest - Right&lt;br /&gt;
16 = Grass - Right&lt;br /&gt;
17 = Ocean&lt;br /&gt;
18 = Grass - Left&lt;br /&gt;
19 = Castle 1 - Middle Left&lt;br /&gt;
1A = Castle 1 - Middle Right&lt;br /&gt;
1B = Castle 2 - Bottom Left&lt;br /&gt;
1C = Castle 2 - Bottom Right&lt;br /&gt;
1D = Tower of Illusion - Bottom&lt;br /&gt;
1E = Tower of Illusion - Shadow&lt;br /&gt;
1F = Dock - Vertical Right&lt;br /&gt;
20 = Mountain - Left&lt;br /&gt;
21 = Mountain&lt;br /&gt;
22 = Mountain - Right&lt;br /&gt;
23 = Forest - Bottom Left&lt;br /&gt;
24 = Forest - Bottom&lt;br /&gt;
25 = Forest - Bottom Right&lt;br /&gt;
26 = Grass - Top Right&lt;br /&gt;
27 = Grass - Top&lt;br /&gt;
28 = Grass - Top Left&lt;br /&gt;
29 = Castle 2 - Bottom Left&lt;br /&gt;
2A = Castle 2 - Bottom Right&lt;br /&gt;
2B = Grotto 2&lt;br /&gt;
2C = Village Fence - Top Left&lt;br /&gt;
2D = Village Fence - Top&lt;br /&gt;
2E = Village Fence - Top Right&lt;br /&gt;
2F = Grotto 3&lt;br /&gt;
30 = Mountain - Bottom Left&lt;br /&gt;
31 = Mountain - Bottom&lt;br /&gt;
32 = Grotto 4&lt;br /&gt;
33 = Mountain - Bottom Right&lt;br /&gt;
34 = Grotto 5&lt;br /&gt;
35 = Grotto 6&lt;br /&gt;
36 = Desert&lt;br /&gt;
37 = Desert&lt;br /&gt;
38 = Castle 2 - Bottom Left&lt;br /&gt;
39 = Castle 2 - Bottom Right&lt;br /&gt;
3A = Grotto 7&lt;br /&gt;
3B = Village Fence - Top Left Exterior&lt;br /&gt;
3C = Village Fence - Top Left Interior&lt;br /&gt;
3D = Village Area (gray)&lt;br /&gt;
3E = Village Fence - Top Right Interior&lt;br /&gt;
3F = Village Fence - Top Right Exterior&lt;br /&gt;
40 = River - Top Left&lt;br /&gt;
41 = River - Top Right&lt;br /&gt;
42 = Desert - Top Left&lt;br /&gt;
43 = Desert - Top Right&lt;br /&gt;
44 = River&lt;br /&gt;
45 = Desert&lt;br /&gt;
46 = Waterfall&lt;br /&gt;
47 = Castle Ruins - Top Left&lt;br /&gt;
48 = Castle Ruins - Top Right&lt;br /&gt;
49 = Village 1&lt;br /&gt;
4A = Village 2&lt;br /&gt;
4B = Village Fence - Middle Left&lt;br /&gt;
4C = Village 3&lt;br /&gt;
4D = Village 4&lt;br /&gt;
4E = Village 5&lt;br /&gt;
4F = Village Fence - Middle Right&lt;br /&gt;
50 = River - Bottom Left&lt;br /&gt;
51 = River - Bottom Right&lt;br /&gt;
52 = Desert - Bottom Left&lt;br /&gt;
53 = Desert - Bottom Right&lt;br /&gt;
54 = Tall Grass&lt;br /&gt;
55 = Swamp&lt;br /&gt;
56 = Castle Ruins - Bottom Left&lt;br /&gt;
57 = Castle Ruins - Bottom Middle Left&lt;br /&gt;
58 = Castle Ruins - Bottom Middle Right&lt;br /&gt;
59 = Castle Ruins - Bottom Right&lt;br /&gt;
5A = Village 6&lt;br /&gt;
5B = Village Fence - Middle Left 2&lt;br /&gt;
5C = Village Fence - Bottom Left&lt;br /&gt;
5D = Village 7&lt;br /&gt;
5E = Village Fence - Bottom Right&lt;br /&gt;
5F = Village Fence - Middle Right 2&lt;br /&gt;
60 = Tall Grass - Top Left&lt;br /&gt;
61 = Tall Grass - Top Right&lt;br /&gt;
62 = Swamp - Top Left&lt;br /&gt;
63 = Swamp - Top Right&lt;br /&gt;
64 = Volcano - Top Left&lt;br /&gt;
65 = Volcano - Top Right&lt;br /&gt;
66 = Hole 1&lt;br /&gt;
67 = Hole 2&lt;br /&gt;
68 = Hole 3&lt;br /&gt;
69 = Hole 4&lt;br /&gt;
6A = Hole 5&lt;br /&gt;
6B = Village Fence - Middle Left 3&lt;br /&gt;
6C = Hole 6&lt;br /&gt;
6D = Village 8&lt;br /&gt;
6E = Hole 7&lt;br /&gt;
6F = Village Fence - Middle Right 3&lt;br /&gt;
70 = Tall Grass - Bottom Left&lt;br /&gt;
71 = Tall Grass - Bottom Right&lt;br /&gt;
72 = Swamp - Bottom Left&lt;br /&gt;
73 = Swamp - Bottom Right&lt;br /&gt;
74 = Volcano - Bottom Left&lt;br /&gt;
75 = Volcano - Bottom Right&lt;br /&gt;
76 = Grass&lt;br /&gt;
77 = Dock - Bottom Right&lt;br /&gt;
78 = Dock - Bottom&lt;br /&gt;
79 = Dock - Bottom Left&lt;br /&gt;
7A = Dock - Top Left&lt;br /&gt;
7B = Village Fence - Bottom Left&lt;br /&gt;
7C = Village Wall 1&lt;br /&gt;
7D = Village Wall 2&lt;br /&gt;
7E = Ocean&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FF2 tile values==&lt;br /&gt;
&#039;&#039;to do&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Final Fantasy I|World map data]]&lt;br /&gt;
[[Category:Final Fantasy II|World map data]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Final_Fantasy/World_map_data&amp;diff=11773</id>
		<title>Final Fantasy/World map data</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Final_Fantasy/World_map_data&amp;diff=11773"/>
		<updated>2007-07-05T21:19:39Z</updated>

		<summary type="html">&lt;p&gt;Trax: /* FF1 Overworld Tile Values */ Added Tile Values 00 to 2F&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Final Fantasy I]] (and [[Final Fantasy II]] as well) uses a 256×256-tile world map in this data format.  The map data is not stored raw, but uses simple compression in a kind of run-length encoding.  The ROM (in [[iNES]] format) stores its world map data starting at $4010.&lt;br /&gt;
&lt;br /&gt;
== Row pointers ==&lt;br /&gt;
From $4010 to $4210 there are 256 little-endian 16-bit integer values representing addresses in the NES memory map (with the $4010 ROM bank currently in place) that mark the left-hand-side beginnings of each 256-tile row of the map.  (Because memory pointers are used in this fashion, it is entirely possible for more than one pointer to point to the identical memory location if they use identical row data, such as a 256-tile row of ocean.)  Since this bank will loaded into the NES memory map at readable address $8000, all memory pointers in the ROM must point to the row&#039;s ROM file address + 0x3FF0.  To translate a memory pointer back into a ROM file address, you subtract 0x3FF0 instead.&lt;br /&gt;
&lt;br /&gt;
== Row data ==&lt;br /&gt;
Because the row pointers point to active NES memory in which the $4010 must be active, &#039;&#039;all&#039;&#039; of the map data is confined to this bank.  Unrelated data begins at file address $7F50, so all row data referenced by pointers must be located starting at $4210 and ending before $7F50, giving you 0x3D40 bytes to store your map row data.&lt;br /&gt;
&lt;br /&gt;
Row data is stored sequentially as such:&lt;br /&gt;
* Byte values indicate a row&#039;s tiles from the left-edge, from left-to-right through the tiles, ending at the row&#039;s right edge.&lt;br /&gt;
* A single byte ranging 0x00 to 0x7F describes a single tile of a specific value.  The next byte describes the tile to its right.&lt;br /&gt;
* A byte ranging 0x80 to 0xFE is the same as its value subtracted by 0x80 (or exclusive-or&#039;ed by 0x80), but the immediately following byte indicates repetition of the tile value.  A repetition byte value of 0x01 means no repetition, 0x02 means repeat once, 0x03 means repeat twice, 0x04 means repeat three times, and so on.  0x00 means to repeat 256 times, so that it can fill an entire row.  A repetition value of 0xFF is prohibited.&lt;br /&gt;
* A byte value of 0xFF after the row&#039;s final tile terminates the row data.&lt;br /&gt;
&lt;br /&gt;
So, for example:&lt;br /&gt;
:0x04&lt;br /&gt;
::1 tile valued 0x04&lt;br /&gt;
:0x73&lt;br /&gt;
::1 tile valued 0x73&lt;br /&gt;
:0x96 0x01&lt;br /&gt;
::1 tile valued 0x16&lt;br /&gt;
:0x96 0x05&lt;br /&gt;
::5 consecutive tiles valued 0x16&lt;br /&gt;
:0x96 0x00 0xFF&lt;br /&gt;
::256 consecutive tiles (an entire row) valued 0x16, and a row terminator&lt;br /&gt;
&lt;br /&gt;
== FF1 Overworld Tile Values ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00 = Grass&lt;br /&gt;
01 = First Castle - Lower Left&lt;br /&gt;
02 = First Castle - Lower Right&lt;br /&gt;
03 = Forest - Top Left&lt;br /&gt;
04 = Forest - Top&lt;br /&gt;
05 = Forest - Top Right&lt;br /&gt;
06 = Grass - Bottom Right&lt;br /&gt;
07 = Grass - Bottom&lt;br /&gt;
08 = Grass - Bottom Left&lt;br /&gt;
09 = First Castle - Top Left&lt;br /&gt;
0A = First Castle - Top Right&lt;br /&gt;
0B = Elf Castle - Top Left&lt;br /&gt;
0C = Elf Castle - Top Right&lt;br /&gt;
0D = Tower of Illusion - Top&lt;br /&gt;
0E = Grotto&lt;br /&gt;
0F = Dock - Vertical Left&lt;br /&gt;
10 = Mountain - Top Left&lt;br /&gt;
11 = Mountain - Top&lt;br /&gt;
12 = Mountain - Top Right&lt;br /&gt;
13 = Forest - Left&lt;br /&gt;
14 = Forest - Bottom&lt;br /&gt;
15 = Forest - Right&lt;br /&gt;
16 = Grass - Right&lt;br /&gt;
17 = Ocean&lt;br /&gt;
18 = Grass - Left&lt;br /&gt;
19 = First Castle - Middle Left&lt;br /&gt;
1A = First Castle - Middle Right&lt;br /&gt;
1B = Elf Castle - Bottom Left&lt;br /&gt;
1C = Elf Castle - Bottom Right&lt;br /&gt;
1D = Tower of Illusion - Bottom&lt;br /&gt;
1E = Tower of Illusion - Shadow&lt;br /&gt;
1F = Dock - Vertical Right&lt;br /&gt;
20 = Mountain - Left&lt;br /&gt;
21 = Mountain&lt;br /&gt;
22 = Mountain - Right&lt;br /&gt;
23 = Forest - Bottom Left&lt;br /&gt;
24 = Forest - Bottom&lt;br /&gt;
25 = Forest - Bottom Right&lt;br /&gt;
26 = Grass - Top Right&lt;br /&gt;
27 = Grass - Top&lt;br /&gt;
28 = Grass - Top Left&lt;br /&gt;
29 = Elf Castle - Bottom Left&lt;br /&gt;
2A = Elf Castle - Bottom Right&lt;br /&gt;
2B = Grotto&lt;br /&gt;
2C = Village Fence - Top Left&lt;br /&gt;
2D = Village Fence - Top&lt;br /&gt;
2E = Village Fence - Top Right&lt;br /&gt;
2F = Grotto&lt;br /&gt;
30 = Mountain - Bottom Left&lt;br /&gt;
31 = Mountain - Bottom&lt;br /&gt;
32 = Grotto 4&lt;br /&gt;
33 = Mountain - Bottom Right&lt;br /&gt;
34 = Grotto 5&lt;br /&gt;
35 = Grotto 6&lt;br /&gt;
36 = Desert&lt;br /&gt;
37 = Desert&lt;br /&gt;
38 = Castle 2 - Bottom Left&lt;br /&gt;
39 = Castle 2 - Bottom Right&lt;br /&gt;
3A = Grotto 7&lt;br /&gt;
3B = Village Fence - Top Left Exterior&lt;br /&gt;
3C = Village Fence - Top Left Interior&lt;br /&gt;
3D = Village Area (gray)&lt;br /&gt;
3E = Village Fence - Top Right Interior&lt;br /&gt;
3F = Village Fence - Top Right Exterior&lt;br /&gt;
40 = River - Top Left&lt;br /&gt;
41 = River - Top Right&lt;br /&gt;
42 = Desert - Top Left&lt;br /&gt;
43 = Desert - Top Right&lt;br /&gt;
44 = River&lt;br /&gt;
45 = Desert&lt;br /&gt;
46 = Waterfall&lt;br /&gt;
47 = Castle Ruins - Top Left&lt;br /&gt;
48 = Castle Ruins - Top Right&lt;br /&gt;
49 = Village 1&lt;br /&gt;
4A = Village 2&lt;br /&gt;
4B = Village Fence - Middle Left&lt;br /&gt;
4C = Village 3&lt;br /&gt;
4D = Village 4&lt;br /&gt;
4E = Village 5&lt;br /&gt;
4F = Village Fence - Middle Right&lt;br /&gt;
50 = River - Bottom Left&lt;br /&gt;
51 = River - Bottom Right&lt;br /&gt;
52 = Desert - Bottom Left&lt;br /&gt;
53 = Desert - Bottom Right&lt;br /&gt;
54 = Tall Grass&lt;br /&gt;
55 = Swamp&lt;br /&gt;
56 = Castle Ruins - Bottom Left&lt;br /&gt;
57 = Castle Ruins - Bottom Middle Left&lt;br /&gt;
58 = Castle Ruins - Bottom Middle Right&lt;br /&gt;
59 = Castle Ruins - Bottom Right&lt;br /&gt;
5A = Village 6&lt;br /&gt;
5B = Village Fence - Middle Left 2&lt;br /&gt;
5C = Village Fence - Bottom Left&lt;br /&gt;
5D = Village 7&lt;br /&gt;
5E = Village Fence - Bottom Right&lt;br /&gt;
5F = Village Fence - Middle Right 2&lt;br /&gt;
60 = Tall Grass - Top Left&lt;br /&gt;
61 = Tall Grass - Top Right&lt;br /&gt;
62 = Swamp - Top Left&lt;br /&gt;
63 = Swamp - Top Right&lt;br /&gt;
64 = Volcano - Top Left&lt;br /&gt;
65 = Volcano - Top Right&lt;br /&gt;
66 = Hole 1&lt;br /&gt;
67 = Hole 2&lt;br /&gt;
68 = Hole 3&lt;br /&gt;
69 = Hole 4&lt;br /&gt;
6A = Hole 5&lt;br /&gt;
6B = Village Fence - Middle Left 3&lt;br /&gt;
6C = Hole 6&lt;br /&gt;
6D = Village 8&lt;br /&gt;
6E = Hole 7&lt;br /&gt;
6F = Village Fence - Middle Right 3&lt;br /&gt;
70 = Tall Grass - Bottom Left&lt;br /&gt;
71 = Tall Grass - Bottom Right&lt;br /&gt;
72 = Swamp - Bottom Left&lt;br /&gt;
73 = Swamp - Bottom Right&lt;br /&gt;
74 = Volcano - Bottom Left&lt;br /&gt;
75 = Volcano - Bottom Right&lt;br /&gt;
76 = Grass&lt;br /&gt;
77 = Dock - Bottom Right&lt;br /&gt;
78 = Dock - Bottom&lt;br /&gt;
79 = Dock - Bottom Left&lt;br /&gt;
7A = Dock - Top Left&lt;br /&gt;
7B = Village Fence - Bottom Left&lt;br /&gt;
7C = Village Wall 1&lt;br /&gt;
7D = Village Wall 2&lt;br /&gt;
7E = Ocean&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FF2 tile values==&lt;br /&gt;
&#039;&#039;to do&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Final Fantasy I|World map data]]&lt;br /&gt;
[[Category:Final Fantasy II|World map data]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Final_Fantasy/World_map_data&amp;diff=11754</id>
		<title>Final Fantasy/World map data</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Final_Fantasy/World_map_data&amp;diff=11754"/>
		<updated>2007-07-04T07:26:52Z</updated>

		<summary type="html">&lt;p&gt;Trax: /* FF1 tile values */ Added Tile Values 00 to 2F&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Final Fantasy I]] (and [[Final Fantasy II]] as well) uses a 256×256-tile world map in this data format.  The map data is not stored raw, but uses simple compression in a kind of run-length encoding.  The ROM (in [[iNES]] format) stores its world map data starting at $4010.&lt;br /&gt;
&lt;br /&gt;
== Row pointers ==&lt;br /&gt;
From $4010 to $4210 there are 256 little-endian 16-bit integer values representing addresses in the NES memory map (with the $4010 ROM bank currently in place) that mark the left-hand-side beginnings of each 256-tile row of the map.  (Because memory pointers are used in this fashion, it is entirely possible for more than one pointer to point to the identical memory location if they use identical row data, such as a 256-tile row of ocean.)  Since this bank will loaded into the NES memory map at readable address $8000, all memory pointers in the ROM must point to the row&#039;s ROM file address + 0x3FF0.  To translate a memory pointer back into a ROM file address, you subtract 0x3FF0 instead.&lt;br /&gt;
&lt;br /&gt;
== Row data ==&lt;br /&gt;
Because the row pointers point to active NES memory in which the $4010 must be active, &#039;&#039;all&#039;&#039; of the map data is confined to this bank.  Unrelated data begins at file address $7F50, so all row data referenced by pointers must be located starting at $4210 and ending before $7F50, giving you 0x3D40 bytes to store your map row data.&lt;br /&gt;
&lt;br /&gt;
Row data is stored sequentially as such:&lt;br /&gt;
* Byte values indicate a row&#039;s tiles from the left-edge, from left-to-right through the tiles, ending at the row&#039;s right edge.&lt;br /&gt;
* A single byte ranging 0x00 to 0x7F describes a single tile of a specific value.  The next byte describes the tile to its right.&lt;br /&gt;
* A byte ranging 0x80 to 0xFE is the same as its value subtracted by 0x80 (or exclusive-or&#039;ed by 0x80), but the immediately following byte indicates repetition of the tile value.  A repetition byte value of 0x01 means no repetition, 0x02 means repeat once, 0x03 means repeat twice, 0x04 means repeat three times, and so on.  0x00 means to repeat 256 times, so that it can fill an entire row.  A repetition value of 0xFF is prohibited.&lt;br /&gt;
* A byte value of 0xFF after the row&#039;s final tile terminates the row data.&lt;br /&gt;
&lt;br /&gt;
So, for example:&lt;br /&gt;
:0x04&lt;br /&gt;
::1 tile valued 0x04&lt;br /&gt;
:0x73&lt;br /&gt;
::1 tile valued 0x73&lt;br /&gt;
:0x96 0x01&lt;br /&gt;
::1 tile valued 0x16&lt;br /&gt;
:0x96 0x05&lt;br /&gt;
::5 consecutive tiles valued 0x16&lt;br /&gt;
:0x96 0x00 0xFF&lt;br /&gt;
::256 consecutive tiles (an entire row) valued 0x16, and a row terminator&lt;br /&gt;
&lt;br /&gt;
== FF1 Overworld Tile Values ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00 = Grass&lt;br /&gt;
01 = First Castle - Lower Left&lt;br /&gt;
02 = First Castle - Lower Right&lt;br /&gt;
03 = Forest - Top Left&lt;br /&gt;
04 = Forest - Top&lt;br /&gt;
05 = Forest - Top Right&lt;br /&gt;
06 = Grass - Bottom Right&lt;br /&gt;
07 = Grass - Bottom&lt;br /&gt;
08 = Grass - Bottom Left&lt;br /&gt;
09 = First Castle - Top Left&lt;br /&gt;
0A = First Castle - Top Right&lt;br /&gt;
0B = Elf Castle - Top Left&lt;br /&gt;
0C = Elf Castle - Top Right&lt;br /&gt;
0D = Tower of Illusion - Top&lt;br /&gt;
0E = Grotto&lt;br /&gt;
0F = Dock - Vertical Left&lt;br /&gt;
10 = Mountain - Top Left&lt;br /&gt;
11 = Mountain - Top&lt;br /&gt;
12 = Mountain - Top Right&lt;br /&gt;
13 = Forest - Left&lt;br /&gt;
14 = Forest - Bottom&lt;br /&gt;
15 = Forest - Right&lt;br /&gt;
16 = Grass - Right&lt;br /&gt;
17 = Ocean&lt;br /&gt;
18 = Grass - Left&lt;br /&gt;
19 = First Castle - Middle Left&lt;br /&gt;
1A = First Castle - Middle Right&lt;br /&gt;
1B = Elf Castle - Bottom Left&lt;br /&gt;
1C = Elf Castle - Bottom Right&lt;br /&gt;
1D = Tower of Illusion - Bottom&lt;br /&gt;
1E = Tower of Illusion - Shadow&lt;br /&gt;
1F = Dock - Vertical Right&lt;br /&gt;
20 = Mountain - Left&lt;br /&gt;
21 = Mountain&lt;br /&gt;
22 = Mountain - Right&lt;br /&gt;
23 = Forest - Bottom Left&lt;br /&gt;
24 = Forest - Bottom&lt;br /&gt;
25 = Forest - Bottom Right&lt;br /&gt;
26 = Grass - Top Right&lt;br /&gt;
27 = Grass - Top&lt;br /&gt;
28 = Grass - Top Left&lt;br /&gt;
29 = Elf Castle - Bottom Left (again?)&lt;br /&gt;
2A = Elf Castle - Bottom Right (again?)&lt;br /&gt;
2B = Grotto&lt;br /&gt;
2C = Village Fence - Top Left&lt;br /&gt;
2D = Village Fence - Top&lt;br /&gt;
2E = Village Fence - Top Right&lt;br /&gt;
2F = Grotto&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FF2 tile values==&lt;br /&gt;
&#039;&#039;to do&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Final Fantasy I|World map data]]&lt;br /&gt;
[[Category:Final Fantasy II|World map data]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Talk:Data_Crystal&amp;diff=11747</id>
		<title>Talk:Data Crystal</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Talk:Data_Crystal&amp;diff=11747"/>
		<updated>2007-07-03T21:21:24Z</updated>

