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Zelda II: The Adventure of Link/RAM map: Difference between revisions
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{{rammap|game=Zelda II: The Adventure of Link}} | {{rammap|game=Zelda II: The Adventure of Link}} | ||
<pre> | <pre> | ||
$0012 - frame counter | |||
$0013 - set to 8 and The Player is a fairy, set to 0 and The Player is Link | |||
$0019 - draw Link's sprite? | |||
$0026 - ?Movement Tally - Increases as you walk in overworld. | |||
$0029 - Player's Current Y position | $0029 - Player's Current Y position | ||
$002A - Enemy 6's current Y position | |||
$002B - Enemy 5's | |||
$002C - Enemy 4's | |||
$002D - Enemy 3's | |||
$002E - Enemy 2's | |||
$002F - Enemy 1's | |||
$0030 - Projectile Y | |||
$0031 - Projectile | |||
$0032 - Projectile | |||
$0033 - Projectile | |||
$0034 - Projectile | |||
$0035 - Projectile | |||
$0036 - Sword Projectile Y On Screen | |||
$003B - Player's current map page | |||
$003C - Enemy 6's current map page | |||
$003D - Enemy 5's | |||
$003E - Enemy 4's | |||
$003F - Enemy 3's | |||
$0040 - Enemy 2's | |||
$0041 - Enemy 1's | |||
$0042 - Projectile Map Page | |||
$0043 - Projectile | |||
$0044 - Projectile | |||
$0045 - Projectile | |||
$0046 - Projectile | |||
$0047 - Projectile | |||
$004D - Player's Current X position | |||
$0054 - Projectile X | |||
$0055 - Projectile | |||
$0056 - Projectile | |||
$0057 - Projectile | |||
$0058 - Projectile | |||
$0059 - Projectile | |||
$0060 - Enemy 6's current facing direction | |||
$0061 - Enemy 5's | |||
$0062 - Enemy 4's | |||
$0063 - Enemy 3's | |||
$0064 - Enemy 2's | |||
$0065 - Enemy 1's | |||
$0066 - Projectile facing direction | |||
$0067 - Projectile | |||
$0068 - Projectile | |||
$0069 - Projectile | |||
$006A - Projectile | |||
$006B - Projectile | |||
$0070 - this value will move Link (The Player) left and right | |||
$0073 - Y position on map (not visually) | |||
$0074 - X position on map (not visually) | |||
$0077 - Projectile speed | |||
$0078 - Projectile | |||
$0079 - Projectile | |||
$007A - Projectile | |||
$007B - Projectile | |||
$007C - Projectile | |||
$0080 - ?Link's Sprite Index? | |||
$0086-0089 - ? Overworld random monster type (00 - None, 01 - Small, 02 - Big, ) | |||
$0087 - Projectile ID/type | |||
$0088 - Projectile | |||
$0089 - Projectile | |||
$008A - Projectile | |||
$008B - Projectile | |||
$008C - Projectile | |||
$008D - ?Projectile Flag (00 - Inactive, 01 - Active, F2-FF - Disintegrating) | |||
$009F - Player's Facing Direction (side-scroll) | |||
$00A1 - Enemy 6's ID / type | |||
$00A2 - Enemy 5's | |||
$00A3 - Enemy 4's | |||
$00A4 - Enemy 3's | |||
$00A5 - Enemy 2's | |||
$00A6 - Enemy 1's | |||
$00A7 - ?involves link clipping, set to 4 and link can jump/float, but won't go back down? | |||
$00AF - Enemy 6's current-item-ID OR something else(AI?) | |||
$00B0 - Enemy 5's | |||
$00B1 - Enemy 4's | |||
$00B2 - Enemy 3's | |||
$00B3 - Enemy 2's | |||
$00B4 - Enemy 1's | |||
$00B5 | |||
2 will make link die in lava | |||
3 move right like when win game at dark link | |||
$00B6 - Enemy 6 exists | |||
- set to 10 will make link fall down | |||
$00B7 - Enemy 5 | |||
$00B8 - Enemy 4 | |||
$00B9 - Enemy 3 | |||
$00BA - Enemy 2 | |||
$00BB - Enemy 1 | |||
$00BC - Enemy 6's ?sram Y index (LDY BC,X ; then LDA ($D6),Y if bit7 is set it means monster killed?) | |||
$00BD - Enemy 5's | |||
$00BE - Enemy 4's | |||
$00BF - Enemy 3's | |||
$00C0 - Enemy 2's | |||
$00C1 - Enemy 1's | |||
$00C2 - Enemy 6's HP | $00C2 - Enemy 6's HP | ||
