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The Legend of Zelda/ROM map: Difference between revisions
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(Added locations where raft can be used) |
(hidden power bracelet) |
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C12B EBDB Graphics for dungeon and map, overworld, triforce collection, people, monsters | C12B EBDB Graphics for dungeon and map, overworld, triforce collection, people, monsters | ||
10CC2 --- The place where a statue hides a hidden item. (24) | |||
10CC3 10CC8 The six places where statues can hide secret stairways. | 10CC3 10CC8 The six places where statues can hide secret stairways. | ||
10CCA 10CCF H-placement of stairs hidden by statues. (30 = 4th column) | 10CC9 --- H-placement of item hidden by statue. | ||
10CCA 10CCF H-placement of stairs hidden by statues. (30 = 4th column) | |||
10D05 [[Item code]] for the item hidden under a statue. (14 = power bracelet) | |||
11844 --- Start of Aquamentus(easy dragon)'s pointer table. | 11844 --- Start of Aquamentus(easy dragon)'s pointer table. | ||
Revision as of 00:21, 4 January 2008
The following article is a ROM map for The Legend of Zelda.
FROM - TO - DESCRIPTION
00000 10 Rom begins. Rom header data. D70 D94 Assign blocks of music at different points in game. (see below) D70 --- Overworld fragment D71 --- Ganon D72 --- Leave w/ Triforce D73 --- Major Item D74 --- Overworld fragment D75 --- Final Dungeon D76 D77 Title fragment D78 D7E Overworld D7F D80 Dungeon Boss D81 D88 Ending Song D89 D92 Title Song D93 --- Aquiring Triforce D94 --- Title fragment 1FA0 --- Square instrument for the entire game. Default is 90. 4010 405B Pointer table [2-byte] for character text 405C 45B1 Text spoken by characters. 4DC4 5EC4 Graphics for Title Screen. 6BA5 --- Temporary "green"? 29 is Link's original color. Related to next two. 6BA6 --- Temporary "blue" assigned in dungeon to Link if he finds the blue ring there. 6BA7 --- Temporary "red" assigned in dungeon to Link if he finds the red ring there. 808F 8F5F Graphics for Link, items, text, status bar. 92AB 94BC "All of Treasures" inventory listing 94BD 94F6 Pointer table [2-byte] for inventory listing (not sequential!) 9572 9575 Colors for the Link that holds up the "see manual" sign. 9979 9B78 Title Screen Color Morphing (Defaults to blue/black colors) 9D58 9DEE Registration/Elimination Mode text 9EFB 9EFF The name needed to skip the first quest. (default is ZELDA) A297 --- Link's original color (default to 29 for green) A298 --- Link's blue tunic color (default to 32 for light blue) A299 --- Link's red tunic color (default to 16 for red) A969 A98E Text: "Thanks Link, you're the hero of Hyrule." AB17 AB4B Text: "Finally, peace returns to Hyrule. This ends the story." AC3E AC54 Pointer table [first halves of 2-byte pointers] for credits text AC55 AC6B Pointer table [second halves of 2-byte pointers] for credits text AC6C AE09 Credits text C12B EBDB Graphics for dungeon and map, overworld, triforce collection, people, monsters 10CC2 --- The place where a statue hides a hidden item. (24) 10CC3 10CC8 The six places where statues can hide secret stairways. 10CC9 --- H-placement of item hidden by statue. 10CCA 10CCF H-placement of stairs hidden by statues. (30 = 4th column) 10D05 [[Item code]] for the item hidden under a statue. (14 = power bracelet) 11844 --- Start of Aquamentus(easy dragon)'s pointer table. 12819 1282A Gleeok(Many-headed dragon)'s pointer table. 12F77 12F79 Ganon turns these colors if you don't kill him with arrow when it's time to. 1417A 14191 The Triforce layout on the Start screen. 14954 --- The first room where Link can use the raft in the overworld (3F). This is embedded in code. 14958 --- The second room where Link can use the raft in the overworld (55). 015428 015BE7 Overworld screens. Each byte refers to 1 of 256 columns. 