		<summary type="html">&lt;p&gt;Trax: /* Update! */ Minor Correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{TotD}}&lt;br /&gt;
This helpful tool brought to by the [[PJCL]] (working title) project. Please join this group or [[Project Murder Cat Lover|create your own]]! --[[User:Cat Lover|Cat Lover]] 18:46, 23 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dutch Allies... ==&lt;br /&gt;
&lt;br /&gt;
Why don&#039;t we ever link to [[de:Hauptseite|Magic Stone]], our dutch(?) ally? Also, we got anymore alternate languages? --[[User:Cat Lover|Cat Lover]] 18:08, 7 May 2007 (EDT)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Terms of Network Marketing [[http://www.11365.net/ website optimization]] occupy a very important role，&lt;br /&gt;
Printing company in the development of the [[http://www.37365.cn/ printing plant]] occupy a certain position，&lt;br /&gt;
Nonprofit site waste [[http://www.materials-recycling.cn/ Scrapyard]] waste recycling platform for the exchange of the latest information，&lt;br /&gt;
Move nonprofit information site, the house, Su Chang, moving companies, the company Sudang [[http://www.relocation-company.cn/ Andrew]] for the exchange of the latest information，&lt;br /&gt;
Small problems encountered in the development of the domestic [[http://www.gamegoo.cn/ small game]]. as profitable business model has been the main point blank above it had been on advertising. The overall plan is not ideal. -- Spamming Moron&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
STFU, n00b! --[[User:Cat Lover|Cat Lover]] 16:11, 21 June 2007 (EDT)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update! ==&lt;br /&gt;
&lt;br /&gt;
I have just updated all the game systems on the left, plus Xbox, to be indexed by hacked-ness. See [[Help:Contents|Help]]&lt;br /&gt;
&lt;br /&gt;
== ROM Hacks Classification ==&lt;br /&gt;
&lt;br /&gt;
I think it would be a good idea to add a kind of code for ROM Hacks, according to what is actually modified in the hack compared to the original game. Text, graphics, levels, sound, gameplay, etc. And integrate this code as a taxobox item. What do you think? -- [[User:Trax|Trax]] 17:20, 3 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Talk:Data_Crystal&amp;diff=11746</id>
		<title>Talk:Data Crystal</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Talk:Data_Crystal&amp;diff=11746"/>
		<updated>2007-07-03T21:20:14Z</updated>

		<summary type="html">&lt;p&gt;Trax: Suggestion - Hacks Codes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{TotD}}&lt;br /&gt;
This helpful tool brought to by the [[PJCL]] (working title) project. Please join this group or [[Project Murder Cat Lover|create your own]]! --[[User:Cat Lover|Cat Lover]] 18:46, 23 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dutch Allies... ==&lt;br /&gt;
&lt;br /&gt;
Why don&#039;t we ever link to [[de:Hauptseite|Magic Stone]], our dutch(?) ally? Also, we got anymore alternate languages? --[[User:Cat Lover|Cat Lover]] 18:08, 7 May 2007 (EDT)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Terms of Network Marketing [[http://www.11365.net/ website optimization]] occupy a very important role，&lt;br /&gt;
Printing company in the development of the [[http://www.37365.cn/ printing plant]] occupy a certain position，&lt;br /&gt;
Nonprofit site waste [[http://www.materials-recycling.cn/ Scrapyard]] waste recycling platform for the exchange of the latest information，&lt;br /&gt;
Move nonprofit information site, the house, Su Chang, moving companies, the company Sudang [[http://www.relocation-company.cn/ Andrew]] for the exchange of the latest information，&lt;br /&gt;
Small problems encountered in the development of the domestic [[http://www.gamegoo.cn/ small game]]. as profitable business model has been the main point blank above it had been on advertising. The overall plan is not ideal. -- Spamming Moron&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
STFU, n00b! --[[User:Cat Lover|Cat Lover]] 16:11, 21 June 2007 (EDT)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update! ==&lt;br /&gt;
&lt;br /&gt;
I have just updated all the game systems on the left, plus Xbox, to be index my hacked-ness. See [[Help:Contents|Help&lt;br /&gt;
&lt;br /&gt;
== ROM Hacks Classification ==&lt;br /&gt;
&lt;br /&gt;
I think it would be a good idea to add a kind of code for ROM Hacks, according to what is actually modified in the hack compared to the original game. Text, graphics, levels, sound, gameplay, etc. And integrate this code as a taxobox item. What do you think? -- [[User:Trax|Trax]] 17:20, 3 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Talk:Data_Crystal&amp;diff=11745</id>
		<title>Talk:Data Crystal</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Talk:Data_Crystal&amp;diff=11745"/>
		<updated>2007-07-03T06:32:10Z</updated>

		<summary type="html">&lt;p&gt;Trax: Revert - Vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{TotD}}&lt;br /&gt;
This helpful tool brought to by the [[PJCL]] (working title) project. Please join this group or [[Project Murder Cat Lover|create your own]]! --[[User:Cat Lover|Cat Lover]] 18:46, 23 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dutch Allies... ==&lt;br /&gt;
&lt;br /&gt;
Why don&#039;t we ever link to [[de:Hauptseite|Magic Stone]], our dutch(?) ally? Also, we got anymore alternate languages? --[[User:Cat Lover|Cat Lover]] 18:08, 7 May 2007 (EDT)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Terms of Network Marketing [[http://www.11365.net/ website optimization]] occupy a very important role，&lt;br /&gt;
Printing company in the development of the [[http://www.37365.cn/ printing plant]] occupy a certain position，&lt;br /&gt;
Nonprofit site waste [[http://www.materials-recycling.cn/ Scrapyard]] waste recycling platform for the exchange of the latest information，&lt;br /&gt;
Move nonprofit information site, the house, Su Chang, moving companies, the company Sudang [[http://www.relocation-company.cn/ Andrew]] for the exchange of the latest information，&lt;br /&gt;
Small problems encountered in the development of the domestic [[http://www.gamegoo.cn/ small game]]. as profitable business model has been the main point blank above it had been on advertising. The overall plan is not ideal. -- Spamming Moron&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
STFU, n00b! --[[User:Cat Lover|Cat Lover]] 16:11, 21 June 2007 (EDT)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update! ==&lt;br /&gt;
&lt;br /&gt;
I have just updated all the game systems on the left, plus Xbox, to be index my hacked-ness. See [[Help:Contents|Help&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Super_Mario_Kart&amp;diff=11744</id>
		<title>Super Mario Kart</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Super_Mario_Kart&amp;diff=11744"/>
		<updated>2007-07-03T06:30:39Z</updated>

		<summary type="html">&lt;p&gt;Trax: Revert - Vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SNES| title = Super Mario Kart&lt;br /&gt;
|image = [[Image:Super Mario Kart Title.png|center]]&lt;br /&gt;
|name = Super Mario Kart&lt;br /&gt;
|company = Nintendo&lt;br /&gt;
|header = SWC&lt;br /&gt;
|bank = HiROM&lt;br /&gt;
|interleaved = No&lt;br /&gt;
|sram = 16 Kb&lt;br /&gt;
|type = DSP-1   Battery &lt;br /&gt;
|rom = 4 Mb&lt;br /&gt;
|country = USA&lt;br /&gt;
|romspeed = 120ns (FastROM)&lt;br /&gt;
|video = NTSC&lt;br /&gt;
|checksum = Good 0xEB44&lt;br /&gt;
|crc32 = CD80DB86&lt;br /&gt;
|game = Super Mario Kart&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Not Extensively Hacked|name=Super Mario Kart}}&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
* [[Super Mario Kart:Track Designer|Track Designer]]  -DJ Bouche designed it, and is considering revisiting his project and adding support for more than just tilemaps to the project. &lt;br /&gt;
* There is also another program called MkEdit.&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
* [[Teletubbies Kart]]&lt;br /&gt;
* [[Mario Kart R1.1]]&lt;br /&gt;
* [[Hungry Race]]&lt;br /&gt;
* [[Mario Kart]]&lt;br /&gt;
* [[Wario Kart]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
==Known Dumps==&lt;br /&gt;
* Super Mario Kart (E) [!]&lt;br /&gt;
* Super Mario Kart (J) [!]&lt;br /&gt;
* Super Mario Kart (U) [!]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.snesmaps.com/maps/SuperMarioKart/SuperMarioKartMapSelect.html Maps of all tracks for Super Mario Kart] at &#039;&#039;SNESMaps&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link/ROM_map&amp;diff=11396</id>
		<title>Zelda II: The Adventure of Link/ROM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link/ROM_map&amp;diff=11396"/>
		<updated>2007-06-23T00:41:42Z</updated>

