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Zelda II: The Adventure of Link/ROM map
The following article is a ROM map for Zelda II: The Adventure of Link.
Other Documentation
Main Menu
17339 - Y position for cursor on Save Slot 1 17351 - Y position for cursor on Save Slot 2 17369 - Y position for cursor on Save Slot 3 1737F - Y position for cursor on Register Your Name 17391 - Y position for cursor on Elimation Mode 17395 - X position for cursor
Beginning Values
17AF7 - Begin with Shield Magic 17AF8 - Begin with Jump Magic 17AF9 - Begin with Life Magic 17AFA - Begin with Fairy Magic 17AFB - Begin with Fire Magic 17AFC - Begin with Reflect Magic 17AFD - Begin with Spell Magic 17AFE - Begin with Thunder Magic 17AFF - Number of Magic Containers to begin game 17B00 - Number of Heart Containers to begin game 17B01 - Begin with Candle 17B02 - Begin with Power Glove 17B03 - Begin with Raft 17B04 - Begin with Boots 17B05 - Begin with Flute 17B06 - Begin with Cross 17B07 - Begin with Hammer 17B08 - Begin with Magic Key 17B10 - Number of Crystals to begin game 17B12 - Techs (Downward Thrust 10) (Upward Thrust 04) (Both 14) 17B1D - 0x017B24 - Letter Values when blanking a name out 17B25 - 0x017C04 - Bit defaults for sprites (keys, items, etc.) 1C369 - Number of lives to begin game
Magic Spell Effect Pointers
from to ---- ---- 00E58 - 00E59 - Shield 00E5A - 00E5B - Jump 00E5C - 00E5D - Life 00E5E - 00E5F - Fairy 00E60 - 00E61 - Fire 00E62 - 00E63 - Reflect 00E64 - 00E65 - Spell 00E66 - 00E67 - Thunder
It's possible to alter the order in which Link "learns" magic spells by re-arranging the data from [$E58-$E67]. (For example, to make Thunder the first spell Link acquires, replace the data at [$E58-$E59] with that from [$E66-$E67]. Note, however, that the spell will still be under the first slot and named "Shield.")
Sound Data
18000 Music Engine Entry Point, Title Screen (Replace with 'RTS' to disable the music engine) 19000 Music Engine Entry Point, Rest of the Game (Replace with 'RTS' to disable the music engine) 1A01A Overworld music string 1A027 Battleground music string 1A02C "Got a Heart/Item/Etc." music string
PPU Data
Overworld
from to ---- ---- 007B3 - 007B6 - PPU data for Towns 007B7 - 007BA - PPU data for Caves 007BB - 007BE - PPU data for Palaces 007BF - 007C2 - PPU data for Bridges 007C3 - 007C6 - PPU data for Desert 007C7 - 007CA - PPU data for Grass Areas 007CB - 007CE - PPU data for Forests 007CF - 007D2 - PPU data for Swamps 007D3 - 007D6 - PPU data for Graveyards 007D7 - 007DA - PPU data for Trails 007DB - 007DE - PPU data for Lava Areas 007DF - 007E2 - PPU data for Mountains 007E3 - 007E6 - PPU data for Water 007E7 - 007EA - PPU data for Walkable Water 007EB - 007EE - PPU data for Rocks/Roadblocks 007EF - 007F2 - PPU data for River Devil
Western Hyrule