15BE8 ????? The 256 overworld columns. First six are the first column. 15FB0 15FFD Graphics pointers for dungeon walls. 16022 1602D Graphics pointers for unbombed wall. (East) 1602E 16039 Graphics pointers for bombed wall. (East) 1605E 16069 Graphics pointers for unbombed wall. (West) 1606A 16075 Graphics pointers for bombed wall. (West) 1609A 160A5 Graphics pointers for unbombed wall. (South) 160A6 160B1 Graphics pointers for bombed wall. (South) 160D6 160E1 Graphics pointers for unbombed wall. (North) 160E2 160ED Graphics pointers for bombed wall. (North) 160EE 0162E5 All 42 possible dungeon rooms. (use of vertical dungeon "macros".) 1789A --- The overworld heart that requires the stepladder. 1789E --- Horizontal positioning of the overworld heart. 178AA --- The screen where the overworld heart is placed. 01814C --- The screen to use in 2nd quest for A12. (1st quest's Level 5) default 7B 018151 --- The screen to use in 2nd quest for D13. (1st quest's Level 2) default 7B 018156 --- The screen to use in 2nd quest for H5. (1st quest's Level 3) default 5A 01816F 018175 7 locations that change in 2nd quest (i.e. dungeons, stores, secrets) 018177 01817C Define what those 7 locations change to in 2nd quest. 1817F --- 2nd quest dungeon map info begins. (See below) '''2nd Quest, Level 1''' 1817F 18182 The 4 item tiles 18183 --- Coordinate for drawn map data (shift left or right) 18184 --- Coordinate for item map cursor (shift left or right) (+ or - 8) 18185 --- Entrance room 18186 --- Triforce room (for compass) 18189 --- Level # value 1818A --- Beginning of stairway list (of 8X16 grid) 18194 --- Boss room 18195 --- Drawn map data (16 columns) 181A5 --- Dungeon map display begins '''2nd Quest, Level 3''' 181B8 181BB The 4 item tiles 181BC --- Coordinate for drawn map data (shift left or right) 181BD --- Coordinate for item map cursor (shift left or right) (+ or - 8) 181BE --- Entrance room 181BF --- Triforce room (for compass) 181C2 --- Level # value 181C3 --- Beginning of stairway list (of 8X16 grid) 181CD --- Boss room 181CE --- Drawn map data (16 columns) 181DE --- Dungeon map display begins '''2nd Quest, Level 2''' 181EF 181F2 The 4 item tiles 181F3 --- Coordinate for drawn map data (shift left or right) 181F4 --- Coordinate for item map cursor (shift left or right) (+ or - 8) 181F5 --- Entrance room 181F6 --- Triforce room (for compass) 181F9 --- Level # value 181FA --- Beginning of stairway list (of 8X16 grid) 18204 --- Boss room 18205 --- Drawn map data (16 columns) 18215 --- Dungeon map display begins '''2nd Quest, Level 5''' 1822C 1822F The 4 item tiles 18230 --- Coordinate for drawn map data (shift left or right) 18231 --- Coordinate for item map cursor (shift left or right) (+ or - 8) 18232 --- Entrance room 18233 --- Triforce room (for compass) 18236 --- Level # value 18237 --- Beginning of stairway list (of 8X16 grid) 18241 --- Boss room 18242 --- Drawn map data (16 columns) 18252 --- Dungeon map display begins '''2nd Quest, Level 4''' 18265 18268 The 4 item tiles 18269 --- Coordinate for drawn map data (shift left or right) 1826A --- Coordinate for item map cursor (shift left or right) (+ or - 8) 1826B --- Entrance room 1826C --- Triforce room (for compass) 1826F --- Level # value 18270 --- Beginning of stairway list (of 8X16 grid) 1827A --- Boss room 1827B --- Drawn map data (16 columns) 1828B --- Dungeon map display begins '''2nd Quest, Level 6''' 182A8 182AB The 4 item tiles 182AC --- Coordinate for drawn map data (shift left or right) 182AD --- Coordinate for item map cursor (shift left or right) (+ or - 8) 182AE --- Entrance room 182AF --- Triforce room (for compass) 182B2 --- Level # value 182B3 --- Beginning of stairway list (of 8X16 grid) 182BD --- Boss room 182BE --- Drawn map data (16 columns) 182CE --- Dungeon map display begins '''2nd Quest, Level 8''' 182E8 182EB The 4 item tiles 182EC --- Coordinate for drawn