		<summary type="html">&lt;p&gt;Trax: /* Dwedit&amp;#039;s documents (unsorted) */ Address correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rommap|game=Zelda II: The Adventure of Link}}&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Character Data|Character Data]]&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Enemy Data|Enemy Data]]&lt;br /&gt;
&lt;br /&gt;
==Main Menu==&lt;br /&gt;
* 0x017339 - Y position for cursor on Save Slot 1&lt;br /&gt;
* 0x017351 - Y position for cursor on Save Slot 2&lt;br /&gt;
* 0x017369 - Y position for cursor on Save Slot 3&lt;br /&gt;
* 0x01737F - Y position for cursor on Register Your Name&lt;br /&gt;
* 0x017391 - Y position for cursor on Elimation Mode&lt;br /&gt;
* 0x017395 - X position for cursor&lt;br /&gt;
&lt;br /&gt;
==Beginning Values==&lt;br /&gt;
* 0x017AF7 - Begin with Shield Magic&lt;br /&gt;
* 0x017AF8 - Begin with Jump Magic&lt;br /&gt;
* 0x017AF9 - Begin with Life Magic&lt;br /&gt;
* 0x017AFA - Begin with Fairy Magic&lt;br /&gt;
* 0x017AFB - Begin with Fire Magic&lt;br /&gt;
* 0x017AFC - Begin with Reflect Magic&lt;br /&gt;
* 0x017AFD - Begin with Spell Magic&lt;br /&gt;
* 0x017AFE - Begin with Thunder Magic&lt;br /&gt;
* 0x017AFF - Number of Magic Containers to begin game&lt;br /&gt;
* 0x017B00 - Number of Heart Containers to begin game&lt;br /&gt;
* 0x017B01 - Begin with Candle&lt;br /&gt;
* 0x017B02 - Begin with Power Glove&lt;br /&gt;
* 0x017B03 - Begin with Raft&lt;br /&gt;
* 0x017B04 - Begin with Boots&lt;br /&gt;
* 0x017B05 - Begin with Flute&lt;br /&gt;
* 0x017B06 - Begin with Cross&lt;br /&gt;
* 0x017B07 - Begin with Hammer&lt;br /&gt;
* 0x017B08 - Begin with Magic Key&lt;br /&gt;
* 0x017B10 - Number of Crystals to begin game&lt;br /&gt;
* 0x017B12 - Techs (Downward Thrust 10) (Upward Thrust 04) (Both 14)&lt;br /&gt;
* 0x017B1D - 0x017B24 - Letter Values when blanking a name out&lt;br /&gt;
* 0x017B25 - 0x017C04 - Bit defaults for sprites (keys, items, etc.)&lt;br /&gt;
* 0x01C369 - Number of lives to begin game&lt;br /&gt;
&lt;br /&gt;
==PPU Data==&lt;br /&gt;
&lt;br /&gt;
===Overworld===&lt;br /&gt;
* 0x0007B3 - 0x0007B6 - PPU data for Towns&lt;br /&gt;
* 0x0007B7 - 0x0007BA - PPU data for Caves&lt;br /&gt;
* 0x0007BB - 0x0007BE - PPU data for Palaces&lt;br /&gt;
* 0x0007BF - 0x0007C2 - PPU data for Bridges&lt;br /&gt;
* 0x0007C3 - 0x0007C6 - PPU data for Desert&lt;br /&gt;
* 0x0007C7 - 0x0007CA - PPU data for Grass Areas&lt;br /&gt;
* 0x0007CB - 0x0007CE - PPU data for Forests&lt;br /&gt;
* 0x0007CF - 0x0007D2 - PPU data for Swamps&lt;br /&gt;
* 0x0007D3 - 0x0007D6 - PPU data for Graveyards&lt;br /&gt;
* 0x0007D7 - 0x0007DA - PPU data for Trails&lt;br /&gt;
* 0x0007DB - 0x0007DE - PPU data for Lava Areas&lt;br /&gt;
* 0x0007DF - 0x0007E2 - PPU data for Mountains&lt;br /&gt;
* 0x0007E3 - 0x0007E6 - PPU data for Water&lt;br /&gt;
* 0x0007E7 - 0x0007EA - PPU data for Walkable Water&lt;br /&gt;
* 0x0007EB - 0x0007EE - PPU data for Rocks/Roadblocks&lt;br /&gt;
* 0x0007EF - 0x0007F2 - PPU data for River Devil&lt;br /&gt;
&lt;br /&gt;
===Western Hyrule===&lt;br /&gt;
* 0x0044EB - 0x0044EE - PPU data for Grass on Battlefield&lt;br /&gt;
&lt;br /&gt;
===Eastern Hyrule===&lt;br /&gt;
* 0x0084DF - 0x0084E2 - PPU data for Leaves of Trees on Battlefield&lt;br /&gt;
* 0x0084E3 - 0x0084E6 - PPU data for Hanging Leaves on Battlefield&lt;br /&gt;
* 0x0084EB - 0x0084EE - PPU data for Grass on Battlefield&lt;br /&gt;
&lt;br /&gt;
===Towns===&lt;br /&gt;
* 0x00C3F6 - 0x00C3F9 - PPU data for Top of Exterior Windows&lt;br /&gt;
* 0x00C3FA - 0x00C3FD - PPU data for Bottom of Exterior Windows&lt;br /&gt;
* 0x00C44E - 0x00C451 - PPU data for left side of Clouds&lt;br /&gt;
* 0x00C452 - 0x00C455 - PPU data for right side of Larger Clouds&lt;br /&gt;
* 0x00C456 - 0x00C459 - PPU data for right side of Smaller Clouds&lt;br /&gt;
* 0x00C45A - 0x00C45D - PPU data for angle of tunnel right&lt;br /&gt;
* 0x00C45E - 0x00C461 - PPU data for tunnel wall right&lt;br /&gt;
* 0x00C4E2 - 0x00C4E5 - PPU data for floors inside buildings&lt;br /&gt;
* 0x00C6B2 - 0x00C6B5 - PPU data for Sky&lt;br /&gt;
* 0x00C6BA - 0x00C6BD - PPU data for background of Basements&lt;br /&gt;
* 0x00C6C6 - 0x00C6C9 - PPU data for Bushs&lt;br /&gt;
* 0x00C6FE - 0x00C701 - PPU data for Ground&lt;br /&gt;
* 0x00C706 - 0x00C709 - PPU data for Walls in Basements&lt;br /&gt;
&lt;br /&gt;
==Palace Data==&lt;br /&gt;
* 0x010480 - 0x0104DF - Palettes for Outside the 6 Palaces&lt;br /&gt;
* 0x013F10 - 0x013F6F - Palettes for the 6 Palaces Interiors&lt;br /&gt;
* 0x01C46B - 0x01C47A - Palette for Overworld&lt;br /&gt;
* 0x01C47B - 0x01C48A - Sprite pallet set for Overworld&lt;br /&gt;
&lt;br /&gt;
===Graphics Set===&lt;br /&gt;
* 0x01CD3A - Graphics Set for Palace 1&lt;br /&gt;
* 0x01CD3B - Graphics Set for Palace 2&lt;br /&gt;
* 0x01CD3C - Graphics Set for Palace 3&lt;br /&gt;
* 0x01CD3E - Graphics Set for Palace 4&lt;br /&gt;
* 0x01CD42 - Graphics Set for Palace 5&lt;br /&gt;
* 0x01CD43 - Graphics Set for Palace 6&lt;br /&gt;
* 0x01CD44 - Graphics Set for Great Palace&lt;br /&gt;
&lt;br /&gt;
===Palette Pointers===&lt;br /&gt;
* 0x01CD45 - Palette Pointer for Palace 1&lt;br /&gt;
* 0x01CD46 - Palette Pointer for Palace 2&lt;br /&gt;
* 0x01CD47 - Palette Pointer for Palace 3&lt;br /&gt;
* 0x01CD49 - Palette Pointer for Palace 4&lt;br /&gt;
* 0x01CD4D - Palette Pointer for Palace 5&lt;br /&gt;
* 0x01CD4E - Palette Pointer for Palace 6&lt;br /&gt;
* 0x01CD4F - Palette Pointer for Great Palace&lt;br /&gt;
&lt;br /&gt;
==Overworld Data==&lt;br /&gt;
&lt;br /&gt;
===Overworld Map===&lt;br /&gt;
&lt;br /&gt;
The overworld maps of the two main continents are on a tilemap, 64 wide by 75 tall spaces. Although the Death Mountain/Maze Island map is 64 x 41, there is a considerable amount of unused space at the end. This allows for a significant amount of vertical expansion. &lt;br /&gt;
&lt;br /&gt;
The tilemaps are encoded in an RLE (Run Length Encoding) format.  Each byte in these ranges codes for a horizontal strip of land.  The most significant hex-digit (first hex digit) determines which of the sixteen land types will be used for the strip, while the second hex-digit controls the size of the strip, then add 1.  In this latter case, the size will always be one space more than the digit used to program it. In other words, a seven will code for a strip eight spaces long, an F will code for a strip sixteen spaces long, a zero will code for a single space, etc. &lt;br /&gt;
&lt;br /&gt;
Or in other words:&lt;br /&gt;
 xxxx.... - Tile Type&lt;br /&gt;
 ....xxxx - Length of strip (add 1 afterwards)&lt;br /&gt;
&lt;br /&gt;
The tile values are assigned as follows: &lt;br /&gt;
&lt;br /&gt;
* 0 = Town &lt;br /&gt;
* 1 = Cave &lt;br /&gt;
* 2 = Palace &lt;br /&gt;
* 3 = Bridge &lt;br /&gt;
* 4 = Desert &lt;br /&gt;
* 5 = Grass &lt;br /&gt;
* 6 = Forest &lt;br /&gt;
* 7 = Swamp &lt;br /&gt;
* 8 = Graveyard &lt;br /&gt;
* 9 = Plains (safe yellow ground) &lt;br /&gt;
* A = Lava (when used in West Hyrule, touching an enemy will trigger a grassland battleground) &lt;br /&gt;
* B = Mountain &lt;br /&gt;
* C = Water &lt;br /&gt;
* D = Walkable Water &lt;br /&gt;
* E = Obstacle Stone &lt;br /&gt;
* F = Black Devil (flute may not remove in West Hyrule) &lt;br /&gt;
&lt;br /&gt;
====Overworld in RAM====&lt;br /&gt;
The compressed overworld map is copied to RAM to allow the game to modify the map.  Tiles which can be modified (Roadblock, River Devil, Hidden location) must not be part of another horizontal strip, they must be their own byte, and have length 0.&lt;br /&gt;
The overworld is stored in NES RAM at 0x7C00.&lt;br /&gt;
&lt;br /&gt;
=====Rock Pointers=====&lt;br /&gt;
These control which byte in ram gets turned into a single rock (B0) after beating a palace.&lt;br /&gt;
Keep in mind that the data here is RAM pointers, the base is 0x7C00, and the offset is how many bytes into the compressed map.&lt;br /&gt;
* 0x479F - First palace (in west hyrule)&lt;br /&gt;
* 0x47A1 - Second palace&lt;br /&gt;
* 0x47A3 - Third palace&lt;br /&gt;
* 0x47A5 - Fourth Palace (in Death Mountain, probably not used)&lt;br /&gt;
* 0x1879F - Fifth Palace (in east hyrule)&lt;br /&gt;
* 0x187A1 - Sixth Palace&lt;br /&gt;
* 0x187A5 - Fourth Palace (in Maze Island)&lt;br /&gt;
&lt;br /&gt;
====Overworld Data Locations ====&lt;br /&gt;
&lt;br /&gt;
* 0x00506C - 0x00538C - Western Hyrule&lt;br /&gt;
* 0x009056 - 0x00936F - Eastern Hyrule&lt;br /&gt;
* 0x00665C - 0x0068F7 - Death Mountain and Maze Island (Used for Death Mountain)&lt;br /&gt;
* 0x00A65C - 0x00A8F7 - Death Mountain and Maze Island (Used for Maze Island)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Area Pointers - General Information=== &lt;br /&gt;
&lt;br /&gt;
There appear to be two layers of pointer coordinates for the overworld maps. The reason for this is still being researched, but it appears to give the game greater lattitude in distinguishing certain types of side-scrolling areas (single-entrance caves, single-screen fairy encounters, etc.) from others (palaces, towns, etc.). Failure to code new pointer coordinates with respect to their intrinsic HI/LOW status can result in junk areas being loaded, winding up in the original pointer location upon exiting an area, etc. &lt;br /&gt;
&lt;br /&gt;
In both Eastern and Western Hyrule, the horizontal (X-axis) pointers range from 00 through 3F. Simultaneously, a second layer of X-axis pointers ranges from 40 through 7F. These &amp;quot;HI&amp;quot; values (always $40 more than their corresponding &amp;quot;LOW&amp;quot; values) tend to be used for towns and certain caves. Similarly, the vertical (Y-axis) pointers range from 1E to 68, top-to-bottom. The &amp;quot;HI&amp;quot; level pointers range from 9E to E8 (always $80 higher than their corresponding &amp;quot;LOW&amp;quot; values). The Y-axis &amp;quot;HI&amp;quot; values seem to be associated with towns, palaces and transition points to other maps. &lt;br /&gt;
&lt;br /&gt;
In the following tables, each pointer will be identified as either &amp;quot;HI&amp;quot; or &amp;quot;LOW&amp;quot;. Note that the HI/LOW status of a pointer on one axis has no relation to its status on the other; there are plenty of pointers with a mixed orientation such as HI-X / LOW-Y and vice versa.&lt;br /&gt;
&lt;br /&gt;
===Area Pointers - West Hyrule===&lt;br /&gt;
* 0x00462F - Y position for Zelda&#039;s castle [LOW]&lt;br /&gt;
* 0x004630 - Y position for Trophy cave [LOW]&lt;br /&gt;
* 0x004631 - Y position for Forest with 50 exp. bag and Aches [LOW]&lt;br /&gt;
* 0x004632 - Y position for 1st Magic Container cave [LOW]&lt;br /&gt;
* 0x004633 - Y position for Forest with 100 exp. bag and Megmets [LOW]&lt;br /&gt;
* 0x004634 - Y position for 1st Heart Container area [LOW]&lt;br /&gt;
* 0x004635 - Y position for Lost Woods [LOW]&lt;br /&gt;
* 0x004636 - Y position for Bubble path to 1st Heart Container [LOW]&lt;br /&gt;
* 0x004637 - Y position for 1-up doll in swamp [LOW]&lt;br /&gt;
* 0x004638 - Y position for Red Magic Jar in graveyard [LOW]&lt;br /&gt;
* 0x004639 - Y position for Northern exit of cave to Palace 1 [LOW]&lt;br /&gt;
* 0x00463A - Y position for Southern exit of cave to Palace 1 [LOW]&lt;br /&gt;
* 0x00463B - Y position for Northern exit of Western Mt. caves [LOW]&lt;br /&gt;
* 0x00463C - Y position for Southern exit of Western Mt. caves [LOW]&lt;br /&gt;
* 0x00463D - Y position for Megmet cave and 200 exp. bag [LOW]&lt;br /&gt;
* 0x00463E - Y position for Water of Life cave [LOW]&lt;br /&gt;
* 0x00463F - Y position for 2nd Heart Container cave [LOW]&lt;br /&gt;
* 0x004640 - Y position for Hole to Palace 3 cave [LOW]&lt;br /&gt;
* 0x004641 - Y position for Caves on Palace 3&#039;s island [LOW]&lt;br /&gt;
* 0x004642 - Y position for North and South bridge to island before Death Mt. [LOW]&lt;br /&gt;
* 0x004643 - Y position for East and West bridge to island before Death Mt. [LOW]&lt;br /&gt;
* 0x004644 - Y position for West exit of bridge after Death Mt. [LOW]&lt;br /&gt;
* 0x004645 - Y position for East exit of bridge after Death Mt. [LOW]&lt;br /&gt;
* 0x004646 - Y position for Forest with Fairy after Western Mt. cave [LOW]&lt;br /&gt;
* 0x004647 - Y position for Red Magic Jar in swamp [LOW]&lt;br /&gt;
* 0x004648 - Y position for forest with Fairy East of island before Death Mt. [LOW]&lt;br /&gt;
* 0x004649 - Y position for Lost Woods [LOW]&lt;br /&gt;
* 0x00464A - Y position for Lost Woods [LOW]&lt;br /&gt;
* 0x00464B - Y position for Lost Woods [LOW]&lt;br /&gt;
* 0x00464C - Y position for Lost Woods [LOW]&lt;br /&gt;
* 0x00464D - Y position for Red Magic Jar on trail, in swamp [LOW]&lt;br /&gt;
* 0x00464E - Y position for Extra Red Magic Jar, on beach (not used) [LOW?]&lt;br /&gt;
* 0x00464F - Y position for 1-up doll on beach [LOW]&lt;br /&gt;
* 0x004658 - Y position for Raft Dock to East Hyrule [HI]&lt;br /&gt;
* 0x004659 - Y position for Cave entrance to Death Mountain [HI]&lt;br /&gt;
* 0x00465A - Y position for Cave exit to Death Mountain [HI]&lt;br /&gt;
* 0x00465B - Y position for King&#039;s Tomb [HI]&lt;br /&gt;
* 0x00465C - Y position for Rauru [HI]&lt;br /&gt;
* 0x00465E - Y position for Ruto [HI]&lt;br /&gt;
* 0x00465F - Y position for Southern Saria [HI]&lt;br /&gt;
* 0x004660 - Y position for Northern Saria [HI]&lt;br /&gt;
* 0x004661 - Y position for Bagu&#039;s Cabin [HI]&lt;br /&gt;
* 0x004662 - Y position for Mido [HI]&lt;br /&gt;
* 0x004663 - Y position for Parapa Palace [HI]&lt;br /&gt;
* 0x004664 - Y position for Swamp Palace [HI]&lt;br /&gt;
* 0x004665 - Y position for Island Palace [HI]&lt;br /&gt;
---------------&lt;br /&gt;
* 0x00466E - X position for Zelda&#039;s castle [LOW]&lt;br /&gt;
* 0x00466F - X position for Trophy cave [LOW]&lt;br /&gt;
* 0x004670 - X position for Forest with 50 exp. bag and Aches [LOW]&lt;br /&gt;
* 0x004671 - X position for 1st Magic Container cave [LOW]&lt;br /&gt;
* 0x004672 - X position for Forest with 100 exp. bag and Megmets [LOW]&lt;br /&gt;
* 0x004673 - X position for 1st Heart Container area [LOW]&lt;br /&gt;
* 0x004674 - X position for Lost Woods [LOW]&lt;br /&gt;
* 0x004675 - X position for Bubble path to 1st Heart Container [LOW]&lt;br /&gt;
* 0x004676 - X position for 1-up doll in swamp [LOW]&lt;br /&gt;
* 0x004677 - X position for Red Magic Jar in grave yard [LOW]&lt;br /&gt;
* 0x004678 - X position for Northern exit for cave to Palace 1 [LOW]&lt;br /&gt;
* 0x004679 - X position for Southern exit for cave to Palace 1 [HI]&lt;br /&gt;
* 0x00467A - X position for Northern exit of Western Mt. cave [LOW]&lt;br /&gt;
* 0x00467B - X position for Southern exit of Western Mt. cave [HI]&lt;br /&gt;
* 0x00467C - X position for Megmet caves and 200 exp. bag [LOW]&lt;br /&gt;
* 0x00467D - X position for Water of Life cave [LOW]&lt;br /&gt;
* 0x00467E - X position for 2nd Heart Container cave [LOW]&lt;br /&gt;
* 0x00467F - X position for Hole to Palace 3 cave [LOW]&lt;br /&gt;
* 0x004680 - X position for Caves on Palace 3&#039;s island [HI]&lt;br /&gt;
* 0x004681 - X position for North and South bridge to island before Death Mt. [LOW]&lt;br /&gt;
* 0x004682 - X position for East and West bridge to island before Death Mt. [LOW]&lt;br /&gt;
* 0x004683 - X position for West exit of bridge after Death Mt. [LOW]&lt;br /&gt;
* 0x004684 - X position for East exit of bridge after Death Mt. [HI]&lt;br /&gt;
* 0x004685 - X position for forest with Fairy after Western Mt. cave [LOW]&lt;br /&gt;
* 0x004686 - X position for Red Magic Jar in swamp [LOW]&lt;br /&gt;
* 0x004687 - X position for forest with fairy East of island before Death Mt. [LOW]&lt;br /&gt;
* 0x004688 - X position for Lost Woods [LOW]&lt;br /&gt;
* 0x004689 - X position for Lost Woods [LOW]&lt;br /&gt;
* 0x00468A - X position for Lost Woods [LOW]&lt;br /&gt;
* 0x00468B - X position for Lost Woods [LOW]&lt;br /&gt;
* 0x00468C - X position for Red Magic Jar on trail, in swamp [LOW]&lt;br /&gt;
* 0x00468D - X position for Extra Red Magic Jar, on beach (not used) [LOW?]&lt;br /&gt;
* 0x00468E - X position for 1-up doll on beach [LOW]&lt;br /&gt;
* 0x004697 - X position for Raft Dock to East Hyrule [LOW]&lt;br /&gt;
* 0x004698 - X position for Cave entrance to Death Mountain [LOW]&lt;br /&gt;
* 0x004699 - X position for Cave exit to Death Mountain [LOW]&lt;br /&gt;
* 0x00469A - X position for King&#039;s Tomb [LOW]&lt;br /&gt;
* 0x00469B - X position for Rauru [HI]&lt;br /&gt;
* 0x00469D - X position for Ruto [HI]&lt;br /&gt;
* 0x00469E - X position for Southern Saria [LOW]&lt;br /&gt;
* 0x00469F - X position for Northern Saria [HI]&lt;br /&gt;
* 0x0046A0 - X position for Bagu&#039;s Cabin [LOW]&lt;br /&gt;
* 0x0046A1 - X position for Mido [HI]&lt;br /&gt;
* 0x0046A2 - X position for Parapa Palace [LOW]&lt;br /&gt;
* 0x0046A3 - X position for Swamp Palace [LOW]&lt;br /&gt;
* 0x0046A4 - X position for Island Palace [LOW]&lt;br /&gt;
&lt;br /&gt;
===Area Pointers - East Hyrule===&lt;br /&gt;
* 0x00862f - Y position for Forest with 500 Exp. bag, west of Nabooru [LOW]&lt;br /&gt;
* 0x008630 - Y position for Forest with 500 Exp. bag, north of 3-Eye Rock [LOW]&lt;br /&gt;
* 0x008631 - Y position for 1st Forced battle scene, after River Devil [LOW]&lt;br /&gt;
* 0x008632 - Y position for 2nd Forced battle scene, after River Devil [LOW]&lt;br /&gt;
* 0x008633 - Y position for 3rd Forced battle scene, after River Devil [LOW]&lt;br /&gt;
* 0x008634 - Y position for Forced battle scene, entering Path of Fire [LOW]&lt;br /&gt;
* 0x008635 - Y position for Bridge North of Old Kasuto [LOW]&lt;br /&gt;
* 0x008636 - Y position for Bridge East of Old Kasuto [LOW]&lt;br /&gt;
* 0x008637 - Y position for 2nd battle scene, before Darunia [LOW]&lt;br /&gt;
* 0x008638 - Y position for 1st battle scene, before Darunia [LOW]&lt;br /&gt;
* 0x008639 - Y position for Heart Container in Ocean [LOW]&lt;br /&gt;
* 0x00863A - Y position for south cave, north of Nabooru [LOW]&lt;br /&gt;
* 0x00863B - Y position for north cave, north of Nabooru [LOW]&lt;br /&gt;
* 0x00863C - Y position for Cave with 500 exp. bag, south of Nabooru [LOW]&lt;br /&gt;
* 0x00863D - Y position for Cave with 500 exp. bag, North of Old Kasuto [LOW]&lt;br /&gt;
* 0x00863E - Y position for west cave, near New Kasuto [LOW]&lt;br /&gt;
* 0x00863F - Y position for east cave, near New Kasuto [LOW]&lt;br /&gt;
* 0x008640 - Y position for Cave C, on the way to Great Palace [LOW]&lt;br /&gt;
* 0x008641 - Y position for Cave D, on the way to Great Palace [LOW]&lt;br /&gt;
* 0x008642 - Y position for CAve B, on the way to Great Palace [LOW]&lt;br /&gt;
* 0x008643 - Y position for Cave A, on the way to Great Palace [LOW]&lt;br /&gt;
* 0x008644 - Y position for 1-up in swamp [LOW]&lt;br /&gt;
* 0x008645 - Y position for Extra battle scene(Same spot as 0x00864B) [LOW]&lt;br /&gt;
* 0x008646 - Y position for 500 exp. bag on beach, near 5th Palace [LOW]&lt;br /&gt;
* 0x008647 - Y position for Red Magic Jar on beach, near Nabooru [LOW]&lt;br /&gt;
* 0x008648 - Y position for 1-up on beach [LOW]&lt;br /&gt;
* 0x008649 - Y position for Heart Container on beach, east of 3-Eye Rock [LOW]&lt;br /&gt;
* 0x00864A - Y position for Forest with fairy, southwest of Nabooru [LOW]&lt;br /&gt;
* 0x00864B - Y position for 500 exp. bag in Path of Fire [LOW]&lt;br /&gt;
* 0x00864C - Y position for Red Magic Jar in Path of Fire [LOW]&lt;br /&gt;
* 0x00864D - Y position for 3rd Forced Battle scene in the Path of Fire [LOW]&lt;br /&gt;
* 0x00864E - Y position for 2nd Forced Battle scene in the Path of Fire [LOW]&lt;br /&gt;
* 0x00864F - Y position for 1st Forced Battle scene in the Path of Fire [LOW] &lt;br /&gt;
* 0x008657 - Y position for Bridge to Maze Island [HI]&lt;br /&gt;
* 0x008658 - Y position for Raft dock, back to West Hyrule [HI] &lt;br /&gt;
* 0x00865C - Y position for Nabooru [HI]&lt;br /&gt;
* 0x00865E - Y position for Darunia [HI]&lt;br /&gt;
* 0x008660 - Y position for New Kasuto† [HI]&lt;br /&gt;
* 0x008662 - Y position for Old Kasuto [HI]&lt;br /&gt;
* 0x008663 - Y position for 5th Palace [HI]&lt;br /&gt;
* 0x008664 - Y position for 6th Palace‡ [HI] &lt;br /&gt;
* 0x008665 - Y position for Great Palace [HI]&lt;br /&gt;
&lt;br /&gt;
† Because New Kasuto is hidden, the Y-value is stored as 00. The town can be &amp;quot;forced out of hiding&amp;quot; by replacing this value with D1. (The town still won&#039;t be visible on the overworld map.) &lt;br /&gt;
&lt;br /&gt;
‡ Again, the hidden nature of the 6th Palace results in a stored Y-value of 00. To bring the palace out of hiding (making it eligible for re-positioning elsewhere), replace this value with E6. &lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
* 0x00866E - X position for Forest with 500 Exp. bag, west of Nabooru [LOW]&lt;br /&gt;
* 0x00866F - X position for Forest with 500 Exp. bag, north of 3-Eye Rock [LOW]&lt;br /&gt;
* 0x008670 - X position for 1st Forced battle scene, after River Devil [LOW]&lt;br /&gt;
* 0x008671 - X position for 2nd Forced battle scene, after River Devil [LOW]&lt;br /&gt;
* 0x008672 - X position for 3rd Forced battle scene, after River Devil [LOW]&lt;br /&gt;
* 0x008673 - X position for Forced battle scene, entering Path of Fire [LOW]&lt;br /&gt;
* 0x008674 - X position for Bridge North of Old Kasuto [LOW]&lt;br /&gt;
* 0x008675 - X position for Bridge East of Old Kasuto [LOW]&lt;br /&gt;
* 0x008676 - X position for 2nd battle scene, before Darunia [LOW]&lt;br /&gt;
* 0x008677 - X position for 1st battle scene, before Darunia [LOW]&lt;br /&gt;
* 0x008678 - X position for Heart Container in Ocean [LOW]&lt;br /&gt;
* 0x008679 - X position for south cave, north of Nabooru [LOW]&lt;br /&gt;
* 0x00867A - X position for north cave, north of Nabooru [HI]&lt;br /&gt;
* 0x00867B - X position for Cave with 500 exp. bag, south of Nabooru [LOW]&lt;br /&gt;
* 0x00867C - X position for Cave with 500 exp. bag, North of Old Kasuto [LOW]&lt;br /&gt;
* 0x00867D - X position for west cave, near New Kasuto [LOW]&lt;br /&gt;
* 0x00867E - X position for east cave, near New Kasuto [HI]&lt;br /&gt;
* 0x00867F - X position for Cave C, on the way to Great Palace [LOW]&lt;br /&gt;
* 0x008680 - X position for Cave D, on the way to Great Palace [HI]&lt;br /&gt;
* 0x008681 - X position for CAve B, on the way to Great Palace [LOW]&lt;br /&gt;
* 0x008682 - X position for Cave A, on the way to Great Palace [HI]&lt;br /&gt;
* 0x008683 - X position for 1-up in swamp [LOW]&lt;br /&gt;
* 0x008684 - X position for Extra battle scene(Same spot as 0x00868A) [LOW]&lt;br /&gt;
* 0x008685 - X position for 500 exp. bag on beach, near 5th Palace [LOW]&lt;br /&gt;
* 0x008686 - X position for Red Magic Jar on beach, near Nabooru [LOW]&lt;br /&gt;
* 0x008687 - X position for 1-up on beach [LOW]&lt;br /&gt;
* 0x008688 - X position for Heart Container on beach, east of 3-Eye Rock [LOW]&lt;br /&gt;
* 0x008689 - X position for Forest with fairy, southwest of Nabooru [LOW]&lt;br /&gt;
* 0x00868A - X position for 500 exp. bag in Path of Fire [LOW]&lt;br /&gt;
* 0x00868B - X position for Red Magic Jar in Path of Fire [LOW]&lt;br /&gt;
* 0x00868C - X position for 3rd Forced Battle scene in the Path of Fire [LOW]&lt;br /&gt;
* 0x00868D - X position for 2nd Forced Battle scene in the Path of Fire [LOW]&lt;br /&gt;
* 0x00868E - X position for 1st Forced Battle scene in the Path of Fire [LOW] &lt;br /&gt;
* 0x008696 - X position for Bridge to Maze Island [LOW]&lt;br /&gt;
* 0x008697 - X position for Raft dock, back to West Hyrule [LOW] &lt;br /&gt;
* 0x00869B - X position for Nabooru [HI]&lt;br /&gt;
* 0x00869D - X position for Darunia [HI]&lt;br /&gt;
* 0x00869F - X position for New Kasuto [LOW]&lt;br /&gt;
* 0x0086A1 - X position for Old Kasuto [HI]&lt;br /&gt;
* 0x0086A2 - X position for 5th Palace [LOW]&lt;br /&gt;
* 0x0086A3 - X position for 6th Palace [LOW]&lt;br /&gt;
* 0x0086A4 - X position for Great Palace [LOW]&lt;br /&gt;
&lt;br /&gt;
===Area Pointers - Death Mountain===&lt;br /&gt;
Use these maps as references.&lt;br /&gt;
&lt;br /&gt;
[http://www.rpgclassics.com/shrines/nes/zelda2/west.shtml Death Mountain].&lt;br /&gt;
&lt;br /&gt;
[http://www.rpgclassics.com/shrines/nes/zelda2/east.shtml Maze Island].&lt;br /&gt;
&lt;br /&gt;
-------------&lt;br /&gt;
* 0x00610C - Y position for Cave B West Exit&lt;br /&gt;
* 0x00610D - Y position for Cave B East Exit&lt;br /&gt;
* 0x00610E - Y position for Cave C West Exit&lt;br /&gt;
* 0x00610F - Y position for Cave C East Exit&lt;br /&gt;
* 0x006110 - Y position for Cave E South Exit&lt;br /&gt;
* 0x006111 - Y position for Cave E North Exit&lt;br /&gt;
* 0x006112 - Y position for Cave D West Exit&lt;br /&gt;
* 0x006113 - Y position for Cave D East Exit&lt;br /&gt;
* 0x006114 - Y position for Cave F West Exit&lt;br /&gt;
* 0x006115 - Y position for Cave F East Exit&lt;br /&gt;
* 0x006116 - Y position for Cave J West Exit&lt;br /&gt;
* 0x006117 - Y position for Cave J East Exit&lt;br /&gt;
* 0x006118 - Y position for Cave I North Exit&lt;br /&gt;
* 0x006119 - Y position for Cave I South Exit&lt;br /&gt;
* 0x00611A - Y position for Cave L North Exit&lt;br /&gt;
* 0x00611B - Y position for Cave L South Exit&lt;br /&gt;
* 0x00611C - Y position for Cave O North Exit&lt;br /&gt;
* 0x00611D - Y position for Cave O South Exit&lt;br /&gt;
* 0x00611E - Y position for Cave M West Exit&lt;br /&gt;
* 0x00611F - Y position for Cave M East Exit&lt;br /&gt;
* 0x006120 - Y position for Cave P West Exit&lt;br /&gt;
* 0x006121 - Y position for Cave P East Exit&lt;br /&gt;
* 0x006122 - Y position for Cave Q West Exit&lt;br /&gt;
* 0x006123 - Y position for Cave Q East Exit&lt;br /&gt;
* 0x006124 - Y position for Cave R South Exit&lt;br /&gt;
* 0x006125 - Y position for Cave R North Exit&lt;br /&gt;
* 0x006126 - Y position for Cave N South Exit&lt;br /&gt;
* 0x006127 - Y position for Cave N North Exit&lt;br /&gt;
* 0x006128 - Y position for Hammer Cave&lt;br /&gt;
* 0x006129 - Y position for Elevator Cave G West Exit (Bottom left)&lt;br /&gt;
* 0x00612A - Y position for Elevator Cave G East Exit (Bottom right)&lt;br /&gt;
* 0x00612B - Y position for Elevator Cave G West Exit (Top left)&lt;br /&gt;
* 0x00612C - Y position for Elevator Cave G East Exit (Top Right)&lt;br /&gt;
* 0x00612D - Y position for Elevator Cave H West Exit (Top left)&lt;br /&gt;
* 0x00612E - Y position for Elevator Cave H East Exit (Top Right)&lt;br /&gt;
* 0x00612F - Y position for Elevator Cave H North Exit (Bottom left)&lt;br /&gt;
* 0x006130 - Y position for Elevator Cave H South Exit (Bottom right)&lt;br /&gt;
* 0x006131 - Y position for Maze Island Forced Battle Scene 2&lt;br /&gt;
* 0x006132 - Y position for Maze Island Forced Battle Scene 1&lt;br /&gt;
* 0x006133 - Y position for Maze Island&#039;s Magic Container&lt;br /&gt;
* 0x006134 - Y position for Bridge back to East Hyrule&lt;br /&gt;
* 0x006136 - Y position for Cave A back to West Hyrule&lt;br /&gt;
* 0x006137 - Y position for Cave K back to West Hyrule&lt;br /&gt;
* 0x006140 - Y position for 4th Palace&lt;br /&gt;
* 0x006143 - Y position for Maze Island Child&lt;br /&gt;
* 0x006144 - Y position for Death Mountain&#039;s Magic Container&lt;br /&gt;
* 0x006145 - Y position for Maze Island Forced Battle Scene 3&lt;br /&gt;
* 0x006146 - Y position for Maze Island Forced Battle Scene 7&lt;br /&gt;
* 0x006147 - Y position for Maze Island Forced Battle Scene 4&lt;br /&gt;
* 0x006148 - Y position for Maze Island Forced Battle Scene 5&lt;br /&gt;
* 0x006149 - Y position for Maze Island Forced Battle Scene 6&lt;br /&gt;
-----------------------&lt;br /&gt;
* 0x00614B - X position for Cave B West Exit&lt;br /&gt;
* 0x00614C - X position for Cave B East Exit&lt;br /&gt;
* 0x00614D - X position for Cave C West Exit&lt;br /&gt;
* 0x00614E - X position for Cave C East Exit&lt;br /&gt;
* 0x00614F - X position for Cave E South Exit&lt;br /&gt;
* 0x006150 - X position for Cave E North Exit&lt;br /&gt;
* 0x006151 - X position for Cave D West Exit&lt;br /&gt;
* 0x006152 - X position for Cave D East Exit&lt;br /&gt;
* 0x006153 - X position for Cave F West Exit&lt;br /&gt;
* 0x006154 - X position for Cave F East Exit&lt;br /&gt;
* 0x006155 - X position for Cave J West Exit&lt;br /&gt;
* 0x006156 - X position for Cave J East Exit&lt;br /&gt;
* 0x006157 - X position for Cave I North Exit&lt;br /&gt;
* 0x006158 - X position for Cave I South Exit&lt;br /&gt;
* 0x006159 - X position for Cave L North Exit&lt;br /&gt;
* 0x00615A - X position for Cave L South Exit&lt;br /&gt;
* 0x00615B - X position for Cave O North Exit&lt;br /&gt;
* 0x00615C - X position for Cave O South Exit&lt;br /&gt;
* 0x00615D - X position for Cave M West Exit&lt;br /&gt;
* 0x00615E - X position for Cave M East Exit&lt;br /&gt;
* 0x00615F - X position for Cave P West Exit&lt;br /&gt;
* 0x006160 - X position for Cave P East Exit&lt;br /&gt;
* 0x006161 - X position for Cave Q West Exit&lt;br /&gt;
* 0x006162 - X position for Cave Q East Exit&lt;br /&gt;
* 0x006163 - X position for Cave R South Exit&lt;br /&gt;
* 0x006164 - X position for Cave R North Exit&lt;br /&gt;
* 0x006165 - X position for Cave N South Exit&lt;br /&gt;
* 0x006166 - X position for Cave N North Exit&lt;br /&gt;
* 0x006167 - X position for Hammer Cave&lt;br /&gt;
* 0x006168 - X position for Elevator Cave G West Exit (Bottom left)&lt;br /&gt;
* 0x006169 - X position for Elevator Cave G East Exit (Bottom right)&lt;br /&gt;
* 0x00616A - X position for Elevator Cave G West Exit (Top left)&lt;br /&gt;
* 0x00616B - X position for Elevator Cave G East Exit (Top Right)&lt;br /&gt;
* 0x00616C - X position for Elevator Cave H West Exit (Top left)&lt;br /&gt;
* 0x00616D - X position for Elevator Cave H East Exit (Top Right)&lt;br /&gt;
* 0x00616E - X position for Elevator Cave H North Exit (Bottom left)&lt;br /&gt;
* 0x00616F - X position for Elevator Cave H South Exit (Bottom right)&lt;br /&gt;
* 0x006170 - X position for Maze Island Forced Battle Scene 2&lt;br /&gt;
* 0x006171 - X position for Maze Island Forced Battle Scene 1&lt;br /&gt;
* 0x006172 - X position for Maze Island&#039;s Magic Container&lt;br /&gt;
* 0x006173 - X position for Bridge back to East Hyrule&lt;br /&gt;
* 0x006175 - X position for Cave A back to West Hyrule&lt;br /&gt;
* 0x006176 - X position for Cave K back to West Hyrule&lt;br /&gt;
* 0x00617F - X position for 4th Palace&lt;br /&gt;
* 0x006182 - X position for Maze Island Child&lt;br /&gt;
* 0x006183 - X position for Death Mountain&#039;s Magic Container&lt;br /&gt;
* 0x006184 - X position for Maze Island Forced Battle Scene 3&lt;br /&gt;
* 0x006185 - X position for Maze Island Forced Battle Scene 7&lt;br /&gt;
* 0x006186 - X position for Maze Island Forced Battle Scene 4&lt;br /&gt;
* 0x006187 - X position for Maze Island Forced Battle Scene 5&lt;br /&gt;
* 0x006188 - X position for Maze Island Forced Battle Scene 6&lt;br /&gt;
&lt;br /&gt;
===Area Pointers - Maze Island===&lt;br /&gt;
Use these maps as references.&lt;br /&gt;
&lt;br /&gt;
[http://www.rpgclassics.com/shrines/nes/zelda2/west.shtml Death Mountain].&lt;br /&gt;
&lt;br /&gt;
[http://www.rpgclassics.com/shrines/nes/zelda2/east.shtml Maze Island].&lt;br /&gt;
&lt;br /&gt;
-------------&lt;br /&gt;
* 0x00A10C - Y position for Cave B West Exit&lt;br /&gt;
* 0x00A10D - Y position for Cave B East Exit&lt;br /&gt;
* 0x00A10E - Y position for Cave C West Exit&lt;br /&gt;
* 0x00A10F - Y position for Cave C East Exit&lt;br /&gt;
* 0x00A110 - Y position for Cave E South Exit&lt;br /&gt;
* 0x00A111 - Y position for Cave E North Exit&lt;br /&gt;
* 0x00A112 - Y position for Cave D West Exit&lt;br /&gt;
* 0x00A113 - Y position for Cave D East Exit&lt;br /&gt;
* 0x00A114 - Y position for Cave F West Exit&lt;br /&gt;
* 0x00A115 - Y position for Cave F East Exit&lt;br /&gt;
* 0x00A116 - Y position for Cave J West Exit&lt;br /&gt;
* 0x00A117 - Y position for Cave J East Exit&lt;br /&gt;
* 0x00A118 - Y position for Cave I North Exit&lt;br /&gt;
* 0x00A119 - Y position for Cave I South Exit&lt;br /&gt;
* 0x00A11A - Y position for Cave L North Exit&lt;br /&gt;
* 0x00A11B - Y position for Cave L South Exit&lt;br /&gt;
* 0x00A11C - Y position for Cave O North Exit&lt;br /&gt;
* 0x00A11D - Y position for Cave O South Exit&lt;br /&gt;
* 0x00A11E - Y position for Cave M West Exit&lt;br /&gt;
* 0x00A11F - Y position for Cave M East Exit&lt;br /&gt;
* 0x00A120 - Y position for Cave P West Exit&lt;br /&gt;
* 0x00A121 - Y position for Cave P East Exit&lt;br /&gt;
* 0x00A122 - Y position for Cave Q West Exit&lt;br /&gt;
* 0x00A123 - Y position for Cave Q East Exit&lt;br /&gt;
* 0x00A124 - Y position for Cave R South Exit&lt;br /&gt;
* 0x00A125 - Y position for Cave R North Exit&lt;br /&gt;
* 0x00A126 - Y position for Cave N South Exit&lt;br /&gt;
* 0x00A127 - Y position for Cave N North Exit&lt;br /&gt;
* 0x00A128 - Y position for Hammer Cave&lt;br /&gt;
* 0x00A129 - Y position for Elevator Cave G West Exit (Bottom left)&lt;br /&gt;
* 0x00A12A - Y position for Elevator Cave G East Exit (Bottom right)&lt;br /&gt;
* 0x00A12B - Y position for Elevator Cave G West Exit (Top left)&lt;br /&gt;
* 0x00A12C - Y position for Elevator Cave G East Exit (Top Right)&lt;br /&gt;
* 0x00A12D - Y position for Elevator Cave H West Exit (Top left)&lt;br /&gt;
* 0x00A12E - Y position for Elevator Cave H East Exit (Top Right)&lt;br /&gt;
* 0x00A12F - Y position for Elevator Cave H North Exit (Bottom left)&lt;br /&gt;
* 0x00A130 - Y position for Elevator Cave H South Exit (Bottom right)&lt;br /&gt;
* 0x00A131 - Y position for Maze Island Forced Battle Scene 2&lt;br /&gt;
* 0x00A132 - Y position for Maze Island Forced Battle Scene 1&lt;br /&gt;
* 0x00A133 - Y position for Maze Island&#039;s Magic Container&lt;br /&gt;
* 0x00A134 - Y position for Bridge back to East Hyrule&lt;br /&gt;
* 0x00A136 - Y position for Cave A back to West Hyrule&lt;br /&gt;
* 0x00A137 - Y position for Cave K back to West Hyrule&lt;br /&gt;
* 0x00A140 - Y position for 4th Palace&lt;br /&gt;
* 0x00A143 - Y position for Maze Island Child&lt;br /&gt;
* 0x00A144 - Y position for Death Mountain&#039;s Magic Container&lt;br /&gt;
* 0x00A145 - Y position for Maze Island Forced Battle Scene 3&lt;br /&gt;
* 0x00A146 - Y position for Maze Island Forced Battle Scene 7&lt;br /&gt;
* 0x00A147 - Y position for Maze Island Forced Battle Scene 4&lt;br /&gt;
* 0x00A148 - Y position for Maze Island Forced Battle Scene 5&lt;br /&gt;
* 0x00A149 - Y position for Maze Island Forced Battle Scene 6&lt;br /&gt;
-----------------------&lt;br /&gt;
* 0x00A14B - X position for Cave B West Exit&lt;br /&gt;
* 0x00A14C - X position for Cave B East Exit&lt;br /&gt;
* 0x00A14D - X position for Cave C West Exit&lt;br /&gt;
* 0x00A14E - X position for Cave C East Exit&lt;br /&gt;
* 0x00A14F - X position for Cave E South Exit&lt;br /&gt;
* 0x00A150 - X position for Cave E North Exit&lt;br /&gt;
* 0x00A151 - X position for Cave D West Exit&lt;br /&gt;
* 0x00A152 - X position for Cave D East Exit&lt;br /&gt;
* 0x00A153 - X position for Cave F West Exit&lt;br /&gt;
* 0x00A154 - X position for Cave F East Exit&lt;br /&gt;
* 0x00A155 - X position for Cave J West Exit&lt;br /&gt;
* 0x00A156 - X position for Cave J East Exit&lt;br /&gt;
* 0x00A157 - X position for Cave I North Exit&lt;br /&gt;
* 0x00A158 - X position for Cave I South Exit&lt;br /&gt;
* 0x00A159 - X position for Cave L North Exit&lt;br /&gt;
* 0x00A15A - X position for Cave L South Exit&lt;br /&gt;
* 0x00A15B - X position for Cave O North Exit&lt;br /&gt;
* 0x00A15C - X position for Cave O South Exit&lt;br /&gt;
* 0x00A15D - X position for Cave M West Exit&lt;br /&gt;
* 0x00A15E - X position for Cave M East Exit&lt;br /&gt;
* 0x00A15F - X position for Cave P West Exit&lt;br /&gt;
* 0x00A160 - X position for Cave P East Exit&lt;br /&gt;
* 0x00A161 - X position for Cave Q West Exit&lt;br /&gt;
* 0x00A162 - X position for Cave Q East Exit&lt;br /&gt;
* 0x00A163 - X position for Cave R South Exit&lt;br /&gt;
* 0x00A164 - X position for Cave R North Exit&lt;br /&gt;
* 0x00A165 - X position for Cave N South Exit&lt;br /&gt;
* 0x00A166 - X position for Cave N North Exit&lt;br /&gt;
* 0x00A167 - X position for Hammer Cave&lt;br /&gt;
* 0x00A168 - X position for Elevator Cave G West Exit (Bottom left)&lt;br /&gt;
* 0x00A169 - X position for Elevator Cave G East Exit (Bottom right)&lt;br /&gt;
* 0x00A16A - X position for Elevator Cave G West Exit (Top left)&lt;br /&gt;
* 0x00A16B - X position for Elevator Cave G East Exit (Top Right)&lt;br /&gt;
* 0x00A16C - X position for Elevator Cave H West Exit (Top left)&lt;br /&gt;
* 0x00A16D - X position for Elevator Cave H East Exit (Top Right)&lt;br /&gt;
* 0x00A16E - X position for Elevator Cave H North Exit (Bottom left)&lt;br /&gt;
* 0x00A16F - X position for Elevator Cave H South Exit (Bottom right)&lt;br /&gt;
* 0x00A170 - X position for Maze Island Forced Battle Scene 2&lt;br /&gt;
* 0x00A171 - X position for Maze Island Forced Battle Scene 1&lt;br /&gt;
* 0x00A172 - X position for Maze Island&#039;s Magic Container&lt;br /&gt;
* 0x00A173 - X position for Bridge back to East Hyrule&lt;br /&gt;
* 0x00A175 - X position for Cave A back to West Hyrule&lt;br /&gt;
* 0x00A176 - X position for Cave K back to West Hyrule&lt;br /&gt;
* 0x00A17F - X position for 4th Palace&lt;br /&gt;
* 0x00A182 - X position for Maze Island Child&lt;br /&gt;
* 0x00A183 - X position for Death Mountain&#039;s Magic Container&lt;br /&gt;
* 0x00A184 - X position for Maze Island Forced Battle Scene 3&lt;br /&gt;
* 0x00A185 - X position for Maze Island Forced Battle Scene 7&lt;br /&gt;
* 0x00A186 - X position for Maze Island Forced Battle Scene 4&lt;br /&gt;
* 0x00A187 - X position for Maze Island Forced Battle Scene 5&lt;br /&gt;
* 0x00A188 - X position for Maze Island Forced Battle Scene 6&lt;br /&gt;
&lt;br /&gt;
==Level Data==&lt;br /&gt;
&lt;br /&gt;
* 0x004C4C - 0x004C67 - Grass Area level data&lt;br /&gt;
* 0x004C64 - 0x004C78 - Forest Area level data&lt;br /&gt;
* 0x004C8C - 0x004CA6 - 50 point bag level data&lt;br /&gt;
&lt;br /&gt;
=Needs Sorting Still=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0x018027 - 0x01811E - Note Tables&lt;br /&gt;
&lt;br /&gt;
0x01E8B0 - Number of enemies to defeat for exp. bag or magic jar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0x01E910 - Type of vulnarablity Bit (red) has&lt;br /&gt;
0x01E911 - Type of vulnarability Bot (blue) has&lt;br /&gt;
&lt;br /&gt;
==Dwedit&#039;s documents (unsorted)==&lt;br /&gt;
&lt;br /&gt;
I just made a full document of what I know about Zelda 2&#039;s side-view areas, and copy-pasted it into datacrystal, I figure someone else can sort it out later. Haven&#039;t tested or verified it yet, so there may be a few mistakes. I just went by my level editor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Zelda 2 sideview information&lt;br /&gt;
&lt;br /&gt;
Address convention:&lt;br /&gt;
I don&#039;t want to bother explaining NES memory pointers.&lt;br /&gt;
I&#039;ll be using addresses as they reside in NES memory.  $8000-$BFFF is where data rom banks are mapped in NES memory.&lt;br /&gt;
When I say $XXXX in rom bank Y, that means a file address of ($XXXX-$8000) + Y*$4000, + $10.  So a NES memory address $8123 on bank 4 means a .nes file address of $10133.&lt;br /&gt;
&lt;br /&gt;
Sometimes pointers point to areas other than $8000-$BFFF, such as the SRAM area $6000-$7FFF.&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Rom or Ram?&lt;br /&gt;
--------------&lt;br /&gt;
This game was originally an FDS game, so it relies on lots of data being writable.&lt;br /&gt;
&lt;br /&gt;
Enemies are stored in SRAM starting at $7000&lt;br /&gt;
Compressed overworld maps are stored in SRAM starting at $7C00.&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Number of Maps&lt;br /&gt;
--------------&lt;br /&gt;
Each area has 63 maps, 0-62, map #63 is an invalid map number indicating that the destination is outside.&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
Rom Banks&lt;br /&gt;
---------&lt;br /&gt;
A &amp;quot;Rom Bank&amp;quot; is 16k (4000) bytes long.&lt;br /&gt;
Each rom bank has two sets of 63 maps, except for 3 and 5, which only have one set.&lt;br /&gt;
&lt;br /&gt;
bank 1 contains west hyrule/death mountain&lt;br /&gt;
bank 2 contains east hyrule/maze island&lt;br /&gt;
bank 3 contains towns&lt;br /&gt;
bank 4 contains palaces 1,2,5, then palaces 3,4,6.&lt;br /&gt;
bank 5 contains the great palace&lt;br /&gt;
&lt;br /&gt;
----------------------------&lt;br /&gt;
Map and Enemy Pointer Tables&lt;br /&gt;
----------------------------&lt;br /&gt;
Map pointers point to ROM in the $8000-$BFFF range.&lt;br /&gt;
Enemy pointers point to SRAM in the $7000-$7xxx range, this is so the game can keep track of defeated enemies.&lt;br /&gt;
&lt;br /&gt;
Information for the second set of maps/enemies comes $1ADD later.&lt;br /&gt;
&lt;br /&gt;
Enemy data for all 126 maps is copied from $88A0 to $7000.  (length unknown?)&lt;br /&gt;
&lt;br /&gt;
For the first set of 63 maps:&lt;br /&gt;
$8523 - map pointers&lt;br /&gt;
$85A1 - enemy pointers&lt;br /&gt;
&lt;br /&gt;
For the second set of 63 maps:&lt;br /&gt;
$A000 - map pointers&lt;br /&gt;
$A07E - enemy pointers&lt;br /&gt;
&lt;br /&gt;
For the &amp;quot;behind this map&amp;quot; maps (1-7) specified by header byte 3 (there is no back map #0):&lt;br /&gt;
$8000 - map pointers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------------&lt;br /&gt;
Room connectivity data&lt;br /&gt;
----------------------&lt;br /&gt;
Begins at $871B, 4 bytes per entry&lt;br /&gt;
Begins at $A1F8 for second set of 63 maps&lt;br /&gt;
&lt;br /&gt;
xxxxxx.. = Destination map number (63 to go outside)&lt;br /&gt;
......xx = Starting X coordinate on destination (times 256)&lt;br /&gt;
&lt;br /&gt;
Order of bytes:&lt;br /&gt;
	Left exit&lt;br /&gt;
	Down exit&lt;br /&gt;
	Up exit&lt;br /&gt;
	Right exit&lt;br /&gt;
&lt;br /&gt;
===================&lt;br /&gt;
Sideview Map Format&lt;br /&gt;
===================&lt;br /&gt;
----------------------&lt;br /&gt;
First 4 bytes (header)&lt;br /&gt;
----------------------&lt;br /&gt;
&lt;br /&gt;
Things may vary, most of this info applies to overworld sideview maps, some may not apply for towns and palaces, some numbers may be different for those.&lt;br /&gt;
&lt;br /&gt;
0 - Size of level in bytes, including header&lt;br /&gt;
1 - Flags&lt;br /&gt;
	x....... - Which Object Set - This determines which objects can appear on this map!&lt;br /&gt;
	.xx..... - Width of level (in screens, add 1)&lt;br /&gt;
	...x.... - ?&lt;br /&gt;
	....x... - &amp;quot;Grass&amp;quot;, when set, adds grass tiles to map row #9&lt;br /&gt;
	.....x.. - &amp;quot;bushes&amp;quot;, when set, adds bushes tiles to map row #10&lt;br /&gt;
	......xx - ?&lt;br /&gt;
2 - Ground Graphics / initial floor/ceiling position&lt;br /&gt;
The levels are made up of objects, and ground tiles.  This byte selects initial floor/ceiling position, and set of ground tiles to be used by the level.&lt;br /&gt;
	x....... - &amp;quot;no ceiling&amp;quot;,  top 2 rows of the map are set to background tile, this overrides all&lt;br /&gt;
	.xxx.... - Sets which set of tiles assigned to the Ground tiles&lt;br /&gt;
		0 = cave&lt;br /&gt;
		1 = forest&lt;br /&gt;
		2 = lava/death water&lt;br /&gt;
		3 = swamp&lt;br /&gt;
		4 = sand/grass&lt;br /&gt;
		5 = volcano (cave with brighter wall)&lt;br /&gt;
		6 = North Castle&lt;br /&gt;
		7 = Cave with clear wall (rocks outside)&lt;br /&gt;
	....xxxx - Initial position of floor/ceiling&lt;br /&gt;
		0-7 = Floor at 2-9 (from bottom), Ceiling at 1 from top&lt;br /&gt;
		8-14 = Ceiling at 2-8 (from top)&lt;br /&gt;
		15 = Filled in with wall tile&lt;br /&gt;
3 - Palette and back tiles byte&lt;br /&gt;
	xx...... - Palette for sprites&lt;br /&gt;
		0 = black borders&lt;br /&gt;
		1 = dark colored borders&lt;br /&gt;
		2,3 = not used by game, give weird colors&lt;br /&gt;
	..xxx... - Background Palette&lt;br /&gt;
		0 = north castle&lt;br /&gt;
		1 = cave palette (dark without candle for overworld maps)&lt;br /&gt;
		2 = desert&lt;br /&gt;
		3 = grass&lt;br /&gt;
		4 = forest&lt;br /&gt;
		5 = swamp&lt;br /&gt;
		6 = graveyard&lt;br /&gt;
		7 = &amp;quot;water&amp;quot; palette&lt;br /&gt;
	.....xxx - Map to load behind map&lt;br /&gt;
		0 = nothing&lt;br /&gt;
		1 = clouds&lt;br /&gt;
		2 = forest (3 wide)&lt;br /&gt;
		3 = forest (4 wide)&lt;br /&gt;
		4 = forest (single tree)&lt;br /&gt;
		5 = Dead-end caves&lt;br /&gt;
		6 = long cave, dead end&lt;br /&gt;
		7 = ???&lt;br /&gt;
------------&lt;br /&gt;
Level bytes:&lt;br /&gt;
------------&lt;br /&gt;
&lt;br /&gt;
0 - &lt;br /&gt;
	xxxx.... - Y position&lt;br /&gt;
	....xxxx - Advance cursor X this many tiles after the object (&amp;quot;X space&amp;quot;)&lt;br /&gt;
1 -&lt;br /&gt;
	xxxxxxxx - Object number&lt;br /&gt;
	If Object number = 15, and Y position &amp;lt; 13, then this is a 3 byte object (collectable item)&lt;br /&gt;
2 - (3 byte objects only)&lt;br /&gt;
	xxxxxxxx - For 3 byte objects only, object number (0-21, 22+ are not used)&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
Special Y posisitons:&lt;br /&gt;
	13 - Set new ground&lt;br /&gt;
		Sets the floor and ceiling to new values, just like header byte 2&lt;br /&gt;
		x....... - &amp;quot;no ceiling&amp;quot;,  top 2 rows of the map are set to background tile&lt;br /&gt;
		.xxx.... - Not used, you can&#039;t change tiles for ground&lt;br /&gt;
		....xxxx - New position of floor/ceiling&lt;br /&gt;
			0-7 = Floor at 2-9 (from bottom), Ceiling at 1 from top&lt;br /&gt;
			8-14 = Ceiling at 2-8 (from top)&lt;br /&gt;
			15 = Filled in with wall tile&lt;br /&gt;
	14 - &amp;quot;Skip&amp;quot;&lt;br /&gt;
		Sets the cursor X directly to &amp;quot;x space&amp;quot; * 16.  Does not advance the cursor after this object as normal.&lt;br /&gt;
	15 - Extra objects, including lava and cactuses.  These have fixed-y coordinates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Map Objects&lt;br /&gt;
-----------&lt;br /&gt;
This part really could be done much better, instead of hard-specifying everything, see how the game handles them, see what tiles it selects, see how it assembles the structures, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects: (For Overworld sideview maps)&lt;br /&gt;
	00001111 - 3 byte object (collectable)&lt;br /&gt;
	0000xxxx - 16 different small objects&lt;br /&gt;
	xxxx.... - Object type&lt;br /&gt;
	....xxxx - Size of object (1-16)&lt;br /&gt;
	Small objects:&lt;br /&gt;
		00 = headstone&lt;br /&gt;
		01 = cross&lt;br /&gt;
		02 = angled cross&lt;br /&gt;
		03 = tree stump&lt;br /&gt;
		04 = stone table, (&amp;quot;stonehenge&amp;quot;)&lt;br /&gt;
		05 = locked door (always at Y position 8)&lt;br /&gt;
		06 = sleeping princess Zelda&lt;br /&gt;
		07 = sleeping princess Zelda&lt;br /&gt;
		08 = Pit (extends to ground?)&lt;br /&gt;
		09-0E = Cloud&lt;br /&gt;
		0F = crash&lt;br /&gt;
	Big objects for Object set 0&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = forest ceiling, two high&lt;br /&gt;
		3x = forest ceiling, two high&lt;br /&gt;
		4x = curtains, two high&lt;br /&gt;
		5x = forest ceiling, one high&lt;br /&gt;
		6x = sword-destroyable blocks, one high&lt;br /&gt;
		7x = horizontal pit, one high&lt;br /&gt;
		8x = single weed, one high&lt;br /&gt;
		9x = two weeds, one high&lt;br /&gt;
		Ax = north castle steps (background), one high&lt;br /&gt;
		Bx = background bricks, used in north castle and ruins, one high&lt;br /&gt;
		Cx = strip of volcano background, one high&lt;br /&gt;
		Dx = sword-destroyable blocks, one wide&lt;br /&gt;
		Ex = background tree trunk, one wide&lt;br /&gt;
		Fx = column, one wide&lt;br /&gt;
	Big objects for Object set 1&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = wide rock floor, two high&lt;br /&gt;
		3x = wide rock ceiling, two high&lt;br /&gt;
		4x = bridge, two high&lt;br /&gt;
		5x = cave blocks, one high&lt;br /&gt;
		6x = sword-destroyable blocks, one high&lt;br /&gt;
		7x = bridge that falls apart, one high&lt;br /&gt;
		8x = single weed, one high&lt;br /&gt;
		9x = two weeds, one high&lt;br /&gt;
		Ax = horizontal pit, one high&lt;br /&gt;
		Bx = background bricks, used in north castle and ruins, one high&lt;br /&gt;
		Cx = strip of volcano background, one high&lt;br /&gt;
		Dx = sword-destroyable blocks, one wide&lt;br /&gt;
		Ex = tall rock floor, one wide&lt;br /&gt;
		Fx = stone spire&lt;br /&gt;
	Extra objects (Y position 15):&lt;br /&gt;
		0x = crash&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = Lava at bottom of screen, three high&lt;br /&gt;
		3x = Cactus at Y position 9, grows upwards, one wide&lt;br /&gt;
		4x = Cactus with stem at Y position 9, one wide, two high&lt;br /&gt;
		5x = Elevator?&lt;br /&gt;
		60-FF = crash&lt;br /&gt;
&lt;br /&gt;
Objects: (for towns)&lt;br /&gt;
	Small Objects:&lt;br /&gt;
		00 = closed door with grass at bottom, 4 high 1 wide&lt;br /&gt;
		01 = open door with grass at bottom&lt;br /&gt;
		02 = open door with bricks at bottom&lt;br /&gt;
		03 = open door with vertical bricks at bottom&lt;br /&gt;
		04 = stonehenge&lt;br /&gt;
		05 = chair&lt;br /&gt;
		06 = ?&lt;br /&gt;
		07 = cloud&lt;br /&gt;
		08 = table&lt;br /&gt;
		09 = bench&lt;br /&gt;
		0A = cross&lt;br /&gt;
		0B-0E = cloud&lt;br /&gt;
		0F = crash&lt;br /&gt;
	Big objects for Object Set 0&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = crash&lt;br /&gt;
		2x = cross hatched roof, two high&lt;br /&gt;
		3x = gray vertical brick roof, two high&lt;br /&gt;
		4x = green vertical brick roof, two high&lt;br /&gt;
		5x = brick building, extends to ground&lt;br /&gt;
		6x = white small brick building, extends to ground&lt;br /&gt;
		7x = grass building, extends to ground&lt;br /&gt;
		8x = white brick wall, extends to ground&lt;br /&gt;
		9x = log building, extends to ground&lt;br /&gt;
		Ax = brown square windows, one wide, Two tall. One tile Gap between windows.  Repeats vertically&lt;br /&gt;
		Bx = gray windows, round on top...&lt;br /&gt;
		Cx = brown windows, round on top&lt;br /&gt;
		Dx = Underground blue bricks, two high&lt;br /&gt;
		Ex = Column&lt;br /&gt;
		Fx = castle background bricks&lt;br /&gt;
	Effects of Object Set 1 unknown&lt;br /&gt;
	Extra Objects (Y position 15)&lt;br /&gt;
		00 = Door to left&lt;br /&gt;
		01 = Door to right&lt;br /&gt;
		02 = Wall to left&lt;br /&gt;
		03 = wall to right&lt;br /&gt;
		04 = fireplace&lt;br /&gt;
		05 = fountain&lt;br /&gt;
		06 = sign&lt;br /&gt;
		07 = headstone one above ground&lt;br /&gt;
		08-0F = ?&lt;br /&gt;
		1x = single bush&lt;br /&gt;
		2x = background wall at Y pos 4, 3 wide, x tall&lt;br /&gt;
		3x = ?&lt;br /&gt;
		4x = ?&lt;br /&gt;
		5x = ?&lt;br /&gt;
		6x = bridge&lt;br /&gt;
		7x = water/lava&lt;br /&gt;
		80-FF = ?&lt;br /&gt;
&lt;br /&gt;
Objects: (for Palaces)&lt;br /&gt;
	Small Objects&lt;br /&gt;
		00 = Window&lt;br /&gt;
		01 = Rightward unicorn head&lt;br /&gt;
		02 = leftward wolf head&lt;br /&gt;
		03,04 = crystal return statue&lt;br /&gt;
		05,06 = locked door&lt;br /&gt;
		07 = cloud&lt;br /&gt;
		08 = small cloud&lt;br /&gt;
		09 = ironknuckle statue&lt;br /&gt;
		0A-0E = small cloud&lt;br /&gt;
		0F = crash&lt;br /&gt;
	Large Objects (set 0)&lt;br /&gt;
		0x = small objects&lt;br /&gt;
		1x = Horizontal Pit, one high&lt;br /&gt;
		2x = horizontal bricks, one high&lt;br /&gt;
		3x = breakable blocks, one high&lt;br /&gt;
		4x = steel blocks, one high&lt;br /&gt;
		5x = breaking bridge, one high&lt;br /&gt;
		6x = breakable blocks, one high&lt;br /&gt;
		7x = horizontal bricks, two high&lt;br /&gt;
		8x = curtains, two high&lt;br /&gt;
		9x = breakable blocks, two high&lt;br /&gt;
		Ax = walk-thru bricks, two high&lt;br /&gt;
		Bx = breakable blocks, one wide&lt;br /&gt;
		Cx = Column, one wide&lt;br /&gt;
		Dx = Bridge, two high&lt;br /&gt;
		Ex = Pit, one wide&lt;br /&gt;
		Fx = Horizontal Pit, extends to bottom of screen&lt;br /&gt;
	Extra Objects&lt;br /&gt;
		1x = Lava&lt;br /&gt;
&lt;br /&gt;
Objects: (for Great Palace)&lt;br /&gt;
	Great palace contains tiles for the &amp;quot;north castle&amp;quot; used in ending&lt;br /&gt;
	Same as above, except:&lt;br /&gt;
		09 = Zelda&lt;br /&gt;
		0A = Ironknuckle Statue&lt;br /&gt;
		1x = Canopy (for final boss room)&lt;br /&gt;
		5x = North Castle bricks&lt;br /&gt;
		6x = North Castle Steps&lt;br /&gt;
		7x = breakable bridge&lt;br /&gt;
		8x = bridge, two high&lt;br /&gt;
		9x = bricks, two high&lt;br /&gt;
		Ax = curtains, two high&lt;br /&gt;
		Bx = Walk-thru bricks, two high&lt;br /&gt;
		Cx = breakable blocks, two high&lt;br /&gt;
		Dx = breakable blocks, one wide&lt;br /&gt;
		Ex = electric barrier&lt;br /&gt;
		Fx = column&lt;br /&gt;
&lt;br /&gt;
============&lt;br /&gt;
Enemy Format&lt;br /&gt;
============&lt;br /&gt;
&lt;br /&gt;
Header:&lt;br /&gt;
Byte 0 - Length of enemy data&lt;br /&gt;
When selecting &amp;quot;Strong Enemy&amp;quot; for random overworld battles, advance that many bytes, data for &amp;quot;strong enemy&amp;quot; follows the first enemy set.  Non-random battles do not have &amp;quot;strong enemy&amp;quot; information&lt;br /&gt;
&lt;br /&gt;
Bytes for enemy data:&lt;br /&gt;
0 -&lt;br /&gt;
	....xxxx = X coordinate (in tiles)&lt;br /&gt;
	xxxx.... = Y coordinate (in tiles)&lt;br /&gt;
		Y coordinate 0 maps to row 1, otherwise maps to row 2+x&lt;br /&gt;
1 -&lt;br /&gt;
	xx...... = Upper bits of X coordinate&lt;br /&gt;
	..xxxxxx = Enemy number (0-63)&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Enemy lists&lt;br /&gt;
-----------&lt;br /&gt;
West Hyrule, Death Mountain:&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Red Jar&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot (blue)&lt;br /&gt;
	05 - Bit (red)&lt;br /&gt;
	06 - Moa&lt;br /&gt;
	07 - Ache&lt;br /&gt;
	08 - crash&lt;br /&gt;
	09 - crash&lt;br /&gt;
	0A - Acheman&lt;br /&gt;
	0B - Bubble generator&lt;br /&gt;
	0C - Rock Generator&lt;br /&gt;
	0D - Red Deeler&lt;br /&gt;
	0E - Blue Deeler&lt;br /&gt;
	0F - Bago Bago Generator&lt;br /&gt;
	10 - Bago Bago&lt;br /&gt;
	11 - Red Octoroc (Jumping Only)&lt;br /&gt;
	12 - Red Octorock (Moving and Jumping)&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Orange Moblin&lt;br /&gt;
	15 - Red Moblin&lt;br /&gt;
	16 - Blue Moblin&lt;br /&gt;
	17 - Orange Diara&lt;br /&gt;
	18 - Red Diara&lt;br /&gt;
	19 - Orange Goryia&lt;br /&gt;
	1A - Red Goryia&lt;br /&gt;
	1B - Blue Goryia&lt;br /&gt;
	1C - Lowder&lt;br /&gt;
	1D - Moby generator&lt;br /&gt;
	1E - Moby&lt;br /&gt;
	1F - Megmet&lt;br /&gt;
	20 - Geldarm&lt;br /&gt;
	21 - Dumb Moblin Generator&lt;br /&gt;
	22 - Dumb Moblin&lt;br /&gt;
	23-FF crash&lt;br /&gt;
East Hyrule, Maze Island&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Red Magic Jar&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot (blue)&lt;br /&gt;
	05 - Bit (red)&lt;br /&gt;
	06 - Moa&lt;br /&gt;
	07 - Ache&lt;br /&gt;
	08 - ???&lt;br /&gt;
	09 - ???&lt;br /&gt;
	0A - Acheman&lt;br /&gt;
	0B - Bubble Generator&lt;br /&gt;
	0C - Rock Generator (messed up link-doll sprite in east hyrule)&lt;br /&gt;
	0D - Red Deeler&lt;br /&gt;
	0E - Blue Deeler&lt;br /&gt;
	0F - Bago Bago Generator&lt;br /&gt;
	10 - Bago Bago&lt;br /&gt;
	11 - Blue Octoroc (Jumping Only)&lt;br /&gt;
	12 - Blue Octorock (Moving and Jumping)&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Tektite&lt;br /&gt;
	15 - Eye&lt;br /&gt;
	16 - Leever&lt;br /&gt;
	17 - Boon&lt;br /&gt;
	18 - Basilisk&lt;br /&gt;
	19 - Scorpion&lt;br /&gt;
	1A - Red Lizalfo&lt;br /&gt;
	1B - Orange Lizalfo&lt;br /&gt;
	1C - Blue Lizalfo&lt;br /&gt;
	1D - Boulder Tossing Lizalfos &lt;br /&gt;
	1E-FF - Crash&lt;br /&gt;
Towns&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Candle&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Purple Kees&lt;br /&gt;
	04 - Purple Bot&lt;br /&gt;
	05 - Bit&lt;br /&gt;
	06 - Purple Moa&lt;br /&gt;
	07 - Purple Kees (again?)&lt;br /&gt;
	08 - Gold colored girl, crashes game if you talk to her&lt;br /&gt;
	09-24 - Various townspeople&lt;br /&gt;
Palace 1,2,5&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Item in Palace Sprite&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot&lt;br /&gt;
	05 - Strike for Red Jar&lt;br /&gt;
	06 - Slow Magic Stealing Skull&lt;br /&gt;
	07 - Orange Moa&lt;br /&gt;
	08 - Falling Block Generator&lt;br /&gt;
	09 - Single falling block&lt;br /&gt;
	0A - Blue Skull Head&lt;br /&gt;
	0B - Rathead Generator&lt;br /&gt;
	0C - Rathead&lt;br /&gt;
	0D - Dripping Column&lt;br /&gt;
	0E - Fast Magic Stealing Skull&lt;br /&gt;
	0F - Bago Bago Generator&lt;br /&gt;
	10 - Bago Bago&lt;br /&gt;
	11 - Rope Jumping Only&lt;br /&gt;
	12 - Rope Jumping and Moving&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Crystal Slot&lt;br /&gt;
	15 - Crystal&lt;br /&gt;
	16 - Energy ball shooter (to down-right)&lt;br /&gt;
	17 - Energy ball shooter (to down-left)&lt;br /&gt;
	18 - Orange Iron Knuckle&lt;br /&gt;
	19 - Red Iron Knuckle&lt;br /&gt;
	1A - Blue Iron Knuckle&lt;br /&gt;
	1B - Wolf Head Generator&lt;br /&gt;
	1C - Wolf Head&lt;br /&gt;
	1D - Mago&lt;br /&gt;
	1E - Hammer Thrower&lt;br /&gt;
	1F - Red Stalfos&lt;br /&gt;
	20 - Horse Head&lt;br /&gt;
	21 - Helmethead/Gooma (5th Palace Boss) &lt;br /&gt;
	22 - Helmethead&#039;s floating head&lt;br /&gt;
	23 - Blue Stalfos&lt;br /&gt;
	24-FF crash&lt;br /&gt;
Palace 3,4,6&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Item in Palace sprite&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot&lt;br /&gt;
	05 - Strike for Red Jar/Ironknuckle&lt;br /&gt;
	06 - Slow Magic Stealing Skulls&lt;br /&gt;
	07 - Orange Moa&lt;br /&gt;
	08 - Falling Blocks Generator&lt;br /&gt;
	09 - Single falling block&lt;br /&gt;
	0A - Blue Skull Head&lt;br /&gt;
	0B - Rathead Generator&lt;br /&gt;
	0C - Rathead&lt;br /&gt;
	0D - Dripping Column&lt;br /&gt;
	0E - Fast Magic Stealing Skulls&lt;br /&gt;
	0F - ???&lt;br /&gt;
	10 - Flame&lt;br /&gt;
	11 - Rope&lt;br /&gt;
	12 - ???&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Crystal Slot&lt;br /&gt;
	15 - Crystal&lt;br /&gt;
	16 - Energy ball shooter (to down-right)&lt;br /&gt;
	17 - Energy ball shooter (to down-left)&lt;br /&gt;
	18 - Orange Iron Knuckle&lt;br /&gt;
	19 - Red Iron Knuckle&lt;br /&gt;
	1A - Blue Iron Knuckle&lt;br /&gt;
	1B - Wolf Head Generator&lt;br /&gt;
	1C - Wolf Head&lt;br /&gt;
	1D - Wizrobe&lt;br /&gt;
	1E - Red Stalfos Knight&lt;br /&gt;
	1F - Doomknocker&lt;br /&gt;
	20 - Blue Iron Knuckle on horse&lt;br /&gt;
	21 - Dragon (6th palace boss)&lt;br /&gt;
	22 - Wizard (4th palace boss)&lt;br /&gt;
	23 - Blue Stalfos Knight&lt;br /&gt;
&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Candle&lt;br /&gt;
	02 - Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot&lt;br /&gt;
	05 - Strike for Red Jar/Ironknuckle&lt;br /&gt;
	06 - Bubble&lt;br /&gt;
	07 - Orange Moa&lt;br /&gt;
	08 - Falling blocks&lt;br /&gt;
	09 - Single falling block&lt;br /&gt;
	0A - Unicorn Head&lt;br /&gt;
	0B - Rat Head generator&lt;br /&gt;
	0C - Rat Head&lt;br /&gt;
	0D - Column dripper&lt;br /&gt;
	0E - Fast bubble&lt;br /&gt;
	0F - ? nothing&lt;br /&gt;
	10 - Fire&lt;br /&gt;
	11 - snake/octorock thingy&lt;br /&gt;
	12 - ? nothing&lt;br /&gt;
	13 - elevator&lt;br /&gt;
	14 - crystal return&lt;br /&gt;
	15 - crystal&lt;br /&gt;
	16 - unicorn head shooter (to down-right)&lt;br /&gt;
	17 - unicorn head shooter (to down-left)&lt;br /&gt;
	18 - Orange Ironknuckle&lt;br /&gt;
	19 - Red Ironknuckle&lt;br /&gt;
	1A - Blue Ironknuckle&lt;br /&gt;
	1B - red wolf head generator&lt;br /&gt;
	1C - wolf head&lt;br /&gt;
	1D - reflect wizrobe&lt;br /&gt;
	1E - Red stalfos&lt;br /&gt;
	1F - blue boomerang-club thing&lt;br /&gt;
	20 - Ironknuckle on horse&lt;br /&gt;
	21 - 6th palace boss&lt;br /&gt;
	22 - 4th palace boss&lt;br /&gt;
	23 - Blue stalfos&lt;br /&gt;
	24-FF crash&lt;br /&gt;
Great Palace (NOT VERIFED!)&lt;br /&gt;
	00 - Fairy&lt;br /&gt;
	01 - Red Magic Jar&lt;br /&gt;
	02 - Locked Door&lt;br /&gt;
	03 - Myu&lt;br /&gt;
	04 - Bot (blue)&lt;br /&gt;
	05 - Bit (red)&lt;br /&gt;
	06 - Moa&lt;br /&gt;
	07 - Ache&lt;br /&gt;
	08 - ???&lt;br /&gt;
	09 - ???&lt;br /&gt;
	0A - Acheman&lt;br /&gt;
	0B - Bubble Generator&lt;br /&gt;
	0C - Rock Generator&lt;br /&gt;
	0D - Red Deeler&lt;br /&gt;
	0E - Blue Deeler&lt;br /&gt;
	0F - Fire Bago Bago Generator&lt;br /&gt;
	10 - Fire Bago Bago&lt;br /&gt;
	11 - Fire Rope Jumping Only&lt;br /&gt;
	12 - Fire Rope Jumping and Moving&lt;br /&gt;
	13 - Elevator&lt;br /&gt;
	14 - Slow Magic Stealing Skull&lt;br /&gt;
	15 - Fast Magic Stealing Skull&lt;br /&gt;
	16 - Orange Skull Head&lt;br /&gt;
	17 - Large Magic Stealing Skull&lt;br /&gt;
	18 - Orange Dreadhawk&lt;br /&gt;
	19 - Red Dreadhawk&lt;br /&gt;
	1A - Blue Dreadhawk&lt;br /&gt;
	1B - ???&lt;br /&gt;
	1C - ???&lt;br /&gt;
	1D - Firebird&lt;br /&gt;
	1E - King Bot&lt;br /&gt;
	1F - ???&lt;br /&gt;
	20 - Barrier for Grand Palace&lt;br /&gt;
	21 - ???&lt;br /&gt;
	22 - Thunder Bird Boss&lt;br /&gt;
	23 - Trigger for Dark Link battle &lt;br /&gt;
	24-FF crash&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information about overworld locations, kinda overlaps with the information there, but made by someone who actually understatnds bitfields :)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
----------------------------&lt;br /&gt;
&amp;quot;Browse Around&amp;quot; information&lt;br /&gt;
----------------------------&lt;br /&gt;
locations of towns and caves and such:&lt;br /&gt;
base addresses&lt;br /&gt;
&lt;br /&gt;
0x462F  west hyrule&lt;br /&gt;
0x610C  death mtn&lt;br /&gt;
0x862F  east hyrule&lt;br /&gt;
0xA10C  maze island&lt;br /&gt;
&lt;br /&gt;
Base address is for &amp;quot;Y&amp;quot;&lt;br /&gt;
Add 3F to get &amp;quot;X&amp;quot;&lt;br /&gt;
Add 7E to get &amp;quot;Z&amp;quot;&lt;br /&gt;
Add BD to get &amp;quot;W&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Y&amp;quot;:&lt;br /&gt;
.xxxxxxx - Y position&lt;br /&gt;
x....... - Is external to this world?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;X&amp;quot;:&lt;br /&gt;
..xxxxxx - X position&lt;br /&gt;
.x...... - Is second part of a cave?&lt;br /&gt;
x....... - ???&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Z&amp;quot;:&lt;br /&gt;
..xxxxxx - Map number&lt;br /&gt;
xx...... - Horizontal position to enter within map&lt;br /&gt;
	00 = leftmost&lt;br /&gt;
	01 = enter at x=256? or rightmost for 512 pixel wide maps?&lt;br /&gt;
	10 = enter at x=512? or rightmost for 768 pixel wide maps?&lt;br /&gt;
	11 = enter at rightmost for 1024 pixel wide maps?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;W&amp;quot;:&lt;br /&gt;
...xxxxx - &amp;quot;world number&amp;quot;?&lt;br /&gt;
xxx..... - &amp;quot;flags&amp;quot;?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Super_Metroid&amp;diff=7104</id>
		<title>Super Metroid</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Super_Metroid&amp;diff=7104"/>
		<updated>2006-09-04T06:41:00Z</updated>

