The current URL is datacrystal.tcrf.net.
Zelda II: The Adventure of Link/ROM map: Difference between revisions
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==Level Data== | ==Level Data== | ||
Dwedit pastes a document here, go sort it out... | |||
<pre> | |||
Zelda 2 sideview information | |||
Address convention: | |||
I don't want to bother explaining NES memory pointers. | |||
I'll be using addresses as they reside in NES memory. $8000-$BFFF is where data rom banks are mapped in NES memory. | |||
When I say $XXXX in rom bank Y, that means a file address of ($XXXX-$8000) + Y*$4000, + $10. So a NES memory address $8123 on bank 4 means a .nes file address of $10133. | |||
Sometimes pointers point to areas other than $8000-$BFFF, such as the SRAM area $6000-$7FFF. | |||
-------------- | |||
Rom or Ram? | |||
-------------- | |||
This game was originally an FDS game, so it relies on lots of data being writable. | |||
Enemies are stored in SRAM starting at $7000 | |||
Compressed overworld maps are stored in SRAM starting at $7C00. | |||
-------------- | |||
Number of Maps | |||
-------------- | |||
Each area has 63 maps, 0-62, map #63 is an invalid map number indicating that the destination is outside. | |||
--------- | |||
Rom Banks | |||
--------- | |||
A "Rom Bank" is 16k (4000) bytes long. | |||
Each rom bank has two sets of 63 maps, except for 3 and 5, which only have one set. | |||
bank 1 contains west hyrule/death mountain | |||
bank 2 contains east hyrule/maze island | |||
bank 3 contains towns | |||
bank 4 contains palaces 1,2,5, then palaces 3,4,6. | |||
bank 5 contains the great palace | |||
---------------------------- | |||
Map and Enemy Pointer Tables | |||
---------------------------- | |||
Map pointers point to ROM in the $8000-$BFFF range. | |||
Enemy pointers point to SRAM in the $7000-$7xxx range, this is so the game can keep track of defeated enemies. | |||
Information for the second set of maps/enemies comes $1ADD later. | |||
Enemy data for all 126 maps is copied from $88A0 to $7000. | |||
For the first set of 63 maps: | |||
$8523 - map pointers | |||
$85A1 - enemy pointers | |||
For the second set of 63 maps: | |||
$A000 - map pointers | |||
$A07E - enemy pointers | |||
For the maps (1-7) specified by header byte 3 (there is no back map #0): | |||
$8000 - map pointers | |||
---------------------- | |||
Room connectivity data | |||
---------------------- | |||
Begins at $871B, 4 bytes per entry | |||
Begins at $A1F8 for second set of 63 maps | |||
xxxxxx.. = Destination map number (63 to go outside) | |||
......xx = Starting X coordinate on destination (times 256) | |||
Order of bytes: | |||
Left exit | |||
Down exit | |||
Up exit | |||
Right exit | |||
=================== | |||
Sideview Map Format | |||
=================== | |||
---------------------- | |||
First 4 bytes (header) | |||
---------------------- | |||
Things may vary, most of this info applies to overworld sideview maps, some may not apply for towns and palaces, some numbers may be different for those. | |||
0 - Size of level in bytes, including header | |||
1 - Flags | |||
x....... - Which Object Set - This determines which objects can appear on this map! | |||
.xx..... - Width of level (in screens, add 1) | |||
...x.... - ? | |||
....x... - "Grass", when set, adds grass tiles to map row #9 | |||
.....x.. - "bushes", when set, adds bushes tiles to map row #10 | |||
......xx - ? | |||
2 - Ground Graphics / initial floor/ceiling position | |||
The levels are made up of objects, and ground tiles. This byte selects initial floor/ceiling position, and set of ground tiles to be used by the level. | |||
x....... - "no ceiling", top 2 rows of the map are set to background tile, this overrides all | |||
.xxx.... - Sets which set of tiles assigned to the Ground tiles | |||
0 = cave | |||
1 = forest | |||
2 = lava/death water | |||
3 = swamp | |||
4 = sand/grass | |||
5 = volcano (cave with brighter wall) | |||
6 = North Castle | |||
7 = Cave with clear wall (rocks outside) | |||
....xxxx - Initial position of floor/ceiling | |||
0-7 = Floor at 2-9 (from bottom), Ceiling at 1 from top | |||
8-14 = Ceiling at 2-8 (from top) | |||
15 = Filled in with wall tile | |||
3 - Palette and back tiles byte | |||
xx...... - Palette for sprites | |||
0 = black borders | |||
1 = dark colored borders | |||
2,3 = not used by game, give weird colors | |||
..xxx... - Background Palette | |||
0 = north castle | |||
1 = cave palette (dark without candle for overworld maps) | |||
2 = desert | |||
3 = grass | |||
4 = forest | |||
5 = swamp | |||
6 = graveyard | |||
7 = "water" palette | |||
.....xxx - Map to load behind map | |||
0 = nothing | |||
1 = clouds | |||
2 = forest (3 wide) | |||
3 = forest (4 wide) | |||
4 = forest (single tree) | |||
5 = Dead-end caves | |||
6 = long cave, dead end | |||
7 = ??? | |||
------------ | |||
Level bytes: | |||
------------ | |||
0 - | |||
xxxx.... - Y position | |||
....xxxx - Advance cursor X this many tiles after the object ("X space") | |||
1 - | |||
xxxxxxxx - Object number | |||
If Object number = 15, and Y position < 13, then this is a 3 byte object (collectable item) | |||
2 - (3 byte objects only) | |||
xxxxxxxx - For 3 byte objects only, object number (0-21, 22+ are not used) | |||
Special Y posisitons: | |||
13 - Set new ground | |||
Sets the floor and ceiling to new values, just like header byte 2 | |||
x....... - "no ceiling", top 2 rows of the map are set to background tile | |||
.xxx.... - Not used, you can't change tiles for ground | |||
....xxxx - New position of floor/ceiling | |||
0-7 = Floor at 2-9 (from bottom), Ceiling at 1 from top | |||
8-14 = Ceiling at 2-8 (from top) | |||
15 = Filled in with wall tile | |||
14 - "Skip" | |||
Sets the cursor X directly to "x space" * 16. Does not advance the cursor after this object as normal. | |||
15 - Extra objects, including lava and cactuses. These have fixed-y coordinates. | |||
----------- | |||
Map Objects | |||
----------- | |||
This part really could be done much better, instead of hard-specifying everything, see how the game handles them, see what tiles it selects, see how it assembles the structures, etc. | |||
Objects: (For Overworld sideview maps) | |||
00001111 - 3 byte object (collectable) | |||
0000xxxx - 16 different small objects | |||
xxxx.... - Object type | |||
....xxxx - Size of object (1-16) | |||
Small objects: | |||
00 = headstone | |||
01 = cross | |||
02 = angled cross | |||
03 = tree stump | |||
04 = stone table, ("stonehenge") | |||
05 = locked door (always at Y position 8) | |||
06 = sleeping princess Zelda | |||
07 = sleeping princess Zelda | |||
08 = Pit (extends to ground?) | |||
09-0E = Cloud | |||
0F = crash | |||
Big objects for Object set 0 | |||
0x = small objects | |||
1x = crash | |||
2x = forest ceiling, two high | |||
3x = forest ceiling, two high | |||
4x = curtains, two high | |||
5x = forest ceiling, one high | |||
6x = sword-destroyable blocks, one high | |||
7x = horizontal pit, one high | |||
8x = single weed, one high | |||
9x = two weeds, one high | |||
Ax = north castle steps (background), one high | |||
Bx = background bricks, used in north castle and ruins, one high | |||
Cx = strip of volcano background, one high | |||
Dx = sword-destroyable blocks, one wide | |||
Ex = background tree trunk, one wide | |||
Fx = column, one wide | |||
Big objects for Object set 1 | |||
0x = small objects | |||
1x = crash | |||
2x = wide rock floor, two high | |||
3x = wide rock ceiling, two high | |||
4x = bridge, two high | |||
5x = cave blocks, one high | |||
6x = sword-destroyable blocks, one high | |||
7x = bridge that falls apart, one high | |||
8x = single weed, one high | |||
9x = two weeds, one high | |||
Ax = horizontal pit, one high | |||
Bx = background bricks, used in north castle and ruins, one high | |||
Cx = strip of volcano background, one high | |||
Dx = sword-destroyable blocks, one wide | |||
Ex = tall rock floor, one wide | |||
Fx = stone spire | |||
Extra objects (Y position 15): | |||
0x = crash | |||
1x = crash | |||
2x = Lava at bottom of screen, three high | |||
3x = Cactus at Y position 9, grows upwards, one wide | |||
4x = Cactus with stem at Y position 9, one wide, two high | |||
5x = Elevator? | |||
60-FF = crash | |||
Objects: (for towns) | |||
Small Objects: | |||
00 = closed door with grass at bottom, 4 high 1 wide | |||
01 = open door with grass at bottom | |||
02 = open door with bricks at bottom | |||
03 = open door with vertical bricks at bottom | |||
04 = stonehenge | |||
05 = chair | |||
06 = ? | |||
07 = cloud | |||
08 = table | |||
09 = bench | |||
0A = cross | |||
0B-0E = cloud | |||
0F = crash | |||
Big objects for Object Set 0 | |||
0x = small objects | |||
1x = crash | |||
2x = cross hatched roof, two high | |||
3x = gray vertical brick roof, two high | |||
4x = green vertical brick roof, two high | |||
5x = brick building, extends to ground | |||
6x = white small brick building, extends to ground | |||
7x = grass building, extends to ground | |||
8x = white brick wall, extends to ground | |||
9x = log building, extends to ground | |||
Ax = brown square windows, one wide, Two tall. One tile Gap between windows. Repeats vertically | |||
Bx = gray windows, round on top... | |||
Cx = brown windows, round on top | |||
Dx = Underground blue bricks, two high | |||
Ex = Column | |||
Fx = castle background bricks | |||
Effects of Object Set 1 unknown | |||
Extra Objects (Y position 15) | |||
00 = Door to left | |||
01 = Door to right | |||
02 = Wall to left | |||
03 = wall to right | |||
04 = fireplace | |||
05 = fountain | |||
06 = sign | |||
07 = headstone one above ground | |||
08-0F = ? | |||
1x = single bush | |||
2x = background wall at Y pos 4, 3 wide, x tall | |||
3x = ? | |||
4x = ? | |||
5x = ? | |||
6x = bridge | |||
7x = water/lava | |||
80-FF = ? | |||
Objects: (for Palaces) | |||
Small Objects | |||
00 = Window | |||
01 = Rightward unicorn head | |||
02 = leftward wolf head | |||
03,04 = crystal return statue | |||
05,06 = locked door | |||
07 = cloud | |||
08 = small cloud | |||
09 = ironknuckle statue | |||
0A-0E = small cloud | |||
0F = crash | |||
Large Objects (set 0) | |||
0x = small objects | |||
1x = Horizontal Pit, one high | |||
2x = horizontal bricks, one high | |||
3x = breakable blocks, one high | |||
4x = steel blocks, one high | |||
5x = breaking bridge, one high | |||
6x = breakable blocks, one high | |||
7x = horizontal bricks, two high | |||
8x = curtains, two high | |||
9x = breakable blocks, two high | |||
Ax = walk-thru bricks, two high | |||
Bx = breakable blocks, one wide | |||
Cx = Column, one wide | |||
Dx = Bridge, two high | |||
Ex = Pit, one wide | |||
Fx = Horizontal Pit, extends to bottom of screen | |||
Extra Objects | |||
1x = Lava | |||
Objects: (for Great Palace) | |||
Great palace contains tiles for the "north castle" used in ending | |||
Same as above, except: | |||
09 = Zelda | |||
0A = Ironknuckle Statue | |||
1x = Canopy (for final boss room) | |||
5x = North Castle bricks | |||
6x = North Castle Steps | |||
7x = breakable bridge | |||
8x = bridge, two high | |||
9x = bricks, two high | |||
Ax = curtains, two high | |||
Bx = Walk-thru bricks, two high | |||
Cx = breakable blocks, two high | |||
Dx = breakable blocks, one wide | |||
Ex = electric barrier | |||
Fx = column | |||
============ | |||
Enemy Format | |||
============ | |||
Header: | |||
Byte 0 - Length of enemy data | |||
When selecting "Strong Enemy" for random overworld battles, advance that many bytes, data for "strong enemy" follows the first enemy set. Non-random battles do not have "strong enemy" information | |||
Bytes for enemy data: | |||
0 - | |||
....xxxx = X coordinate (in tiles) | |||
xxxx.... = Y coordinate (in tiles) | |||
Y coordinate 0 maps to row 1, otherwise maps to row 2+x | |||
1 - | |||
xx...... = Upper bits of X coordinate | |||
..xxxxxx = Enemy number (0-63) | |||
----------- | |||
Enemy lists | |||
----------- | |||
West Hyrule, Death Mountain: | |||
00 - Fairy | |||
01 - Red Jar | |||
02 - Locked Door | |||
03 - Myu | |||
04 - Bot | |||
05 - Bit | |||
06 - Moa (red eye thingy) | |||
07 - Kees (bat) | |||
08 - crash | |||
09 - crash | |||
0A - Red Kees | |||
0B - Poison bubble generator | |||
0C - Desert rock generator | |||
0D - Red Deeler (spider) | |||
0E - Blue Deeler (spider) | |||
0F - skull fish thingy generator | |||
10 - skull fish | |||
11 - Red Octorock | |||
12 - Walking Red Octorock | |||
