The Legend of Zelda/ROM map

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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.

4053 45B0 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.

9572 9575 Colors for the Link that holds up the "see manual" sign.

9979 9B78 Title Screen Color Morphing (Defaults to blue/black colors)

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)

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 easy dragon's pointer table.

12819 1282A 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 17 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

19D4A ??? The frame of the Triforce on the Start screen.

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.

1A450 1A7CB The storyboard text

1A834 1A86D Use of colors for the storyboard.

1A86E 1A87A Starts with green before title for treasure list.

1A89F 1AC6F 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