The Legend of Zelda/ROM map: Difference between revisions

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D94 --- Title fragment
D94 --- Title fragment
 
1FA0 --- Square instrument for the entire game.  Default is 90.
1FA0 --- Square instrument for the entire game.  Default is 90.
 
4053 45B0 Text spoken by characters.
4010 405B Pointer table [2-byte] for character text
 
405C 45B1 Text spoken by characters.
 
4DC4 5EC4 Graphics for Title Screen.
4DC4 5EC4 Graphics for Title Screen.
 
6BA5 --- Temporary "green"?  29 is Link's original color.  Related to next two.
6BA5 --- Temporary "green"?  29 is Link's original color.  Related to next two.


Line 49: Line 51:
808F 8F5F Graphics for Link, items, text, status bar.
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.
9572 9575 Colors for the Link that holds up the "see manual" sign.


9979 9B78 Title Screen Color Morphing (Defaults to blue/black colors)
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)
9EFB 9EFF The name needed to skip the first quest.  (default is ZELDA)
Line 61: Line 69:


A299 --- Link's red tunic color (default to 16 for red)
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
C12B EBDB Graphics for dungeon and map, overworld, triforce collection, people, monsters
Line 1,167: Line 1,185:


19CC4 --- Liquid 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.
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
1A21E 1A220 Ending's text:  light blue / grey font colors
Line 1,179: Line 1,203:


1A2A2 1A2A4 Colors for the easy dragon boss.
1A2A2 1A2A4 Colors for the easy dragon boss.
1A450 1A7CB The storyboard text
1A834 1A86D Use of colors for the storyboard.


1A86E 1A87A Starts with green before title for treasure list.
1A2C8 1A2E2 Text: Continue, Save, Retry
 
1A89F 1AC6F Title Screen's use of graphics.  (avoid certain values!)
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.
1AC96 1ACD8 Title Screen's use of colors.

Revision as of 00:50, 24 November 2007

Chip tiny.png 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 blue mail there.

6BA7	---	Temporary "red" assigned in dungeon to Link if he finds red mail 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
		
10CC3	10CC8	The six places where statues can hide secret stairways.
		
10CCA	10CCF	H-placement of stairs hidden by statues.   (30 = 4th column)
		
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.
		
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