13 - Elevator | |||
14 - Orange Moblin | |||
15 - Red Moblin | |||
16 - Blue Moblin | |||
17 - Orange Diara | |||
18 - Red Daira | |||
19 - Orange Goriya | |||
1A - Red Goriya | |||
1B - Blue Goriya | |||
1C - Lowder (beetle) | |||
1D - Moby generator | |||
1E - Moby | |||
1F - badger thingy | |||
20 - desert snake thingy | |||
21 - dumb moblin generator | |||
22 - dumb moblin | |||
23-FF crash | |||
East Hyrule, Maze Island | |||
00 - Fairy | |||
01 - Red Jar | |||
02 - Locked Door | |||
03 - Myu | |||
04 - Bot | |||
05 - Bit | |||
06 - Blue Moa | |||
07 - Kees (bat) | |||
08 - crash | |||
09 - crash | |||
0A - Red Kees | |||
0B - Poison bubble generator | |||
0C - Desert rock generator (messed up link-doll sprite in east hyrule) | |||
0D - Red Deeler (spider) | |||
0E - Blue Deeler (spider) | |||
0F - skull fish thingy generator | |||
10 - ? (should be single enemy, but nothing appears) | |||
11 - Blue Octorock | |||
12 - Walking Blue Octorock | |||
13 - Elevator | |||
14 - Blue Tektike | |||
15 - Red closing Eye | |||
16 - Leever | |||
17 - Bee thingy | |||
18 - dinosaur dog thingy | |||
19 - scorpion thingy | |||
1A - Red lizardman | |||
1B - Orange lizardman | |||
1C - Blue lizardman | |||
1D - rock throwing lizardman | |||
1E-FF - crash | |||
Towns | |||
00 - Fairy | |||
01 - Candle | |||
02 - Locked Door | |||
03 - Purple Kees | |||
04 - Purple Bot | |||
05 - Bit | |||
06 - Purple Moa | |||
07 - Purple Kees (again?) | |||
08 - Gold colored girl, crashes game if you talk to her | |||
09-24 - Various townspeople | |||
Palace 1,2,5 | |||
00 - Fairy | |||
01 - Candle | |||
02 - Door | |||
03 - Myu | |||
04 - Bot | |||
05 - Strike for Red Jar/Ironknuckle | |||
06 - Bubble | |||
07 - Orange Moa | |||
08 - Falling blocks | |||
09 - Single falling block | |||
0A - Unicorn Head | |||
0B - Rat Head generator | |||
0C - Rat Head | |||
0D - Column dripper | |||
0E - Fast bubble | |||
0F - skull head generator | |||
10 - skull head? | |||
11 - snake/octorock thingy | |||
12 - walking snake/octorock thingy | |||
13 - elevator | |||
14 - crystal return | |||
15 - crystal | |||
16 - unicorn head shooter (to down-right) | |||
17 - unicorn head shooter (to down-left) | |||
18 - Orange Ironknuckle | |||
19 - Red Ironknuckle | |||
1A - Blue Ironknuckle | |||
1B - red wolf head generator | |||
1C - wolf head | |||
1D - fire wizrobe | |||
1E - club throwing bear thingy | |||
1F - Red stalfos | |||
20 - Horsehead | |||
21 - Helmethead/fifth palace boss | |||
22 - helemthead's helmet | |||
23 - Blue stalfos | |||
24-FF crash | |||
Palace 3,4,6 | |||
00 - Fairy | |||
01 - Candle | |||
02 - Door | |||
03 - Myu | |||
04 - Bot | |||
05 - Strike for Red Jar/Ironknuckle | |||
06 - Bubble | |||
07 - Orange Moa | |||
08 - Falling blocks | |||
09 - Single falling block | |||
0A - Unicorn Head | |||
0B - Rat Head generator | |||
0C - Rat Head | |||
0D - Column dripper | |||
0E - Fast bubble | |||
0F - ? nothing | |||
10 - Fire | |||
11 - snake/octorock thingy | |||
12 - ? nothing | |||
13 - elevator | |||
14 - crystal return | |||
15 - crystal | |||
16 - unicorn head shooter (to down-right) | |||
17 - unicorn head shooter (to down-left) | |||
18 - Orange Ironknuckle | |||
19 - Red Ironknuckle | |||
1A - Blue Ironknuckle | |||
1B - red wolf head generator | |||
1C - wolf head | |||
1D - reflect wizrobe | |||
1E - Red stalfos | |||
1F - blue boomerang-club thing | |||
20 - Ironknuckle on horse | |||
21 - 6th palace boss | |||
22 - 4th palace boss | |||
23 - Blue stalfos | |||
24-FF crash | |||
Enemies are not yet mapped for great palace | |||
</pre> | |||
* 0x004C4C - 0x004C67 - Grass Area level data | * 0x004C4C - 0x004C67 - Grass Area level data | ||
* 0x004C64 - 0x004C78 - Forest Area level data | * 0x004C64 - 0x004C78 - Forest Area level data |
Revision as of 14:13, 7 January 2007
The following article is a ROM map for Zelda II: The Adventure of Link.
Main Menu
- 0x017339 - Y position for cursor on Save Slot 1
- 0x017351 - Y position for cursor on Save Slot 2
- 0x017369 - Y position for cursor on Save Slot 3
- 0x01737F - Y position for cursor on Register Your Name
- 0x017391 - Y position for cursor on Elimation Mode
- 0x017395 - X position for cursor
Beginning Values
- 0x017AF7 - Begin with Shield Magic
- 0x017AF8 - Begin with Jump Magic
- 0x017AF9 - Begin with Life Magic
- 0x017AFA - Begin with Fairy Magic
- 0x017AFB - Begin with Fire Magic
- 0x017AFC - Begin with Reflect Magic
- 0x017AFD - Begin with Spell Magic
- 0x017AFE - Begin with Thunder Magic
- 0x017AFF - Number of Magic Containers to begin game
- 0x017B00 - Number of Heart Containers to begin game
- 0x017B01 - Begin with Candle
- 0x017B02 - Begin with Power Glove
- 0x017B03 - Begin with Raft
- 0x017B04 - Begin with Boots
- 0x017B05 - Begin with Flute
- 0x017B06 - Begin with Cross
- 0x017B07 - Begin with Hammer
- 0x017B08 - Begin with Magic Key
- 0x017B10 - Number of Crystals to begin game
- 0x017B12 - Techs (Downward Thrust 10) (Upward Thrust 04) (Both 14)
- 0x017B1D - 0x017B24 - Letter Values when blanking a name out
- 0x017B25 - 0x017C04 - Bit defaults for sprites (keys, items, etc.)
- 0x01C369 - Number of lives to begin game
PPU Data
Overworld
- 0x0007B3 - 0x0007B6 - PPU data for Towns
- 0x0007B7 - 0x0007BA - PPU data for Caves
- 0x0007BB - 0x0007BE - PPU data for Palaces
- 0x0007BF - 0x0007C2 - PPU data for Bridges
- 0x0007C3 - 0x0007C6 - PPU data for Desert
- 0x0007C7 - 0x0007CA - PPU data for Grass Areas
- 0x0007CB - 0x0007CE - PPU data for Forests
- 0x0007CF - 0x0007D2 - PPU data for Swamps
- 0x0007D3 - 0x0007D6 - PPU data for Graveyards
- 0x0007D7 - 0x0007DA - PPU data for Trails
- 0x0007DB - 0x0007DE - PPU data for Lava Areas
- 0x0007DF - 0x0007E2 - PPU data for Mountains
- 0x0007E3 - 0x0007E6 - PPU data for Water
- 0x0007E7 - 0x0007EA - PPU data for Walkable Water
- 0x0007EB - 0x0007EE - PPU data for Rocks/Roadblocks
- 0x0007EF - 0x0007F2 - PPU data for River Devil
Western Hyrule
- 0x0044EB - 0x0044EE - PPU data for Grass on Battlefield
Eastern Hyrule
- 0x0084DF - 0x0084E2 - PPU data for Leaves of Trees on Battlefield
- 0x0084E3 - 0x0084E6 - PPU data for Hanging Leaves on Battlefield
- 0x0084EB - 0x0084EE - PPU data for Grass on Battlefield
Towns
- 0x00C3F6 - 0x00C3F9 - PPU data for Top of Exterior Windows
- 0x00C3FA - 0x00C3FD - PPU data for Bottom of Exterior Windows
- 0x00C44E - 0x00C451 - PPU data for left side of Clouds
- 0x00C452 - 0x00C455 - PPU data for right side of Larger Clouds
- 0x00C456 - 0x00C459 - PPU data for right side of Smaller Clouds
- 0x00C45A - 0x00C45D - PPU data for angle of tunnel right
- 0x00C45E - 0x00C461 - PPU data for tunnel wall right
- 0x00C4E2 - 0x00C4E5 - PPU data for floors inside buildings
- 0x00C6B2 - 0x00C6B5 - PPU data for Sky
- 0x00C6BA - 0x00C6BD - PPU data for background of Basements
- 0x00C6C6 - 0x00C6C9 - PPU data for Bushs
- 0x00C6FE - 0x00C701 - PPU data for Ground
- 0x00C706 - 0x00C709 - PPU data for Walls in Basements
Character Data
- 0x001480 - High Jump height standing still
- 0x001481 - High Jump height while running
- 0x001482 - Regular jump height standing still
- 0x001483 - Regular jump height while running
- 0x001484 - High Jump "gravity" standing still
- 0x001485 - High Jump "gravity" while running
- 0x001486 - Regular jump "gravity" standing still
- 0x001487 - Regular jump "gravity" while running
Graphics
- 0x01EB35 ~ 0x01EB3A - Tiles to use for Walking Link Sprite (00)
- 0x01EB3B ~ 0x01EB40 - Tiles to use for Walking Link Sprite (01)
- 0x01EB41 ~ 0x01EB46 - Tiles to use for Walking Link Sprite (02)
- 0x01EB47 ~ 0x01EB4C - Tiles to use for Ducking Link Sprite (06)
- 0x01EB4D ~ 0x01EB52 - Tiles to use for Standing Link Sprite (03)
- 0x01EB53 ~ 0x01EB58 - Tiles to use for Preparing to Stab Link Sprite (04)
- 0x01EB59 ~ 0x01EB5E - Tiles to use for Stabbing Link Sprite (05)
- 0x01EE61 - 0x01EE62 - Tiles for Defeated enemy frame 1
- 0x01EE63 - 0x01EE64 - Tiles for Defeated enemy frame 2
- 0x01EB65 ~ 0x01EB6A - Tiles to use for Ducking Stabbing Link Sprite (07)
- 0x01EB6B ~ 0x01EB70 - Tiles to use for Upward Thrust Link Sprite (08)
Attack Power
- 0x01E67D - Level 1 Sword
- 0x01E67E - Level 2 Sword
- 0x01E67F - Level 3 Sword
- 0x01E680 - Level 4 Sword
- 0x01E681 - Level 5 Sword
- 0x01E682 - Level 6 Sword
- 0x01E683 - Level 7 Sword
- 0x01E684 - Level 8 Sword
- 0x01E685 - Thunder(Glitches Thunderbird Boss fight)
Magic Tables
- 0x000D8B - Amount of Magic needed at Magic Level 1 for Shield
- 0x000D8C - Amount of Magic needed at Magic Level 2 for Shield
- 0x000D8D - Amount of Magic needed at Magic Level 3 for Shield
- 0x000D8E - Amount of Magic needed at Magic Level 4 for Shield
- 0x000D8F - Amount of Magic needed at Magic Level 5 for Shield
- 0x000D90 - Amount of Magic needed at Magic Level 6 for Shield
- 0x000D91 - Amount of Magic needed at Magic Level 7 for Shield
- 0x000D92 - Amount of Magic needed at Magic Level 8 for Shield
- 0x000D93 - Amount of Magic needed at Magic Level 1 for Jump
- 0x000D94 - Amount of Magic needed at Magic Level 2 for Jump
- 0x000D95 - Amount of Magic needed at Magic Level 3 for Jump
- 0x000D96 - Amount of Magic needed at Magic Level 4 for Jump
- 0x000D97 - Amount of Magic needed at Magic Level 5 for Jump
- 0x000D98 - Amount of Magic needed at Magic Level 6 for Jump
- 0x000D99 - Amount of Magic needed at Magic Level 7 for Jump
- 0x000D9A - Amount of Magic needed at Magic Level 8 for Jump
- 0x000D9B - Amount of Magic needed at Magic Level 1 for Life
- 0x000D9C - Amount of Magic needed at Magic Level 2 for Life
- 0x000D9D - Amount of Magic needed at Magic Level 3 for Life
- 0x000D9E - Amount of Magic needed at Magic Level 4 for Life
- 0x000D9F - Amount of Magic needed at Magic Level 5 for Life
- 0x000DA0 - Amount of Magic needed at Magic Level 6 for Life
- 0x000DA1 - Amount of Magic needed at Magic Level 7 for Life
- 0x000DA2 - Amount of Magic needed at Magic Level 8 for Life
- 0x000DA3 - Amount of Magic needed at Magic Level 1 for Fairy
- 0x000DA4 - Amount of Magic needed at Magic Level 2 for Fairy
- 0x000DA5 - Amount of Magic needed at Magic Level 3 for Fairy
- 0x000DA6 - Amount of Magic needed at Magic Level 4 for Fairy
- 0x000DA7 - Amount of Magic needed at Magic Level 5 for Fairy
- 0x000DA8 - Amount of Magic needed at Magic Level 6 for Fairy
- 0x000DA9 - Amount of Magic needed at Magic Level 7 for Fairy
- 0x000DAA - Amount of Magic needed at Magic Level 8 for Fairy
- 0x000DAB - Amount of Magic needed at Magic Level 1 for Fire
- 0x000DAC - Amount of Magic needed at Magic Level 2 for Fire
- 0x000DAD - Amount of Magic needed at Magic Level 3 for Fire
- 0x000DAE - Amount of Magic needed at Magic Level 4 for Fire
- 0x000DAF - Amount of Magic needed at Magic Level 5 for Fire
- 0x000DB0 - Amount of Magic needed at Magic Level 6 for Fire
- 0x000DB1 - Amount of Magic needed at Magic Level 7 for Fire
- 0x000DB2 - Amount of Magic needed at Magic Level 8 for Fire
- 0x000DB3 - Amount of Magic needed at Magic Level 1 for Reflect
- 0x000DB4 - Amount of Magic needed at Magic Level 2 for Reflect
- 0x000DB5 - Amount of Magic needed at Magic Level 3 for Reflect
- 0x000DB6 - Amount of Magic needed at Magic Level 4 for Reflect
- 0x000DB7 - Amount of Magic needed at Magic Level 5 for Reflect
- 0x000DB8 - Amount of Magic needed at Magic Level 6 for Reflect
- 0x000DB9 - Amount of Magic needed at Magic Level 7 for Reflect
- 0x000DBA - Amount of Magic needed at Magic Level 8 for Reflect
- 0x000DBB - Amount of Magic needed at Magic Level 1 for Spell
- 0x000DBC - Amount of Magic needed at Magic Level 2 for Spell
- 0x000DBD - Amount of Magic needed at Magic Level 3 for Spell
- 0x000DBE - Amount of Magic needed at Magic Level 4 for Spell
- 0x000DBF - Amount of Magic needed at Magic Level 5 for Spell
- 0x000DC0 - Amount of Magic needed at Magic Level 6 for Spell
- 0x000DC1 - Amount of Magic needed at Magic Level 7 for Spell
- 0x000DC2 - Amount of Magic needed at Magic Level 8 for Spell
- 0x000DC3 - Amount of Magic needed at Magic Level 1 for Thunder
- 0x000DC4 - Amount of Magic needed at Magic Level 2 for Thunder
- 0x000DC5 - Amount of Magic needed at Magic Level 3 for Thunder
- 0x000DC6 - Amount of Magic needed at Magic Level 4 for Thunder
- 0x000DC7 - Amount of Magic needed at Magic Level 5 for Thunder
- 0x000DC8 - Amount of Magic needed at Magic Level 6 for Thunder
- 0x000DC9 - Amount of Magic needed at Magic Level 7 for Thunder
- 0x000DCA - Amount of Magic needed at Magic Level 8 for Thunder
Magic Effects
Uses bits (multiple spell effects for one!)
