The Legend of Zelda/ROM map

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

The corresponding RAM Map.

Offsets are from the beginning of the ROM. To get the offset from the beginning of an iNES (.nes) file, add 10 (16 decimal).

From To Description
D60 D84 Music Pointers
1F90 Square instrument for the entire game. Default is 90.
4000 404B Pointer table for character text
404C 45A1 Text spoken by characters.
4DB4 5EB4 Graphics for Title Screen.
6B95 Temporary "green"? 29 is Link's original color. Related to next two.
6B96 Temporary "blue" assigned in dungeon to Link if he finds the blue ring there.
6B97 Temporary "red" assigned in dungeon to Link if he finds the red ring there.
6F4F 701A Character palette assignments and sprite orientation.
7596 Attack Power of Wooden Sword (default is $10)
7597 Attack Power of White Sword (default is $20)
7598 Attack Power of Magic Sword (default is $40)
807F 8F4F Graphics for Link, items, text, status bar.
929B 94AC "All of Treasures" inventory listing
94AD 94E6 Pointer table [2-byte] for inventory listing (not sequential!)
9562 9565 Colors for the Link that holds up the "see manual" sign.
9969 9B68 Title Screen Color Morphing (Defaults to blue/black colors)
9D48 9DDE Registration/Elimination Mode text
9EEB 9EEF The name needed to skip the first quest. (default is ZELDA)
A287 Link's original color (default to 29 for green)
A288 Link's blue tunic color (default to 32 for light blue)
A289 Link's red tunic color (default to 16 for red)
A959 A97E Text: "Thanks Link, you're the hero of Hyrule."
AB07 AB3B Text: "Finally, peace returns to Hyrule. This ends the story."
AC2E AC44 Pointer table [first halves of 2-byte pointers] for credits text
AC45 AC5B Pointer table [second halves of 2-byte pointers] for credits text
AC5C ADF9 Credits text
C11B EBCB Graphics for dungeon and map, overworld, triforce collection, people, monsters
10CC2 The place where a statue hides a hidden item. (24)
10CB3 10CB8 The six places where statues can hide secret stairways.
10CC9 H-placement of item hidden by statue.
10CBA 10CBF H-placement of stairs hidden by statues. (30 = 4th column)
10D05 Item code for the item hidden under a statue. (14 = power bracelet)
11452 Aquamentus' starting X-coordinate
11456 Aquamentus' starting Y-coordinate
117C2 Aquamentus' leftbound limit
117C6 Fallback value for when Aquamentus exceeds leftbound limit.
117D0 Aquamentus' rightbound limit
117D4 Fallback value for when Aquamentus exceeds rightbound limit
11812 11833 Aquamentus' Fireball Routine
11834 1183F Aquamentus' graphics pointer tables (six bytes apiece)
11840 1084B Y- and X-coordinates for the six 8x16 tiles that make up the Aquamentus (six bytes apiece)
1184C 11892 Aquamentus Graphics Handler
12809 1281A Gleeok(Many-headed dragon)'s pointer table.
12F67 12F69 Ganon turns these colors if you don't kill him with arrow when it's time to.
1416A 14181 The Triforce layout on the Start screen.
14954 The first room where Link can use the raft in the overworld (3F). This is embedded in code.
14958 The second room where Link can use the raft in the overworld (55).
15418 15BD7 Overworld screens. Each byte refers to 1 of 150 (256 addressible) columns.
15BD8 15F9B The 150 overworld columns. First bytes six are the first column.
15FA0 15FED Graphics pointers for dungeon walls.
15FEE 16029 Special graphics pointers for east wall. (Five, twelve-byte segments: open door, locked door, shutter, unbombed, bombed)
1602A 16065 Special graphics pointers for west wall.
16066 160A1 Special graphics pointers for south wall.
160A2 160DD Special graphics pointers for north wall.
160DE 162D5 All 42 possible dungeon rooms. (use of vertical dungeon "macros".)
162D6 163F5 Macro content definitions (much overlap; set seventh bit denotes starting points)
16704 16717 Pointers to the ten Macro Content sequences (low-endian)
1697C 169B3 Primary square table: squares specified as first of four tiles
169B4 169F3 Secondary square table: squares specified as series of four tiles
16976 1697B Secrets table: list of six squares to draw for 'secrets' squares (E5-EA in primary square table), such as a bombable rock wall or burnable bush
1788A Item code for the overworld heart container that requires the stepladder.