$00C3 - Enemy 5's HP | $00C3 - Enemy 5's HP | ||
Line 9: | Line 136: | ||
$00C7 - Enemy 1's HP | $00C7 - Enemy 1's HP | ||
$ | $00DE - ?set to 1 to prevent moving, 0 to allow?? | ||
$00A1 - Enemy 6's ID | $00A1 - Enemy 6's ID | ||
Line 27: | Line 151: | ||
$00C6 - Current amount of health enemy 2 has | $00C6 - Current amount of health enemy 2 has | ||
$00C7 - Current amount of health enemy 1 has | $00C7 - Current amount of health enemy 1 has | ||
$00CC - ?Player X On Screen? | |||
$00D1 - maximum number of map pages for this scene | |||
$00F5 - Controller 1 button pressed | $00F5 - Controller 1 button pressed | ||
Line 32: | Line 160: | ||
$00F7 - Controller 1 button held | $00F7 - Controller 1 button held | ||
$00F8 - Contorller 2 button held | $00F8 - Contorller 2 button held | ||
$00FE - ?changes brightness sorta? | |||
$0301 - ?Used when writing text to screen | |||
$0302 - ?Used when writing text to screen | |||
$0303 - ?Letter position when writing to screen | |||
$0304 - ?Text memory offset? | |||
$0305 - ?Empty Row Space Character | |||
$0306 - ?Letter Written to Screen | |||
$0307 - ?Text memory offset? | |||
$040E - Enemy 6's stun-delay-when-hit timer | |||
$040F - Enemy 5's | |||
$0410 - Enemy 4's | |||
$0411 - Enemy 3's | |||
$0412 - Enemy 2's | |||
$0413 - Enemy 1's | |||
$0488 - selection index for MENU (continue/save) | |||
$0489 - ?Text Column | |||
$048A - ?Text Row | |||
$048B - ?Conversation Pointer | |||
$048E - Enemy 6's item-ID in the future | |||
$048F - Enemy 5's | |||
$0490 - Enemy 4's | |||
$0491 - Enemy 3's | |||
$0492 - Enemy 2's | |||
$0493 - Enemy 1's | |||
$0500 - Invincibility after stun counter (counts down, nonzero = invincible) | $0500 - Invincibility after stun counter (counts down, nonzero = invincible) | ||
$05DF - | |||
$050A - ?Attack Delays | |||
$0518 - ?Invulnerable Timeout (01-02 - Blinking, 03+ - Not Blinking) | |||
$0524 - menu control / state | |||
$0561 - current scene/map index | |||
$0562 - Player's Facing Direction (overworld map) | |||
$0562 - ?Controller 1 Last Poll | |||
$0564 - ?Magic Points - Display | |||
$0565 - ?Hit Points - Display | |||
$0569 - used for counting text when displaying talk text | |||
$056B - involved with Life Town's Bagu Bridge, when $56B=2 and $796=1 then Bagu Bridge will be built | |||
- TEXT ID pointer or something, used to pick text in chats | |||
$057D - ?freeze to 0 and link floats, might be link's y velocity? | |||
$057D - ?Player Y Delta | |||
$057E - Enemy 6's stun-delay-when-hit timer | |||
$057F - Enemy 5's | |||
$0580 - Enemy 4's | |||
$0581 - Enemy 3's | |||
$0582 - Enemy 2's | |||
$0583 - Enemy 1's | |||
$05CA - ?Sword Projectile Timeout | |||
$05DF - count of easy monster killed for item drop | |||
$05E0 - count of hard monster killed for item drop | |||
$05EB - Experience an enemy takes away | $05EB - Experience an enemy takes away | ||
Line 79: | Line 269: | ||
$0700 - Current number of lives | $0700 - Current number of lives | ||
$0701 - start this side of screen: 0=left, 1=right | |||
$0704 - (Elevator) 0=start bottom of screen, 1=start at top of screen | |||
$0706 - overworld index (0=west hyrule, 1=death mtn/maze island, 2=east hyrule) | |||
$0707 - "world" (0=caves, enemy encounters...; 1=west hyrule towns; 2=east hyrule towns; 3=palace 1,2,5 ; 4=palace 3,4,6 ; 5=great palace) | |||
$0709 - ?involved in returning to the over-world while in side-scroll? | |||
$070A - ?involves Grand Palace? | |||
$070B - ?involves Grand Palace? | |||