- 0x000DCB - Spell effects for Shield
- 0x000DCC - Spell effects for Jump
- 0x000DCD - Spell effects for Life
- 0x000DCE - Spell effects for Fairy
- 0x000DCF - Spell effects for Fire
- 0x000DD0 - Spell effects for Reflect
- 0x000DD1 - Spell effects for Spell
- 0x000DD2 - Spell effects for Thunder
Magic Related
- 0x000E7A - Amount of Life to restore with Life Spell
- 0x000E9E - Color to turn Link's Tunic for Shield Spell
- 0x0010EA - Color to turn Link's Tunic after casting a spell (besides Shield)
- 0x002A0B - Brown color for Link after casting spells
Experience Tables
- 0x001669 - Experience for Attack to level 2 (add 255)
- 0x001681 - Experience for Attack to level 2 (000-255)
- 0x00166A - Experience for Attack to level 3 (add 255)
- 0x001682 - Experience for Attack to level 3 (000-255)
- 0x00166B - Experience for Attack to level 4 (add 255)
- 0x001683 - Experience for Attack to level 4 (000-255)
- 0x00166C - Experience for Attack to level 5 (add 255)
- 0x001684 - Experience for Attack to level 5 (000-255)
- 0x00166D - Experience for Attack to level 6 (add 255)
- 0x001685 - Experience for Attack to level 6 (000-255)
- 0x00166E - Experience for Attack to level 7 (add 255)
- 0x001686 - Experience for Attack to level 7 (000-255)
- 0x00166F - Experience for Attack to level 8 (add 255)
- 0x001687 - Experience for Attack to level 8 (000-255)
- 0x001670 - Experience for extra life (add 255)
- 0x001688 - Experience for extra life (000-255)
- 0x001671 - Experience for Magic to level 2 (add 255)
- 0x001689 - Experience for Magic to level 2 (000-255)
- 0x001672 - Experience for Magic to level 3 (add 255)
- 0x00168A - Experience for Magic to level 3 (000-255)
- 0x001673 - Experience for Magic to level 4 (add 255)
- 0x00168B - Experience for Magic to level 4 (000-255)
- 0x001674 - Experience for Magic to level 5 (add 255)
- 0x00168C - Experience for Magic to level 5 (000-255)
- 0x001675 - Experience for Magic to level 6 (add 255)
- 0x00168D - Experience for Magic to level 6 (000-255)
- 0x001676 - Experience for Magic to level 7 (add 255)
- 0x00168E - Experience for Magic to level 7 (000-255)
- 0x001677 - Experience for Magic to level 8 (add 255)
- 0x00168F - Experience for Magic to level 8 (000-255)
- 0x001678 - Experience for extra life (add 255)
- 0x001690 - Experience for extra life (000-255)
- 0x001679 - Experience for Life to level 2 (add 255)
- 0x001691 - Experience for Life to level 2 (000-255)
- 0x00167A - Experience for Life to level 3 (add 255)
- 0x001692 - Experience for Life to level 3 (000-255)
- 0x00167B - Experience for Life to level 4 (add 255)
- 0x001693 - Experience for Life to level 4 (000-255)
- 0x00167C - Experience for Life to level 5 (add 255)
- 0x001694 - Experience for Life to level 5 (000-255)
- 0x00167D - Experience for Life to level 6 (add 255)
- 0x001695 - Experience for Life to level 6 (000-255)
- 0x00167E - Experience for Life to level 7 (add 255)
- 0x001696 - Experience for Life to level 7 (000-255)
- 0x00167F - Experience for Life to level 8 (add 255)
- 0x001697 - Experience for Life to level 8 (000-255)
- 0x001680 - Experience for extra life (add 255)
- 0x001698 - Experience for extra life (000-255)
Palace Data
- 0x010480 - 0x0104DF - Palettes for Outside the 6 Palaces
- 0x013F10 - 0x013F6F - Palettes for the 6 Palaces Interiors
- 0x01C46B - 0x01C47A - Palette for Overworld
- 0x01C47B - 0x01C48A - Sprite pallet set for Overworld
Graphics Set
- 0x01CD3A - Graphics Set for Palace 1
- 0x01CD3B - Graphics Set for Palace 2
- 0x01CD3C - Graphics Set for Palace 3
- 0x01CD3E - Graphics Set for Palace 4
- 0x01CD42 - Graphics Set for Palace 5
- 0x01CD43 - Graphics Set for Palace 6
- 0x01CD44 - Graphics Set for Great Palace
Palette Pointers
- 0x01CD45 - Palette Pointer for Palace 1
- 0x01CD46 - Palette Pointer for Palace 2
- 0x01CD47 - Palette Pointer for Palace 3
- 0x01CD49 - Palette Pointer for Palace 4
- 0x01CD4D - Palette Pointer for Palace 5
- 0x01CD4E - Palette Pointer for Palace 6
- 0x01CD4F - Palette Pointer for Great Palace
Overworld Data
Overworld Map
The overworld maps of the two main continents are on a tilemap, 64 wide by 75 tall spaces. Although the Death Mountain/Maze Island map is 64 x 41, there is a considerable amount of unused space at the end. This allows for a significant amount of vertical expansion.
The tilemaps are encoded in an RLE (Run Length Encoding) format. Each byte in these ranges codes for a horizontal strip of land. The most significant hex-digit (first hex digit) determines which of the sixteen land types will be used for the strip, while the second hex-digit controls the size of the strip, then add 1. In this latter case, the size will always be one space more than the digit used to program it. In other words, a seven will code for a strip eight spaces long, an F will code for a strip sixteen spaces long, a zero will code for a single space, etc.
Or in other words:
xxxx.... - Tile Type ....xxxx - Length of strip (add 1 afterwards)
The tile values are assigned as follows:
- 0 = Town
- 1 = Cave
- 2 = Palace
- 3 = Bridge
- 4 = Desert
- 5 = Grass
- 6 = Forest
- 7 = Swamp
- 8 = Graveyard
- 9 = Plains (safe yellow ground)
- A = Lava (when used in West Hyrule, touching an enemy will trigger a grassland battleground)
- B = Mountain
- C = Water
- D = Walkable Water
- E = Obstacle Stone
- F = Black Devil (flute may not remove in West Hyrule)
Overworld in RAM
The compressed overworld map is copied to RAM to allow the game to modify the map. Tiles which can be modified (Roadblock, River Devil, Hidden location) must not be part of another horizontal strip, they must be their own byte, and have length 0. The overworld is stored in NES RAM at 0x7C00.
Rock Pointers
These control which byte in ram gets turned into a single rock (B0) after beating a palace. Keep in mind that the data here is RAM pointers, the base is 0x7C00, and the offset is how many bytes into the compressed map.
- 0x479F - First palace (in west hyrule)
- 0x47A1 - Second palace
- 0x47A3 - Third palace
- 0x47A5 - Fourth Palace (in Death Mountain, probably not used)
- 0x1879F - Fifth Palace (in east hyrule)
- 0x187A1 - Sixth Palace
- 0x187A5 - Fourth Palace (in Maze Island)
Overworld Data Locations
- 0x00506C - 0x00538C - Western Hyrule
- 0x009056 - 0x00936F - Eastern Hyrule
- 0x00665C - 0x0068F7 - Death Mountain and Maze Island (Used for Death Mountain)
- 0x00A65C - 0x00A8F7 - Death Mountain and Maze Island (Used for Maze Island)
New info added by Dwedit, go sort this stuff
---------------------------- "Browse Around" information ---------------------------- locations of towns and caves and such: base addresses 0x462F west hyrule 0x611C death mtn 0x862F east hyrule 0xA10C maze island Base address is for "Y" Add 3F to get "X" Add 7E to get "Z" Add BD to get "W" "Y": .xxxxxxx - Y position x....... - Is external to this world? "X": ..xxxxxx - X position .x...... - Is second part of a cave? x....... - ??? "Z": ..xxxxxx - Map number xx...... - Horizontal position to enter within map 00 = leftmost 01 = enter at x=256? or rightmost for 512 pixel wide maps? 10 = enter at x=512? or rightmost for 768 pixel wide maps? 11 = enter at rightmost for 1024 pixel wide maps? "W": ...xxxxx - "world number"? xxx..... - "flags"?
Area Pointers - General Information
There appear to be two layers of pointer coordinates for the overworld maps. The reason for this is still being researched, but it appears to give the game greater lattitude in distinguishing certain types of side-scrolling areas (single-entrance caves, single-screen fairy encounters, etc.) from others (palaces, towns, etc.). Failure to code new pointer coordinates with respect to their intrinsic HI/LOW status can result in junk areas being loaded, winding up in the original pointer location upon exiting an area, etc.
In both Eastern and Western Hyrule, the horizontal (X-axis) pointers range from 00 through 3F. Simultaneously, a second layer of X-axis pointers ranges from 40 through 7F. These "HI" values (always $40 more than their corresponding "LOW" values) tend to be used for towns and certain caves. Similarly, the vertical (Y-axis) pointers range from 1E to 68, top-to-bottom. The "HI" level pointers range from 9E to E8 (always $80 higher than their corresponding "LOW" values). The Y-axis "HI" values seem to be associated with towns, palaces and transition points to other maps.
In the following tables, each pointer will be identified as either "HI" or "LOW". Note that the HI/LOW status of a pointer on one axis has no relation to its status on the other; there are plenty of pointers with a mixed orientation such as HI-X / LOW-Y and vice versa.