044EB - 044EE - PPU data for Grass on Battlefield
Eastern Hyrule
from to ---- ---- 084DF - 084E2 - PPU data for Leaves of Trees on Battlefield 084E3 - 084E6 - PPU data for Hanging Leaves on Battlefield 084EB - 084EE - PPU data for Grass on Battlefield
Towns
from to ---- ---- 0C3F6 - 0C3F9 - PPU data for Top of Exterior Windows 0C3FA - 0C3FD - PPU data for Bottom of Exterior Windows 0C44E - 0C451 - PPU data for left side of Clouds 0C452 - 0C455 - PPU data for right side of Larger Clouds 0C456 - 0C459 - PPU data for right side of Smaller Clouds 0C45A - 0C45D - PPU data for angle of tunnel right 0C45E - 0C461 - PPU data for tunnel wall right 0C4E2 - 0C4E5 - PPU data for floors inside buildings 0C6B2 - 0C6B5 - PPU data for Sky 0C6BA - 0C6BD - PPU data for background of Basements 0C6C6 - 0C6C9 - PPU data for Bushs 0C6FE - 0C701 - PPU data for Ground 0C706 - 0C709 - PPU data for Walls in Basements
Palace Data
from to ---- ---- 10480 - 104DF - Palettes for Outside the 6 Palaces 13F10 - 13F6F - Palettes for the 6 Palaces Interiors 1C46B - 1C47A - Palette for Overworld 1C47B - 1C48A - Sprite pallet set for Overworld
Graphics Set
1CD3A - Graphics Set for Palace 1 1CD3B - Graphics Set for Palace 2 1CD3C - Graphics Set for Palace 3 1CD3E - Graphics Set for Palace 4 1CD42 - Graphics Set for Palace 5 1CD43 - Graphics Set for Palace 6 1CD44 - Graphics Set for Great Palace
Palette Pointers
1CD45 - Palette Pointer for Palace 1 1CD46 - Palette Pointer for Palace 2 1CD47 - Palette Pointer for Palace 3 1CD49 - Palette Pointer for Palace 4 1CD4D - Palette Pointer for Palace 5 1CD4E - Palette Pointer for Palace 6 1CD4F - Palette Pointer for Great Palace
Overworld
Overworld Map Data
506C - 538C - West Hyrule 665C - 6942 - Death Mountain 9056 - 936F - East Hyrule A65C - A942 - Maze Island
The 4 Overworld maps are 64 tiles wide, and their respective heights are variable. Overworld data is encoded in an RLE (Run Length Encoding) format. Each byte codes for a horizontal strip of terrain, as follows:
xxxx .... - Length (add 1) .... xxxx - Type
Table of Tile Types:
0 Town 1 Cave 2 Palace 3 Bridge 4 Desert 5 Grass 6 Forest 7 Swamp 8 Graveyard 9 Road A Lava B Mountain C Water D Water (walkable) E Rock F Spider
Data Structure Example from West Hyrule (first four bytes starting at 0x506C):
BB DC 74 FC ...
- BB - 12 (B + 1) Mountain (B) Tiles
- DC - 14 (D + 1) Water (C) Tiles
- 74 - 8 (7 + 1) Desert (4) Tiles
- FC - 16 (F + 1) Water (C) Tiles
- BB DC 74 FC
Overworld in RAM
The compressed Overworld map is copied to Cartridge RAM to allow the game to modify the map. Data is stored between 0x7C00 and 0x7FFF.
Palace Pointers
These control which byte in Cartridge RAM gets turned into a single rock (0B) after completing a palace. Data is Cartridge RAM pointers, the base is 0x7C00, and the offset is how many bytes into the compressed map.
