The Legend of Zelda/ROM map: Difference between revisions

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|6B96 || || Temporary "blue" assigned in dungeon to Link if he finds the blue ring there.
|6B96 || || Temporary "blue" assigned in dungeon to Link if he finds the blue ring there.
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|-
|6D97 || || Temporary "red" assigned in dungeon to Link if he finds the red ring there.
|6B97 || || Temporary "red" assigned in dungeon to Link if he finds the red ring there.
|-
|-
|6D97 ||6D9A || "Lost Woods" secret path (01 = East, 02 = West, 04 = South, 08 = North)
|6D97 ||6D9A || "Lost Woods" secret path (01 = East, 02 = West, 04 = South, 08 = North)

Revision as of 04:22, 21 December 2022

Chip tiny.png The following article is a ROM map for The Legend of Zelda.

Offsets are from the beginning of the ROM. To get the offset from the beginning of an iNES (.nes) file, add 0x10 (16 decimal).

From To Description
D60 D84 Music Pointers
185B 1861 Pointer table for sound effects
1862 18BE Sound effects data
1F90 Square instrument for the entire game. Default is 90.
4000 404B Pointer table for character text
404C 45A1 Text spoken by characters.
4DB4 5EB4 Graphics for Title Screen.
6B5D 6B7B Item palette assignments
6010 6017 Warp whistle coordinates. Default screen ID#s are 36 3B 73 44 0A 21 41 6C. The screen ID# needs to be to the left of the target screen because the whirlwind scrolls you right.
6B95 Temporary "green"? 29 is Link's original color. Related to next two.
6B96 Temporary "blue" assigned in dungeon to Link if he finds the blue ring there.
6B97 Temporary "red" assigned in dungeon to Link if he finds the red ring there.
6D97 6D9A "Lost Woods" secret path (01 = East, 02 = West, 04 = South, 08 = North)
6D9B 6D9E "Lost Hills" secret path (01 = East, 02 = West, 04 = South, 08 = North)
6DA7 "Lost Woods" map location
6DC0 "Lost Woods" exit direction (01 = East, 02 = West, 04 = South, 08 = North)
6DC9 "Lost Hills" map location
6DD2 "Lost Hills" exit direction (01 = East, 02 = West, 04 = South, 08 = North)
6F4F 701A Character palette assignments and sprite orientation.
747F Attack Power of Boomerang (default is 0). It can only damage what it can stun.
7521 Beam Power of Magical Rod (default is 20)
752A Beam Power of Magical Sword (default is 40)
7533 Beam Power of White Sword (default is 20)
7539 Beam Power of Wooden Sword (default is 10)
7553 Flame Power (default is 10)
756A Bomb Explosion Power (default is 40)
7596 Attack Power of Wooden Sword (default is 10)
7597 Attack Power of White Sword (default is 20)
7598 Attack Power of Magical Sword (default is 40)
75DD Attack Power of Magical Rod (default is 20). Value cannot be 0 unless arrow power is as well.
75E9 Attack Power of Arrow (default is 20)
807F 8F4F Graphics for Link, items, text, status bar.
929B 94AC "All of Treasures" inventory listing
94AD 94E6 Pointer table [2-byte] for inventory listing (not sequential!)
9562 9565 Colors for the Link that holds up the "see manual" sign.
9969 9B68 Title Screen Color Morphing (Defaults to blue/black colors)
9D48 9DDE Registration/Elimination Mode text
9EEB 9EEF The name needed to skip the first quest. (default is ZELDA)
A287 Link's original color (default to 29 for green)
A288 Link's blue tunic color (default to 32 for light blue)
A289 Link's red tunic color (default to 16 for red)
A959 A97E Text: "Thanks Link, you're the hero of Hyrule."
AB07 AB3B Text: "Finally, peace returns to Hyrule. This ends the story."
AC2E AC44 Pointer table [first halves of 2-byte pointers] for credits text
AC45 AC5B Pointer table [second halves of 2-byte pointers] for credits text
AC5C ADF9 Credits text
C11B EBCB Graphics for dungeon and map, overworld, triforce collection, people, monsters
10CB2 The place where a statue hides a hidden item. (24)
10CB3 10CB8 The six places where statues can hide secret stairways.
10CB9 H-placement of item hidden by statue.
10CBA 10CBF H-placement of stairs hidden by statues. (30 = 4th column)
10CE5 V-placement of stairs hidden by statues. (90 = middle row)
10D05 Item code for the item hidden under a statue. (14 = power bracelet)