$070C - add this value to link's MP slowly (old lady magic restore) | |||
$070D - add this value to link's HP slowly (healing lady) | |||
$070E - setting to 1 will make link sink (duck into the chimney) | |||
$0728 - setting to 1 will freeze screen, prevent from exiting left/right (like during a boss battle) | |||
$0736 - current state | |||
sidescroll: set $561 to target scene/map index, set $736 to 0,8,C (to load scene/map) | |||
Overworld: set $736 to 6 or 0 (enter map position u are at) | |||
overworld: set $73 and $74 , then set $736 to 2 (update screen with position) | |||
$0743 - elevator was moving up or down: 8=up, 4=down | |||
$0748 - area location index (the index of the spot on the overworld that pulled you into the sideview) | |||
$0749 - Current position of the selector on Magic | $0749 - Current position of the selector on Magic | ||
$074B - this value causes two different flashing effect of magic | |||
$0755 - add this value to link's exp slowly (add 255 for every value) | |||
$0756 - add this value to link's exp slowly | |||
$075C - Start this map page | |||
$0768 - ?changes brightness sorta? | |||
$076C - begin a special routine. Changing this value has the most 'automation' | |||
(00=restart from zelda's castle with 3 lives, 01=no routine, 02=die, 03=wake up zelda, 04=roll credits, 06=show the lives then restart the scene) | |||
$076F - A fairy if 08 | $076F - A fairy if 08 | ||
- 0=beam projectile only full hp 10=flame projectile | |||
$0770 - Exp. needed for Next Level (add 255 for every value) | $0770 - Exp. needed for Next Level (add 255 for every value) | ||
$0771 - Exp. needed for Next Level (000 - 255) | $0771 - Exp. needed for Next Level (000 - 255) | ||
Line 136: | Line 365: | ||
$0FA6 - Player name value #7 | $0FA6 - Player name value #7 | ||
$0FA7 - Player name value #8 | $0FA7 - Player name value #8 | ||
$6000 to $633F - current sidescroll data | |||
MapPage RamLocation | |||
0 6000-60CF | |||
1 60D0-619F | |||
2 61A0-626F | |||
3 6270-633F | |||
95 is a grave tile | |||
51 is a bridge tile | |||
$6A00 - Overworld destinations table (copied from ROM) | $6A00 - Overworld destinations table (copied from ROM) | ||
6A00 and 6AFB Overworld Area Data Table | |||
6A00-6A3E Area Byte 0 (Y Position) | |||
6A3F-6A7D Area Byte 1 (X Position) | |||
6A7E-6ABC Area Byte 2 (Map Number) | |||
6ABD-6AFB Area Byte 3 (Region/World Code) | |||
Take byte 2, keep bits 0-5, and you've got your Map Number. | |||
$748 is index to use in these tables. | |||
$6D27 - HP for Magic Stealing Skulls | $6D27 - HP for Magic Stealing Skulls | ||
$6D41 - HP for Horsehead | $6D41 - HP for Horsehead | ||
Line 142: | Line 389: | ||
$740E - Beginning number of Magic Containers for new game | $740E - Beginning number of Magic Containers for new game | ||
$740F - Beginning number of Heart Containers for new game | $740F - Beginning number of Heart Containers for new game | ||
$7C00 - Copy of overworld map in RAM. | |||
$7D00 - set in the same function as 7C00, might also be Copy of overworld map? | |||
$7E00 - set in the same function as 7C00, might also be Copy of overworld map? | |||
$7F00 - set in the same function as 7C00, might also be Copy of overworld map? | |||
$DD4C - Beginning of graphics shown for experience (part 1) | $DD4C - Beginning of graphics shown for experience (part 1) | ||
$DD5C - Beginning of graphics shown for experience (part 2) | $DD5C - Beginning of graphics shown for experience (part 2) |
Revision as of 03:32, 24 June 2016
The following article is a RAM map for Zelda II: The Adventure of Link.