Area Pointers - West Hyrule
- 0x00462F - Y position for Zelda's castle [LOW]
- 0x004630 - Y position for Trophy cave [LOW]
- 0x004631 - Y position for Forest with 50 exp. bag and Aches [LOW]
- 0x004632 - Y position for 1st Magic Container cave [LOW]
- 0x004633 - Y position for Forest with 100 exp. bag and Megmets [LOW]
- 0x004634 - Y position for 1st Heart Container area [LOW]
- 0x004635 - Y position for Lost Woods [LOW]
- 0x004636 - Y position for Bubble path to 1st Heart Container [LOW]
- 0x004637 - Y position for 1-up doll in swamp [LOW]
- 0x004638 - Y position for Red Magic Jar in graveyard [LOW]
- 0x004639 - Y position for Northern exit of cave to Palace 1 [LOW]
- 0x00463A - Y position for Southern exit of cave to Palace 1 [LOW]
- 0x00463B - Y position for Northern exit of Western Mt. caves [LOW]
- 0x00463C - Y position for Southern exit of Western Mt. caves [LOW]
- 0x00463D - Y position for Megmet cave and 200 exp. bag [LOW]
- 0x00463E - Y position for Water of Life cave [LOW]
- 0x00463F - Y position for 2nd Heart Container cave [LOW]
- 0x004640 - Y position for Hole to Palace 3 cave [LOW]
- 0x004641 - Y position for Caves on Palace 3's island [LOW]
- 0x004642 - Y position for North and South bridge to island before Death Mt. [LOW]
- 0x004643 - Y position for East and West bridge to island before Death Mt. [LOW]
- 0x004644 - Y position for West exit of bridge after Death Mt. [LOW]
- 0x004645 - Y position for East exit of bridge after Death Mt. [LOW]
- 0x004646 - Y position for Forest with Fairy after Western Mt. cave [LOW]
- 0x004647 - Y position for Red Magic Jar in swamp [LOW]
- 0x004648 - Y position for forest with Fairy East of island before Death Mt. [LOW]
- 0x004649 - Y position for Lost Woods [LOW]
- 0x00464A - Y position for Lost Woods [LOW]
- 0x00464B - Y position for Lost Woods [LOW]
- 0x00464C - Y position for Lost Woods [LOW]
- 0x00464D - Y position for Red Magic Jar on trail, in swamp [LOW]
- 0x00464E - Y position for Extra Red Magic Jar, on beach (not used) [LOW?]
- 0x00464F - Y position for 1-up doll on beach [LOW]
- 0x004658 - Y position for Raft Dock to East Hyrule [HI]
- 0x004659 - Y position for Cave entrance to Death Mountain [HI]
- 0x00465A - Y position for Cave exit to Death Mountain [HI]
- 0x00465B - Y position for King's Tomb [HI]
- 0x00465C - Y position for Rauru [HI]
- 0x00465E - Y position for Ruto [HI]
- 0x00465F - Y position for Southern Saria [HI]
- 0x004660 - Y position for Northern Saria [HI]
- 0x004661 - Y position for Bagu's Cabin [HI]
- 0x004662 - Y position for Mido [HI]
- 0x004663 - Y position for Parapa Palace [HI]
- 0x004664 - Y position for Swamp Palace [HI]
- 0x004665 - Y position for Island Palace [HI]
- 0x00466E - X position for Zelda's castle [LOW]
- 0x00466F - X position for Trophy cave [LOW]
- 0x004670 - X position for Forest with 50 exp. bag and Aches [LOW]
- 0x004671 - X position for 1st Magic Container cave [LOW]
- 0x004672 - X position for Forest with 100 exp. bag and Megmets [LOW]
- 0x004673 - X position for 1st Heart Container area [LOW]
- 0x004674 - X position for Lost Woods [LOW]
- 0x004675 - X position for Bubble path to 1st Heart Container [LOW]
- 0x004676 - X position for 1-up doll in swamp [LOW]
- 0x004677 - X position for Red Magic Jar in grave yard [LOW]
- 0x004678 - X position for Northern exit for cave to Palace 1 [LOW]
- 0x004679 - X position for Southern exit for cave to Palace 1 [HI]
- 0x00467A - X position for Northern exit of Western Mt. cave [LOW]
- 0x00467B - X position for Southern exit of Western Mt. cave [HI]
- 0x00467C - X position for Megmet caves and 200 exp. bag [LOW]
- 0x00467D - X position for Water of Life cave [LOW]
- 0x00467E - X position for 2nd Heart Container cave [LOW]
- 0x00467F - X position for Hole to Palace 3 cave [LOW]
- 0x004680 - X position for Caves on Palace 3's island [HI]
- 0x004681 - X position for North and South bridge to island before Death Mt. [LOW]
- 0x004682 - X position for East and West bridge to island before Death Mt. [LOW]
- 0x004683 - X position for West exit of bridge after Death Mt. [LOW]
- 0x004684 - X position for East exit of bridge after Death Mt. [HI]
- 0x004685 - X position for forest with Fairy after Western Mt. cave [LOW]
- 0x004686 - X position for Red Magic Jar in swamp [LOW]
- 0x004687 - X position for forest with fairy East of island before Death Mt. [LOW]
- 0x004688 - X position for Lost Woods [LOW]
- 0x004689 - X position for Lost Woods [LOW]
- 0x00468A - X position for Lost Woods [LOW]
- 0x00468B - X position for Lost Woods [LOW]
- 0x00468C - X position for Red Magic Jar on trail, in swamp [LOW]
- 0x00468D - X position for Extra Red Magic Jar, on beach (not used) [LOW?]
- 0x00468E - X position for 1-up doll on beach [LOW]
- 0x004697 - X position for Raft Dock to East Hyrule [LOW]
- 0x004698 - X position for Cave entrance to Death Mountain [LOW]
- 0x004699 - X position for Cave exit to Death Mountain [LOW]
- 0x00469A - X position for King's Tomb [LOW]
- 0x00469B - X position for Rauru [HI]
- 0x00469D - X position for Ruto [HI]
- 0x00469E - X position for Southern Saria [LOW]
- 0x00469F - X position for Northern Saria [HI]
- 0x0046A0 - X position for Bagu's Cabin [LOW]
- 0x0046A1 - X position for Mido [HI]
- 0x0046A2 - X position for Parapa Palace [LOW]
- 0x0046A3 - X position for Swamp Palace [LOW]
- 0x0046A4 - X position for Island Palace [LOW]
Area Pointers - East Hyrule
- 0x00862f - Y position for Forest with 500 Exp. bag, west of Nabooru [LOW]
- 0x008630 - Y position for Forest with 500 Exp. bag, north of 3-Eye Rock [LOW]
- 0x008631 - Y position for 1st Forced battle scene, after River Devil [LOW]
- 0x008632 - Y position for 2nd Forced battle scene, after River Devil [LOW]
- 0x008633 - Y position for 3rd Forced battle scene, after River Devil [LOW]
- 0x008634 - Y position for Forced battle scene, entering Path of Fire [LOW]
- 0x008635 - Y position for Bridge North of Old Kasuto [LOW]
- 0x008636 - Y position for Bridge East of Old Kasuto [LOW]
- 0x008637 - Y position for 2nd battle scene, before Darunia [LOW]
- 0x008638 - Y position for 1st battle scene, before Darunia [LOW]
- 0x008639 - Y position for Heart Container in Ocean [LOW]
- 0x00863A - Y position for south cave, north of Nabooru [LOW]
- 0x00863B - Y position for north cave, north of Nabooru [LOW]
- 0x00863C - Y position for Cave with 500 exp. bag, south of Nabooru [LOW]
- 0x00863D - Y position for Cave with 500 exp. bag, North of Old Kasuto [LOW]
- 0x00863E - Y position for west cave, near New Kasuto [LOW]
- 0x00863F - Y position for east cave, near New Kasuto [LOW]
- 0x008640 - Y position for Cave C, on the way to Great Palace [LOW]
- 0x008641 - Y position for Cave D, on the way to Great Palace [LOW]
- 0x008642 - Y position for CAve B, on the way to Great Palace [LOW]
- 0x008643 - Y position for Cave A, on the way to Great Palace [LOW]
- 0x008644 - Y position for 1-up in swamp [LOW]
- 0x008645 - Y position for Extra battle scene(Same spot as 0x00864B) [LOW]
- 0x008646 - Y position for 500 exp. bag on beach, near 5th Palace [LOW]
- 0x008647 - Y position for Red Magic Jar on beach, near Nabooru [LOW]
- 0x008648 - Y position for 1-up on beach [LOW]
- 0x008649 - Y position for Heart Container on beach, east of 3-Eye Rock [LOW]
- 0x00864A - Y position for Forest with fairy, southwest of Nabooru [LOW]
- 0x00864B - Y position for 500 exp. bag in Path of Fire [LOW]
- 0x00864C - Y position for Red Magic Jar in Path of Fire [LOW]
- 0x00864D - Y position for 3rd Forced Battle scene in the Path of Fire [LOW]
- 0x00864E - Y position for 2nd Forced Battle scene in the Path of Fire [LOW]
- 0x00864F - Y position for 1st Forced Battle scene in the Path of Fire [LOW]
- 0x008657 - Y position for Bridge to Maze Island [HI]
- 0x008658 - Y position for Raft dock, back to West Hyrule [HI]
- 0x00865C - Y position for Nabooru [HI]
- 0x00865E - Y position for Darunia [HI]
- 0x008660 - Y position for New Kasuto† [HI]
- 0x008662 - Y position for Old Kasuto [HI]
- 0x008663 - Y position for 5th Palace [HI]
- 0x008664 - Y position for 6th Palace‡ [HI]
- 0x008665 - Y position for Great Palace [HI]
† Because New Kasuto is hidden, the Y-value is stored as 00. The town can be "forced out of hiding" by replacing this value with D1. (The town still won't be visible on the overworld map.)
‡ Again, the hidden nature of the 6th Palace results in a stored Y-value of 00. To bring the palace out of hiding (making it eligible for re-positioning elsewhere), replace this value with E6.
- 0x00866E - X position for Forest with 500 Exp. bag, west of Nabooru [LOW]
- 0x00866F - X position for Forest with 500 Exp. bag, north of 3-Eye Rock [LOW]
- 0x008670 - X position for 1st Forced battle scene, after River Devil [LOW]
- 0x008671 - X position for 2nd Forced battle scene, after River Devil [LOW]
- 0x008672 - X position for 3rd Forced battle scene, after River Devil [LOW]
- 0x008673 - X position for Forced battle scene, entering Path of Fire [LOW]
- 0x008674 - X position for Bridge North of Old Kasuto [LOW]
- 0x008675 - X position for Bridge East of Old Kasuto [LOW]
- 0x008676 - X position for 2nd battle scene, before Darunia [LOW]
- 0x008677 - X position for 1st battle scene, before Darunia [LOW]
- 0x008678 - X position for Heart Container in Ocean [LOW]
- 0x008679 - X position for south cave, north of Nabooru [LOW]
- 0x00867A - X position for north cave, north of Nabooru [HI]
- 0x00867B - X position for Cave with 500 exp. bag, south of Nabooru [LOW]
- 0x00867C - X position for Cave with 500 exp. bag, North of Old Kasuto [LOW]
- 0x00867D - X position for west cave, near New Kasuto [LOW]
- 0x00867E - X position for east cave, near New Kasuto [HI]
- 0x00867F - X position for Cave C, on the way to Great Palace [LOW]
- 0x008680 - X position for Cave D, on the way to Great Palace [HI]
- 0x008681 - X position for CAve B, on the way to Great Palace [LOW]
- 0x008682 - X position for Cave A, on the way to Great Palace [HI]
- 0x008683 - X position for 1-up in swamp [LOW]
- 0x008684 - X position for Extra battle scene(Same spot as 0x00868A) [LOW]
- 0x008685 - X position for 500 exp. bag on beach, near 5th Palace [LOW]
- 0x008686 - X position for Red Magic Jar on beach, near Nabooru [LOW]
- 0x008687 - X position for 1-up on beach [LOW]
- 0x008688 - X position for Heart Container on beach, east of 3-Eye Rock [LOW]
- 0x008689 - X position for Forest with fairy, southwest of Nabooru [LOW]
- 0x00868A - X position for 500 exp. bag in Path of Fire [LOW]
- 0x00868B - X position for Red Magic Jar in Path of Fire [LOW]
- 0x00868C - X position for 3rd Forced Battle scene in the Path of Fire [LOW]
- 0x00868D - X position for 2nd Forced Battle scene in the Path of Fire [LOW]
- 0x00868E - X position for 1st Forced Battle scene in the Path of Fire [LOW]
- 0x008696 - X position for Bridge to Maze Island [LOW]
- 0x008697 - X position for Raft dock, back to West Hyrule [LOW]
- 0x00869B - X position for Nabooru [HI]
- 0x00869D - X position for Darunia [HI]
- 0x00869F - X position for New Kasuto [LOW]
- 0x0086A1 - X position for Old Kasuto [HI]
- 0x0086A2 - X position for 5th Palace [LOW]
- 0x0086A3 - X position for 6th Palace [LOW]
- 0x0086A4 - X position for Great Palace [LOW]
Area Pointers - Death Mountain
Use these maps as references.