11452 Aquamentus' starting X-coordinate
11456 Aquamentus' starting Y-coordinate
117C2 Aquamentus' leftbound limit
117C6 Fallback value for when Aquamentus exceeds leftbound limit.
117D0 Aquamentus' rightbound limit
117D4 Fallback value for when Aquamentus exceeds rightbound limit
11812 11833 Aquamentus' Fireball Routine
11834 1183F Aquamentus' graphics pointer tables (six bytes apiece)
11840 1084B Y- and X-coordinates for the six 8x16 tiles that make up the Aquamentus (six bytes apiece)
1184C 11892 Aquamentus Graphics Handler
12809 1281A Gleeok(Many-headed dragon)'s pointer table.
12F67 12F69 Ganon turns these colors if you don't kill him with arrow when it's time to.
1416A 14181 The Triforce layout on the Start screen.
14944 The first room where Link can use the raft in the overworld (3F). This is embedded in code.
14948 The second room where Link can use the raft in the overworld (55).
15418 15BD7 Overworld screens. Each byte refers to 1 of 150 (256 addressible) columns.
15BD8 15F9B The 150 overworld columns. First bytes six are the first column.
15FA0 15FED Graphics pointers for dungeon walls.
15FEE 16029 Special graphics pointers for east wall. (Five, twelve-byte segments: open door, locked door, shutter, unbombed, bombed)
1602A 16065 Special graphics pointers for west wall.
16066 160A1 Special graphics pointers for south wall.
160A2 160DD Special graphics pointers for north wall.
160DE 162D5 All 42 possible dungeon rooms. (use of vertical dungeon "macros".)
162D6 163F5 Macro content definitions (much overlap; set seventh bit denotes starting points)
16704 16717 Pointers to the ten Macro Content sequences (low-endian)
1697C 169B3 Primary square table: squares specified as first of four tiles
169B4 169F3 Secondary square table: squares specified as series of four tiles
16976 1697B Secrets table: list of six squares to draw for 'secrets' squares (E5-EA in primary square table), such as a bombable rock wall or burnable bush
1788A Item code for the overworld heart container that requires the stepladder.
1788E Horizontal positioning of the overworld heart container.
1789A The screen where the overworld heart container is placed.
18000 18013 Ten 2-byte pointers specifying which PPU Spriteblock to use for levels 0 (overworld) and 1 - 9.
18014 18027 Ten 2-byte pointers specifying location of level data blocks.
1802A 1803D Ten 2-byte pointers specifying which PPU Spriteblock to use for levels 0 - 9 for second quest.
1813C The screen to use in 2nd quest for 0B. (1st quest's Level 5) default 7B
1813E The screen (minus 2) that changes to 7B. default 09
18141 The screen to use in 2nd quest for 3C. (1st quest's Level 2) default 7B
18143 The screen (minus 2) that changes to 7B. default 3A
18146 The screen to use in 2nd quest for 74. (1st quest's Level 3) default 5A
18148 The screen (minus 2) that changes to 5A. default 72
1815F 18165 7 locations that change in 2nd quest (dungeon/cave entrance, non-border palette) (Bit 8 changes what enemies appear)
18167 1816C Define what those 7 locations change to in 2nd quest.
1816F 183BE 2nd quest dungeon map info
18400 1847F Outer color borders for the overworld, Link's H-placement, Zoras, wave sfx.
18403 (Changing cave exit location causes glitched graphics to appear when the player opens the subscreen.
18444 (Changing outer from brown makes caves white instead of dark brown.)
18480 184FF Inner colors for the overworld and underground location assignment
184C4 (Changing inner from green changes the color of the caves' text.)
18500 1857F Placement of monsters on the overworld.
18580 185FF Arrangement of 8 X 16 screens that make up the overworld. (Bit 8 changes what enemies appear)
18600 1867F Store prices, items sold, and item graphics used (see below).
18600 18602 Specify items found in the wooden sword cave. (Final item has bit 7 set)
18603 18605 Specify items found in the "take a free bottle/heart-container" caves. (Final item has bit 7 set)
18606 18608 Specify items found in the white sword cave. (First AND final items have bit 7 set)
18609 1860B Specify items found in the magical sword cave. (First AND final items have bit 7 set)