$0012 - frame counter $0013 - set to 8 and The Player is a fairy, set to 0 and The Player is Link $0019 - draw Link's sprite? $0026 - ?Movement Tally - Increases as you walk in overworld. $0029 - Player's Current Y position $002A - Enemy 6's current Y position $002B - Enemy 5's $002C - Enemy 4's $002D - Enemy 3's $002E - Enemy 2's $002F - Enemy 1's $0030 - Projectile Y $0031 - Projectile $0032 - Projectile $0033 - Projectile $0034 - Projectile $0035 - Projectile $0036 - Sword Projectile Y On Screen $003B - Player's current map page $003C - Enemy 6's current map page $003D - Enemy 5's $003E - Enemy 4's $003F - Enemy 3's $0040 - Enemy 2's $0041 - Enemy 1's $0042 - Projectile Map Page $0043 - Projectile $0044 - Projectile $0045 - Projectile $0046 - Projectile $0047 - Projectile $004D - Player's Current X position $0054 - Projectile X $0055 - Projectile $0056 - Projectile $0057 - Projectile $0058 - Projectile $0059 - Projectile $0060 - Enemy 6's current facing direction $0061 - Enemy 5's $0062 - Enemy 4's $0063 - Enemy 3's $0064 - Enemy 2's $0065 - Enemy 1's $0066 - Projectile facing direction $0067 - Projectile $0068 - Projectile $0069 - Projectile $006A - Projectile $006B - Projectile $0070 - this value will move Link (The Player) left and right $0073 - Y position on map (not visually) $0074 - X position on map (not visually) $0077 - Projectile speed $0078 - Projectile $0079 - Projectile $007A - Projectile $007B - Projectile $007C - Projectile $0080 - ?Link's Sprite Index? $0086-0089 - ? Overworld random monster type (00 - None, 01 - Small, 02 - Big, ) $0087 - Projectile ID/type $0088 - Projectile $0089 - Projectile $008A - Projectile $008B - Projectile $008C - Projectile $008D - ?Projectile Flag (00 - Inactive, 01 - Active, F2-FF - Disintegrating) $009F - Player's Facing Direction (side-scroll) $00A1 - Enemy 6's ID / type $00A2 - Enemy 5's $00A3 - Enemy 4's $00A4 - Enemy 3's $00A5 - Enemy 2's $00A6 - Enemy 1's $00A7 - ?involves link clipping, set to 4 and link can jump/float, but won't go back down? $00AF - Enemy 6's current-item-ID OR something else(AI?) $00B0 - Enemy 5's $00B1 - Enemy 4's $00B2 - Enemy 3's $00B3 - Enemy 2's $00B4 - Enemy 1's $00B5 2 will make link die in lava 3 move right like when win game at dark link $00B6 - Enemy 6 exists - set to 10 will make link fall down $00B7 - Enemy 5 $00B8 - Enemy 4 $00B9 - Enemy 3 $00BA - Enemy 2 $00BB - Enemy 1 $00BC - Enemy 6's ?sram Y index (LDY BC,X ; then LDA ($D6),Y if bit7 is set it means monster killed?) $00BD - Enemy 5's $00BE - Enemy 4's $00BF - Enemy 3's $00C0 - Enemy 2's $00C1 - Enemy 1's $00C2 - Enemy 6's HP $00C3 - Enemy 5's HP $00C4 - Enemy 4's HP $00C5 - Enemy 3's HP $00C6 - Enemy 2's HP $00C7 - Enemy 1's HP $00DE - ?set to 1 to prevent moving, 0 to allow?? $00A1 - Enemy 6's ID $00A2 - Enemy 5's ID $00A3 - Enemy 4's ID $00A4 - Enemy 3's ID $00A5 - Enemy 2's ID $00A6 - Enemy 1's ID $00C2 - Current amount of health enemy 6 has $00C3 - Current amount of health enemy 5 has $00C4 - Current amount of health enemy 4 has $00C5 - Current amount of health enemy 3 has $00C6 - Current amount of health enemy 2 has $00C7 - Current amount of health enemy 1 has $00CC - ?Player X On Screen? $00D1 - maximum number of map pages for this scene $00F5 - Controller 1 button pressed $00F6 - Controller 2 button pressed $00F7 - Controller 1 button held $00F8 - Contorller 2 button held $00FE - ?changes brightness sorta? $0301 - ?Used when writing text to screen $0302 - ?Used when writing text to screen $0303 - ?Letter position when writing to screen $0304 - ?Text memory offset? $0305 - ?Empty Row Space Character $0306 - ?Letter Written to Screen $0307 - ?Text memory offset? $040E - Enemy 6's stun-delay-when-hit timer $040F - Enemy 5's $0410 - Enemy 4's $0411 - Enemy 3's $0412 - Enemy 2's $0413 - Enemy 1's $0488 - selection index for MENU (continue/save) $0489 - ?Text Column $048A - ?Text Row $048B - ?Conversation Pointer $048E - Enemy 6's item-ID in the future $048F - Enemy 5's $0490 - Enemy 4's $0491 - Enemy 3's $0492 - Enemy 2's $0493 - Enemy 1's $0500 - Invincibility after stun counter (counts down, nonzero = invincible) $050A - ?Attack Delays $0518 - ?Invulnerable Timeout (01-02 - Blinking, 03+ - Not Blinking) $0524 - menu control / state $0561 - current scene/map index $0562 - Player's Facing Direction (overworld map) $0562 - ?Controller 1 Last Poll $0564 - ?Magic Points - Display $0565 - ?Hit Points - Display $0569 - used for counting text when displaying talk text $056B - involved with Life Town's Bagu Bridge, when $56B=2 and $796=1 then Bagu Bridge will be built - TEXT ID pointer or something, used to pick text in chats $057D - ?freeze to 0 and link floats, might be link's y velocity? $057D - ?Player Y Delta $057E - Enemy 6's stun-delay-when-hit timer $057F - Enemy 5's $0580 - Enemy 4's $0581 - Enemy 3's $0582 - Enemy 2's $0583 - Enemy 1's $05CA - ?Sword Projectile Timeout $05DF - count of easy monster killed for item drop $05E0 - count of hard monster killed for item drop $05EB - Experience an enemy takes away ---------------(Uses bits?)--------------------- $0608 bits - Heart Containter #2 taken FB (1111 1011) $0610 bits - Trophey taken F7 (1111 0111) $0613 bits - Heart Container #1 (S of Parapa Palace) taken DF (1101 1111) $0615 bits - Exp. Bag (NE of Castle) taken FD (1111 1101) $0616 bits - Magic Container #1 (S of Castle) taken FE (1111 1110) $0617 bits - Exp. Bag (E of Saria) taken DF (1101 1111) $061C bits - Extra Life (W of Cemetary Palace) taken FD (1111 1101) $0624 bits - Red magic jar (Death MT #1) taken FB (1111 1011) $0626 bits - Red magic jar (Death MT #2) taken F7 (1111 0111) $0629 bits - Red magic jar (Death MT #3) taken DF (1101 1111) $062A bits - Hammer taken FE (1111 1110) $062D bits - Magic Container #2 (Death MT) taken BF (1011 1111) $0643 bits - Heart Container #3 (N of Island Palace) taken FB (1111 1011) $0657 bits - Heart Container #4 (E of Seaside Palace) taken BF (1011 1111) $0680 bits - Parapa Desert Key #2 will appear (FB - yes : FA - no) $0681 - Parapa Desert Key #1 will appear (FF - yes : F7 - no) $0684 - bits - Candle taken 7F (0111 1111) - Parapa Desert Lock to Candle unlocked BF (1011 1111) - Bag on top of Elevator down taken DF (1101 1111) - Left side of bridge exp. bag taken FB (1111 1011) - Right side of bridge exp. bag taken FD (1111 1101) $0700 - Current number of lives $0701 - start this side of screen: 0=left, 1=right $0704 - (Elevator) 0=start bottom of screen, 1=start at top of screen $0706 - overworld index (0=west hyrule, 1=death mtn/maze island, 2=east hyrule) $0707 - "world" (0=caves, enemy encounters...; 1=west hyrule towns; 2=east hyrule towns; 3=palace 1,2,5 ; 4=palace 3,4,6 ; 5=great palace) $0709 - ?involved in returning to the over-world while in side-scroll? $070A - ?involves Grand Palace? $070B - ?involves Grand Palace? $070C - add this value to link's MP slowly (old lady magic restore) $070D - add this value to link's HP slowly (healing lady) $070E - setting to 1 will make link sink (duck into the chimney) $0728 - setting to 1 will freeze screen, prevent from exiting left/right (like during a boss battle) $0736 - current state sidescroll: set $561 to target scene/map index, set $736 to 