- 0x00610C - Y position for Cave B West Exit
- 0x00610D - Y position for Cave B East Exit
- 0x00610E - Y position for Cave C West Exit
- 0x00610F - Y position for Cave C East Exit
- 0x006110 - Y position for Cave E South Exit
- 0x006111 - Y position for Cave E North Exit
- 0x006112 - Y position for Cave D West Exit
- 0x006113 - Y position for Cave D East Exit
- 0x006114 - Y position for Cave F West Exit
- 0x006115 - Y position for Cave F East Exit
- 0x006116 - Y position for Cave J West Exit
- 0x006117 - Y position for Cave J East Exit
- 0x006118 - Y position for Cave I North Exit
- 0x006119 - Y position for Cave I South Exit
- 0x00611A - Y position for Cave L North Exit
- 0x00611B - Y position for Cave L South Exit
- 0x00611C - Y position for Cave O North Exit
- 0x00611D - Y position for Cave O South Exit
- 0x00611E - Y position for Cave M West Exit
- 0x00611F - Y position for Cave M East Exit
- 0x006120 - Y position for Cave P West Exit
- 0x006121 - Y position for Cave P East Exit
- 0x006122 - Y position for Cave Q West Exit
- 0x006123 - Y position for Cave Q East Exit
- 0x006124 - Y position for Cave R South Exit
- 0x006125 - Y position for Cave R North Exit
- 0x006126 - Y position for Cave N South Exit
- 0x006127 - Y position for Cave N North Exit
- 0x006128 - Y position for Hammer Cave
- 0x006129 - Y position for Elevator Cave G West Exit (Bottom left)
- 0x00612A - Y position for Elevator Cave G East Exit (Bottom right)
- 0x00612B - Y position for Elevator Cave G West Exit (Top left)
- 0x00612C - Y position for Elevator Cave G East Exit (Top Right)
- 0x00612D - Y position for Elevator Cave H West Exit (Top left)
- 0x00612E - Y position for Elevator Cave H East Exit (Top Right)
- 0x00612F - Y position for Elevator Cave H North Exit (Bottom left)
- 0x006130 - Y position for Elevator Cave H South Exit (Bottom right)
- 0x006131 - Y position for Maze Island Forced Battle Scene 2
- 0x006132 - Y position for Maze Island Forced Battle Scene 1
- 0x006133 - Y position for Maze Island's Magic Container
- 0x006134 - Y position for Bridge back to East Hyrule
- 0x006136 - Y position for Cave A back to West Hyrule
- 0x006137 - Y position for Cave K back to West Hyrule
- 0x006140 - Y position for 4th Palace
- 0x006143 - Y position for Maze Island Child
- 0x006144 - Y position for Death Mountain's Magic Container
- 0x006145 - Y position for Maze Island Forced Battle Scene 3
- 0x006146 - Y position for Maze Island Forced Battle Scene 7
- 0x006147 - Y position for Maze Island Forced Battle Scene 4
- 0x006148 - Y position for Maze Island Forced Battle Scene 5
- 0x006149 - Y position for Maze Island Forced Battle Scene 6
- 0x00614B - X position for Cave B West Exit
- 0x00614C - X position for Cave B East Exit
- 0x00614D - X position for Cave C West Exit
- 0x00614E - X position for Cave C East Exit
- 0x00614F - X position for Cave E South Exit
- 0x006150 - X position for Cave E North Exit
- 0x006151 - X position for Cave D West Exit
- 0x006152 - X position for Cave D East Exit
- 0x006153 - X position for Cave F West Exit
- 0x006154 - X position for Cave F East Exit
- 0x006155 - X position for Cave J West Exit
- 0x006156 - X position for Cave J East Exit
- 0x006157 - X position for Cave I North Exit
- 0x006158 - X position for Cave I South Exit
- 0x006159 - X position for Cave L North Exit
- 0x00615A - X position for Cave L South Exit
- 0x00615B - X position for Cave O North Exit
- 0x00615C - X position for Cave O South Exit
- 0x00615D - X position for Cave M West Exit
- 0x00615E - X position for Cave M East Exit
- 0x00615F - X position for Cave P West Exit
- 0x006160 - X position for Cave P East Exit
- 0x006161 - X position for Cave Q West Exit
- 0x006162 - X position for Cave Q East Exit
- 0x006163 - X position for Cave R South Exit
- 0x006164 - X position for Cave R North Exit
- 0x006165 - X position for Cave N South Exit
- 0x006166 - X position for Cave N North Exit
- 0x006167 - X position for Hammer Cave
- 0x006168 - X position for Elevator Cave G West Exit (Bottom left)
- 0x006169 - X position for Elevator Cave G East Exit (Bottom right)
- 0x00616A - X position for Elevator Cave G West Exit (Top left)
- 0x00616B - X position for Elevator Cave G East Exit (Top Right)
- 0x00616C - X position for Elevator Cave H West Exit (Top left)
- 0x00616D - X position for Elevator Cave H East Exit (Top Right)
- 0x00616E - X position for Elevator Cave H North Exit (Bottom left)
- 0x00616F - X position for Elevator Cave H South Exit (Bottom right)
- 0x006170 - X position for Maze Island Forced Battle Scene 2
- 0x006171 - X position for Maze Island Forced Battle Scene 1
- 0x006172 - X position for Maze Island's Magic Container
- 0x006173 - X position for Bridge back to East Hyrule
- 0x006175 - X position for Cave A back to West Hyrule
- 0x006176 - X position for Cave K back to West Hyrule
- 0x00617F - X position for 4th Palace
- 0x006182 - X position for Maze Island Child
- 0x006183 - X position for Death Mountain's Magic Container
- 0x006184 - X position for Maze Island Forced Battle Scene 3
- 0x006185 - X position for Maze Island Forced Battle Scene 7
- 0x006186 - X position for Maze Island Forced Battle Scene 4
- 0x006187 - X position for Maze Island Forced Battle Scene 5
- 0x006188 - X position for Maze Island Forced Battle Scene 6
Area Pointers - Maze Island
Use these maps as references.
- 0x00A10C - Y position for Cave B West Exit
- 0x00A10D - Y position for Cave B East Exit
- 0x00A10E - Y position for Cave C West Exit
- 0x00A10F - Y position for Cave C East Exit
- 0x00A110 - Y position for Cave E South Exit
- 0x00A111 - Y position for Cave E North Exit
- 0x00A112 - Y position for Cave D West Exit
- 0x00A113 - Y position for Cave D East Exit
- 0x00A114 - Y position for Cave F West Exit
- 0x00A115 - Y position for Cave F East Exit
- 0x00A116 - Y position for Cave J West Exit
- 0x00A117 - Y position for Cave J East Exit
- 0x00A118 - Y position for Cave I North Exit
- 0x00A119 - Y position for Cave I South Exit
- 0x00A11A - Y position for Cave L North Exit
- 0x00A11B - Y position for Cave L South Exit
- 0x00A11C - Y position for Cave O North Exit
- 0x00A11D - Y position for Cave O South Exit
- 0x00A11E - Y position for Cave M West Exit
- 0x00A11F - Y position for Cave M East Exit
- 0x00A120 - Y position for Cave P West Exit
- 0x00A121 - Y position for Cave P East Exit
- 0x00A122 - Y position for Cave Q West Exit
- 0x00A123 - Y position for Cave Q East Exit
- 0x00A124 - Y position for Cave R South Exit
- 0x00A125 - Y position for Cave R North Exit
- 0x00A126 - Y position for Cave N South Exit
- 0x00A127 - Y position for Cave N North Exit
- 0x00A128 - Y position for Hammer Cave
- 0x00A129 - Y position for Elevator Cave G West Exit (Bottom left)
- 0x00A12A - Y position for Elevator Cave G East Exit (Bottom right)
- 0x00A12B - Y position for Elevator Cave G West Exit (Top left)
- 0x00A12C - Y position for Elevator Cave G East Exit (Top Right)
- 0x00A12D - Y position for Elevator Cave H West Exit (Top left)
- 0x00A12E - Y position for Elevator Cave H East Exit (Top Right)
- 0x00A12F - Y position for Elevator Cave H North Exit (Bottom left)
- 0x00A130 - Y position for Elevator Cave H South Exit (Bottom right)
- 0x00A131 - Y position for Maze Island Forced Battle Scene 2
- 0x00A132 - Y position for Maze Island Forced Battle Scene 1
- 0x00A133 - Y position for Maze Island's Magic Container
- 0x00A134 - Y position for Bridge back to East Hyrule
- 0x00A136 - Y position for Cave A back to West Hyrule
- 0x00A137 - Y position for Cave K back to West Hyrule
- 0x00A140 - Y position for 4th Palace
- 0x00A143 - Y position for Maze Island Child
- 0x00A144 - Y position for Death Mountain's Magic Container
- 0x00A145 - Y position for Maze Island Forced Battle Scene 3
- 0x00A146 - Y position for Maze Island Forced Battle Scene 7
- 0x00A147 - Y position for Maze Island Forced Battle Scene 4
- 0x00A148 - Y position for Maze Island Forced Battle Scene 5
- 0x00A149 - Y position for Maze Island Forced Battle Scene 6
- 0x00A14B - X position for Cave B West Exit
- 0x00A14C - X position for Cave B East Exit
- 0x00A14D - X position for Cave C West Exit
- 0x00A14E - X position for Cave C East Exit
- 0x00A14F - X position for Cave E South Exit
- 0x00A150 - X position for Cave E North Exit
- 0x00A151 - X position for Cave D West Exit
- 0x00A152 - X position for Cave D East Exit
- 0x00A153 - X position for Cave F West Exit
- 0x00A154 - X position for Cave F East Exit
- 0x00A155 - X position for Cave J West Exit
- 0x00A156 - X position for Cave J East Exit
- 0x00A157 - X position for Cave I North Exit
- 0x00A158 - X position for Cave I South Exit
- 0x00A159 - X position for Cave L North Exit
- 0x00A15A - X position for Cave L South Exit
- 0x00A15B - X position for Cave O North Exit
- 0x00A15C - X position for Cave O South Exit
- 0x00A15D - X position for Cave M West Exit
- 0x00A15E - X position for Cave M East Exit
- 0x00A15F - X position for Cave P West Exit
- 0x00A160 - X position for Cave P East Exit
- 0x00A161 - X position for Cave Q West Exit
- 0x00A162 - X position for Cave Q East Exit
- 0x00A163 - X position for Cave R South Exit
- 0x00A164 - X position for Cave R North Exit
- 0x00A165 - X position for Cave N South Exit
- 0x00A166 - X position for Cave N North Exit
- 0x00A167 - X position for Hammer Cave
- 0x00A168 - X position for Elevator Cave G West Exit (Bottom left)
- 0x00A169 - X position for Elevator Cave G East Exit (Bottom right)
- 0x00A16A - X position for Elevator Cave G West Exit (Top left)
- 0x00A16B - X position for Elevator Cave G East Exit (Top Right)
- 0x00A16C - X position for Elevator Cave H West Exit (Top left)
- 0x00A16D - X position for Elevator Cave H East Exit (Top Right)
- 0x00A16E - X position for Elevator Cave H North Exit (Bottom left)
- 0x00A16F - X position for Elevator Cave H South Exit (Bottom right)
- 0x00A170 - X position for Maze Island Forced Battle Scene 2
- 0x00A171 - X position for Maze Island Forced Battle Scene 1
- 0x00A172 - X position for Maze Island's Magic Container
- 0x00A173 - X position for Bridge back to East Hyrule
- 0x00A175 - X position for Cave A back to West Hyrule
- 0x00A176 - X position for Cave K back to West Hyrule
- 0x00A17F - X position for 4th Palace
- 0x00A182 - X position for Maze Island Child
- 0x00A183 - X position for Death Mountain's Magic Container
- 0x00A184 - X position for Maze Island Forced Battle Scene 3
- 0x00A185 - X position for Maze Island Forced Battle Scene 7
- 0x00A186 - X position for Maze Island Forced Battle Scene 4
- 0x00A187 - X position for Maze Island Forced Battle Scene 5
- 0x00A188 - X position for Maze Island Forced Battle Scene 6
Level Data
Dwedit pastes a document here, go sort it out...