18618 1861A Specify items found in the letter cave. (Final item has bit 7 set)
18622 18624 Specify "items" found in the gambling caves(?). (Final item has bit 7 set)
1861E 18620 Specify items sold in store E. (Final item has bits 7 and 8 set)
18627 18629 Specify items sold in store A. (Final item has bits 7 and 8 set)
1862A 1862C Specify items sold in store B. (Final item has bits 7 and 8 set)
1862D 1862F Specify items sold in store C. (Final item has bits 7 and 8 set)
18630 18632 Specify items sold in store D. (Final item has bits 7 and 8 set)
1865A Price of blue medicine in store E.
1865C Price of red medicine in store E.
18663 18665 Prices for items in store A.
18666 18668 Prices for items in store B.
18669 1866B Prices for items in store C.
1866C 1866E Prices for items in store D.
18670 Number of rupees given by moblin. (default is 30)
18673 Number of rupees given by moblin. (default is 100)
18676 Number of rupees given by moblin. (default is 10)
18680 186FF Overworld: stair placement, quest secrets, Link's V placement, monster entry.
1st Quest Dungeons:
18700 1877F N / S & outer color for Levels 1 through 6. (see below)
18771 For entrance to Level 4.
18773 For entrance to Level 1.
18776 For entrance to Level 5.
18779 For entrance to Level 6.
1877C For entrance to Level 3.
1877D For entrance to Level 2.
18780 187FF E / W & inner color for Levels 1 through 6. (see below)
187F1 For entrance to Level 4.
187F3 For entrance to Level 1.
187F6 For entrance to Level 5.
187F9 For entrance to Level 6.
187FC For entrance to Level 3.
187FD For entrance to Level 2.
18800 1887F Monsters for Levels 1 through 6. (see below)
18871 For entrance to Level 4.
18873 For entrance to Level 1.
18876 For entrance to Level 5.
18879 For entrance to Level 6.
1887C For entrance to Level 3.
1887D For entrance to Level 2.
18880 188FF Types of rooms used for Levels 1 through 6. (see below)
188F1 For entrance to Level 4.
188F3 For entrance to Level 1.
188F6 For entrance to Level 5.
188F9 For entrance to Level 6.
188FC For entrance to Level 3.
188FD For entrance to Level 2.
18900 1897F Floor items in Levels 1 through 6. (see below)
18971 For entrance to Level 4.
18973 For entrance to Level 1.
18976 For entrance to Level 5.
18979 For entrance to Level 6.
1897C For entrance to Level 3.
1897D For entrance to Level 2.
18980 189FF Special floor items in Levels 1 through 6. (see below)
189F1 For entrance to Level 4.
189F3 For entrance to Level 1.
189F6 For entrance to Level 5.
189F9 For entrance to Level 6.
189FC For entrance to Level 3.
189FD For entrance to Level 2.
18A00 18A7F N / S & outer color for Levels 7 through 9. (see below)
18A76 For entrance to Level 9.
18A79 For entrance to Level 7.
18A7E For entrance to Level 8.
18A80 18AFF E / W & inner color for Levels 7 through 9. (see below)
18AF6 For entrance to Level 9.
18AF9 For entrance to Level 7.
18AFE For entrance to Level 8.
18B00 18B7F Monsters for Levels 7 through 9. (see below)
18B76 For entrance to Level 9.
18B79 For entrance to Level 7.
18B7E For entrance to Level 8.
18B80 18BFF Types of rooms used for Levels 7 through 9. (see below)
18BF6 For entrance to Level 9.
18BF9 For entrance to Level 7.
18BFE For entrance to Level 8.
18C00 18C7F Floor items in Levels 7 through 9. (see below)
18C76 For entrance to Level 9.
18C79 For entrance to Level 7.
18C7E For entrance to Level 8.
18C80 18CFF Special floor items in Levels 7 through 9. (see below)
18CF6 For entrance to Level 9.
18CF9 For entrance to Level 7.
18CFE For entrance to Level 8.
2nd Quest Dungeons:
18D00 18D7F N / S & outer color for Levels 1 through 6. (see below)
18D72 For entrance to Level 5.
18D74 For entrance to Level 6.
18D75 For entrance to Level 3.
18D77 For entrance to Level 1.
18D79 For entrance to Level 2.
18D7D For entrance to Level 4.
18D80 18DFF E / W & inner color for Levels 1 through 6. (see below)
18DF2 For entrance to Level 5.
18DF4 For entrance to Level 6.
18DF5 For entrance to Level 3.
18DF7 For entrance to Level 1.
18DF9 For entrance to Level 2.
18DFD For entrance to Level 4.
18E00 18E7F Monsters for Levels 1 through 6. (see below)