West Hyrule / Death Mountain 479F - Palace 1 47A1 - Palace 2 47A3 - Palace 3 47A5 - Palace 4 (in Death Mountain) East Hyrule / Maze Island 879F - Palace 5 87A1 - Palace 6 87A5 - Invalid pointer 87A7 - Palace 4 (in Maze Island)
Overworld Areas
Each area has 4 bytes that define various informations, like position on the Overworld, destination map number, destination world number, where Link starts in the side view mode, etc. Each byte is formatted as follows:
Byte 0
.xxx xxxx - Y position
x... .... - External to this world
Byte 1 (offset 3F bytes from Byte 0)
..xx xxxx - X position
xx.. .... - On exit, appear at the location of area index minus this value (0-3)
Byte 2 (offset 7E bytes from Byte 0)
..xx xxxx - Map number
xx.. .... - Horizontal position to enter within map
0 = enter from the left
1 = enter at x=256 or from the right for 2 screens maps
2 = enter at x=512 or from the right for 3 screens maps
3 = enter from the right for 4 screens maps
Byte 3 (offset BD bytes from Byte 0)
...x xxxx - World number
..x. .... - Forced enter from the right edge of screen
.x.. .... - Pass through
x... .... - Fall in hole
West Hyrule
from to ---- ---- 462F - 466D - Areas Y position 466E - 46AC - Areas X position 46AD - 46EB - Areas map number 46EC - 472A - Areas world number
Death Mountain
from to ---- -- 610C - 614A - Areas Y position 614B - 6189 - Areas X position 618A - 61C8 - Areas map number 61C9 - 6207 - Areas world number
East Hyrule
from to ---- -- 862F - 866D - Areas Y position 866E - 86AC - Areas X position 86AD - 86EB - Areas map number 86EC - 8727 - Areas world number
Maze Island
from to ---- -- A10C - A14A - Areas Y position A14B - A189 - Areas X position A18A - A1C8 - Areas map number A1C9 - A207 - Areas world number
Click here for an extensive list of all areas with descriptions.
Level Data
04C4C - 04C67 - Grass Area level data 04C64 - 04C78 - Forest Area level data 04C8C - 04CA6 - 50 point bag level data
Unsorted Information
18027 - 1811E - Note Tables 1E8B0 - Number of enemies to defeat for exp. bag or magic jar 1E910 - Type of vulnarablity Bit (red) has 1E911 - Type of vulnarability Bot (blue) has
Dwedit's documents (unsorted)
I just made a full document of what I know about Zelda 2's side-view areas, and copy-pasted it into datacrystal, I figure someone else can sort it out later. Haven't tested or verified it yet, so there may be a few mistakes. I just went by my level editor.
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.
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Rom or Ram?
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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.
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Number of Maps
--------------
Each area has 63 maps, 0-62, map #63 is an invalid map number indicating that the destination is outside.
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Rom Banks
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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
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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. (length unknown?)
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 "behind this map" maps (1-7) specified by header byte 3 (there is no back map #0):
$8000 - map pointers
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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.
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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)
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Enemy lists
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West Hyrule, Death Mountain:
00 - Fairy
01 - Red Jar
02 - Locked Door
03 - Myu
04 - Bot (blue)
05 - Bit (red)
06 - Moa
07 - Ache
08 - crash
09 - crash
0A - Acheman
0B - Bubble generator
0C - Rock Generator
0D - Red Deeler
0E - Blue Deeler
0F - Bago Bago Generator
10 - Bago Bago
11 - Red Octoroc (Jumping Only)
12 - Red Octorock (Moving and Jumping)
13 - Elevator
14 - Orange Moblin
15 - Red Moblin
16 - Blue Moblin
17 - Orange Diara
18 - Red Diara
19 - Orange Goryia
1A - Red Goryia
1B - Blue Goryia
1C - Lowder
1D - Moby generator
1E - Moby
1F - Megmet
20 - Geldarm
21 - Dumb Moblin Generator
22 - Dumb Moblin
23-FF crash
East Hyrule, Maze Island
00 - Fairy
01 - Red Magic Jar
02 - Locked Door
03 - Myu
04 - Bot (blue)
05 - Bit (red)
06 - Moa
07 - Ache
08 - ???
09 - ???