Zelda 2 sideview information Address convention: I don't want to bother explaining NES memory pointers. I'll be using addresses as they reside in NES memory. $8000-$BFFF is where data rom banks are mapped in NES memory. When I say $XXXX in rom bank Y, that means a file address of ($XXXX-$8000) + Y*$4000, + $10. So a NES memory address $8123 on bank 4 means a .nes file address of $10133. Sometimes pointers point to areas other than $8000-$BFFF, such as the SRAM area $6000-$7FFF. -------------- Rom or Ram? -------------- This game was originally an FDS game, so it relies on lots of data being writable. Enemies are stored in SRAM starting at $7000 Compressed overworld maps are stored in SRAM starting at $7C00. -------------- Number of Maps -------------- Each area has 63 maps, 0-62, map #63 is an invalid map number indicating that the destination is outside. --------- Rom Banks --------- A "Rom Bank" is 16k (4000) bytes long. Each rom bank has two sets of 63 maps, except for 3 and 5, which only have one set. bank 1 contains west hyrule/death mountain bank 2 contains east hyrule/maze island bank 3 contains towns bank 4 contains palaces 1,2,5, then palaces 3,4,6. bank 5 contains the great palace ---------------------------- Map and Enemy Pointer Tables ---------------------------- Map pointers point to ROM in the $8000-$BFFF range. Enemy pointers point to SRAM in the $7000-$7xxx range, this is so the game can keep track of defeated enemies. Information for the second set of maps/enemies comes $1ADD later. Enemy data for all 126 maps is copied from $88A0 to $7000. For the first set of 63 maps: $8523 - map pointers $85A1 - enemy pointers For the second set of 63 maps: $A000 - map pointers $A07E - enemy pointers For the maps (1-7) specified by header byte 3 (there is no back map #0): $8000 - map pointers ---------------------- Room connectivity data ---------------------- Begins at $871B, 4 bytes per entry Begins at $A1F8 for second set of 63 maps xxxxxx.. = Destination map number (63 to go outside) ......xx = Starting X coordinate on destination (times 256) Order of bytes: Left exit Down exit Up exit Right exit =================== Sideview Map Format =================== ---------------------- First 4 bytes (header) ---------------------- Things may vary, most of this info applies to overworld sideview maps, some may not apply for towns and palaces, some numbers may be different for those. 0 - Size of level in bytes, including header 1 - Flags x....... - Which Object Set - This determines which objects can appear on this map! .xx..... - Width of level (in screens, add 1) ...x.... - ? ....x... - "Grass", when set, adds grass tiles to map row #9 .....x.. - "bushes", when set, adds bushes tiles to map row #10 ......xx - ? 2 - Ground Graphics / initial floor/ceiling position The levels are made up of objects, and ground tiles. This byte selects initial floor/ceiling position, and set of ground tiles to be used by the level. x....... - "no ceiling", top 2 rows of the map are set to background tile, this overrides all .xxx.... - Sets which set of tiles assigned to the Ground tiles 0 = cave 1 = forest 2 = lava/death water 3 = swamp 4 = sand/grass 5 = volcano (cave with brighter wall) 6 = North Castle 7 = Cave with clear wall (rocks outside) ....xxxx - Initial position of floor/ceiling 0-7 = Floor at 2-9 (from bottom), Ceiling at 1 from top 8-14 = Ceiling at 2-8 (from top) 15 = Filled in with wall tile 3 - Palette and back tiles byte xx...... - Palette for sprites 0 = black borders 1 = dark colored borders 2,3 = not used by game, give weird colors ..xxx... - Background Palette 0 = north castle 1 = cave palette (dark without candle for overworld maps) 2 = desert 3 = grass 4 = forest 5 = swamp 6 = graveyard 7 = "water" palette .....xxx - Map to load behind map 0 = nothing 1 = clouds 2 = forest (3 wide) 3 = forest (4 wide) 4 = forest (single tree) 5 = Dead-end caves 6 = long cave, dead end 7 = ??? ------------ Level bytes: ------------ 0 - xxxx.... - Y position ....xxxx - Advance cursor X this many tiles after the object ("X space") 1 - xxxxxxxx - Object number If Object number = 15, and Y position < 13, then this is a 3 byte object (collectable item) 2 - (3 byte objects only) xxxxxxxx - For 3 byte objects only, object number (0-21, 22+ are not used) Special Y posisitons: 13 - Set new ground Sets the floor and ceiling to new values, just like header byte 2 x....... - "no ceiling", top 2 rows of the map are set to background tile .xxx.... - Not used, you can't change tiles for ground ....xxxx - New position of floor/ceiling 0-7 = Floor at 2-9 (from bottom), Ceiling at 1 from top 8-14 = Ceiling at 2-8 (from top) 15 = Filled in with wall tile 14 - "Skip" Sets the cursor X directly to "x space" * 16. Does not advance the cursor after this object as normal. 15 - Extra objects, including lava and cactuses. These have fixed-y coordinates. ----------- Map Objects ----------- This part really could be done much better, instead of hard-specifying everything, see how the game handles them, see what tiles it selects, see how it assembles the structures, etc. Objects: (For Overworld sideview maps) 00001111 - 3 byte object (collectable) 0000xxxx - 16 different small objects xxxx.... - Object type ....xxxx - Size of object (1-16) Small objects: 00 = headstone 01 = cross 02 = angled cross 03 = tree stump 04 = stone table, ("stonehenge") 05 = locked door (always at Y position 8) 06 = sleeping princess Zelda 07 = sleeping princess Zelda 08 = Pit (extends to ground?) 09-0E = Cloud 0F = crash Big objects for Object set 0 0x = small objects 1x = crash 2x = forest ceiling, two high 3x = forest ceiling, two high 4x = curtains, two high 5x = forest ceiling, one high 6x = sword-destroyable blocks, one high 7x = horizontal pit, one high 8x = single weed, one high 9x = two weeds, one high Ax = north castle steps (background), one high Bx = background bricks, used in north castle and ruins, one high Cx = strip of volcano background, one high Dx = sword-destroyable blocks, one wide Ex = background tree trunk, one wide Fx = column, one wide Big objects for Object set 1 0x = small objects 1x = crash 2x = wide rock floor, two high 3x = wide rock ceiling, two high 4x = bridge, two high 5x = cave blocks, one high 6x = sword-destroyable blocks, one high 7x = bridge that falls apart, one high 8x = single weed, one high 9x = two weeds, one high Ax = horizontal pit, one high Bx = background bricks, used in north castle and ruins, one high Cx = strip of volcano background, one high Dx = sword-destroyable blocks, one wide Ex = tall rock floor, one wide Fx = stone spire Extra objects (Y position 15): 0x = crash 1x = crash 2x = Lava at bottom of screen, three high 3x = Cactus at Y position 9, grows upwards, one wide 4x = Cactus with stem at Y position 9, one wide, two high 5x = Elevator? 60-FF = crash Objects: (for towns) Small Objects: 00 = closed door with grass at bottom, 4 high 1 wide 01 = open door with grass at bottom 02 = open door with bricks at bottom 03 = open door with vertical bricks at bottom 04 = stonehenge 05 = chair 06 = ? 07 = cloud 08 = table 09 = bench 0A = cross 0B-0E = cloud 0F = crash Big objects for Object Set 0 0x = small objects 1x = crash 2x = cross hatched roof, two high 3x = gray vertical brick roof, two high 4x = green vertical brick roof, two high 5x = brick building, extends to ground 6x = white small brick building, extends to ground 7x = grass building, extends to ground 8x = white brick wall, extends to ground 9x = log building, extends to ground Ax = brown square windows, one wide, Two tall. One tile Gap between windows. Repeats vertically Bx = gray windows, round on top... Cx = brown windows, round on top Dx = Underground blue bricks, two high Ex = Column Fx = castle background bricks Effects of Object Set 1 unknown Extra Objects (Y position 15) 00 = Door to left 01 = Door to right 02 = Wall to left 03 = wall to right 04 = fireplace 05 = fountain 06 = sign 07 = headstone one above ground 08-0F = ? 1x = single bush 2x = background wall at Y pos 4, 3 wide, x tall 3x = ? 4x = ? 5x = ? 6x = bridge 7x = water/lava 80-FF = ? Objects: (for Palaces) Small Objects 00 = Window 01 = Rightward unicorn head 02 = leftward wolf head 03,04 = crystal return statue 05,06 = locked door 07 = cloud 08 = small cloud 09 = ironknuckle statue 0A-0E = small cloud 0F = crash Large Objects (set 0) 0x = small objects 1x = Horizontal Pit, one high 2x = horizontal bricks, one high 3x = breakable blocks, one high 4x = steel blocks, one high 5x = breaking bridge, one high 6x = breakable blocks, one high 7x = horizontal bricks, two high 8x = curtains, two high 9x = breakable blocks, two high Ax = walk-thru bricks, two high Bx = breakable blocks, one wide Cx = Column, one wide Dx = Bridge, two high Ex = Pit, one wide Fx = Horizontal Pit, extends to bottom of screen Extra Objects 1x = Lava Objects: (for Great Palace) Great palace contains tiles for the "north castle" used in ending Same as above, except: 09 = Zelda 0A = Ironknuckle Statue 1x = Canopy (for final boss room) 5x = North Castle bricks 6x = North Castle Steps 7x = breakable bridge 8x = bridge, two high 9x = bricks, two high Ax = curtains, two high Bx = Walk-thru bricks, two high Cx = breakable blocks, two high Dx = breakable blocks, one wide Ex = electric barrier Fx = column ============ Enemy Format ============ Header: Byte 0 - Length of enemy data When selecting "Strong Enemy" for random overworld battles, advance that many bytes, data for "strong enemy" follows the first enemy set. Non-random battles do not have "strong enemy" information Bytes for enemy data: 0 - ....xxxx = X coordinate (in tiles) xxxx.... = Y coordinate (in tiles) Y coordinate 0 maps to row 1, otherwise maps to row 2+x 1 - xx...... = Upper bits of X coordinate ..xxxxxx = Enemy number (0-63) ----------- Enemy lists ----------- West Hyrule, Death Mountain: 00 - Fairy 01 - Red Jar 02 - Locked Door 03 - Myu 04 - Bot 05 - Bit 06 - Moa (red eye thingy) 07 - Kees (bat) 08 - crash 09 - crash 0A - Red Kees 0B - Poison bubble generator 0C - Desert rock generator 0D - Red Deeler (spider) 0E - Blue Deeler (spider) 0F - skull fish thingy generator 10 - skull fish 11 - Red Octorock 12 - Walking Red Octorock 13 - Elevator 14 - Orange Moblin 15 - Red Moblin 16 - Blue Moblin 17 - Orange Diara 18 - Red Daira 19 - Orange Goriya 1A - Red Goriya 1B - Blue Goriya 1C - Lowder (beetle) 1D - Moby generator 1E - Moby 1F - badger thingy 20 - desert snake thingy 21 - dumb moblin generator 22 - dumb moblin 23-FF crash East Hyrule, Maze Island 00 - Fairy 01 - Red Jar 02 - Locked Door 03 - Myu 04 - Bot 05 - Bit 06 - Blue Moa 07 - Kees (bat) 08 - crash 09 - crash 0A - Red Kees 0B - Poison bubble generator 0C - Desert rock generator (messed up link-doll sprite in east hyrule) 0D - Red Deeler (spider) 0E - Blue Deeler (spider) 0F - skull fish thingy generator 10 - ? (should be single enemy, but nothing appears) 11 - Blue Octorock 12 - Walking Blue Octorock 13 - Elevator 14 - Blue Tektike 15 - Red closing Eye 16 - Leever 17 - Bee thingy 18 - dinosaur dog thingy 19 - scorpion thingy 1A - Red lizardman 1B - Orange lizardman 1C - Blue lizardman 1D - rock throwing lizardman 1E-FF - crash Towns 00 - Fairy 01 - Candle 02 - Locked Door 03 - Purple Kees 04 - Purple Bot 05 - Bit 06 - Purple Moa 07 - Purple Kees (again?) 08 - Gold colored girl, crashes game if you talk to her 09-24 - Various townspeople Palace 1,2,5 00 - Fairy 01 - Candle 02 - Door 03 - Myu 04 - Bot 05 - Strike for Red Jar/Ironknuckle 06 - Bubble 07 - Orange Moa 08 - Falling blocks 09 - Single falling block 0A - Unicorn Head 0B - Rat Head generator 0C - Rat Head 0D - Column dripper 0E - Fast bubble 0F - skull head generator 10 - skull head? 11 - snake/octorock thingy 12 - walking snake/octorock thingy 13 - elevator 14 - crystal return 15 - crystal 16 - unicorn head shooter (to down-right) 17 - unicorn head shooter (to down-left) 18 - Orange Ironknuckle 19 - Red Ironknuckle 1A - Blue Ironknuckle 1B - red wolf head generator 1C - wolf head 1D - fire wizrobe 1E - club throwing bear thingy 1F - Red stalfos 20 - Horsehead 21 - Helmethead/fifth palace boss 22 - helemthead's helmet 23 - Blue stalfos 24-FF crash Palace 3,4,6 00 - Fairy 01 - Candle 02 - Door 03 - Myu 04 - Bot 05 - Strike for Red Jar/Ironknuckle 06 - Bubble 07 - Orange Moa 08 - Falling blocks 09 - Single falling block 0A - Unicorn Head 0B - Rat Head generator 0C - Rat Head 0D - Column dripper 0E - Fast bubble 0F - ? nothing 10 - Fire 11 - snake/octorock thingy 12 - ? nothing 13 - elevator 14 - crystal return 15 - crystal 16 - unicorn head shooter (to down-right) 17 - unicorn head shooter (to down-left) 18 - Orange Ironknuckle 19 - Red Ironknuckle 1A - Blue Ironknuckle 1B - red wolf head generator 1C - wolf head 1D - reflect wizrobe 1E - Red stalfos 1F - blue boomerang-club thing 20 - Ironknuckle on horse 21 - 6th palace boss 22 - 4th palace boss 23 - Blue stalfos 24-FF crash Enemies are not yet mapped for great palace
- 0x004C4C - 0x004C67 - Grass Area level data
- 0x004C64 - 0x004C78 - Forest Area level data
- 0x004C8C - 0x004CA6 - 50 point bag level data
Enemy Data
Enemy HP
Western Hyrule
- 0x005431 - HP for Fairy
- 0x005432 - HP for Red Magic Jar
- 0x005433 - HP for Locked Door
- 0x005434 - HP for Myu
- 0x005435 - HP for Bot (blue)
- 0x005436 - HP for Bit (red)
- 0x005437 - HP for Moa
- 0x005438 - HP for Ache
- 0x005439 - HP for ???
- 0x00543A - HP for ???