map data (shift left or right) 182ED --- Coordinate for item map cursor (shift left or right) (+ or - 8) 182EE --- Entrance room 182EF --- Triforce room (for compass) 182F2 --- Level # value 182F3 --- Beginning of stairway list (of 8X16 grid) 182FD --- Boss room 182FE --- Drawn map data (16 columns) 1830E --- Dungeon map display begins '''2nd Quest, Level 7''' 18327 1832A The 4 item tiles 1832B --- Coordinate for drawn map data (shift left or right) 1832C --- Coordinate for item map cursor (shift left or right) (+ or - 8) 1832D --- Entrance room 1832E --- Triforce room (for compass) 18331 --- Level # value 18332 --- Beginning of stairway list (of 8X16 grid) 1833C --- Boss room 1833D --- Drawn map data (16 columns) 1834D --- Dungeon map display begins '''2nd Quest, Level 9''' 1836A 1836D The 4 item tiles 1836E --- Coordinate for drawn map data (shift left or right) 1836F --- Coordinate for item map cursor (shift left or right) (+ or - 8) 18370 --- Entrance room 18371 --- Triforce room (for compass) 18374 --- Level # value 18375 --- Beginning of stairway list (of 8X16 grid) 1837F --- Boss room 18380 --- Drawn map data (16 columns) 18390 --- Dungeon map display begins 18410 1848F Outer color borders for the overworld, Link's H-placement, Zoras, wave sfx. 18454 --- (Changing outer from brown makes caves white instead of dark brown.) 18490 1850F Inner colors for the overworld and underground location assignment 184D4 --- (Changing inner from green changes the color of the caves' text.) 18510 1858F Placement of monsters on the overworld. 18590 1860F Arrangement of 8 X 16 screens that make up the overworld. 18610 1868F Store prices, items sold, and item graphics used (see below). 18613 --- The 2nd bottle in bottle/heart-container pair. 18614 --- The command that makes it a bottle/heart-container pair. (?) 18615 --- The heart container in bottle/heart-container pair. 18637 18639 Specifiy items sold in store A. 1863A 1863C Specifiy items sold in store B. 1863D 1863F Specifiy items sold in store C. 18640 18642 Specifiy items sold in store D. 1866A --- Price of blue medicine in store E. 1866C --- Price of red medicine in store E. 18673 18675 Prices for items in store A. 18676 18678 Prices for items in store B. 18679 1867B Prices for items in store C. 1867C 1867E Prices for items in store D. 18680 --- Number of rupees given by moblin. (default is 30) 18683 --- Number of rupees given by moblin. (default is 100) 18686 --- Number of rupees given by moblin. (default is 10) 18690 1870F Overworld: stair placement, quest secrets, Link's V placement, monster entry. '''1st Quest Dungeons:''' 18710 1878F N / S & outer color for Levels 1 through 6. (see below) 18781 --- For entrance to Level 4. 18783 --- For entrance to Level 1. 18786 --- For entrance to Level 5. 18789 --- For entrance to Level 6. 1878C --- For entrance to Level 3. 1878D --- For entrance to Level 2. 18790 1880F E / W & inner color for Levels 1 through 6. (see below) 18801 --- For entrance to Level 4. 18803 --- For entrance to Level 1. 18806 --- For entrance to Level 5. 18809 --- For entrance to Level 6. 1880C --- For entrance to Level 3. 1880D --- For entrance to Level 2. 18810 1888F Monsters for Levels 1 through 6. (see below) 18881 --- For entrance to Level 4. 18883 --- For entrance to Level 1. 18886 --- For entrance to Level 5. 18889 --- For entrance to Level 6. 1888C --- For entrance to Level 3. 1888D --- For entrance to Level 2. 18890 1890F Types of rooms used for Levels 1 through 6. (see below) 18901 --- For entrance to Level 4. 18903 --- For entrance to Level 1. 18906 --- For entrance to Level 5. 18909 --- For entrance to Level 6. 1890C --- For entrance to Level 3. 1890D --- For entrance to Level 2. 18910 1898F Floor items in Levels 1 through 6. (see below) 18981 --- For entrance to Level 4. 18983 --- For entrance to Level 1. 18986 --- For entrance to Level 5. 