0A - Acheman
0B - Bubble Generator
0C - Rock Generator (messed up link-doll sprite in east hyrule)
0D - Red Deeler
0E - Blue Deeler
0F - Bago Bago Generator
10 - Bago Bago
11 - Blue Octoroc (Jumping Only)
12 - Blue Octorock (Moving and Jumping)
13 - Elevator
14 - Tektite
15 - Eye
16 - Leever
17 - Boon
18 - Basilisk
19 - Scorpion
1A - Red Lizalfo
1B - Orange Lizalfo
1C - Blue Lizalfo
1D - Boulder Tossing Lizalfos
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 - Item in Palace Sprite
02 - Locked Door
03 - Myu
04 - Bot
05 - Strike for Red Jar
06 - Slow Magic Stealing Skull
07 - Orange Moa
08 - Falling Block Generator
09 - Single falling block
0A - Blue Skull Head
0B - Rathead Generator
0C - Rathead
0D - Dripping Column
0E - Fast Magic Stealing Skull
0F - Bago Bago Generator
10 - Bago Bago
11 - Rope Jumping Only
12 - Rope Jumping and Moving
13 - Elevator
14 - Crystal Slot
15 - Crystal
16 - Energy ball shooter (to down-right)
17 - Energy ball shooter (to down-left)
18 - Orange Iron Knuckle
19 - Red Iron Knuckle
1A - Blue Iron Knuckle
1B - Wolf Head Generator
1C - Wolf Head
1D - Mago
1E - Hammer Thrower
1F - Red Stalfos
20 - Horse Head
21 - Helmethead/Gooma (5th Palace Boss)
22 - Helmethead's floating head
23 - Blue Stalfos
24-FF crash
Palace 3,4,6
00 - Fairy
01 - Item in Palace sprite
02 - Locked Door
03 - Myu
04 - Bot
05 - Strike for Red Jar/Ironknuckle
06 - Slow Magic Stealing Skulls
07 - Orange Moa
08 - Falling Blocks Generator
09 - Single falling block
0A - Blue Skull Head
0B - Rathead Generator
0C - Rathead
0D - Dripping Column
0E - Fast Magic Stealing Skulls
0F - ???
10 - Flame
11 - Rope
12 - ???
13 - Elevator
14 - Crystal Slot
15 - Crystal
16 - Energy ball shooter (to down-right)
17 - Energy ball shooter (to down-left)
18 - Orange Iron Knuckle
19 - Red Iron Knuckle
1A - Blue Iron Knuckle
1B - Wolf Head Generator
1C - Wolf Head
1D - Wizrobe
1E - Red Stalfos Knight
1F - Doomknocker
20 - Blue Iron Knuckle on horse
21 - Dragon (6th palace boss)
22 - Wizard (4th palace boss)
23 - Blue Stalfos Knight
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
Great Palace (NOT VERIFED!)
00 - Fairy
01 - Red Magic Jar
02 - Locked Door
03 - Myu
04 - Bot (blue)
05 - Bit (red)
06 - Moa
07 - Ache
08 - ???
09 - ???
0A - Acheman
0B - Bubble Generator
0C - Rock Generator
0D - Red Deeler
0E - Blue Deeler
0F - Fire Bago Bago Generator
10 - Fire Bago Bago
11 - Fire Rope Jumping Only
12 - Fire Rope Jumping and Moving
13 - Elevator
14 - Slow Magic Stealing Skull
15 - Fast Magic Stealing Skull
16 - Orange Skull Head
17 - Large Magic Stealing Skull
18 - Orange Dreadhawk
19 - Red Dreadhawk
1A - Blue Dreadhawk
1B - ???
1C - ???
1D - Firebird
1E - King Bot
1F - ???
20 - Barrier for Grand Palace
21 - ???
22 - Thunder Bird Boss
23 - Trigger for Dark Link battle
24-FF crash
Information about overworld locations, kinda overlaps with the information there, but made by someone who actually understatnds bitfields :) [But does he understand them???]
---------------------------- "Browse Around" information ---------------------------- locations of towns and caves and such: base addresses 0x462F west hyrule 0x610C 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"?
0x0106B4 - 0x0106EE - side view map area for the map with elevator in center of room with windows on each side and exit on each side (first underground room of Level 1 Palace)
Internal Data for Zelda II: The Adventure of Link
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