		<summary type="html">&lt;p&gt;Trax: Added Information Table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SNES| title = Super Metroid&lt;br /&gt;
|image = [[Image:SuperMetroid.png|center]]&lt;br /&gt;
|name = Super Metroid&lt;br /&gt;
|company = Nintendo&lt;br /&gt;
|header = ?&lt;br /&gt;
|bank = LoROM&lt;br /&gt;
|interleaved = ?&lt;br /&gt;
|sram = 8 KB&lt;br /&gt;
|type = ROM + RAM + BAT&lt;br /&gt;
|rom = 3 MB&lt;br /&gt;
|country = Japan&lt;br /&gt;
|romspeed = FastROM&lt;br /&gt;
|video = NTSC&lt;br /&gt;
|revision = 1.0&lt;br /&gt;
|checksum = ?&lt;br /&gt;
|crc32 = 806D0D0B&lt;br /&gt;
|game = Super Metroid&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Wikipedia:Super Metroid|Super Metroid]] has been extensively hacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
[[SMILE]] is a work in progress by Jathys. It currently has support for editing rooms, item placement, enemy placement, enemy attributes, music selection, auto map, and more.&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
There are currently three popular, complete hacks of Super Metroid.&lt;br /&gt;
[http://drewseph.zophar.net/ Super Metroid: Redesign] is the largest and most extensive hack. It features new physics, a world roughly twice the size of the original, new events, a few new items and abilities, and some bug fixes. It&#039;s considered very hard, and easy to get lost and stuck in, but does not allow the player to get stuck unintentionally.&lt;br /&gt;
&lt;br /&gt;
The other two popular hacks are [http://sukamax.hp.infoseek.co.jp/hackrom.html Limit and Legacy]. Limit is the top middle link, and Legacy is the top right link. Both were made entirely with SMILE.&lt;br /&gt;
&lt;br /&gt;
Legacy retains most of the feel from the original Super Metroid with basically the same sequence of events, making several changes to room layout and the overall map. It is only slightly more difficult than the original Super Metroid.&lt;br /&gt;
&lt;br /&gt;
Limit drastically changes the map and layout, and adds several twists and challenges. It&#039;s considered a very hard hack to beat.&lt;br /&gt;
&lt;br /&gt;
Two major hacks are currently in the works: [http://jathys.zophar.net/index.html Alliance] by Jathys, the author of SMILE, and Insanity by Kejardon, most well known for finding glitches and tricks in Super Metroid.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
There are only two versions released: NTSC and PAL. The PAL version has a number of discrepencies due to speed changes.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://jathys.zophar.net/index.html Jathys&#039; SMILE Website]&lt;br /&gt;
*[http://drewseph.zophar.net/Kejardon/ Kejardon&#039;s documents and notes for Super Metroid]&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Nintendo games|Super Metroid]][[Category:Super Metroid]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=File:SuperMetroid.png&amp;diff=7103</id>
		<title>File:SuperMetroid.png</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=File:SuperMetroid.png&amp;diff=7103"/>
		<updated>2006-09-04T06:38:32Z</updated>