18989 --- For entrance to Level 6. 1898C --- For entrance to Level 3. 1898D --- For entrance to Level 2. 18990 18A0F Special floor items in Levels 1 through 6. (see below) 18A01 --- For entrance to Level 4. 18A03 --- For entrance to Level 1. 18A06 --- For entrance to Level 5. 18A09 --- For entrance to Level 6. 18A0C --- For entrance to Level 3. 18A0D --- For entrance to Level 2. 18A10 18A8F N / S & outer color for Levels 7 through 9. (see below) 18A86 --- For entrance to Level 9. 18A89 --- For entrance to Level 7. 18A8E --- For entrance to Level 8. 18A90 18B0F E / W & inner color for Levels 7 through 9. (see below) 18B06 --- For entrance to Level 9. 18B09 --- For entrance to Level 7. 18B0E --- For entrance to Level 8. 18B10 18B8F Monsters for Levels 7 through 9. (see below) 18B86 --- For entrance to Level 9. 18B89 --- For entrance to Level 7. 18B8E --- For entrance to Level 8. 18B90 18C0F Types of rooms used for Levels 7 through 9. (see below) 18C06 --- For entrance to Level 9. 18C09 --- For entrance to Level 7. 18C0E --- For entrance to Level 8. 18C10 18C8F Floor items in Levels 7 through 9. (see below) 18C86 --- For entrance to Level 9. 18C89 --- For entrance to Level 7. 18C8E --- For entrance to Level 8. 18C90 18D0F Special floor items in Levels 7 through 9. (see below) 18D06 --- For entrance to Level 9. 18D09 --- For entrance to Level 7. 18D0E --- For entrance to Level 8. '''2nd Quest Dungeons:''' 18D10 18D8F N / S & outer color for Levels 1 through 6. (see below) 18D82 --- For entrance to Level 5. 18D84 --- For entrance to Level 6. 18D85 --- For entrance to Level 3. 18D87 --- For entrance to Level 1. 18D89 --- For entrance to Level 2. 18D8D --- For entrance to Level 4. 18D90 18E0F E / W & inner color for Levels 1 through 6. (see below) 18E02 --- For entrance to Level 5. 18E04 --- For entrance to Level 6. 18E05 --- For entrance to Level 3. 18E07 --- For entrance to Level 1. 18E09 --- For entrance to Level 2. 18E0D --- For entrance to Level 4. 18E10 18E8F Monsters for Levels 1 through 6. (see below) 18E82 --- For entrance to Level 5. 18E84 --- For entrance to Level 6. 18E85 --- For entrance to Level 3. 18E87 --- For entrance to Level 1. 18E89 --- For entrance to Level 2. 18E8D --- For entrance to Level 4. 18E90 18F0F Types of rooms used for Levels 1 through 6. (see below) 18F02 --- For entrance to Level 5. 18F04 --- For entrance to Level 6. 18F05 --- For entrance to Level 3. 18F07 --- For entrance to Level 1. 18F09 --- For entrance to Level 2. 18F0D --- For entrance to Level 4. 18F10 18F8F Floor items in Levels 1 through 6. (see below) 18F82 --- For entrance to Level 5. 18F84 --- For entrance to Level 6. 18F85 --- For entrance to Level 3. 18F87 --- For entrance to Level 1. 18F89 --- For entrance to Level 2. 18F8D --- For entrance to Level 4. 18F90 1900F Special floor items in Levels 1 through 6. (see below) 19002 --- For entrance to Level 5. 19004 --- For entrance to Level 6. 19005 --- For entrance to Level 3. 19007 --- For entrance to Level 1. 19009 --- For entrance to Level 2. 1900D --- For entrance to Level 4. 19010 1908F N / S & outer color for Levels 7 through 9. (see below) 19084 --- For entrance to Level 9. 19089 --- For entrance to Level 7. 1908F --- For entrance to Level 8. 19090 1910F E / W & inner color for Levels 7 through 9. (see below) 19104 --- For entrance to Level 9. 19109 --- For entrance to Level 7. 1910F --- For entrance to Level 8. 19110 1918F Monsters for Levels 7 through 9. (see below) 19184 --- For entrance to Level 9. 19189 --- For entrance to Level 7. 1918F --- For entrance to Level 8. 19190 1920F Types of rooms used for Levels 7 through 9. (see below) 19204 --- For entrance to Level 9. 19209 --- For entrance to Level 7. 1920F --- For entrance to Level 8. 19210 1928F Floor items in Levels 7 through 9. (see below) 19284 --- For entrance to Level 9. 19289 --- For entrance to Level 7. 