- 0x00543B - HP for Acheman
- 0x00543C - HP for Bubble Generator
- 0x00543D - HP for Rock Generator
- 0x00543E - HP for Red Deeler
- 0x00543F - HP for Blue Deeler
- 0x005440 - HP for Bago Bago Generator
- 0x005441 - HP for Bago Bago
- 0x005442 - HP for Octoroc Jumping Only
- 0x005443 - HP for Octoroc Jumping and Moving
- 0x005444 - HP for Elevator
- 0x005445 - HP for Spear Handling Orange Moblin
- 0x005446 - HP for Spear Handling Red Moblin
- 0x005447 - HP for Spear Handling Blue Moblin
- 0x005448 - HP for Orange Daira
- 0x005449 - HP for Red Daira
- 0x00544A - HP for Orange Goryia
- 0x00544B - HP for Red Goryia
- 0x00544C - HP for Blue Goryia
- 0x00544D - HP for Lowder
- 0x00544E - HP for Moby Generator
- 0x00544F - HP for Moby
- 0x005450 - HP for Megmet
- 0x005451 - HP for Geldarm
- 0x005452 - HP for Exp. Stealing Moblin Generator
- 0x005453 - HP for Exp. Stealing Moblin
Eastern Hyrule
- 0x009431 - HP for Fairy
- 0x009432 - HP for Red Magic Jar
- 0x009433 - HP for Locked Door
- 0x009434 - HP for Myu
- 0x009435 - HP for Bot (blue)
- 0x009436 - HP for Bit (red)
- 0x009437 - HP for Moa
- 0x009438 - HP for Ache
- 0x009439 - HP for ???
- 0x00943A - HP for ???
- 0x00943B - HP for Acheman
- 0x00943C - HP for Bubble Generator
- 0x00943D - HP for Rock Generator
- 0x00943E - HP for Red Deeler
- 0x00943F - HP for Blue Deeler
- 0x009440 - HP for Bago Bago Generator
- 0x009441 - HP for Bago Bago
- 0x009442 - HP for Octoroc Jumping Only
- 0x009443 - HP for Octoroc Jumping and Moving
- 0x009444 - HP for Elevator
- 0x009445 - HP for Tektite
- 0x009446 - HP for Eye
- 0x009447 - HP for Leever
- 0x009448 - HP for Boon
- 0x009449 - HP for Basilisk
- 0x00944A - HP for Scorpion
- 0x00944B - HP for Red Lizalfo
- 0x00944C - HP for Orange Lizalfo
- 0x00944D - HP for Blue Lizalfo
- 0x00944E - HP for Boulder Tossing Lizalfos
Temples (Type A - 1,2,5)
- 0x011431 - HP for Fairy
- 0x011432 - HP for Item in Palace Sprite
- 0x011433 - HP for Locked Door
- 0x011434 - HP for Myu
- 0x011435 - HP for Bot
- 0x011436 - HP for Red Magic Jar (useless)
- 0x011437 - HP for Slow Magic Stealing Skull
- 0x011438 - HP for Orange Moa
- 0x011439 - HP for Block Generator (useless)
- 0x01143A - HP for Block (useless)
- 0x01143B - HP for Blue Skull Head
- 0x01143C - HP for Rathead Generator (useless)
- 0x01143D - HP for Rathead
- 0x01143E - HP for Dripping Column
- 0x01143F - HP for Fast Magic Stealing Skull
- 0x011440 - HP for Bago Bago Generator (useless)
- 0x011441 - HP for Bago Bago
- 0x011442 - HP for Rope Jumping Only
- 0x011443 - HP for Rope Jumping and Moving
- 0x011444 - HP for Elevator (useless)
- 0x011445 - HP for Crystal Slot (useless)
- 0x011446 - HP for Crystal (useless)
- 0x011447 - HP for Energy ball from left (useless)
- 0x011448 - HP for Energy ball from right (useless)
- 0x011449 - HP for Orange Iron Knuckle
- 0x01144A - HP for Red Iron Knuckle
- 0x01144B - HP for Blue Iron Knuckle
- 0x01144C - HP for Wolf Head Generator (useless)
- 0x01144D - HP for Wolf Head
- 0x01144E - HP for Mago
- 0x01144F - HP for Hammer Thrower
- 0x011450 - HP for Red Stalfos
- 0x011451 - HP for Horse Head Boss
- 0x011453 - HP for Helmethead's floating head
- 0x011454 - HP for Blue Stalfos
- 0x013C86 - HP for Helmethead
- 0x013C87 - HP for Gooma (5th Palace Boss)
Temples (Type B - 3,4,6)
- 0x012931 - HP for Fairy
- 0x012932 - HP for Item in Palace sprite
- 0x012933 - HP for Locked Door
- 0x012934 - HP for Myu
- 0x012935 - HP for Bot
- 0x012936 - HP for Red Magic Jar
- 0x012937 - HP for Slow Magic Stealing Skulls
- 0x012938 - HP for Orange Moa
- 0x012939 - HP for Falling Blocks Generator
- 0x01293A - HP for Falling Blocks
- 0x01293B - HP for Blue Skull Head
- 0x01293C - HP for Rathead Generator
- 0x01293D - HP for Rathead
- 0x01293E - HP for Dripping Column
- 0x01293F - HP for Fast Magic Stealing Skulls
- 0x012940 - HP for ???
- 0x012941 - HP for Flame
- 0x012942 - HP for Rope
- 0x012943 - HP for ???
- 0x012944 - HP for Elevator
- 0x012945 - HP for Crystal Slot
- 0x012946 - HP for Crystal
- 0x012947 - HP for Energy Ball shot from left
- 0x012948 - HP for Energy Ball shot from right
- 0x012949 - HP for Orange Iron Knuckle
- 0x01294A - HP for Red Iron Knuckle
- 0x01294B - HP for Blue Iron Knuckle
- 0x01294C - HP for Wolf Head Generator
- 0x01294D - HP for Wolf Head
- 0x01294E - HP for Wizzrobe
- 0x01294F - HP for Red Stalfos Knight
- 0x012950 - HP for Doomknocker
- 0x012951 - HP for Riding Blue Knight
- 0x012952 - HP for Dragon
- 0x012953 - HP for Wizard
- 0x012954 - HP for Blue Stalfos Knight
Great Palace
- 0x015531 - HP for Fairy
- 0x015532 - HP for Red Magic Jar
- 0x015533 - HP for Locked Door
- 0x015534 - HP for Myu
- 0x015535 - HP for Bot (blue)
- 0x015536 - HP for Bit (red)
- 0x015537 - HP for Moa
- 0x015538 - HP for Ache
- 0x015539 - HP for ???
- 0x01553A - HP for ???
- 0x01553B - HP for Acheman
- 0x01553C - HP for Bubble Generator
- 0x01553D - HP for Rock Generator
- 0x01553E - HP for Red Deeler
- 0x01553F - HP for Blue Deeler
- 0x015540 - HP for Fire Bago Bago Generator
- 0x015541 - HP for Fire Bago Bago
- 0x015542 - HP for Fire Rope Jumping Only
- 0x015543 - HP for Fire Rope Jumping and Moving
- 0x015544 - HP for Elevator
- 0x015545 - HP for Slow Magic Stealing Skull
- 0x015546 - HP for Fast Magic Stealing Skull
- 0x015447 - HP for Orange Skull Head
- 0x015448 - HP for Large Magic Stealing Skull
- 0x015449 - HP for Orange Dreadhawk
- 0x01544A - HP for Red Dreadhawk
- 0x01544B - HP for Blue Dreadhawk
- 0x01544C - HP for ???
- 0x01544D - HP for ???
- 0x01544E - HP for Firebird
- 0x01544F - HP for King Bot
- 0x015450 - HP for ???
- 0x015451 - HP for Barrier for Grand Palace
- 0x015452 - HP for ???
- 0x015453 - HP for Thunder Bird Boss
- 0x015454 - HP for Trigger for Dark Link battle
Towns
- 0x00D437 - HP for Invisible Purple Eye Ghost(Everywhere)
Enemy Bits
(0000 0000) - Normal uses Link's Palette (0100 0000) - Normal uses second Sprite Palette (Orange) (1000 0000) - Normal uses third Sprite Palette (Red) (1100 0000) - Normal uses fourth Sprite Palette (Blue) (0001 0000) - Steals Experience Points (0010 0000) - No Damage from Sword (needs Fire) (0000 0000) *0 - 0 Experience (0000 0001) *1 - 2 Experience (0000 0010) *2 - 3 Experience (0000 0011) *3 - 5 Experience (0000 0100) *4 - 10 Experience (0000 0101) *5 - 20 Experience (0000 0110) *6 - 30 Experience (0000 0111) *7 - 50 Experience (0000 1000) *8 - 70 Experience (0000 1001) *9 - 100 Experience (0000 1010) *A - 150 Experience (0000 1011) *B - 200 Experience (0000 1100) *C - 300 Experience (0000 1101) *D - 500 Experience (0000 1110) *E - 700 Experience (0000 1111) *F - 1000 Experience
Western Hyrule
- 0x0054E5 - Bits for Fairy
- 0x0054E6 - Bits for Red Magic Jar
- 0x0054E7 - Bits for Locked Door
- 0x0054E8 - Bits for Myu
- 0x0054E9 - Bits for Bot (blue)
- 0x0054EA - Bits for Bit (red)
- 0x0054EB - Bits for Moa
- 0x0054EC - Bits for Ache
- 0x0054ED - Bits for ???
- 0x0054EE - Bits for ???
- 0x0054EF - Bits for Acheman
- 0x0054F0 - Bits for Bubble Generator
- 0x0054F1 - Bits for Rock Generator
- 0x0054F2 - Bits for Red Deeler
- 0x0054F3 - Bits for Blue Deeler
- 0x0054F4 - Bits for Bago Bago Generator
- 0x0054F5 - Bits for Bago Bago
- 0x0054F6 - Bits for Octorok Jumping Only
- 0x0054F7 - Bits for Octorok Jumping and Moving
- 0x0054F8 - Bits for Elevator
- 0x0054F9 - Bits for Spear Handling Orange Moblin
- 0x0054FA - Bits for Spear Handling Red Moblin
- 0x0054FB - Bits for Spear Handling Blue Moblin
- 0x0054FC - Bits for Orange Daira
- 0x0054FD - Bits for Red Daira
- 0x0054FE - Bits for Orange Goryia
- 0x0054FF - Bits for Red Goryia
- 0x005500 - Bits for Blue Goryia
- 0x005501 - Bits for Lowder
- 0x005502 - Bits for Moby Generator
- 0x005503 - Bits for Moby
- 0x005504 - Bits for Megmet
- 0x005505 - Bits for Geldarm
- 0x005506 - Bits for Exp. Stealing Moblin Generator
- 0x005507 - Bits for Exp. Stealing Moblin
Eastern Hyrule
- 0x0094E5 - Bits for Fairy
- 0x0094E6 - Bits for Red Magic Jar
- 0x0094E7 - Bits for Locked Door
- 0x0094E8 - Bits for Myu
- 0x0094E9 - Bits for Bot (blue)
- 0x0094EA - Bits for Bit (red)
- 0x0094EB - Bits for Moa
- 0x0094EC - Bits for Ache
- 0x0094ED - Bits for ???
- 0x0094EE - Bits for ???
- 0x0094EF - Bits for Acheman
- 0x0094F0 - Bits for Bubble Generator
- 0x0094F1 - Bits for Rock Generator
- 0x0094F2 - Bits for Red Deeler
- 0x0094F3 - Bits for Blue Deeler
- 0x0094F4 - Bits for Bago Bago Generator
- 0x0094F5 - Bits for Bago Bago
- 0x0094F6 - Bits for Jumping only Octorok
- 0x0094F7 - Bits for Moving and Jumping Octorok
- 0x0094F8 - Bits for Elevator
- 0x0094F9 - Bits for Tektite
- 0x0094FA - Bits for Eye
- 0x0094FB - Bits for Leever
- 0x0094FC - Bits for Boon
- 0x0094FD - Bits for Basilisk
- 0x0094FE - Bits for Scorpion
- 0x0094FF - Bits for Orange Lizalfos
- 0x009500 - Bits for Red Lizalfos
- 0x009501 - Bits for Blue Lizalfos
- 0x009502 - Bits for Boulder Tossing Lizalfos
Temples (Type A - 1,2,5)
- 0x0114E5 - Bits for Fairy
- 0x0114E6 - Bits for Item from Palace Sprite
- 0x0114E7 - Bits for Locked Door
- 0x0114E8 - Bits for Myu
- 0x0114E9 - Bits for Bot
- 0x0114EA - Bits for Red Magic Jar from Statues
- 0x0114EB - Bits for Slow Magic Stealing Skull
- 0x0114EC - Bits for Orange Moa
- 0x0114ED - Bits for Falling Blocks Generator
- 0x0114EE - Bits for Falling Blocks
- 0x0114EF - Bits for Blue Skull Head
- 0x0114F0 - Bits for Rathead Generator
- 0x0114F1 - Bits for Rathead
- 0x0114F2 - Bits for Dripping Column
- 0x0114F3 - Bits for Fast Magic Stealing Skull
- 0x0114F4 - Bits for Bago Bago Generator
- 0x0114F5 - Bits for Bago Bago
- 0x0114F6 - Bits for Rope Jumping Only
- 0x0114F7 - Bits for Rope Jumping and Moving
- 0x0114F8 - Bits for Elevator
- 0x0114F9 - Bits for Crystal Slot
- 0x0114FA - Bits for Crystal
- 0x0114FB - Bits for Energy Ball shot from left
- 0x0114FC - Bits for Energy Ball shot from right
- 0x0114FD - Bits for Orange Iron Knuckle
- 0x0114FE - Bits for Red Iron Knuckle
- 0x0114FF - Bits for Blue Iron Knuckle
- 0x011500 - Bits for Wolf Head Generator
- 0x011501 - Bits for Wolf Head
- 0x011502 - Bits for Mago
- 0x011503 - Bits for Hammer Thrower
- 0x011504 - Bits for Red Stalfos
- 0x011505 - Bits for Horse Head
- 0x011506 - Bits for Helmethead
- 0x011507 - Bits for Helmethead's floating head
- 0x011508 - Bits for Blue Stalfos
Temples (Type B - 3,4,6)
- 0x0129E5 - Bits for Fairy
- 0x0129E6 - Bits for Item in Palace sprite
- 0x0129E7 - Bits for Locked Door
- 0x0129E8 - Bits for Myu
- 0x0129E9 - Bits for Bot
- 0x0129EA - Bits for Red Magic Jar
- 0x0129EB - Bits for Slow Magic Stealing Skull
- 0x0129EC - Bits for Orange Moa
- 0x0129ED - Bits for Falling Blocks Generator
- 0x0129EE - Bits for Falling Blocks
- 0x0129EF - Bits for Blue Skull Head
- 0x0129F0 - Bits for Rathead Generator
- 0x0129F1 - Bits for Rathead
- 0x0129F2 - Bits for Dripping Column
- 0x0129F3 - Bits for Fast Magic Stealing Skulls
- 0x0129F4 - Bits for ???