		<summary type="html">&lt;p&gt;Trax: Screenshot of the Intro Screen of Super Metroid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of the Intro Screen of Super Metroid&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link&amp;diff=7025</id>
		<title>Zelda II: The Adventure of Link</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link&amp;diff=7025"/>
		<updated>2006-08-27T06:13:45Z</updated>

		<summary type="html">&lt;p&gt;Trax: Updated for ZII Game Editor 1.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{INES| title = Zelda II - The Adventure of Link (U)&lt;br /&gt;
|image = [[Image:ZeldaII.png]]&lt;br /&gt;
|mapperno = 1&lt;br /&gt;
|mappername = [[Nintendo MMC1]]&lt;br /&gt;
|prgrom = 8 x 16kB&lt;br /&gt;
|chrrom = 16 x  8kB&lt;br /&gt;
|mirroring = Horizontal&lt;br /&gt;
|4screen = No&lt;br /&gt;
|sram = Yes&lt;br /&gt;
|game = Zelda II: The Adventure of Link&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Wikipedia:Zelda II: The Adventure of Link|Zelda II: The Adventure of Link]] has been extensively hacked.&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Zelda2 Editor|Zelda2 Editor]] -- A popular Zelda II: The Adventure of Link editor. It is available [http://www.zophar.net/utilities/neslevel.html here].&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Sword|Sword]] -- An editor in development that will be able to run on Windows systems.&lt;br /&gt;
* [[Zelda II: The Adventure of Link:ZII Game Editor|ZII Game Editor]] -- A Zelda II editor that runs on Mac OS X systems.&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
&lt;br /&gt;
* [[Adventure of Error]]&lt;br /&gt;
* [[Evil Dead]]&lt;br /&gt;
* [[Linkz II: The Pimpdaddy Link]]&lt;br /&gt;
* [[Zelda 2 - The Adventure of Link1999]]&lt;br /&gt;
* [[Zelda2k]]&lt;br /&gt;
* [[Zelda 2 Challenge]]&lt;br /&gt;
* [[Zelda I - The Adventure of Riff]]&lt;br /&gt;
* [[Zelda II - The Adventure of Link &amp;quot;Part 2&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
72E - Change this byte from 02 to 00 and you will be able to walk over any terrain (mountains, oceans) in the overworld.&lt;br /&gt;
&lt;br /&gt;
1C369 - This byte defines the number of lives you start the game with; set it to any value you like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From [http://www.classicgaming.com/ragegames/hackersdatabase.html Rage Games]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:NES Games|Zelda II: The Adventure of Link]]&lt;br /&gt;
[[Category:Zelda II: The Adventure of Link]]&lt;br /&gt;
[[Category:Zelda series]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=The_Legend_of_Zelda:_A_Link_to_the_Past&amp;diff=7017</id>
		<title>The Legend of Zelda: A Link to the Past</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=The_Legend_of_Zelda:_A_Link_to_the_Past&amp;diff=7017"/>
		<updated>2006-08-26T07:17:02Z</updated>