1928F --- For entrance to Level 8. 19290 1930F Special floor items in Levels 7 through 9. (see below) 19304 --- For entrance to Level 9. 19309 --- For entrance to Level 7. 1930F --- For entrance to Level 8. '''Overworld Colors''' 19310 3F unstable coloring 19311 00 unstable coloring 19312 20 unstable coloring 19313 0F unstable coloring 19314 30 Color of mountains & trees for "grey pallet and menu" 19315 00 Color of path for "grey pallet and menu" 19316 12 Color of water for "grey pallet and menu" 19317 0F unknown 19318 16 Color of mountains & trees for "red pallet" 19319 27 Color of path for "red pallet" 1931A 36 Color of water for "red pallet" 1931B 0F unknown 1931C 1A Color of mountains & trees for "green pallet" 1931D 37 Color of path for "green pallet" 1931E 12 Color of water for "green pallet" 1931F 0F unknown 19320 17 Color of mountains & trees for "brown pallet" 19321 37 Color of path for "brown pallet" 19322 12 Color of water for "brown pallet" 19323 0F Color 'black'. 19324 29 "Placeholder for the correct color of Link's clothes." 19325 27 Color for Link's face and for parts of certain items. 19326 17 Color 'brown' for Link and for parts of certain items. 19327 0F transparency 19328 02 Color 'blue' for items and monsters. 19329 22 Color 'lt. blue' for items and monsters. 1932A 30 Color 'white' for items and monsters. 1932B 0F transparency 1932C 16 Color 'red' for items and monsters. 1932D 27 Color 'orange' for items and monsters. 1932E 30 Color 'white' for items and monsters. 1932F 0F Color, for what? 19330 0C Color, for what? 19331 1C Color, for what? 19332 2C Color, for what? 19334 19337 Number of monsters to use at each setting. 19338 --- Link's starting V position for the overworld. (default 8D) 1933F --- 00 to 7F used to decide where Link starts in Hyrule. (default 77) 19343 --- The "Level #" for the overworld. Default is 00 (or, no label) 19344 19347 The four shortcuts on the overworld. (defaults are 1D, 23, 49, 79) '''Level 1''' 19417 --- Normal colors 1941B --- Liquid colors 19421 --- Link's colors 1942B --- Normal colors (for blocks and certain enemies) 19435 19438 The 4 item tiles 19439 --- Coordinate for drawn map data (shift left or right) 1943A --- Coordinate for item map cursor (shift left or right) (+ or - 8) 1943B --- Entrance room 1943C --- Triforce room (for compass) 1943F --- Level # value 19440 --- Beginning of stairway list (of 8X16 grid) 1944A --- Boss room 1944B 1945A Drawn map data (16 columns) 1945B --- Dungeon map display begins 19488 --- All normal and liquid colors (for stairway lighting) 194C8 --- Normal colors (for candle light shading) 194CC --- Liquid colors (for candle light shading) 194D0 --- Normal colors, light beginning to dim 194D4 --- Liquid colors, light beginning to dim 194D8 --- Normal colors, partial light 194DC --- Liquid colors, partial light 194E0 --- Normal colors, no candle lit 194E4 --- Liquid colors, no candle lit '''Level 2''' 19513 --- Normal colors 19517 --- Liquid colors 1951D --- Link's colors 19527 --- Normal colors (for blocks and certain enemies) 19531 19534 The 4 item tiles 19535 --- Coordinate for drawn map data (shift left or right) 19536 --- Coordinate for item map cursor (shift left or right) (+ or - 8) 19537 --- Entrance room 19538 --- Triforce room (for compass) 1953B --- Level # value 1953C --- Beginning of stairway list (of 8X16 grid) 19546 --- Boss room 19547 19556 Drawn map data (16 columns) 19557 19583 Dungeon map of Level 2 19584 --- All normal and liquid colors (for stairway lighting) 195C4 --- Normal colors (for candle light shading) 195C8 --- Liquid colors (for candle light shading) 195CC --- Normal colors, light beginning to dim 195D0 --- Liquid colors, light beginning to dim 195D4 --- Normal colors, partial light 195D8 --- Liquid colors, partial light 195DC --- Normal colors, no candle lit 195E0 --- Liquid colors, no candle lit '''Level 3''' 1960F --- Normal colors 19613 --- Liquid colors 19619 --- Link's colors 19623 --- Normal colors (for blocks and certain enemies) 1962D --- The 4 item tiles 19631 --- Coordinate for drawn map data (shift left or right) 19632 --- Coordinate for item map cursor (shift left or right) (+ or - 8) 19633 --- Entrance room 19634 --- Triforce room (for compass) 19637 --- Level # value 19638 --- Beginning of stairway list (of 8X16 grid) 19642 --- Boss room 19643 19652 Drawn map data (16 columns) 19653 --- Dungeon map begins for Level 3 19680 --- All normal and liquid colors (for stairway lighting) 196C0 --- Normal colors (for candle light shading) 196C4 --- Liquid colors (for candle light shading) 196C8 --- Normal colors, light beginning to dim 196CC --- Liquid colors, light beginning to dim 196D0 --- Normal colors, partial light 196D4 --- Liquid colors, partial light 196D8 --- Normal colors, no candle lit 196DC --- Liquid colors, no candle lit '''Level 4''' 1970B --- Normal colors 1970F --- Liquid colors 19715 --- Link's colors 1971F --- Normal colors (for blocks and certain enemies) 19729 --- The 4 item tiles 1972D --- Coordinate for drawn map data (shift left or right) 1972E --- Coordinate for item map cursor (shift left or right) (+ or - 8) 1972F --- Entrance room 19730 --- Triforce room (for compass) 19733 --- Level # value 19734 --- Beginning of stairway list (of 8X16 grid) 1973E --- Boss room 1973F 1974E Drawn map data (16 columns) 1974F --- Dungeon map begins for Level 4 1977C --- All normal and liquid colors (for stairway lighting) 197BC --- Normal colors (for candle light shading) 197C0 --- Liquid colors (for candle light shading) 197C4 --- Normal colors, light beginning to dim 197C8 --- Liquid colors, light beginning to dim 197CC --- Normal colors, partial light 197D0 --- Liquid colors, partial light 197D4 --- Normal colors, no candle lit 197D8 --- Liquid colors, no candle lit '''Level 5''' 19807 --- Normal colors 1980B --- Liquid colors 19811 --- Link's colors 1981B --- Normal colors (for blocks and certain enemies) 19825 --- The 4 item tiles 19829 --- Coordinate for drawn map data (shift left or right) 1982A --- Coordinate for item map cursor (shift left or right) (+ or - 8) 1982B --- Entrance room 1982C --- Triforce room (for compass) 1982F --- Level # value 19830 --- Beginning of stairway list (of 8X16 grid) 1983A --- Boss room 1983B 1984A Drawn map data (16 columns) 1984B --- Dungeon map begins for Level 5 19878 --- All normal and liquid colors (for stairway lighting) 198B8 --- Normal colors (for candle light shading) 198BC --- Liquid colors (for candle light shading) 198C0 --- Normal colors, light beginning to dim 198C4 --- Liquid colors, light beginning to dim 198C8 --- Normal colors, partial light 198CC --- Liquid colors, partial light 198D0 --- Normal colors, no candle lit 198D4 --- Liquid colors, no candle lit '''Level 6''' 19903 --- Normal colors 19907 --- Liquid colors 1990D --- Link's colors 19917 --- Normal colors (for blocks and certain enemies) 19921 --- The 4 item tiles 19925 --- Coordinate for drawn map data (shift left or right) 19926 --- Coordinate for item map cursor (shift left or right) (+ or - 8) 19927 --- Entrance room 19928 --- Triforce room (for compass) 1992B --- Level # value 1992C --- Beginning of stairway list (of 8X16 grid) 19936 --- Boss room 19937 19946 Drawn map data (16 columns) 19947 --- Dungeon map begins for Level 6 19974 --- All normal and liquid colors (for stairway lighting) 199B4 --- Normal colors (for candle light shading) 199B8 --- Liquid colors (for candle light shading) 199BC --- Normal colors, light beginning to dim 199C0 --- Liquid colors, light beginning to dim 199C4 --- Normal colors, partial light 199C8 --- Liquid colors, partial light 199CC --- Normal colors, no candle lit 199D0 --- Liquid colors, no candle lit '''Level 7''' 199FF --- Normal colors 19A03 --- Liquid colors 