1788E Horizontal positioning of the overworld heart container.
1789A The screen where the overworld heart container is placed.
18000 18013 Ten 2-byte pointers specifying which "map" to use for levels 0 (overworld) and 1 - 9.
18014 18027 Ten 2-byte pointers specifying location of level data blocks.
1802A 1803D Ten 2-byte pointers specifying which "map" to use for levels 0 - 9 for second quest.
1813C The screen to use in 2nd quest for A12. (1st quest's Level 5) default 7B
18141 The screen to use in 2nd quest for D13. (1st quest's Level 2) default 7B
18146 The screen to use in 2nd quest for H5. (1st quest's Level 3) default 5A
1815F 18165 7 locations that change in 2nd quest (dungeon/cave entrance, non-border palette)

add 80 to change what enemies appear

18167 1816C Define what those 7 locations change to in 2nd quest.
1816F 183BE 2nd quest dungeon map info
18400 1847F Outer color borders for the overworld, Link's H-placement, Zoras, wave sfx.
18403 (Changing cave exit location causes glitched graphics to appear when the player opens the subscreen.
18444 (Changing outer from brown makes caves white instead of dark brown.)
18480 184FF Inner colors for the overworld and underground location assignment
184C4 (Changing inner from green changes the color of the caves' text.)
18500 1857F Placement of monsters on the overworld.
18580 185FF Arrangement of 8 X 16 screens that make up the overworld.
18600 1867F Store prices, items sold, and item graphics used (see below).
18603 The 2nd bottle in bottle/heart-container pair.
18604 The command that makes it a bottle/heart-container pair. (?)
18605 The heart container in bottle/heart-container pair.
18627 18629 Specifiy items sold in store A.
1862A 1862C Specifiy items sold in store B.
1862D 1862F Specifiy items sold in store C.
18630 18632 Specifiy items sold in store D.
1865A Price of blue medicine in store E.
1865C Price of red medicine in store E.
18663 18665 Prices for items in store A.
18666 18668 Prices for items in store B.
18669 1866B Prices for items in store C.
1866C 1866E Prices for items in store D.
18670 Number of rupees given by moblin. (default is 30)
18673 Number of rupees given by moblin. (default is 100)
18676 Number of rupees given by moblin. (default is 10)
18680 186FF Overworld: stair placement, quest secrets, Link's V placement, monster entry.
1st Quest Dungeons:
18700 1877F N / S & outer color for Levels 1 through 6. (see below)
18771 For entrance to Level 4.
18773 For entrance to Level 1.
18776 For entrance to Level 5.
18779 For entrance to Level 6.
1877C For entrance to Level 3.
1877D For entrance to Level 2.
18780 187FF E / W & inner color for Levels 1 through 6. (see below)
187F1 For entrance to Level 4.
187F3 For entrance to Level 1.
187F6 For entrance to Level 5.
187F9 For entrance to Level 6.
187FC For entrance to Level 3.
187FD For entrance to Level 2.
18800 1887F Monsters for Levels 1 through 6. (see below)
18871 For entrance to Level 4.
18873 For entrance to Level 1.
18876 For entrance to Level 5.
18879 For entrance to Level 6.
1887C For entrance to Level 3.
1887D For entrance to Level 2.
18880 188FF Types of rooms used for Levels 1 through 6. (see below)
188F1 For entrance to Level 4.
188F3 For entrance to Level 1.
188F6 For entrance to Level 5.
188F9 For entrance to Level 6.
188FC For entrance to Level 3.
188FD For entrance to Level 2.
18900 1897F Floor items in Levels 1 through 6. (see below)
18971 For entrance to Level 4.
18973 For entrance to Level 1.
18976 For entrance to Level 5.
18979 For entrance to Level 6.
1897C For entrance to Level 3.
1897D For entrance to Level 2.
18980 189FF Special floor items in Levels 1 through 6. (see below)
189F1 For entrance to Level 4.
189F3 For entrance to Level 1.
189F6 For entrance to Level 5.
189F9 For entrance to Level 6.
189FC For entrance to Level 3.
189FD For entrance to Level 2.
18A00 18A7F N / S & outer color for Levels 7 through 9. (see below)
18A76 For entrance to Level 9.
18A79 For entrance to Level 7.