0,8,C (to load scene/map) Overworld: set $736 to 6 or 0 (enter map position u are at) overworld: set $73 and $74 , then set $736 to 2 (update screen with position) $0743 - elevator was moving up or down: 8=up, 4=down $0748 - area location index (the index of the spot on the overworld that pulled you into the sideview) $0749 - Current position of the selector on Magic $074B - this value causes two different flashing effect of magic $0755 - add this value to link's exp slowly (add 255 for every value) $0756 - add this value to link's exp slowly $075C - Start this map page $0768 - ?changes brightness sorta? $076C - begin a special routine. Changing this value has the most 'automation' (00=restart from zelda's castle with 3 lives, 01=no routine, 02=die, 03=wake up zelda, 04=roll credits, 06=show the lives then restart the scene) $076F - A fairy if 08 - 0=beam projectile only full hp 10=flame projectile $0770 - Exp. needed for Next Level (add 255 for every value) $0771 - Exp. needed for Next Level (000 - 255) $0773 - Current Magic left in meter $0774 - Current Life left in meter $0775 - Second digit of exp. (add 255 for every value) $0776 - First digit of exp. (000 - 255) $0777 - Attack Power $0778 - Magic Power $0779 - Life Power $077B - Have Shield magic $077C - Have Jump magic $077D - Have Life magic $077E - Have Fairy magic $077F - Have Fire magic $0780 - Have Reflect magic $0781 - Have Spell magic $0782 - Have Thunder magic $0783 - Current number of Magic Containers $0784 - Current number of Heart Containers $0785 - Have Candle $0786 - Have Glove $0787 - Have Raft $0788 - Have Boots $0789 - Have Flute $078A - Have Cross $078B - Have Hammer $078C - Have Magic Key $0793 - Current number of keys $0794 - Number of Crystals left for grand palace $0796 - Have (Downward Thrust 10) (Upward Thrust 04) (Both 14) $0798 - Have collected (Trophey B6 - yes) (Medicine 43 - yes) $0799 - Have collected the Mirror (01 - yes) $079A - Have collected note from Baju (08 - yes) $079B - Have collected some water (01 - yes) $079C - Have collected lost child (20 -yes) $07E8 - Noise $07E9 - Triangle $07EA - Pulse 2 $07EB - Pulse 1 $07FB - ???MUSIC??? $0FA0 - Player name value #1 $0FA1 - Player name value #2 $0FA2 - Player name value #3 $0FA3 - Player name value #4 $0FA4 - Player name value #5 $0FA5 - Player name value #6 $0FA6 - Player name value #7 $0FA7 - Player name value #8 $6000 to $633F - current sidescroll data MapPage RamLocation 0 6000-60CF 1 60D0-619F 2 61A0-626F 3 6270-633F 95 is a grave tile 51 is a bridge tile $6A00 - Overworld destinations table (copied from ROM) 6A00 and 6AFB Overworld Area Data Table 6A00-6A3E Area Byte 0 (Y Position) 6A3F-6A7D Area Byte 1 (X Position) 6A7E-6ABC Area Byte 2 (Map Number) 6ABD-6AFB Area Byte 3 (Region/World Code) Take byte 2, keep bits 0-5, and you've got your Map Number. $748 is index to use in these tables. $6D27 - HP for Magic Stealing Skulls $6D41 - HP for Horsehead $740E - Beginning number of Magic Containers for new game $740F - Beginning number of Heart Containers for new game $7C00 - Copy of overworld map in RAM. $7D00 - set in the same function as 7C00, might also be Copy of overworld map? $7E00 - set in the same function as 7C00, might also be Copy of overworld map? $7F00 - set in the same function as 7C00, might also be Copy of overworld map? $DD4C - Beginning of graphics shown for experience (part 1) $DD5C - Beginning of graphics shown for experience (part 2) $DDC0 - Beginning of experience gained for enemies
Internal Data for Zelda II: The Adventure of Link
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