19A09 --- Link's colors 19A13 --- Normal colors (for blocks and certain enemies) 19A1D --- The 4 item tiles 19A21 --- Coordinate for drawn map data (shift left or right) 19A22 --- Coordinate for item map cursor (shift left or right) (+ or - 8) 19A23 --- Entrance room 19A24 --- Triforce room (for compass) 19A27 --- Level # value 19A28 --- Beginning of stairway list (of 8X16 grid) 19A32 --- Boss room 19A33 19A42 Drawn map data (16 columns) 19A43 --- Dungeon map begins for Level 7 19A70 --- All normal and liquid colors (for stairway lighting) 19AB0 --- Normal colors (for candle light shading) 19AB4 --- Liquid colors (for candle light shading) 19AB8 --- Normal colors, light beginning to dim 19ABC --- Liquid colors, light beginning to dim 19AC0 --- Normal colors, partial light 19AC4 --- Liquid colors, partial light 19AC8 --- Normal colors, no candle lit 19ACC --- Liquid colors, no candle lit '''Level 8''' 19AFB --- Normal colors 19AFF --- Liquid colors 19B05 --- Link's colors 19B0F --- Normal colors (for blocks and certain enemies) 19B19 --- The 4 item tiles 19B1D --- Coordinate for drawn map data (shift left or right) 19B1E --- Coordinate for item map cursor (shift left or right) (+ or - 8) 19B1F --- Entrance room 19B20 --- Triforce room (for compass) 19B23 --- Level # value 19B24 --- Beginning of stairway list (of 8X16 grid) 19B2E --- Boss room 19B2F 19B3E Drawn map data (16 columns) 19B3F --- Dungeon map begins for Level 8 19B6C --- All normal and liquid colors (for stairway lighting) 19BAC --- Normal colors (for candle light shading) 19BB0 --- Liquid colors (for candle light shading) 19BB4 --- Normal colors, light beginning to dim 19BB8 --- Liquid colors, light beginning to dim 19BBC --- Normal colors, partial light 19BC0 --- Liquid colors, partial light 19BC4 --- Normal colors, no candle lit 19BC8 --- Liquid colors, no candle lit '''Level 9''' 19BF7 --- Normal colors 19BFB --- Liquid colors 19C01 --- Link's colors 19C0B --- Normal colors (for blocks and certain enemies) 19C15 --- The 4 item tiles 19C19 --- Coordinate for drawn map data (shift left or right) 19C1A --- Coordinate for item map cursor (shift left or right) (+ or - 8) 19C1B --- Entrance room 19C1C --- Triforce room (for compass) 19C1F --- Level # value 19C20 --- Beginning of stairway list (of 8X16 grid) 19C2A --- Boss room 19C2B 19C3A Drawn map data (16 columns) 19C3B --- Dungeon map begins for Level 9 19C68 --- All normal and liquid colors (for stairway lighting) 19CA8 --- Normal colors (for candle light shading) 19CAC --- Liquid colors (for candle light shading) 19CB0 --- Normal colors, light beginning to dim 19CB4 --- Liquid colors, light beginning to dim 19CB8 --- Normal colors, partial light 19CBC --- Liquid colors, partial light 19CC0 --- Normal colors, no candle lit 19CC4 --- Liquid colors, no candle lit 19D14 19D1D Text: "Level" 19D6B 19D75 Text: "Triforce" 19D4A ??? The frame of the Triforce on the Start screen. 1A126 1A211 Main menu ("- S E L E C T -", etc.) 1A21E 1A220 Ending's text: light blue / grey font colors 1A222 1A224 Ending's text: light green / grey font colors 1A291 1A294 Overworld enemy color palette for black, sea blue, red. 1A299 1A29C Colors for many-headed dragons. 1A2A2 1A2A4 Colors for the easy dragon boss. 1A2C8 1A2E2 Text: Continue, Save, Retry 1A300 1A303 Text: Life 1A326 1A397 Subscreen text 1A3E6 1A3F2 Text: "Game Over " 1A40E 1A82A The storyboard text 1A82B 1A86D Use of colours for the storyboard - every 2 bits sets the colour for a 2x2 block of text 1A86E 1A878 Starts with green before title for treasure list. 1A879 1AC95 Title Screen's use of graphics. (avoid certain values!) 1AC96 1ACD8 Title Screen's use of colors. --- --- (Title: In 01ACA0 to 01ACAF, 00's = grey, 55's = gold, AA = green) 1EF76 1EF80 The eleven places where the recorder unveils secrets. 1F21D 1F222 The six places where stepladder is enabled. 2000F Rom ends