18A7E For entrance to Level 8.
18A80 18AFF E / W & inner color for Levels 7 through 9. (see below)
18AF6 For entrance to Level 9.
18AF9 For entrance to Level 7.
18AFE For entrance to Level 8.
18B00 18B7F Monsters for Levels 7 through 9. (see below)
18B76 For entrance to Level 9.
18B79 For entrance to Level 7.
18B7E For entrance to Level 8.
18B80 18BFF Types of rooms used for Levels 7 through 9. (see below)
18BF6 For entrance to Level 9.
18BF9 For entrance to Level 7.
18BFE For entrance to Level 8.
18C00 18C7F Floor items in Levels 7 through 9. (see below)
18C76 For entrance to Level 9.
18C79 For entrance to Level 7.
18C7E For entrance to Level 8.
18C80 18CFF Special floor items in Levels 7 through 9. (see below)
18CF6 For entrance to Level 9.
18CF9 For entrance to Level 7.
18CFE For entrance to Level 8.
2nd Quest Dungeons:
18D00 18D7F N / S & outer color for Levels 1 through 6. (see below)
18D72 For entrance to Level 5.
18D74 For entrance to Level 6.
18D75 For entrance to Level 3.
18D77 For entrance to Level 1.
18D79 For entrance to Level 2.
18D7D For entrance to Level 4.
18D80 18DFF E / W & inner color for Levels 1 through 6. (see below)
18DF2 For entrance to Level 5.
18DF4 For entrance to Level 6.
18DF5 For entrance to Level 3.
18DF7 For entrance to Level 1.
18DF9 For entrance to Level 2.
18DFD For entrance to Level 4.
18E00 18E7F Monsters for Levels 1 through 6. (see below)
18E72 For entrance to Level 5.
18E74 For entrance to Level 6.
18E75 For entrance to Level 3.
18E77 For entrance to Level 1.
18E79 For entrance to Level 2.
18E7D For entrance to Level 4.
18E80 18EFF Types of rooms used for Levels 1 through 6. (see below)
18EF2 For entrance to Level 5.
18EF4 For entrance to Level 6.
18EF5 For entrance to Level 3.
18EF7 For entrance to Level 1.
18EF9 For entrance to Level 2.
18EFD For entrance to Level 4.
18F00 18F7F Floor items in Levels 1 through 6. (see below)
18F72 For entrance to Level 5.
18F74 For entrance to Level 6.
18F75 For entrance to Level 3.
18F77 For entrance to Level 1.
18F79 For entrance to Level 2.
18F7D For entrance to Level 4.
18F80 18FFF Special floor items in Levels 1 through 6. (see below)
18FF2 For entrance to Level 5.
18FF4 For entrance to Level 6.
18FF5 For entrance to Level 3.
18FF7 For entrance to Level 1.
18FF9 For entrance to Level 2.
18FFD For entrance to Level 4.
19000 1907F N / S & outer color for Levels 7 through 9. (see below)
19074 For entrance to Level 9.
19079 For entrance to Level 7.
1907F For entrance to Level 8.
19080 190FF E / W & inner color for Levels 7 through 9. (see below)
190F4 For entrance to Level 9.
190F9 For entrance to Level 7.
190FF For entrance to Level 8.
19100 1917F Monsters for Levels 7 through 9. (see below)
19174 For entrance to Level 9.
19179 For entrance to Level 7.
1917F For entrance to Level 8.
19180 191FF Types of rooms used for Levels 7 through 9. (see below)
191F4 For entrance to Level 9.
191F9 For entrance to Level 7.
191FF For entrance to Level 8.
19200 1927F Floor items in Levels 7 through 9. (see below)
19274 For entrance to Level 9.
19279 For entrance to Level 7.
1927F For entrance to Level 8.
19280 192FF Special floor items in Levels 7 through 9. (see below)
192F4 For entrance to Level 9.
192F9 For entrance to Level 7.
192FF For entrance to Level 8.
Overworld Colors
From To Description
19300 19302 Palette Control Code
19303 19306 "Gray" Palette, used for cemetery and subscreen menu
19307 1930A "Red" Palette
1930B 1930E "Green" Palette, for forest areas
1930F 19312 "Brown" Palette, for mountain areas
19313 19316 Sprite Palette #0; Link, certain items
19317 1931A Sprite Palette #1; Blue enemies, certain items
1931B 1931E Sprite Palette #2; Red enemies, certain items
1931F 19322 Sprite Palette #3; used for what?