18E72 For entrance to Level 5.
18E74 For entrance to Level 6.
18E75 For entrance to Level 3.
18E77 For entrance to Level 1.
18E79 For entrance to Level 2.
18E7D For entrance to Level 4.
18E80 18EFF Types of rooms used for Levels 1 through 6. (see below)
18EF2 For entrance to Level 5.
18EF4 For entrance to Level 6.
18EF5 For entrance to Level 3.
18EF7 For entrance to Level 1.
18EF9 For entrance to Level 2.
18EFD For entrance to Level 4.
18F00 18F7F Floor items in Levels 1 through 6. (see below)
18F72 For entrance to Level 5.
18F74 For entrance to Level 6.
18F75 For entrance to Level 3.
18F77 For entrance to Level 1.
18F79 For entrance to Level 2.
18F7D For entrance to Level 4.
18F80 18FFF Special floor items in Levels 1 through 6. (see below)
18FF2 For entrance to Level 5.
18FF4 For entrance to Level 6.
18FF5 For entrance to Level 3.
18FF7 For entrance to Level 1.
18FF9 For entrance to Level 2.
18FFD For entrance to Level 4.
19000 1907F N / S & outer color for Levels 7 through 9. (see below)
19074 For entrance to Level 9.
19079 For entrance to Level 7.
1907F For entrance to Level 8.
19080 190FF E / W & inner color for Levels 7 through 9. (see below)
190F4 For entrance to Level 9.
190F9 For entrance to Level 7.
190FF For entrance to Level 8.
19100 1917F Monsters for Levels 7 through 9. (see below)
19174 For entrance to Level 9.
19179 For entrance to Level 7.
1917F For entrance to Level 8.
19180 191FF Types of rooms used for Levels 7 through 9. (see below)
191F4 For entrance to Level 9.
191F9 For entrance to Level 7.
191FF For entrance to Level 8.
19200 1927F Floor items in Levels 7 through 9. (see below)
19274 For entrance to Level 9.
19279 For entrance to Level 7.
1927F For entrance to Level 8.
19280 192FF Special floor items in Levels 7 through 9. (see below)
192F4 For entrance to Level 9.
192F9 For entrance to Level 7.
192FF For entrance to Level 8.
Overworld Colors
From To Description
19300 19302 Palette Control Code
19303 19306 "Gray" Palette, used for cemetery and subscreen menu
19307 1930A "Red" Palette, used for life bar
1930B 1930E "Green" Palette, for forest areas
1930F 19312 "Brown" Palette, for mountain areas
19313 19316 Sprite Palette #0; Link, certain items
19317 1931A Sprite Palette #1; Blue enemies, certain items
1931B 1931E Sprite Palette #2; Red enemies, certain items
1931F 19322 Sprite Palette #3; used for what?
19324 19327 Number of monsters to use at each setting.
19328 Link's starting V position for the overworld. (default 8D)
1932F 00 to 7F used to decide where Link starts in Hyrule. (default 77)
19333 The "Level #" for the overworld. Default is 00 (or, no label)
19334 19337 The four shortcuts on the overworld. (defaults are 1D, 23, 49, 79)
193FF 19CD7 Dungeon Data
19CEC 19CEE File Select: Link's palette, File 1 (defaults: 29 27 07)
19CF0 19CF2 File Select: Link's palette, File 2 (defaults: 22 27 07)
19CF4 19CF6 File Select: Link's palette, File 3 (defaults: 26 27 07)
Note: The first byte is irrelevant, despite being green, blue, and red values; the tunic color always comes from $A287 to $A289)
19D04 19D0D Text: "Level"
19D0F 19D2E Column directory pointer table: 16-bit pointers to the start of each of 16 column tables.
19D5B 19D65 Text: "Triforce"
19D3A The frame of the Triforce on the Start screen.
1A116 1A201 Main menu ("- S E L E C T -", etc.)
1A205 1A208 Ganon's Palette.
1A20E 1A210 Ending's text: light blue / grey font colors
1A212 1A214 Ending's text: light green / grey font colors
1A281 1A284 Overworld enemy color palette for black, sea blue, red.
1A289 1A28C Colors for Gleeok, the many-headed dragons.
1A292 1A294 Colors for the Aquamentus, the easy dragon boss.
1A299 1A29C Colors for Dodongo and Digdogger.
1A2B8 1A2D2 Text: Continue, Save, Retry
1A2F0 1A2F3 Text: Life
1A316 1A387 Subscreen text
1A3D6 1A3E2 Text: "Game Over "
1A3FE 1A81A The storyboard text
1A81B 1A85D Use of colours for the storyboard - every 2 bits sets the colour for a 2x2 block of text
1A85E 1A868 Starts with green before title for treasure list.
1A869 1AC85 Title Screen's use of graphics. (avoid certain values!)
1AC86 1ACC8 Title Screen's use of colors.