		<summary type="html">&lt;p&gt;Trax: Added Information Table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SNES| title = The Legend of Zelda: A Link to the Past&lt;br /&gt;
|image = [[Image:ZeldaALttP.png|center]]&lt;br /&gt;
|name = The Legend of Zelda: A Link to the Past&lt;br /&gt;
|company = Nintendo&lt;br /&gt;
|header = ?&lt;br /&gt;
|bank = ?&lt;br /&gt;
|interleaved = ?&lt;br /&gt;
|sram = ?&lt;br /&gt;
|type = ?&lt;br /&gt;
|rom = 1 MB&lt;br /&gt;
|country = North America&lt;br /&gt;
|romspeed = ?&lt;br /&gt;
|video = NTSC&lt;br /&gt;
|revision = ?&lt;br /&gt;
|checksum = ?&lt;br /&gt;
|crc32 = ?&lt;br /&gt;
|game = Legend of Zelda: A Link to the Past&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Wikipedia:The_Legend_of_Zelda:_A_Link_to_the_Past|Legend of Zelda:A Link to the Past]] has been extensively hacked.&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
Hyrule Magic is the principal Legend of Zelda: A Link to the Past editor. It is available [http://desnet.fobby.net here].&lt;br /&gt;
&lt;br /&gt;
===Translations===&lt;br /&gt;
[http://www.greekroms.net GreekRoms] translated this game into Greek.  It can be downloaded [http://www.zophar.net/newtrans/?op=show&amp;amp;type=gr_nes here].&lt;br /&gt;
&lt;br /&gt;
SadNES City translated this game into Italian.  You can download it [http://www.zophar.net/newtrans/?op=show&amp;amp;type=italy_snes here].&lt;br /&gt;
&lt;br /&gt;
[http://hexagon.romhack.net/detalhes/zelda3/index.htm Hexagon] translated this game into Portuguese.  You can download it [http://www.zophar.net/newtrans/?op=show&amp;amp;type=port_snes here].&lt;br /&gt;
&lt;br /&gt;
[http://sen.zophar.net/tt/ The Translators] translated this game into Swedish.  You can download it [http://www.zophar.net/newtrans/?op=show&amp;amp;type=swed_snes here].&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
There is a very thorough Zelda 3 hack currently being developed by GameMakr24 called [[Zelda 3 Challenge: Quest for Calatia]]. When completed, this will be an entirely different game in the Zelda series, featuring new worlds, music, graphics, and dialog.  Information on this hack is available [http://rha.cymoro.com/zelda3c/ here].  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
GameMakr24&#039;s site is down, and has been down for some time.  Hopefully his Zelda hack is not dead, as it looked really cool.  If anyone has any info about the current status of Zelda: Quest for Calatia, they should post it here.  GameMakr24&#039;s hack from Zelda 1 on the N.E.S. was the best, so hopefully this hack is still in the works. &lt;br /&gt;
&lt;br /&gt;
According to a post by GameMakr24 on [http://board.acmlm.org/thread.php?pid=148998&amp;amp;r=1#148998 ACMLM] the project is still going on.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
GameMakr24 was previously responsible for the [[Zelda Challenge:Outlands|Zelda Challenge: Outlands]], which did a similar feat for Zelda 1 and had over 130,000 downloads.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Nintendo games|Legend of Zelda: A Link to the Past]]&lt;br /&gt;
[[Category:Legend of Zelda: A Link to the Past]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=File:ZeldaALttP.png&amp;diff=7016</id>
		<title>File:ZeldaALttP.png</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=File:ZeldaALttP.png&amp;diff=7016"/>
		<updated>2006-08-26T07:09:35Z</updated>

		<summary type="html">&lt;p&gt;Trax: Screenshot of the Intro Screen of Zelda: A Link to the Past&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of the Intro Screen of Zelda: A Link to the Past&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zelda_II&amp;diff=6885</id>
		<title>Zelda II</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zelda_II&amp;diff=6885"/>
		<updated>2006-08-10T05:39:09Z</updated>

		<summary type="html">&lt;p&gt;Trax: Page Created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Zelda_II:_The_Adventure_of_Link]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link/ROM_map&amp;diff=6742</id>
		<title>Zelda II: The Adventure of Link/ROM map</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link/ROM_map&amp;diff=6742"/>
		<updated>2006-07-25T05:59:04Z</updated>