19324 19327 Number of monsters to use at each setting.
19328 Link's starting V position for the overworld. (default 8D)
1932F 00 to 7F used to decide where Link starts in Hyrule. (default 77)
19333 The "Level #" for the overworld. Default is 00 (or, no label)
19334 19337 The four shortcuts on the overworld. (defaults are 1D, 23, 49, 79)
Level 1
193FF Image Palette #0: Subscreen Infrastructure
19403 Image Palette #1: Subscreen Map/Text
19407 Image Palette #2: Walls, most floors
1940B Image Palette #3: Floors with obstructive liquid
1940F Sprite Palette #0: Link
19413 Sprite Palette #1: Certain enemies (blue)
19417 Sprite Palette #2: Old Man, certain enemies (red)
1941B Sprite Palette #3: Blocks (while shifting)
19425 19428 The 4 item tiles
19429 Coordinate for drawn map data (shift left or right)
1942A Coordinate for item map cursor (shift left or right) (+ or - 8)
1942B Entrance room
1942C Triforce room (for compass)
1942F Level # value
19430 Beginning of stairway list (of 8X16 grid)
1943A Boss room
1943B 1944A Drawn map data (16 columns)
1944B Dungeon map display begins
19478 19497 Image Palettes 2 & 3; four-tier fading sequence when Link steps onto a staircase
19498 194B7 Image Palettes 2 & 3; four-tier fading sequence when Link goes from a side-view cellar back to the dungeon proper
194B8 194BF First of four tiers in the "Darkened Room" fade sequence. Values should be identical to those at $[19407-E]
194C0 194C7 Second of four tiers in "Darkened Room" fade sequence (only affects Image Palettes 2 & 3).
194C8 194CF Third of four tiers in "Darkened Room" fade sequence (reversed upon stepping into a "lit" room).
194D0 194D7 Final tier in "Darkened Room" fade sequence. These are the final color values for Darkened Rooms.
194D8 194DF First of four tiers in "Link's Death Spiral" sequence. (Affects only Image Palettes 2 & 3.)
194E0 194E7 Second of four tiers in "Link's Death Spiral" sequence.
194E8 194EF Third of four tiers in "Link's Death Spiral" sequence.
194F0 194F7 Final tier in "Link's Death Spiral" sequence.
Level 2
194FB 194FE Image Palette #0
194FF 19502 Image Palette #1
19503 19506 Image Palette #2
19507 1950A Image Palette #3
1950B 1950E Sprite Palette #0
1950F 19512 Sprite Palette #1
19513 19516 Sprite Palette #2
19517 1951A Sprite Palette #3
19521 19524 The 4 item tiles
19525 Coordinate for drawn map data (shift left or right)
19526 Coordinate for item map cursor (shift left or right) (+ or - 8)
19527 Entrance room
19528 Triforce room (for compass)
1952B Level # value
1952C Beginning of stairway list (of 8X16 grid)
19536 Boss room
19537 19546 Drawn map data (16 columns)
19547 19573 Dungeon map of Level 2
19574 All normal and liquid colors (for stairway lighting)
195B4 Normal colors (for candle light shading)
195B8 Liquid colors (for candle light shading)
195BC Normal colors, light beginning to dim
195C0 Liquid colors, light beginning to dim
195C4 Normal colors, partial light
195C8 Liquid colors, partial light
195CC Normal colors, no candle lit
195D0 Liquid colors, no candle lit
Level 3
195F7 195FA Image Palette #0
195FB 195FE Image Palette #1
195FF 19602 Image Palette #2
19603 19606 Image Palette #3
19607 1960A Sprite Palette #0
1960B 1960E Sprite Palette #1
1960F 19612 Sprite Palette #2
19613 19616 Sprite Palette #3
1961D The 4 item tiles
19621 Coordinate for drawn map data (shift left or right)
19622 Coordinate for item map cursor (shift left or right) (+ or - 8)
19623 Entrance room
19624 Triforce room (for compass)
19627 Level # value
19628 Beginning of stairway list (of 8X16 grid)
19632 Boss room
19633 19642 Drawn map data (16 columns)
19643 Dungeon map begins for Level 3
19670 All normal and liquid colors (for stairway lighting)