- 0x0129F5 - Bits for Flame
- 0x0129F6 - Bits for Rope
- 0x0129F7 - Bits for ???
- 0x0129F8 - Bits for Elevator
- 0x0129F9 - Bits for Crystal Slot
- 0x0129FA - Bits for Crystal
- 0x0129FB - Bits for Energy Ball shot from left
- 0x0129FC - Bits for Energy Ball shot from right
- 0x0129FD - Bits for Orange Iron Knuckle
- 0x0129FE - Bits for Red Iron Knuckle
- 0x0129FF - Bits for Blue Iron Knuckle
- 0x012A00 - Bits for Wolf Head Generator
- 0x012A01 - Bits for Wolf Head
- 0x012A02 - Bits for Wizzrobe
- 0x012A03 - Bits for Red Stalfos Knight
- 0x012A04 - Bits for Doomknocker
- 0x012A05 - Bits for Riding Blue Knight
- 0x012A06 - Bits for Dragon
- 0x012A07 - Bits for Wizard
- 0x012A08 - Bits for Blue Stalfos Knight
Great Palace
- 0x0155E5 - Bits for Fairy
- 0x0155E6 - Bits for Red Magic Jar
- 0x0155E7 - Bits for Locked Door
- 0x0155E8 - Bits for Myu
- 0x0155E9 - Bits for Bot (blue)
- 0x0155EA - Bits for Bit (red)
- 0x0155EB - Bits for Moa
- 0x0155EC - Bits for Ache
- 0x0155ED - Bits for ???
- 0x0155EE - Bits for ???
- 0x0155EF - Bits for Acheman
- 0x0155F0 - Bits for Bubble Generator
- 0x0155F1 - Bits for Rock Generator
- 0x0155F2 - Bits for Red Deeler
- 0x0155F3 - Bits for Blue Deeler
- 0x0155F4 - Bits for Fire Bago Bago Generator
- 0x0155F5 - Bits for Fire Bago Bago
- 0x0155F6 - Bits for Fire Rope Jumping Only
- 0x0155F7 - Bits for Fire Rope Jumping and Moving
- 0x0155F8 - Bits for Elevator
- 0x0155F9 - Bits for Slow Magic Stealing Skull
- 0x0155FA - Bits for Fast Magic Stealing Skull
- 0x0154FB - Bits for Orange Skull Head
- 0x0154FC - Bits for Large Magic Stealing Skull
- 0x0154FD - Bits for Orange Dreadhawk
- 0x0154FE - Bits for Red Dreadhawk
- 0x0154FF - Bits for Blue Dreadhawk
- 0x015500 - Bits for ???
- 0x015501 - Bits for ???
- 0x015502 - Bits for Firebird
- 0x015503 - Bits for King Bot
- 0x015504 - Bits for ???
- 0x015505 - Bits for Barrier for Grand Palace
- 0x015506 - Bits for ???
- 0x015507 - Bits for Thunder Bird Boss
- 0x015508 - Bits for Trigger for Dark Link battle
Tile Mappings
Almost Everywhere
- 0x01EE67 - 0x01EE68 - Tiles for Left side of elevator
- 0x01EE71 - 0x01EE72 - Tiles for Deelers
- 0x01EE73 - 0x01EE74 - Tiles for Octoroks frame 1
- 0x01EE75 - 0x01EE76 - Tiles for Octoroks frame 2
- 0x01EE77 - 0x01EE78 - Tiles for Aches frame 1
- 0x01EE79 - 0x01EE7A - Tiles for Aches frame 2
- 0x01EE7B - 0x01EE7C - Tiles for top of Achemen
- 0x01EE7D - 0x01EE7E - Tiles for bottom of Achemen
- 0x01EE87 - 0x01EE88 - Tiles for Bit/Bots frame 1
- 0x01EE89 - 0x01EE8A - Tiles for Bit/Bots frame 2
Western Hyrule
- 0x0055FA - 0x0055FB - Tiles for bottom of Darias frame 1
- 0x0055FC - 0x0055FD - Tiles for bottom of Darias frame 1
- 0x0055FE - 0x0055FF - Tiles for top of Darias frame 2
- 0x005600 - 0x005601 - Tiles for bottom of Darias frame 2
- 0x00561A - 0x00561B - Tiles for top of Moblin frame 1
- 0x00561C - 0x00561D - Tiles for bottom of Moblin frame 1
- 0x005620 - 0x005621 - Tiles for Lowders frame 1
- 0x005622 - 0x005623 - Tiles for Lowders frame 2
- 0x005624 - 0x005625 - Tiles for Megmets frame 1
- 0x005626 - 0x005627 - Tiles for Megmets frame 2
- 0x005628 - 0x005629 - Tiles for Moby frame 1
- 0x00562A - 0x00562B - Tiles for Moby frame 2
- 0x00562C - 0x00462D - Tiles for Spear
Temples (Type A - 1,2,5)
- 0x011638 - 0x011639 - Tiles for Stalfos
- 0x01163A - 0x01163B - Tiles for sword stab of Iron Knuckle
- 0x01163C - 0x01163D - Tiles for head of Horse Head frame 1
- 0x01163E - 0x01163F - Tiles for body of Horse Head frame 1
- 0x011640 - 0x011641 - Tiles for feet of Horse Head frame 1
- 0x011642 - 0x011643 - Tiles for head of Horse Head frame 2
- 0x011644 - 0x011645 - Tiles for body of Horse Head frame 2
- 0x011646 - 0x011647 - Tiles for feet of Horse Head frame 2
- 0x011648 - 0x011649 - Tiles for Preparing to swing club of Horse Head
- 0x01164A - 0x01164B - Tiles for club when preparing of Horse Head
- 0x01164C - 0x01164D - Tiles for Swinging the club of Horse Head
- 0x01164E - 0x01164F - Tiles for the club of Horse Head
- 0x011650 - 0x011651 - Tiles for top of Armored Boss frame 1
- 0x011652 - 0x011653 - Tiles for bottom of Armored Boss frame 1
- 0x011654 - 0x011655 - Tiles for top of Armored Boss frame 2
- 0x011656 - 0x011657 - Tiles for bottom of Armored Boss frame 2
- 0x01165E - 0x01165F - Tiles for top of Rat Head frame 1
- 0x011660 - 0x011661 - Tiles for bottom of Rat Head frame 1
- 0x011662 - 0x011663 - Tiles for top of Rat Head frame 2
- 0x011664 - 0x011665 - Tiles for bottom of Rat Head frame 2
Experience Tables
The Low Bytes (if more than 255 is needed use the High Byte as well)
- 0x01DDD0 - Low byte Experience Points Type 01 (0000)
- 0x01DDD1 - Low byte Experience Points Type 02 (0002)
- 0x01DDD2 - Low byte Experience Points Type 03 (0003)
- 0x01DDD3 - Low byte Experience Points Type 04 (0005)
- 0x01DDD4 - Low byte Experience Points Type 05 (0010)
- 0x01DDD5 - Low byte Experience Points Type 06 (0020)
- 0x01DDD6 - Low byte Experience Points Type 07 (0030)
- 0x01DDD7 - Low byte Experience Points Type 08 (0050)
- 0x01DDD8 - Low byte Experience Points Type 09 (0070)
- 0x01DDD9 - Low byte Experience Points Type 10 (0100)
- 0x01DDDA - Low byte Experience Points Type 11 (0150)
- 0x01DDDB - Low byte Experience Points Type 12 (0200)
- 0x01DDDC - Low byte Experience Points Type 13 (0300)
- 0x01DDDD - Low byte Experience Points Type 14 (0500)
- 0x01DDDE - Low byte Experience Points Type 15 (0700)
- 0x01DDEA - Low byte Experience Points Type 16 (1000)
The High Bytes (adds 255 to the Low Byte)
- 0x01DDEC - High byte Experience Points Type 01 (0000)
- 0x01DDED - High byte Experience Points Type 02 (0002)
- 0x01DDEE - High byte Experience Points Type 03 (0003)
- 0x01DDEF - High byte Experience Points Type 04 (0005)
- 0x01DDF0 - High byte Experience Points Type 05 (0010)
- 0x01DDF1 - High byte Experience Points Type 06 (0020)
- 0x01DDF2 - High byte Experience Points Type 07 (0030)
- 0x01DDF3 - High byte Experience Points Type 08 (0050)
- 0x01DDF4 - High byte Experience Points Type 09 (0070)
- 0x01DDF5 - High byte Experience Points Type 10 (0100)
- 0x01DDF6 - High byte Experience Points Type 11 (0150)
- 0x01DDF7 - High byte Experience Points Type 12 (0200)
- 0x01DDF8 - High byte Experience Points Type 13 (0300)
- 0x01DDF9 - High byte Experience Points Type 14 (0500)
- 0x0DDDFA - High byte Experience Points Type 15 (0700)
- 0x01DDFB - High byte Experience Points Type 16 (1000)
Experience Stealing
- 0x01E30E - Number of experience to lose from certain enemies (10)
- 0x01E314 - Number of experience to lose from certain enemies (20)
- 0x01D4B0 - Offset of the sound played when you lose experience
Needs Sorting Still
0x018027 - 0x01811E - Note Tables
Enemies that give no experience
0x01DD5C - Show no experience points (part 1)
0x01DD6C - Show no experience points (part 2)
Enemies that give 2 experience 0x01DD5D - Show no experience points (part 1) 0x01DD6D - Show "2" experience points (part 2)
Enemies that give 3 experience 0x01DD5E - Show no experience points (part 1) 0x01DD6E - Show "3" experience points (part 2)
Enemies that give 5 experience 0x01DD5F - Show no experience points (part 1) 0x01DD6F - Show "5" experience points (part 2)
Enemies that give 10 experience 0x01DD60 - Show no experience points (part 1) 0x01DD70 - Show "10" experience points (part 2)
Enemies that give 20 experience 0x01DD61 - Show "2" experience points (part 1) 0x01DD71 - Show "0" experience points (part 2)
Enemies that give 30 experience 0x01DD62 - Show "3" experience points (part 1) 0x01DD72 - Show "0" experience points (part 2)
Enemies that give 50 experience 0x01DD63 - Show "5" experience points (part 1) 0x01DD73 - Show "0" experience points (part 2)
Enemies that give 70 experience 0x01DD64 - Show "7" experience points (part 1) 0x01DD74 - Show "0" experience points (part 2)
Enemies that give 100 experience 0x01DD65 - Show "10" experience points (part 1) 0x01DD75 - Show "0" experience points (part 2)
Enemies that give 150 experience 0x01DD66 - Show "15" experience points (part 1) 0x01DD76 - Show "0" experience points (part 2)
Enemies that give 200 experience 0x01DD67 - Show "2" experience points (part 1) 0x01DD77 - Show "00" experience points (part 2)
Enemies that give 300 experience 0x01DD68 - Show "3" experience points (part 1) 0x01DD78 - Show "00" experience points (part 2)
Enemies that give 500 experience 0x01DD69 - Show "5" experience points (part 1) 0x01DD79 - Show "00" experience points (part 2)
Enemies that give 700 experience 0x01DD6A - Show "7" experience points (part 1) 0x01DD7A - Show "00" experience points (part 2)
Enemies that give 1000 experience 0x01DD6B - Show "10" experience points (part 1) 0x01DD7B - Show "00" experience points (part 2)
0x01E8B0 - Number of enemies to defeat for exp. bag or magic jar
0x01E910 - Type of vulnarablity Bit (red) has
0x01E911 - Type of vulnarability Bot (blue) has