		<summary type="html">&lt;p&gt;Trax: Added Experience Stealing (and minor corrections)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rommap|game=Zelda II: The Adventure of Link}}&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
==Main Menu==&lt;br /&gt;
* 0x017339 - Y position for cursor on Save Slot 1&lt;br /&gt;
* 0x017351 - Y position for cursor on Save Slot 2&lt;br /&gt;
* 0x017369 - Y position for cursor on Save Slot 3&lt;br /&gt;
* 0x01737F - Y position for cursor on Register Your Name&lt;br /&gt;
* 0x017391 - Y position for cursor on Elimation Mode&lt;br /&gt;
* 0x017395 - X position for cursor&lt;br /&gt;
&lt;br /&gt;
==Beginning Values==&lt;br /&gt;
* 0x017AF7 - Begin with Shield Magic&lt;br /&gt;
* 0x017AF8 - Begin with Jump Magic&lt;br /&gt;
* 0x017AF9 - Begin with Life Magic&lt;br /&gt;
* 0x017AFA - Begin with Fairy Magic&lt;br /&gt;
* 0x017AFB - Begin with Fire Magic&lt;br /&gt;
* 0x017AFC - Begin with Reflect Magic&lt;br /&gt;
* 0x017AFD - Begin with Spell Magic&lt;br /&gt;
* 0x017AFE - Begin with Thunder Magic&lt;br /&gt;
* 0x017AFF - Number of Magic Containers to begin game&lt;br /&gt;
* 0x017B00 - Number of Heart Containers to begin game&lt;br /&gt;
* 0x017B01 - Begin with Candle&lt;br /&gt;
* 0x017B02 - Begin with Power Glove&lt;br /&gt;
* 0x017B03 - Begin with Raft&lt;br /&gt;
* 0x017B04 - Begin with Boots&lt;br /&gt;
* 0x017B05 - Begin with Flute&lt;br /&gt;
* 0x017B06 - Begin with Cross&lt;br /&gt;
* 0x017B07 - Begin with Hammer&lt;br /&gt;
* 0x017B08 - Begin with Magic Key&lt;br /&gt;
* 0x017B10 - Number of Crystals to begin game&lt;br /&gt;
* 0x017B12 - Techs (Downward Thrust 10) (Upward Thrust 04) (Both 14)&lt;br /&gt;
* 0x017B1D - 0x017B24 - Letter Values when blanking a name out&lt;br /&gt;
* 0x017B25 - 0x017C04 - Bit defaults for sprites (keys, items, etc.)&lt;br /&gt;
* 0x01C369 - Number of lives to begin game&lt;br /&gt;
&lt;br /&gt;
==PPU Data==&lt;br /&gt;
&lt;br /&gt;
===Overworld===&lt;br /&gt;
* 0x0007B3 - 0x0007B6 - PPU data for Towns&lt;br /&gt;
* 0x0007B7 - 0x0007BA - PPU data for Caves&lt;br /&gt;
* 0x0007BB - 0x0007BE - PPU data for Palaces&lt;br /&gt;
* 0x0007BF - 0x0007C2 - PPU data for Bridges&lt;br /&gt;
* 0x0007C3 - 0x0007C6 - PPU data for Desert&lt;br /&gt;
* 0x0007C7 - 0x0007CA - PPU data for Grass Areas&lt;br /&gt;
* 0x0007CB - 0x0007CE - PPU data for Forests&lt;br /&gt;
* 0x0007CF - 0x0007D2 - PPU data for Swamps&lt;br /&gt;
* 0x0007D3 - 0x0007D6 - PPU data for Graveyards&lt;br /&gt;
* 0x0007D7 - 0x0007DA - PPU data for Trails&lt;br /&gt;
* 0x0007DB - 0x0007DE - PPU data for Lava Areas&lt;br /&gt;
* 0x0007DF - 0x0007E2 - PPU data for Mountains&lt;br /&gt;
* 0x0007E3 - 0x0007E6 - PPU data for Water&lt;br /&gt;
* 0x0007E7 - 0x0007EA - PPU data for Walkable Water&lt;br /&gt;
* 0x0007EB - 0x0007EE - PPU data for Rocks/Roadblocks&lt;br /&gt;
* 0x0007EF - 0x0007F2 - PPU data for River Devil&lt;br /&gt;
&lt;br /&gt;
===Western Hyrule===&lt;br /&gt;
* 0x0044EB - 0x0044EE - PPU data for Grass on Battlefield&lt;br /&gt;
&lt;br /&gt;
===Eastern Hyrule===&lt;br /&gt;
* 0x0084DF - 0x0084E2 - PPU data for Leaves of Trees on Battlefield&lt;br /&gt;
* 0x0084E3 - 0x0084E6 - PPU data for Hanging Leaves on Battlefield&lt;br /&gt;
* 0x0084EB - 0x0084EE - PPU data for Grass on Battlefield&lt;br /&gt;
&lt;br /&gt;
===Towns===&lt;br /&gt;
* 0x00C3F6 - 0x00C3F9 - PPU data for Top of Exterior Windows&lt;br /&gt;
* 0x00C3FA - 0x00C3FD - PPU data for Bottom of Exterior Windows&lt;br /&gt;
* 0x00C44E - 0x00C451 - PPU data for left side of Clouds&lt;br /&gt;
* 0x00C452 - 0x00C455 - PPU data for right side of Larger Clouds&lt;br /&gt;
* 0x00C456 - 0x00C459 - PPU data for right side of Smaller Clouds&lt;br /&gt;
* 0x00C45A - 0x00C45D - PPU data for angle of tunnel right&lt;br /&gt;
* 0x00C45E - 0x00C461 - PPU data for tunnel wall right&lt;br /&gt;
* 0x00C4E2 - 0x00C4E5 - PPU data for floors inside buildings&lt;br /&gt;
* 0x00C6B2 - 0x00C6B5 - PPU data for Sky&lt;br /&gt;
* 0x00C6BA - 0x00C6BD - PPU data for background of Basements&lt;br /&gt;
* 0x00C6C6 - 0x00C6C9 - PPU data for Bushs&lt;br /&gt;
* 0x00C6FE - 0x00C701 - PPU data for Ground&lt;br /&gt;
* 0x00C706 - 0x00C709 - PPU data for Walls in Basements&lt;br /&gt;
&lt;br /&gt;
==Character Data==&lt;br /&gt;
* 0x001480 - High Jump height standing still&lt;br /&gt;
* 0x001481 - High Jump height while running&lt;br /&gt;
* 0x001482 - Regular jump height standing still&lt;br /&gt;
* 0x001483 - Regular jump height while running&lt;br /&gt;
* 0x001484 - High Jump &amp;quot;gravity&amp;quot; standing still&lt;br /&gt;
* 0x001485 - High Jump &amp;quot;gravity&amp;quot; while running&lt;br /&gt;
* 0x001486 - Regular jump &amp;quot;gravity&amp;quot; standing still&lt;br /&gt;
* 0x001487 - Regular jump &amp;quot;gravity&amp;quot; while running&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
* 0x01EB35 ~ 0x01EB3A - Tiles to use for Walking Link Sprite (00)&lt;br /&gt;
* 0x01EB3B ~ 0x01EB40 - Tiles to use for Walking Link Sprite (01)&lt;br /&gt;
* 0x01EB41 ~ 0x01EB46 - Tiles to use for Walking Link Sprite (02)&lt;br /&gt;
* 0x01EB47 ~ 0x01EB4C - Tiles to use for Ducking Link Sprite (06)&lt;br /&gt;
* 0x01EB4D ~ 0x01EB52 - Tiles to use for Standing Link Sprite (03)&lt;br /&gt;
* 0x01EB53 ~ 0x01EB58 - Tiles to use for Preparing to Stab Link Sprite (04)&lt;br /&gt;
* 0x01EB59 ~ 0x01EB5E - Tiles to use for Stabbing Link Sprite (05)&lt;br /&gt;
* 0x01EE61 - 0x01EE62 - Tiles for Defeated enemy frame 1&lt;br /&gt;
* 0x01EE63 - 0x01EE64 - Tiles for Defeated enemy frame 2&lt;br /&gt;
* 0x01EB65 ~ 0x01EB6A - Tiles to use for Ducking Stabbing Link Sprite (07)&lt;br /&gt;
* 0x01EB6B ~ 0x01EB70 - Tiles to use for Upward Thrust Link Sprite (08)&lt;br /&gt;
&lt;br /&gt;
===Magic Tables===&lt;br /&gt;
* 0x000D8B - 0x000D92 - Amount of Magic needed for Shield&lt;br /&gt;
* 0x000D93 - 0x000D9A - Amount of Magic needed for Jump&lt;br /&gt;
* 0x000D9B - 0x000DA2 - Amount of Magic needed for Life&lt;br /&gt;
* 0x000DA3 - 0x000DAA - Amount of Magic needed for Fairy&lt;br /&gt;
* 0x000DAB - 0x000DB2 - Amount of Magic needed for Fire&lt;br /&gt;
* 0x000DB3 - 0x000DBA - Amount of Magic needed for Reflect&lt;br /&gt;
* 0x000DBB - 0x000DC2 - Amount of Magic needed for Spell&lt;br /&gt;
* 0x000DC3 - 0x000DCA - Amount of Magic needed for Thunder&lt;br /&gt;
&lt;br /&gt;
===Magic Effects===&lt;br /&gt;
 Uses bits (multiple spell effects for one!)&lt;br /&gt;
* 0x000DCB - Spell effects for Shield&lt;br /&gt;
* 0x000DCC - Spell effects for Jump&lt;br /&gt;
* 0x000DCD - Spell effects for Life&lt;br /&gt;
* 0x000DCE - Spell effects for Fairy&lt;br /&gt;
* 0x000DCF - Spell effects for Fire&lt;br /&gt;
* 0x000DD0 - Spell effects for Reflect&lt;br /&gt;
* 0x000DD1 - Spell effects for Spell&lt;br /&gt;
* 0x000DD2 - Spell effects for Thunder&lt;br /&gt;
&lt;br /&gt;
===Magic Related===&lt;br /&gt;
* 0x000E7A - Amount of Life to restore with Life Spell&lt;br /&gt;
* 0x000E9E - Color to turn Link&#039;s Tunic for Shield Spell&lt;br /&gt;
* 0x0010EA - Color to turn Link&#039;s Tunic after casting a spell (besides Shield)&lt;br /&gt;
* 0x002A0B - Brown color for Link after casting spells&lt;br /&gt;
&lt;br /&gt;
===Experience Tables===&lt;br /&gt;
* 0x001669 - Experience for Attack to level 2 (add 255)&lt;br /&gt;
* 0x001681 - Experience for Attack to level 2 (000-255)&lt;br /&gt;
* 0x00166A - Experience for Attack to level 3 (add 255)&lt;br /&gt;
* 0x001682 - Experience for Attack to level 3 (000-255)&lt;br /&gt;
* 0x00166B - Experience for Attack to level 4 (add 255)&lt;br /&gt;
* 0x001683 - Experience for Attack to level 4 (000-255)&lt;br /&gt;
* 0x00166C - Experience for Attack to level 5 (add 255)&lt;br /&gt;
* 0x001684 - Experience for Attack to level 5 (000-255)&lt;br /&gt;
* 0x00166D - Experience for Attack to level 6 (add 255)&lt;br /&gt;
* 0x001685 - Experience for Attack to level 6 (000-255)&lt;br /&gt;
* 0x00166E - Experience for Attack to level 7 (add 255)&lt;br /&gt;
* 0x001686 - Experience for Attack to level 7 (000-255)&lt;br /&gt;
* 0x00166F - Experience for Attack to level 8 (add 255)&lt;br /&gt;
* 0x001687 - Experience for Attack to level 8 (000-255)&lt;br /&gt;
* 0x001670 - Experience for extra life (add 255)&lt;br /&gt;
* 0x001688 - Experience for extra life (000-255)&lt;br /&gt;
* 0x001671 - Experience for Magic to level 2 (add 255)&lt;br /&gt;
* 0x001689 - Experience for Magic to level 2 (000-255)&lt;br /&gt;
* 0x001672 - Experience for Magic to level 3 (add 255)&lt;br /&gt;
* 0x00168A - Experience for Magic to level 3 (000-255)&lt;br /&gt;
* 0x001673 - Experience for Magic to level 4 (add 255)&lt;br /&gt;
* 0x00168B - Experience for Magic to level 4 (000-255)&lt;br /&gt;
* 0x001674 - Experience for Magic to level 5 (add 255)&lt;br /&gt;
* 0x00168C - Experience for Magic to level 5 (000-255)&lt;br /&gt;
* 0x001675 - Experience for Magic to level 6 (add 255)&lt;br /&gt;
* 0x00168D - Experience for Magic to level 6 (000-255)&lt;br /&gt;
* 0x001676 - Experience for Magic to level 7 (add 255)&lt;br /&gt;
* 0x00168E - Experience for Magic to level 7 (000-255)&lt;br /&gt;
* 0x001677 - Experience for Magic to level 8 (add 255)&lt;br /&gt;
* 0x00168F - Experience for Magic to level 8 (000-255)&lt;br /&gt;
* 0x001678 - Experience for extra life (add 255)&lt;br /&gt;
* 0x001690 - Experience for extra life (000-255)&lt;br /&gt;
* 0x001679 - Experience for Life to level 2 (add 255)&lt;br /&gt;
* 0x001691 - Experience for Life to level 2 (000-255)&lt;br /&gt;
* 0x00167A - Experience for Life to level 3 (add 255)&lt;br /&gt;
* 0x001692 - Experience for Life to level 3 (000-255)&lt;br /&gt;
* 0x00167B - Experience for Life to level 4 (add 255)&lt;br /&gt;
* 0x001693 - Experience for Life to level 4 (000-255)&lt;br /&gt;
* 0x00167C - Experience for Life to level 5 (add 255)&lt;br /&gt;
* 0x001694 - Experience for Life to level 5 (000-255)&lt;br /&gt;
* 0x00167D - Experience for Life to level 6 (add 255)&lt;br /&gt;
* 0x001695 - Experience for Life to level 6 (000-255)&lt;br /&gt;
* 0x00167E - Experience for Life to level 7 (add 255)&lt;br /&gt;
* 0x001696 - Experience for Life to level 7 (000-255)&lt;br /&gt;
* 0x00167F - Experience for Life to level 8 (add 255)&lt;br /&gt;
* 0x001697 - Experience for Life to level 8 (000-255)&lt;br /&gt;
* 0x001680 - Experience for extra life (add 255)&lt;br /&gt;
* 0x001698 - Experience for extra life (000-255)&lt;br /&gt;
&lt;br /&gt;
==Palace Data==&lt;br /&gt;
* 0x010480 - 0x0104DF - Palettes for Outside the 6 Palaces&lt;br /&gt;
* 0x013F10 - 0x013F6F - Palettes for the 6 Palaces Interiors&lt;br /&gt;
* 0x01C46B - 0x01C47A - Palette for Overworld&lt;br /&gt;
* 0x01C47B - 0x01C48A - Sprite pallet set for Overworld&lt;br /&gt;
&lt;br /&gt;
===Graphics Set===&lt;br /&gt;
* 0x01CD3A - Graphics Set for Palace 1&lt;br /&gt;
* 0x01CD3B - Graphics Set for Palace 2&lt;br /&gt;
* 0x01CD3C - Graphics Set for Palace 3&lt;br /&gt;
* 0x01CD3E - Graphics Set for Palace 4&lt;br /&gt;
* 0x01CD42 - Graphics Set for Palace 5&lt;br /&gt;
* 0x01CD43 - Graphics Set for Palace 6&lt;br /&gt;
* 0x01CD44 - Graphics Set for Great Palace&lt;br /&gt;
&lt;br /&gt;
===Palette Pointers===&lt;br /&gt;
* 0x01CD45 - Palette Pointer for Palace 1&lt;br /&gt;
* 0x01CD46 - Palette Pointer for Palace 2&lt;br /&gt;
* 0x01CD47 - Palette Pointer for Palace 3&lt;br /&gt;
* 0x01CD49 - Palette Pointer for Palace 4&lt;br /&gt;
* 0x01CD4D - Palette Pointer for Palace 5&lt;br /&gt;
* 0x01CD4E - Palette Pointer for Palace 6&lt;br /&gt;
* 0x01CD4F - Palette Pointer for Great Palace&lt;br /&gt;
&lt;br /&gt;
==Overworld Data==&lt;br /&gt;
&lt;br /&gt;
===Overworld Map===&lt;br /&gt;
* 0x00506C - 0x00538C - Western Hyrule&lt;br /&gt;
* 0x009056 - 0x00936F - Eastern Hyrule&lt;br /&gt;
* 0x00665C - 0x0068F7 - Death Mountain and Maze Island&lt;br /&gt;
&lt;br /&gt;
===Area Pointers===&lt;br /&gt;
* 0x00462F - Y position for Zelda&#039;s castle&lt;br /&gt;
* 0x004630 - Y position for Trophy cave&lt;br /&gt;
* 0x004631 - Y position for Forest with 50 exp. bag and Aches&lt;br /&gt;
* 0x004632 - Y position for 1st Magic Container cave&lt;br /&gt;
* 0x004633 - Y position for Forest with 100 exp. bag and Megmets&lt;br /&gt;
* 0x004634 - Y position for 1st Heart Container area&lt;br /&gt;
* 0x004635 - Y position for Lost Woods&lt;br /&gt;
* 0x004636 - Y position for Bubble path to 1st Heart Container&lt;br /&gt;
* 0x004637 - Y position for 1-up doll in swamp&lt;br /&gt;
* 0x004638 - Y position for Red Magic Jar in graveyard&lt;br /&gt;
* 0x004639 - Y position for Northern exit of cave to Palace 1&lt;br /&gt;
* 0x00463A - Y position for Southern exit of cave to Palace 1&lt;br /&gt;
* 0x00463B - Y position for Northern exit of Western Mt. caves&lt;br /&gt;
* 0x00463C - Y position for Southern exit of Western Mt. caves&lt;br /&gt;
* 0x00463D - Y position for Megmet cave and 200 exp. bag&lt;br /&gt;
* 0x00463E - Y position for Water of Life cave&lt;br /&gt;
* 0x00463F - Y position for 2nd Heart Container cave&lt;br /&gt;
* 0x004640 - Y position for Hole to Palace 3 cave&lt;br /&gt;
* 0x004641 - Y position for Caves on Palace 3&#039;s island&lt;br /&gt;
* 0x004642 - Y position for North and South bridge to island before Death Mt.&lt;br /&gt;
* 0x004643 - Y position for East and West bridge to island before Death Mt.&lt;br /&gt;
* 0x004644 - Y position for West exit of bridge after Death Mt.&lt;br /&gt;
* 0x004645 - Y position for East exit of bridge after Death Mt.&lt;br /&gt;
* 0x004646 - Y position for Forest with Fairy after Western Mt. cave&lt;br /&gt;
* 0x004647 - Y position for Red Magic Jar in swamp&lt;br /&gt;
* 0x004648 - Y position for forest with Fairy East of island before Death Mt.&lt;br /&gt;
* 0x004649 - Y position for Lost Woods&lt;br /&gt;
* 0x00464A - Y position for Lost Woods&lt;br /&gt;
* 0x00464B - Y position for Lost Woods&lt;br /&gt;
* 0x00464C - Y position for Lost Woods&lt;br /&gt;
* 0x00464D - Y position for Red Magic Jar on beach&lt;br /&gt;
* 0x00464E - Y position for Red Magic Jar on beach (not used?)&lt;br /&gt;
* 0x00464F - Y position for 1-up doll on beach&lt;br /&gt;
* 0x004650 ~ 0x004656 - Y position for Alt Zelda&#039;s castle (not used?)&lt;br /&gt;
* 0x00465C - Y position for Rauru&lt;br /&gt;
* 0x00465E - Y position for Ruto&lt;br /&gt;
* 0x00465F - Y position for Southern Saria&lt;br /&gt;
* 0x004660 - Y position for Northern Saria&lt;br /&gt;
* 0x004661 - Y position for Bagu&#039;s Cabin&lt;br /&gt;
* 0x004662 - Y position for Mido&lt;br /&gt;
* 0x004663 - Y position for Parapa Palace&lt;br /&gt;
* 0x004664 - Y position for Swamp Palace&lt;br /&gt;
* 0x004665 - Y position for Island Palace&lt;br /&gt;
&lt;br /&gt;
* 0x00466E - X position for Zelda&#039;s castle&lt;br /&gt;
* 0x00466F - X position for Trophy cave&lt;br /&gt;
* 0x004670 - X position for Forest with 50 exp. bag and Aches&lt;br /&gt;
* 0x004671 - X position for 1st Magic Container cave&lt;br /&gt;
* 0x004672 - X position for Forest with 100 exp. bag and Megmets&lt;br /&gt;
* 0x004673 - X position for 1st Heart Container area&lt;br /&gt;
* 0x004674 - X position for Lost Woods&lt;br /&gt;
* 0x004675 - X position for Bubble path to 1st Heart Container&lt;br /&gt;
* 0x004676 - X position for 1-up doll in swamp&lt;br /&gt;
* 0x004677 - X position for Red Magic Jar in grave yard&lt;br /&gt;
* 0x004678 - X position for Northern exit for cave to Palace 1&lt;br /&gt;
* 0x004679 - X position for Southern exit for cave to Palace 1&lt;br /&gt;
* 0x00467A - X position for Northern exit of Western Mt. cave&lt;br /&gt;
* 0x00467B - X position for Southern exit of Western Mt. cave&lt;br /&gt;
* 0x00467C - X position for Megmet caves and 200 exp. bag&lt;br /&gt;
* 0x00467D - X position for Water of Life cave&lt;br /&gt;
* 0x00467E - X position for 2nd Heart Container cave&lt;br /&gt;
* 0x00467F - X position for Hole to Palace 3 cave&lt;br /&gt;
* 0x004680 - X position for Caves on Palace 3&#039;s island&lt;br /&gt;
* 0x004681 - X position for North and South bridge to island before Death Mt.&lt;br /&gt;
* 0x004682 - X position for East and West bridge to island before Death Mt.&lt;br /&gt;
* 0x004683 - X position for West exit of bridge after Death Mt.&lt;br /&gt;
* 0x004684 - X position for East exit of bridge after Death Mt.&lt;br /&gt;
* 0x004685 - X position for forest with Fairy after Western Mt. cave&lt;br /&gt;
* 0x004686 - X position for Red Magic Jar in swamp&lt;br /&gt;
* 0x004687 - X position for forest with fairy East of island before Death Mt.&lt;br /&gt;
* 0x004688 - X position for Lost Woods&lt;br /&gt;
* 0x004689 - X position for Lost Woods&lt;br /&gt;
* 0x00468A - X position for Lost Woods&lt;br /&gt;
* 0x00468B - X position for Lost Woods&lt;br /&gt;
* 0x00468C - X position for Red Magic Jar on beach&lt;br /&gt;
* 0x00468D - X position for Red Magic Jar on beach (not used?)&lt;br /&gt;
* 0x00468E - X position for 1-up doll on beach&lt;br /&gt;
* 0x00468F - 0x004695 - X position for Alt Zelda&#039;s castle (not used?)&lt;br /&gt;
* 0x00469B - X position for Rauru&lt;br /&gt;
* 0x00469D - X position for Ruto&lt;br /&gt;
* 0x00469E - X position for Southern Saria&lt;br /&gt;
* 0x00469F - X position for Northern Saria&lt;br /&gt;
* 0x0046A0 - X position for Baju&#039;s Cabin&lt;br /&gt;
* 0x0046A1 - X position for Mido&lt;br /&gt;
* 0x0046A2 - X position for Parapa Palace&lt;br /&gt;
* 0x0046A3 - X position for Swamp Palace&lt;br /&gt;
* 0x0046A4 - X position for Island Palace&lt;br /&gt;
&lt;br /&gt;
==Level Data==&lt;br /&gt;
* 0x004C4C - 0x004C67 - Grass Area level data&lt;br /&gt;
* 0x004C64 - 0x004C78 - Forest Area level data&lt;br /&gt;
* 0x004C8C - 0x004CA6 - 50 point bag level data&lt;br /&gt;
&lt;br /&gt;
=Enemy Data=&lt;br /&gt;
&lt;br /&gt;
==Enemy HP==&lt;br /&gt;
&lt;br /&gt;
===Western Hyrule===&lt;br /&gt;
* 0x005431 - HP for Fairy&lt;br /&gt;
* 0x005432 - HP for Red Magic Jar&lt;br /&gt;
* 0x005433 - HP for Locked Door&lt;br /&gt;
* 0x005434 - HP for Myu&lt;br /&gt;
* 0x005435 - HP for Bot (blue)&lt;br /&gt;
* 0x005436 - HP for Bit (red)&lt;br /&gt;
* 0x005437 - HP for Moa&lt;br /&gt;
* 0x005438 - HP for Ache&lt;br /&gt;
* 0x005439 - HP for ???&lt;br /&gt;
* 0x00543A - HP for ???&lt;br /&gt;
* 0x00543B - HP for Acheman&lt;br /&gt;
* 0x00543C - HP for Bubble Generator&lt;br /&gt;
* 0x00543D - HP for Rock Generator&lt;br /&gt;
* 0x00543E - HP for Red Deeler&lt;br /&gt;
* 0x00543F - HP for Blue Deeler&lt;br /&gt;
* 0x005440 - HP for Bago Bago Generator&lt;br /&gt;
* 0x005441 - HP for Bago Bago&lt;br /&gt;
* 0x005442 - HP for Octoroc Jumping Only&lt;br /&gt;
* 0x005443 - HP for Octoroc Jumping and Moving&lt;br /&gt;
* 0x005444 - HP for Elevator&lt;br /&gt;
* 0x005445 - HP for Spear Handling Orange Moblin&lt;br /&gt;
* 0x005446 - HP for Spear Handling Red Moblin&lt;br /&gt;
* 0x005447 - HP for Spear Handling Blue Moblin&lt;br /&gt;
* 0x005448 - HP for Orange Daira&lt;br /&gt;
* 0x005449 - HP for Red Daira&lt;br /&gt;
* 0x00544A - HP for Orange Goryia&lt;br /&gt;
* 0x00544B - HP for Red Goryia&lt;br /&gt;
* 0x00544C - HP for Blue Goryia&lt;br /&gt;
* 0x00544D - HP for Lowder&lt;br /&gt;
* 0x00544E - HP for Moby Generator&lt;br /&gt;
* 0x00544F - HP for Moby&lt;br /&gt;
* 0x005450 - HP for Megmet&lt;br /&gt;
* 0x005451 - HP for Geldarm&lt;br /&gt;
* 0x005452 - HP for Exp. Stealing Moblin Generator&lt;br /&gt;
* 0x005453 - HP for Exp. Stealing Moblin&lt;br /&gt;
&lt;br /&gt;
===Eastern Hyrule===&lt;br /&gt;
* 0x009431 - HP for Fairy&lt;br /&gt;
* 0x009432 - HP for Red Magic Jar&lt;br /&gt;
* 0x009433 - HP for Locked Door&lt;br /&gt;
* 0x009434 - HP for Myu&lt;br /&gt;
* 0x009435 - HP for Bot (blue)&lt;br /&gt;
* 0x009436 - HP for Bit (red)&lt;br /&gt;
* 0x009437 - HP for Moa&lt;br /&gt;
* 0x009438 - HP for Ache&lt;br /&gt;
* 0x009439 - HP for ???&lt;br /&gt;
* 0x00943A - HP for ???&lt;br /&gt;
* 0x00943B - HP for Acheman&lt;br /&gt;
* 0x00943C - HP for Bubble Generator&lt;br /&gt;
* 0x00943D - HP for Rock Generator&lt;br /&gt;
* 0x00943E - HP for Red Deeler&lt;br /&gt;
* 0x00943F - HP for Blue Deeler&lt;br /&gt;
* 0x009440 - HP for Bago Bago Generator&lt;br /&gt;
* 0x009441 - HP for Bago Bago&lt;br /&gt;
* 0x009442 - HP for Octoroc Jumping Only&lt;br /&gt;
* 0x009443 - HP for Octoroc Jumping and Moving&lt;br /&gt;
* 0x009444 - HP for Elevator&lt;br /&gt;
* 0x009445 - HP for Tektite&lt;br /&gt;
* 0x009446 - HP for Eye&lt;br /&gt;
* 0x009447 - HP for Leever&lt;br /&gt;
* 0x009448 - HP for Boon&lt;br /&gt;
* 0x009449 - HP for Basilisk&lt;br /&gt;
* 0x00944A - HP for Scorpion&lt;br /&gt;
* 0x00944B - HP for Red Lizalfo&lt;br /&gt;
* 0x00944C - HP for Orange Lizalfo&lt;br /&gt;
* 0x00944D - HP for Blue Lizalfo&lt;br /&gt;
* 0x00944E - HP for Boulder Tossing Lizalfos&lt;br /&gt;
&lt;br /&gt;
===Temples (Type A - 1,2,5)===&lt;br /&gt;
* 0x011431 - HP for Fairy&lt;br /&gt;
* 0x011432 - HP for Item in Palace Sprite&lt;br /&gt;
* 0x011433 - HP for Locked Door&lt;br /&gt;
* 0x011434 - HP for Myu&lt;br /&gt;
* 0x011435 - HP for Bot&lt;br /&gt;
* 0x011436 - HP for Red Magic Jar (useless)&lt;br /&gt;
* 0x011437 - HP for Slow Magic Stealing Skull&lt;br /&gt;
* 0x011438 - HP for Orange Moa&lt;br /&gt;
* 0x011439 - HP for Block Generator (useless)&lt;br /&gt;
* 0x01143A - HP for Block (useless)&lt;br /&gt;
* 0x01143B - HP for Blue Skull Head&lt;br /&gt;
* 0x01143C - HP for Rathead Generator (useless)&lt;br /&gt;
* 0x01143D - HP for Rathead&lt;br /&gt;
* 0x01143E - HP for Dripping Column&lt;br /&gt;
* 0x01143F - HP for Fast Magic Stealing Skull&lt;br /&gt;
* 0x011440 - HP for Bago Bago Generator (useless)&lt;br /&gt;
* 0x011441 - HP for Bago Bago&lt;br /&gt;
* 0x011442 - HP for Rope Jumping Only&lt;br /&gt;
* 0x011443 - HP for Rope Jumping and Moving&lt;br /&gt;
* 0x011444 - HP for Elevator (useless)&lt;br /&gt;
* 0x011445 - HP for Crystal Slot (useless)&lt;br /&gt;
* 0x011446 - HP for Crystal (useless)&lt;br /&gt;
* 0x011447 - HP for Energy ball from left (useless)&lt;br /&gt;
* 0x011448 - HP for Energy ball from right (useless)&lt;br /&gt;
* 0x011449 - HP for Orange Iron Knuckle&lt;br /&gt;
* 0x01144A - HP for Red Iron Knuckle&lt;br /&gt;
* 0x01144B - HP for Blue Iron Knuckle&lt;br /&gt;
* 0x01144C - HP for Wolf Head Generator (useless)&lt;br /&gt;
* 0x01144D - HP for Wolf Head&lt;br /&gt;
* 0x01144E - HP for Mago&lt;br /&gt;
* 0x01144F - HP for Hammer Thrower&lt;br /&gt;
* 0x011450 - HP for Red Stalfos&lt;br /&gt;
* 0x011451 - HP for Horse Head Boss&lt;br /&gt;
* 0x011452 - HP for Helmethead&lt;br /&gt;
* 0x011453 - HP for Helmethead&#039;s floating head&lt;br /&gt;
* 0x011454 - HP for Blue Stalfos&lt;br /&gt;
* 0x013C87 - HP for Gooma (5th Palace Boss)&lt;br /&gt;
&lt;br /&gt;
===Temples (Type B - 3,4,6)===&lt;br /&gt;
* 0x012931 - HP for Fairy&lt;br /&gt;
* 0x012932 - HP for Item in Palace sprite&lt;br /&gt;
* 0x012933 - HP for Locked Door&lt;br /&gt;
* 0x012934 - HP for Myu&lt;br /&gt;
* 0x012935 - HP for Bot&lt;br /&gt;
* 0x012936 - HP for Red Magic Jar&lt;br /&gt;
* 0x012937 - HP for Slow Magic Stealing Skulls&lt;br /&gt;
* 0x012938 - HP for Orange Moa&lt;br /&gt;
* 0x012939 - HP for Falling Blocks Generator&lt;br /&gt;
* 0x01293A - HP for Falling Blocks&lt;br /&gt;
* 0x01293B - HP for Blue Skull Head&lt;br /&gt;
* 0x01293C - HP for Rathead Generator&lt;br /&gt;
* 0x01293D - HP for Rathead&lt;br /&gt;
* 0x01293E - HP for Dripping Column&lt;br /&gt;
* 0x01293F - HP for Fast Magic Stealing Skulls&lt;br /&gt;
* 0x012940 - HP for ???&lt;br /&gt;
* 0x012941 - HP for Flame&lt;br /&gt;
* 0x012942 - HP for Rope&lt;br /&gt;
* 0x012943 - HP for ???&lt;br /&gt;
* 0x012944 - HP for Elevator&lt;br /&gt;
* 0x012945 - HP for Crystal Slot&lt;br /&gt;
* 0x012946 - HP for Crystal&lt;br /&gt;
* 0x012947 - HP for Energy Ball shot from left&lt;br /&gt;
* 0x012948 - HP for Energy Ball shot from right&lt;br /&gt;
* 0x012949 - HP for Orange Iron Knuckle&lt;br /&gt;
* 0x01294A - HP for Red Iron Knuckle&lt;br /&gt;
* 0x01294B - HP for Blue Iron Knuckle&lt;br /&gt;
* 0x01294C - HP for Wolf Head Generator&lt;br /&gt;
* 0x01294D - HP for Wolf Head&lt;br /&gt;
* 0x01294E - HP for Wizzrobe&lt;br /&gt;
* 0x01294F - HP for Red Stalfos Knight&lt;br /&gt;
* 0x012950 - HP for Doomknocker&lt;br /&gt;
* 0x012951 - HP for Riding Blue Knight&lt;br /&gt;
* 0x012952 - HP for Dragon&lt;br /&gt;
* 0x012953 - HP for Wizard&lt;br /&gt;
* 0x012954 - HP for Blue Stalfos Knight&lt;br /&gt;
&lt;br /&gt;
===Great Palace===&lt;br /&gt;
* 0x015531 - HP for Fairy&lt;br /&gt;
* 0x015532 - HP for Red Magic Jar&lt;br /&gt;
* 0x015533 - HP for Locked Door&lt;br /&gt;
* 0x015534 - HP for Myu&lt;br /&gt;
* 0x015535 - HP for Bot (blue)&lt;br /&gt;
* 0x015536 - HP for Bit (red)&lt;br /&gt;
* 0x015537 - HP for Moa&lt;br /&gt;
* 0x015538 - HP for Ache&lt;br /&gt;
* 0x015539 - HP for ???&lt;br /&gt;
* 0x01553A - HP for ???&lt;br /&gt;
* 0x01553B - HP for Acheman&lt;br /&gt;
* 0x01553C - HP for Bubble Generator&lt;br /&gt;
* 0x01553D - HP for Rock Generator&lt;br /&gt;
* 0x01553E - HP for Red Deeler&lt;br /&gt;
* 0x01553F - HP for Blue Deeler&lt;br /&gt;
* 0x015540 - HP for Fire Bago Bago Generator&lt;br /&gt;
* 0x015541 - HP for Fire Bago Bago&lt;br /&gt;
* 0x015542 - HP for Fire Rope Jumping Only&lt;br /&gt;
* 0x015543 - HP for Fire Rope Jumping and Moving&lt;br /&gt;
* 0x015544 - HP for Elevator&lt;br /&gt;
* 0x015545 - HP for Slow Magic Stealing Skull&lt;br /&gt;
* 0x015546 - HP for Fast Magic Stealing Skull&lt;br /&gt;
* 0x015447 - HP for Orange Skull Head&lt;br /&gt;
* 0x015448 - HP for Large Magic Stealing Skull&lt;br /&gt;
* 0x015449 - HP for Orange Dreadhawk&lt;br /&gt;
* 0x01544A - HP for Red Dreadhawk&lt;br /&gt;
* 0x01544B - HP for Blue Dreadhawk&lt;br /&gt;
* 0x01544C - HP for ???&lt;br /&gt;
* 0x01544D - HP for ???&lt;br /&gt;
* 0x01544E - HP for Firebird&lt;br /&gt;
* 0x01544F - HP for King Bot&lt;br /&gt;
* 0x015450 - HP for ???&lt;br /&gt;
* 0x015451 - HP for Barrier for Grand Palace&lt;br /&gt;
* 0x015452 - HP for ???&lt;br /&gt;
* 0x015453 - HP for Thunder Bird Boss&lt;br /&gt;
* 0x015454 - HP for Trigger for Dark Link battle&lt;br /&gt;
&lt;br /&gt;
==Enemy Bits==&lt;br /&gt;
 (0000 0000) - Normal uses Link&#039;s Palette&lt;br /&gt;
 (1000 0000) - Normal uses second Sprite Palette (Orange)&lt;br /&gt;
 (0100 0000) - Normal uses third Sprite Palette (Red)&lt;br /&gt;
 (1100 0000) - Normal uses fourth Sprite Palette (Blue)&lt;br /&gt;
 (0001 0000) - Steals Experience Points&lt;br /&gt;
 (0010 0000) - No Damage from Sword (needs Fire)&lt;br /&gt;
 (0000 0000) *0 - 0 Experience&lt;br /&gt;
 (0000 0001) *1 - 2 Experience&lt;br /&gt;
 (0000 0010) *2 - 3 Experience&lt;br /&gt;
 (0000 0011) *3 - 5 Experience&lt;br /&gt;
 (0000 0100) *4 - 10 Experience&lt;br /&gt;
 (0000 0101) *5 - 20 Experience&lt;br /&gt;
 (0000 0110) *6 - 30 Experience&lt;br /&gt;
 (0000 0111) *7 - 50 Experience&lt;br /&gt;
 (0000 1000) *8 - 70 Experience&lt;br /&gt;
 (0000 1001) *9 - 100 Experience&lt;br /&gt;
 (0000 1010) *A - 150 Experience&lt;br /&gt;
 (0000 1011) *B - 200 Experience&lt;br /&gt;
 (0000 1100) *C - 300 Experience&lt;br /&gt;
 (0000 1101) *D - 500 Experience&lt;br /&gt;
 (0000 1110) *E - 700 Experience&lt;br /&gt;
 (0000 1111) *F - 1000 Experience&lt;br /&gt;
&lt;br /&gt;
===Western Hyrule===&lt;br /&gt;
* 0x0054E5 - Bits for Fairy&lt;br /&gt;
* 0x0054E6 - Bits for Red Magic Jar&lt;br /&gt;
* 0x0054E7 - Bits for Locked Door&lt;br /&gt;
* 0x0054E8 - Bits for Myu&lt;br /&gt;
* 0x0054E9 - Bits for Bot (blue)&lt;br /&gt;
* 0x0054EA - Bits for Bit (red)&lt;br /&gt;
* 0x0054EB - Bits for Moa&lt;br /&gt;
* 0x0054EC - Bits for Ache&lt;br /&gt;
* 0x0054ED - Bits for ???&lt;br /&gt;
* 0x0054EE - Bits for ???&lt;br /&gt;
* 0x0054EF - Bits for Acheman&lt;br /&gt;
* 0x0054F0 - Bits for Bubble Generator&lt;br /&gt;
* 0x0054F1 - Bits for Rock Generator&lt;br /&gt;
* 0x0054F2 - Bits for Red Deeler&lt;br /&gt;
* 0x0054F3 - Bits for Blue Deeler&lt;br /&gt;
* 0x0054F4 - Bits for Bago Bago Generator&lt;br /&gt;
* 0x0054F5 - Bits for Bago Bago&lt;br /&gt;
* 0x0054F6 - Bits for Octorok Jumping Only&lt;br /&gt;
* 0x0054F7 - Bits for Octorok Jumping and Moving&lt;br /&gt;
* 0x0054F8 - Bits for Elevator&lt;br /&gt;
* 0x0054F9 - Bits for Spear Handling Orange Moblin&lt;br /&gt;
* 0x0054FA - Bits for Spear Handling Red Moblin&lt;br /&gt;
* 0x0054FB - Bits for Spear Handling Blue Moblin&lt;br /&gt;
* 0x0054FC - Bits for Orange Daira&lt;br /&gt;
* 0x0054FD - Bits for Red Daira&lt;br /&gt;
* 0x0054FE - Bits for Orange Goryia&lt;br /&gt;
* 0x0054FF - Bits for Red Goryia&lt;br /&gt;
* 0x005500 - Bits for Blue Goryia&lt;br /&gt;
* 0x005501 - Bits for Lowder&lt;br /&gt;
* 0x005502 - Bits for Moby Generator&lt;br /&gt;
* 0x005503 - Bits for Moby&lt;br /&gt;
* 0x005504 - Bits for Megmet&lt;br /&gt;
* 0x005505 - Bits for Geldarm&lt;br /&gt;
* 0x005506 - Bits for Exp. Stealing Moblin Generator&lt;br /&gt;
* 0x005507 - Bits for Exp. Stealing Moblin&lt;br /&gt;
&lt;br /&gt;
===Eastern Hyrule===&lt;br /&gt;
* 0x0094E5 - Bits for Fairy&lt;br /&gt;
* 0x0094E6 - Bits for Red Magic Jar&lt;br /&gt;
* 0x0094E7 - Bits for Locked Door&lt;br /&gt;
* 0x0094E8 - Bits for Myu&lt;br /&gt;
* 0x0094E9 - Bits for Bot (blue)&lt;br /&gt;
* 0x0094EA - Bits for Bit (red)&lt;br /&gt;
* 0x0094EB - Bits for Moa&lt;br /&gt;
* 0x0094EC - Bits for Ache&lt;br /&gt;
* 0x0094ED - Bits for ???&lt;br /&gt;
* 0x0094EE - Bits for ???&lt;br /&gt;
* 0x0094EF - Bits for Acheman&lt;br /&gt;
* 0x0094F0 - Bits for Bubble Generator&lt;br /&gt;
* 0x0094F1 - Bits for Rock Generator&lt;br /&gt;
* 0x0094F2 - Bits for Red Deeler&lt;br /&gt;
* 0x0094F3 - Bits for Blue Deeler&lt;br /&gt;
* 0x0094F4 - Bits for Bago Bago Generator&lt;br /&gt;
* 0x0094F5 - Bits for Bago Bago&lt;br /&gt;
* 0x0094F6 - Bits for Jumping only Octorok&lt;br /&gt;
* 0x0094F7 - Bits for Moving and Jumping Octorok&lt;br /&gt;
* 0x0094F8 - Bits for Elevator&lt;br /&gt;
* 0x0094F9 - Bits for Tektite&lt;br /&gt;
* 0x0094FA - Bits for Eye&lt;br /&gt;
* 0x0094FB - Bits for Leever&lt;br /&gt;
* 0x0094FC - Bits for Boon&lt;br /&gt;
* 0x0094FD - Bits for Basilisk&lt;br /&gt;
* 0x0094FE - Bits for Scorpion&lt;br /&gt;
* 0x0094FF - Bits for Orange Lizalfos&lt;br /&gt;
* 0x009500 - Bits for Red Lizalfos&lt;br /&gt;
* 0x009501 - Bits for Blue Lizalfos&lt;br /&gt;
* 0x009502 - Bits for Boulder Tossing Lizalfos&lt;br /&gt;
&lt;br /&gt;
===Temples (Type A - 1,2,5)===&lt;br /&gt;
* 0x0114E5 - Bits for Fairy&lt;br /&gt;
* 0x0114E6 - Bits for Item from Palace Sprite&lt;br /&gt;
* 0x0114E7 - Bits for Locked Door&lt;br /&gt;
* 0x0114E8 - Bits for Myu&lt;br /&gt;
* 0x0114E9 - Bits for Bot&lt;br /&gt;
* 0x0114EA - Bits for Red Magic Jar from Statues&lt;br /&gt;
* 0x0114EB - Bits for Slow Magic Stealing Skull&lt;br /&gt;
* 0x0114EC - Bits for Orange Moa&lt;br /&gt;
* 0x0114ED - Bits for Falling Blocks Generator&lt;br /&gt;
* 0x0114EE - Bits for Falling Blocks&lt;br /&gt;
* 0x0114EF - Bits for Blue Skull Head&lt;br /&gt;
* 0x0114F0 - Bits for Rathead Generator&lt;br /&gt;
* 0x0114F1 - Bits for Rathead&lt;br /&gt;
* 0x0114F2 - Bits for Dripping Column&lt;br /&gt;
* 0x0114F3 - Bits for Fast Magic Stealing Skull&lt;br /&gt;
* 0x0114F4 - Bits for Bago Bago Generator&lt;br /&gt;
* 0x0114F5 - Bits for Bago Bago&lt;br /&gt;
* 0x0114F6 - Bits for Rope Jumping Only&lt;br /&gt;
* 0x0114F7 - Bits for Rope Jumping and Moving&lt;br /&gt;
* 0x0114F8 - Bits for Elevator&lt;br /&gt;
* 0x0114F9 - Bits for Crystal Slot&lt;br /&gt;
* 0x0114FA - Bits for Crystal&lt;br /&gt;
* 0x0114FB - Bits for Energy Ball shot from left&lt;br /&gt;
* 0x0114FC - Bits for Energy Ball shot from right&lt;br /&gt;
* 0x0114FD - Bits for Orange Iron Knuckle&lt;br /&gt;
* 0x0114FE - Bits for Red Iron Knuckle&lt;br /&gt;
* 0x0114FF - Bits for Blue Iron Knuckle&lt;br /&gt;
* 0x011500 - Bits for Wolf Head Generator&lt;br /&gt;
* 0x011501 - Bits for Wolf Head&lt;br /&gt;
* 0x011502 - Bits for Mago&lt;br /&gt;
* 0x011503 - Bits for Hammer Thrower&lt;br /&gt;
* 0x011504 - Bits for Red Stalfos&lt;br /&gt;
* 0x011505 - Bits for Horse Head&lt;br /&gt;
* 0x011506 - Bits for Helmethead&lt;br /&gt;
* 0x011507 - Bits for Helmethead&#039;s floating head&lt;br /&gt;
* 0x011508 - Bits for Blue Stalfos&lt;br /&gt;
&lt;br /&gt;
===Temples (Type B - 3,4,6)===&lt;br /&gt;
* 0x0129E5 - Bits for Fairy&lt;br /&gt;
* 0x0129E6 - Bits for Item in Palace sprite&lt;br /&gt;
* 0x0129E7 - Bits for Locked Door&lt;br /&gt;
* 0x0129E8 - Bits for Myu&lt;br /&gt;
* 0x0129E9 - Bits for Bot&lt;br /&gt;
* 0x0129EA - Bits for Red Magic Jar&lt;br /&gt;
* 0x0129EB - Bits for Slow Magic Stealing Skull&lt;br /&gt;
* 0x0129EC - Bits for Orange Moa&lt;br /&gt;
* 0x0129ED - Bits for Falling Blocks Generator&lt;br /&gt;
* 0x0129EE - Bits for Falling Blocks&lt;br /&gt;
* 0x0129EF - Bits for Blue Skull Head&lt;br /&gt;
* 0x0129F0 - Bits for Rathead Generator&lt;br /&gt;
* 0x0129F1 - Bits for Rathead&lt;br /&gt;
* 0x0129F2 - Bits for Dripping Column&lt;br /&gt;
* 0x0129F3 - Bits for Fast Magic Stealing Skulls&lt;br /&gt;
* 0x0129F4 - Bits for ???&lt;br /&gt;
* 0x0129F5 - Bits for Flame&lt;br /&gt;
* 0x0129F6 - Bits for Rope&lt;br /&gt;
* 0x0129F7 - Bits for ???&lt;br /&gt;
* 0x0129F8 - Bits for Elevator&lt;br /&gt;
* 0x0129F9 - Bits for Crystal Slot&lt;br /&gt;
* 0x0129FA - Bits for Crystal&lt;br /&gt;
* 0x0129FB - Bits for Energy Ball shot from left&lt;br /&gt;
* 0x0129FC - Bits for Energy Ball shot from right&lt;br /&gt;
* 0x0129FD - Bits for Orange Iron Knuckle&lt;br /&gt;
* 0x0129FE - Bits for Red Iron Knuckle&lt;br /&gt;
* 0x0129FF - Bits for Blue Iron Knuckle&lt;br /&gt;
* 0x012A00 - Bits for Wolf Head Generator&lt;br /&gt;
* 0x012A01 - Bits for Wolf Head&lt;br /&gt;
* 0x012A02 - Bits for Wizzrobe&lt;br /&gt;
* 0x012A03 - Bits for Red Stalfos Knight&lt;br /&gt;
* 0x012A04 - Bits for Doomknocker&lt;br /&gt;
* 0x012A05 - Bits for Riding Blue Knight&lt;br /&gt;
* 0x012A06 - Bits for Dragon&lt;br /&gt;
* 0x012A07 - Bits for Wizard&lt;br /&gt;
* 0x012A08 - Bits for Blue Stalfos Knight&lt;br /&gt;
&lt;br /&gt;
===Great Palace===&lt;br /&gt;
* 0x0155E5 - Bits for Fairy&lt;br /&gt;
* 0x0155E6 - Bits for Red Magic Jar&lt;br /&gt;
* 0x0155E7 - Bits for Locked Door&lt;br /&gt;
* 0x0155E8 - Bits for Myu&lt;br /&gt;
* 0x0155E9 - Bits for Bot (blue)&lt;br /&gt;
* 0x0155EA - Bits for Bit (red)&lt;br /&gt;
* 0x0155EB - Bits for Moa&lt;br /&gt;
* 0x0155EC - Bits for Ache&lt;br /&gt;
* 0x0155ED - Bits for ???&lt;br /&gt;
* 0x0155EE - Bits for ???&lt;br /&gt;
* 0x0155EF - Bits for Acheman&lt;br /&gt;
* 0x0155F0 - Bits for Bubble Generator&lt;br /&gt;
* 0x0155F1 - Bits for Rock Generator&lt;br /&gt;
* 0x0155F2 - Bits for Red Deeler&lt;br /&gt;
* 0x0155F3 - Bits for Blue Deeler&lt;br /&gt;
* 0x0155F4 - Bits for Fire Bago Bago Generator&lt;br /&gt;
* 0x0155F5 - Bits for Fire Bago Bago&lt;br /&gt;
* 0x0155F6 - Bits for Fire Rope Jumping Only&lt;br /&gt;
* 0x0155F7 - Bits for Fire Rope Jumping and Moving&lt;br /&gt;
* 0x0155F8 - Bits for Elevator&lt;br /&gt;
* 0x0155F9 - Bits for Slow Magic Stealing Skull&lt;br /&gt;
* 0x0155FA - Bits for Fast Magic Stealing Skull&lt;br /&gt;
* 0x0154FB - Bits for Orange Skull Head&lt;br /&gt;
* 0x0154FC - Bits for Large Magic Stealing Skull&lt;br /&gt;
* 0x0154FD - Bits for Orange Dreadhawk&lt;br /&gt;
* 0x0154FE - Bits for Red Dreadhawk&lt;br /&gt;
* 0x0154FF - Bits for Blue Dreadhawk&lt;br /&gt;
* 0x015500 - Bits for ???&lt;br /&gt;
* 0x015501 - Bits for ???&lt;br /&gt;
* 0x015502 - Bits for Firebird&lt;br /&gt;
* 0x015503 - Bits for King Bot&lt;br /&gt;
* 0x015504 - Bits for ???&lt;br /&gt;
* 0x015505 - Bits for Barrier for Grand Palace&lt;br /&gt;
* 0x015506 - Bits for ???&lt;br /&gt;
* 0x015507 - Bits for Thunder Bird Boss&lt;br /&gt;
* 0x015508 - Bits for Trigger for Dark Link battle&lt;br /&gt;
&lt;br /&gt;
==Tile Mappings==&lt;br /&gt;
&lt;br /&gt;
===Almost Everywhere===&lt;br /&gt;
* 0x01EE67 - 0x01EE68 - Tiles for Left side of elevator&lt;br /&gt;
* 0x01EE71 - 0x01EE72 - Tiles for Deelers&lt;br /&gt;
* 0x01EE73 - 0x01EE74 - Tiles for Octoroks frame 1&lt;br /&gt;
* 0x01EE75 - 0x01EE76 - Tiles for Octoroks frame 2&lt;br /&gt;
* 0x01EE77 - 0x01EE78 - Tiles for Aches frame 1&lt;br /&gt;
* 0x01EE79 - 0x01EE7A - Tiles for Aches frame 2&lt;br /&gt;
* 0x01EE7B - 0x01EE7C - Tiles for top of Achemen&lt;br /&gt;
* 0x01EE7D - 0x01EE7E - Tiles for bottom of Achemen&lt;br /&gt;
* 0x01EE87 - 0x01EE88 - Tiles for Bit/Bots frame 1&lt;br /&gt;
* 0x01EE89 - 0x01EE8A - Tiles for Bit/Bots frame 2&lt;br /&gt;
&lt;br /&gt;
===Western Hyrule===&lt;br /&gt;
* 0x0055FA - 0x0055FB - Tiles for bottom of Darias frame 1&lt;br /&gt;
* 0x0055FC - 0x0055FD - Tiles for bottom of Darias frame 1&lt;br /&gt;
* 0x0055FE - 0x0055FF - Tiles for top of Darias frame 2&lt;br /&gt;
* 0x005600 - 0x005601 - Tiles for bottom of Darias frame 2&lt;br /&gt;
* 0x00561A - 0x00561B - Tiles for top of Moblin frame 1&lt;br /&gt;
* 0x00561C - 0x00561D - Tiles for bottom of Moblin frame 1&lt;br /&gt;
* 0x005620 - 0x005621 - Tiles for Lowders frame 1&lt;br /&gt;
* 0x005622 - 0x005623 - Tiles for Lowders frame 2&lt;br /&gt;
* 0x005624 - 0x005625 - Tiles for Megmets frame 1&lt;br /&gt;
* 0x005626 - 0x005627 - Tiles for Megmets frame 2&lt;br /&gt;
* 0x005628 - 0x005629 - Tiles for Moby frame 1&lt;br /&gt;
* 0x00562A - 0x00562B - Tiles for Moby frame 2&lt;br /&gt;
* 0x00562C - 0x00462D - Tiles for Spear&lt;br /&gt;
&lt;br /&gt;
===Temples (Type A - 1,2,5)===&lt;br /&gt;
* 0x011638 - 0x011639 - Tiles for Stalfos&lt;br /&gt;
* 0x01163A - 0x01163B - Tiles for sword stab of Iron Knuckle&lt;br /&gt;
* 0x01163C - 0x01163D - Tiles for head of Horse Head frame 1&lt;br /&gt;
* 0x01163E - 0x01163F - Tiles for body of Horse Head frame 1&lt;br /&gt;
* 0x011640 - 0x011641 - Tiles for feet of Horse Head frame 1&lt;br /&gt;
* 0x011642 - 0x011643 - Tiles for head of Horse Head frame 2&lt;br /&gt;
* 0x011644 - 0x011645 - Tiles for body of Horse Head frame 2&lt;br /&gt;
* 0x011646 - 0x011647 - Tiles for feet of Horse Head frame 2&lt;br /&gt;
* 0x011648 - 0x011649 - Tiles for Preparing to swing club of Horse Head&lt;br /&gt;
* 0x01164A - 0x01164B - Tiles for club when preparing of Horse Head&lt;br /&gt;
* 0x01164C - 0x01164D - Tiles for Swinging the club of Horse Head&lt;br /&gt;
* 0x01164E - 0x01164F - Tiles for the club of Horse Head&lt;br /&gt;
* 0x011650 - 0x011651 - Tiles for top of Armored Boss frame 1&lt;br /&gt;
* 0x011652 - 0x011653 - Tiles for bottom of Armored Boss frame 1&lt;br /&gt;
* 0x011654 - 0x011655 - Tiles for top of Armored Boss frame 2&lt;br /&gt;
* 0x011656 - 0x011657 - Tiles for bottom of Armored Boss frame 2&lt;br /&gt;
* 0x01165E - 0x01165F - Tiles for top of Rat Head frame 1&lt;br /&gt;
* 0x011660 - 0x011661 - Tiles for bottom of Rat Head frame 1&lt;br /&gt;
* 0x011662 - 0x011663 - Tiles for top of Rat Head frame 2&lt;br /&gt;
* 0x011664 - 0x011665 - Tiles for bottom of Rat Head frame 2&lt;br /&gt;
&lt;br /&gt;
==Experience Tables==&lt;br /&gt;
 The Low Bytes (if more than 255 is needed use the High Byte as well)&lt;br /&gt;
* 0x01DDD0 - Low byte Experience Points Type 01 (0000)&lt;br /&gt;
* 0x01DDD1 - Low byte Experience Points Type 02 (0002)&lt;br /&gt;
* 0x01DDD2 - Low byte Experience Points Type 03 (0003)&lt;br /&gt;
* 0x01DDD3 - Low byte Experience Points Type 04 (0005)&lt;br /&gt;
* 0x01DDD4 - Low byte Experience Points Type 05 (0010)&lt;br /&gt;
* 0x01DDD5 - Low byte Experience Points Type 06 (0020)&lt;br /&gt;
* 0x01DDD6 - Low byte Experience Points Type 07 (0030)&lt;br /&gt;
* 0x01DDD7 - Low byte Experience Points Type 08 (0050)&lt;br /&gt;
* 0x01DDD8 - Low byte Experience Points Type 09 (0070)&lt;br /&gt;
* 0x01DDD9 - Low byte Experience Points Type 10 (0100)&lt;br /&gt;
* 0x01DDDA - Low byte Experience Points Type 11 (0150)&lt;br /&gt;
* 0x01DDDB - Low byte Experience Points Type 12 (0200)&lt;br /&gt;
* 0x01DDDC - Low byte Experience Points Type 13 (0300)&lt;br /&gt;
* 0x01DDDD - Low byte Experience Points Type 14 (0500)&lt;br /&gt;
* 0x01DDDE - Low byte Experience Points Type 15 (0700)&lt;br /&gt;
* 0x01DDEA - Low byte Experience Points Type 16 (1000)&lt;br /&gt;
&lt;br /&gt;
 The High Bytes (adds 255 to the Low Byte)&lt;br /&gt;
* 0x01DDEC - High byte Experience Points Type 01 (0000)&lt;br /&gt;
* 0x01DDED - High byte Experience Points Type 02 (0002)&lt;br /&gt;
* 0x01DDEE - High byte Experience Points Type 03 (0003)&lt;br /&gt;
* 0x01DDEF - High byte Experience Points Type 04 (0005)&lt;br /&gt;
* 0x01DDF0 - High byte Experience Points Type 05 (0010)&lt;br /&gt;
* 0x01DDF1 - High byte Experience Points Type 06 (0020)&lt;br /&gt;
* 0x01DDF2 - High byte Experience Points Type 07 (0030)&lt;br /&gt;
* 0x01DDF3 - High byte Experience Points Type 08 (0050)&lt;br /&gt;
* 0x01DDF4 - High byte Experience Points Type 09 (0070)&lt;br /&gt;
* 0x01DDF5 - High byte Experience Points Type 10 (0100)&lt;br /&gt;
* 0x01DDF6 - High byte Experience Points Type 11 (0150)&lt;br /&gt;
* 0x01DDF7 - High byte Experience Points Type 12 (0200)&lt;br /&gt;
* 0x01DDF8 - High byte Experience Points Type 13 (0300)&lt;br /&gt;
* 0x01DDF9 - High byte Experience Points Type 14 (0500)&lt;br /&gt;
* 0x0DDDFA - High byte Experience Points Type 15 (0700)&lt;br /&gt;
* 0x01DDFB - High byte Experience Points Type 16 (1000)&lt;br /&gt;
&lt;br /&gt;
==Experience Stealing==&lt;br /&gt;
&lt;br /&gt;
* 0x01E30E - Number of experience to lose from certain enemies (10)&lt;br /&gt;
* 0x01E314 - Number of experience to lose from certain enemies (20)&lt;br /&gt;
&lt;br /&gt;
=Needs Sorting Still=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0x00D437 - HP for Invisible Purple Eye Ghost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0x018027 - 0x01811E - Note Tables&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0x01D4B0 - Offset of the sound played when you lose experience&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enemies that give no experience&lt;br /&gt;
0x01DD5C - Show  no  experience points (part 1)&lt;br /&gt;
0x01DD6C - Show  no  experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 2 experience&lt;br /&gt;
0x01DD5D - Show  no  experience points (part 1)&lt;br /&gt;
0x01DD6D - Show &amp;quot;2&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 3 experience&lt;br /&gt;
0x01DD5E - Show  no  experience points (part 1)&lt;br /&gt;
0x01DD6E - Show &amp;quot;3&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 5 experience&lt;br /&gt;
0x01DD5F - Show  no  experience points (part 1)&lt;br /&gt;
0x01DD6F - Show &amp;quot;5&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 10 experience&lt;br /&gt;
0x01DD60 - Show no experience points (part 1)&lt;br /&gt;
0x01DD70 - Show &amp;quot;10&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 20 experience&lt;br /&gt;
0x01DD61 - Show &amp;quot;2&amp;quot; experience points (part 1)&lt;br /&gt;
0x01DD71 - Show &amp;quot;0&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 30 experience&lt;br /&gt;
0x01DD62 - Show &amp;quot;3&amp;quot; experience points (part 1)&lt;br /&gt;
0x01DD72 - Show &amp;quot;0&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 50 experience&lt;br /&gt;
0x01DD63 - Show &amp;quot;5&amp;quot; experience points (part 1)&lt;br /&gt;
0x01DD73 - Show &amp;quot;0&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 70 experience&lt;br /&gt;
0x01DD64 - Show &amp;quot;7&amp;quot; experience points (part 1)&lt;br /&gt;
0x01DD74 - Show &amp;quot;0&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 100 experience&lt;br /&gt;
0x01DD65 - Show &amp;quot;10&amp;quot; experience points (part 1)&lt;br /&gt;
0x01DD75 - Show &amp;quot;0&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 150 experience&lt;br /&gt;
0x01DD66 - Show &amp;quot;15&amp;quot; experience points (part 1)&lt;br /&gt;
0x01DD76 - Show &amp;quot;0&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 200 experience&lt;br /&gt;
0x01DD67 - Show &amp;quot;2&amp;quot; experience points (part 1)&lt;br /&gt;
0x01DD77 - Show &amp;quot;00&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 300 experience&lt;br /&gt;
0x01DD68 - Show &amp;quot;3&amp;quot; experience points (part 1)&lt;br /&gt;
0x01DD78 - Show &amp;quot;00&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 500 experience&lt;br /&gt;
0x01DD69 - Show &amp;quot;5&amp;quot; experience points (part 1)&lt;br /&gt;
0x01DD79 - Show &amp;quot;00&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 700 experience&lt;br /&gt;
0x01DD6A - Show &amp;quot;7&amp;quot; experience points (part 1)&lt;br /&gt;
0x01DD7A - Show &amp;quot;00&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
Enemies that give 1000 experience&lt;br /&gt;
0x01DD6B - Show &amp;quot;10&amp;quot; experience points (part 1)&lt;br /&gt;
0x01DD7B - Show &amp;quot;00&amp;quot; experience points (part 2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0x01E8B0 - Number of enemies to defeat for exp. bag or magic jar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0x01E910 - Type of vulnarablity Bit (red) has&lt;br /&gt;
0x01E911 - Type of vulnarability Bot (blue) has&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
	<entry>
		<id>https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link&amp;diff=5913</id>
		<title>Zelda II: The Adventure of Link</title>
		<link rel="alternate" type="text/html" href="https://datacrystal.tcrf.net/w/index.php?title=Zelda_II:_The_Adventure_of_Link&amp;diff=5913"/>
		<updated>2006-05-05T07:21:54Z</updated>