(Title: In 01AC90 to 01AC9F, 00's = grey, 55's = gold, AA = green)

1EA8C Screen where "found secret" chime plays.
1EE9A Screen where the false wall is found.
1EEA5 X position of false wall.
1EEAB Y position of false wall.
1EF66 1EF70 The eleven places where the recorder unveils secrets.
1F20D 1F212 The six places where stepladder is enabled.
1FFFF ROM ends

Cave Types

There are 20 different cave types in the game, not including levels. The data that defines the cave types is listed below. Some behavior of different cave types may be hard-coded. (The last three appear to be the only cave types that can give out free money.)

From To Description
045A2 Cave text - Low six bits specify text (values should be multiples of 2), bit 6 specifies whether player can pick up items, and bit 7 is set for shops, potion shops, and pay-to-talk caves.
1860C Cave Items. 3 Bytes per cave types, format is (high bit first) NMaaaaaa HTbbbbbb PIcccccc. aaaaaa, bbbbbb, and cccccc are value 0-63 that specify item type. Other bits are as follows: N = show prices as negative, M requires player to have enough hearts to get item, H is set for gambling game and secret money, T is set for pay-to-talk caves, P and I specify whether items and prices are visible.
18648 Item prices - 3 bytes per cave
06E6F Cave dweller - 58 = old man, 59 = old woman, 5A = merchant, 5B = moblin