196B0 Normal colors (for candle light shading)
196B4 Liquid colors (for candle light shading)
196B8 Normal colors, light beginning to dim
196BC Liquid colors, light beginning to dim
196C0 Normal colors, partial light
196C4 Liquid colors, partial light
196C8 Normal colors, no candle lit
196CC Liquid colors, no candle lit
Level 4
196F3 196F6 Image Palette #0
196F7 196FA Image Palette #1
196FB 196FE Image Palette #2
196FF 19702 Image Palette #3
19703 19706 Sprite Palette #0
19707 1970A Sprite Palette #1
1970B 1970E Sprite Palette #2
1970F 19712 Sprite Palette #3
19719 The 4 item tiles
1971D Coordinate for drawn map data (shift left or right)
1971E Coordinate for item map cursor (shift left or right) (+ or - 8)
1971F Entrance room
19720 Triforce room (for compass)
19723 Level # value
19724 Beginning of stairway list (of 8X16 grid)
1972E Boss room
1972F 1973E Drawn map data (16 columns)
1973F Dungeon map begins for Level 4
1976C All normal and liquid colors (for stairway lighting)
197AC Normal colors (for candle light shading)
197B0 Liquid colors (for candle light shading)
197B4 Normal colors, light beginning to dim
197B8 Liquid colors, light beginning to dim
197BC Normal colors, partial light
197C0 Liquid colors, partial light
197C4 Normal colors, no candle lit
197C8 Liquid colors, no candle lit
Level 5
197EF 197F2 Image Palette #0
197F3 197F6 Image Palette #1
197F7 197FA Image Palette #2
197FB 197FE Image Palette #3
197FF 19802 Sprite Palette #0
19803 19806 Sprite Palette #1
19807 1980A Sprite Palette #2
1980B 1980E Sprite Palette #3
19815 The 4 item tiles
19819 Coordinate for drawn map data (shift left or right)
1981A Coordinate for item map cursor (shift left or right) (+ or - 8)
1981B Entrance room
1981C Triforce room (for compass)
1981F Level # value
19820 Beginning of stairway list (of 8X16 grid)
1982A Boss room
1982B 1983A Drawn map data (16 columns)
1983B Dungeon map begins for Level 5
19868 All normal and liquid colors (for stairway lighting)
198A8 Normal colors (for candle light shading)
198AC Liquid colors (for candle light shading)
198B0 Normal colors, light beginning to dim
198B4 Liquid colors, light beginning to dim
198B8 Normal colors, partial light
198BC Liquid colors, partial light
198C0 Normal colors, no candle lit
198C4 Liquid colors, no candle lit
Level 6
198EB 198EE Image Palette #0
198EF 198F2 Image Palette #1
198F3 198F6 Image Palette #2
198F7 198FA Image Palette #3
198FB 198FE Sprite Palette #0
198FF 19902 Sprite Palette #1
19903 19906 Sprite Palette #2
19907 1990A Sprite Palette #3
19911 The 4 item tiles
19915 Coordinate for drawn map data (shift left or right)
19916 Coordinate for item map cursor (shift left or right) (+ or - 8)
19917 Entrance room
19918 Triforce room (for compass)
1991B Level # value
1991C Beginning of stairway list (of 8X16 grid)
19926 Boss room
19927 19936 Drawn map data (16 columns)
19937 Dungeon map begins for Level 6
19964 All normal and liquid colors (for stairway lighting)
199A4 Normal colors (for candle light shading)
199A8 Liquid colors (for candle light shading)
199AC Normal colors, light beginning to dim
199B0 Liquid colors, light beginning to dim
199B4 Normal colors, partial light
199B8 Liquid colors, partial light
199BC Normal colors, no candle lit
199C0 Liquid colors, no candle lit
Level 7
199E7 199EA Image Palette #0
199EB 199EE Image Palette #1
199EF 19A02 Image Palette #2
19A03 19A06 Image Palette #3
19A07 19A0A Sprite Palette #0
19A0B 19A0E Sprite Palette #1
19A0F 19A12 Sprite Palette #2
19A13 19A16 Sprite Palette #3
19A0D The 4 item tiles
19A11 Coordinate for drawn map data (shift left or right)
19A12 Coordinate for item map cursor (shift left or right) (+ or - 8)
19A13 Entrance room