		<summary type="html">&lt;p&gt;Trax: Added link to ZII Map Editor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{INES| title = Zelda II - The Adventure of Link (U)&lt;br /&gt;
|image = [[Image:ZeldaII.png]]&lt;br /&gt;
|mapperno = 1&lt;br /&gt;
|mappername = [[Nintendo MMC1]]&lt;br /&gt;
|prgrom = 8 x 16kB&lt;br /&gt;
|chrrom = 16 x  8kB&lt;br /&gt;
|mirroring = Horizontal&lt;br /&gt;
|4screen = No&lt;br /&gt;
|sram = Yes&lt;br /&gt;
|game = Zelda II: The Adventure of Link&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Wikipedia:Zelda II: The Adventure of Link|Zelda II: The Adventure of Link]] has been extensively hacked.&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Zelda2 Editor|Zelda2 Editor]] -- A popular Zelda II: The Adventure of Link editor. It is available [http://www.zophar.net/utilities/neslevel.html here].&lt;br /&gt;
* [[Zelda II: The Adventure of Link:Sword|Sword]] -- An editor in development that will be able to run on Windows systems.&lt;br /&gt;
* [[Zelda II: The Adventure of Link:ZII Map Editor|ZII Map Editor]] -- An overworld editor that runs under Mac OS X systems. It can be downloaded [http://www.bwass.org/divers/ziimapeditor.zip here].&lt;br /&gt;
&lt;br /&gt;
==Hacks==&lt;br /&gt;
&lt;br /&gt;
* [[Adventure of Error]]&lt;br /&gt;
* [[Evil Dead]]&lt;br /&gt;
* [[Linkz II: The Pimpdaddy Link]]&lt;br /&gt;
* [[Zelda 2 - The Adventure of Link1999]]&lt;br /&gt;
* [[Zelda2k]]&lt;br /&gt;
* [[Zelda 2 Challenge]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
72E - Change this byte from 02 to 00 and you will be able to walk over any terrain (mountains, oceans) in the overworld.&lt;br /&gt;
&lt;br /&gt;
1C369 - This byte defines the number of lives you start the game with; set it to any value you like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From [http://www.classicgaming.com/ragegames/hackersdatabase.html Rage Games]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:NES Games|Zelda II: The Adventure of Link]]&lt;br /&gt;
[[Category:Zelda II: The Adventure of Link]]&lt;br /&gt;
[[Category:Zelda series]]&lt;/div&gt;</summary>
		<author><name>Trax</name></author>
	</entry>
</feed>