19A14 Triforce room (for compass)
19A17 Level # value
19A18 Beginning of stairway list (of 8X16 grid)
19A22 Boss room
19A23 19A32 Drawn map data (16 columns)
19A33 Dungeon map begins for Level 7
19A60 All normal and liquid colors (for stairway lighting)
19AA0 Normal colors (for candle light shading)
19AA4 Liquid colors (for candle light shading)
19AA8 Normal colors, light beginning to dim
19AAC Liquid colors, light beginning to dim
19AB0 Normal colors, partial light
19AB4 Liquid colors, partial light
19AB8 Normal colors, no candle lit
19ABC Liquid colors, no candle lit
Level 8
19AE3 19AE6 Image Palette #0
19AE7 19AEA Image Palette #1
19AEB 19AEE Image Palette #2
19AEF 19AF2 Image Palette #3
19AF3 19AF6 Sprite Palette #0
19AF7 19AFA Sprite Palette #1
19AFB 19AFE Sprite Palette #2
19AFF 19B02 Sprite Palette #3
19B09 The 4 item tiles
19B0D Coordinate for drawn map data (shift left or right)
19B0E Coordinate for item map cursor (shift left or right) (+ or - 8)
19B0F Entrance room
19B10 Triforce room (for compass)
19B13 Level # value
19B14 Beginning of stairway list (of 8X16 grid)
19B1E Boss room
19B1F 19B2E Drawn map data (16 columns)
19B2F Dungeon map begins for Level 8
19B5C All normal and liquid colors (for stairway lighting)
19B9C Normal colors (for candle light shading)
19BA0 Liquid colors (for candle light shading)
19BA4 Normal colors, light beginning to dim
19BA8 Liquid colors, light beginning to dim
19BAC Normal colors, partial light
19BB0 Liquid colors, partial light
19BB4 Normal colors, no candle lit
19BB8 Liquid colors, no candle lit
Level 9
19BDF 19BE2 Image Palette #0
19BE3 19BE6 Image Palette #1
19BE7 19BEA Image Palette #2
19BEB 19BEE Image Palette #3
19BEF 19BF2 Sprite Palette #0
19BF3 19BF6 Sprite Palette #1
19BF7 19BFA Sprite Palette #2
19BFB 19BFE Sprite Palette #3
19C05 The 4 item tiles
19C09 Coordinate for drawn map data (shift left or right)
19C0A Coordinate for item map cursor (shift left or right) (+ or - 8)
19C0B Entrance room
19C0C Triforce room (for compass)
19C0F Level # value
19C10 Beginning of stairway list (of 8X16 grid)
19C1A Boss room
19C1B 19C2A Drawn map data (16 columns)
19C2B Dungeon map begins for Level 9
19C58 All normal and liquid colors (for stairway lighting)
19C98 Normal colors (for candle light shading)
19C9C Liquid colors (for candle light shading)
19CA0 Normal colors, light beginning to dim
19CA4 Liquid colors, light beginning to dim
19CA8 Normal colors, partial light
19CAC Liquid colors, partial light
19CB0 Normal colors, no candle lit
19CB4 Liquid colors, no candle lit
19D04 19D0D Text: "Level"
19D0F 19D2E Column directory pointer table: 16-bit pointers to the start of each of 16 column tables.
19D5B 19D65 Text: "Triforce"
19D3A The frame of the Triforce on the Start screen.
1A116 1A201 Main menu ("- S E L E C T -", etc.)
1A20E 1A210 Ending's text: light blue / grey font colors
1A212 1A214 Ending's text: light green / grey font colors
1A281 1A284 Overworld enemy color palette for black, sea blue, red.
1A289 1A28C Colors for many-headed dragons.
1A292 1A294 Colors for the easy dragon boss.
1A2B8 1A2D2 Text: Continue, Save, Retry
1A2F0 1A2F3 Text: Life
1A316 1A387 Subscreen text
1A3D6 1A3E2 Text: "Game Over "
1A3FE 1A81A The storyboard text
1A81B 1A85D Use of colours for the storyboard - every 2 bits sets the colour for a 2x2 block of text
1A85E 1A868 Starts with green before title for treasure list.
1A869 1AC85 Title Screen's use of graphics. (avoid certain values!)
1AC86 1ACC8 Title Screen's use of colors.

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

1EF66 1EF70 The eleven places where the recorder unveils secrets.
1F20D 1F212 The six places where stepladder is enabled.
1FFFF ROM ends