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The Legend of Zelda/ROM map: Difference between revisions
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(hidden power bracelet) |
(Re-organized into a table instead of <pre> and corrected offsets which were all off by $10, corrected spelling errors) |
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{{rommap|game=Legend of Zelda}} | {{rommap|game=Legend of Zelda}} | ||
{| border="1" cellpadding="1" | |||
!From !! To !! Description | |||
|- | |||
|D60 || D84 || Assign blocks of music at different points in game. (see below) | |||
|- | |||
|D60 || || Overworld fragment | |||
|- | |||
|D61 || || Ganon | |||
|- | |||
|D62 || || Leave w/ Triforce | |||
|- | |||
|D63 || || Major Item | |||
|- | |||
|D64 || || Overworld fragment | |||
|- | |||
|D65 || || Final Dungeon | |||
|- | |||
|D66 || D67 || Title fragment | |||
|- | |||
|D68 || D6E || Overworld | |||
|- | |||
|D6F || D70 || Dungeon Boss | |||
|- | |||
|D71 || D78 || Ending Song | |||
|- | |||
|D79 || D82 || Title Song | |||
|- | |||
|D83 || || Aquiring Triforce | |||
|- | |||
|D84 || || Title fragment | |||
|- | |||
|1F90 || || Square instrument for the entire game. Default is 90. | |||
|- | |||
|4000 || 404B || Pointer table [2-byte] 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. | |||
|- | |||
|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 || || [[Legend of Zelda:Item codes|Item code]] for the item hidden under a statue. (14 = power bracelet) | |||
|- | |||
|11834 || || Start of Aquamentus(easy dragon)'s pointer table. | |||
|- | |||
|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 256 columns. | |||
|- | |||
|15BD8 || || The 256 overworld columns. First six are the first column. | |||
|- | |||
|15FA0 || 15FED || Graphics pointers for dungeon walls. | |||
|- | |||
|16012 || 1601D || Graphics pointers for unbombed wall. (East) | |||
|- | |||
|1601E || 16029 || Graphics pointers for bombed wall. (East) | |||
|- | |||
|1604E || 16059 || Graphics pointers for unbombed wall. (West) | |||
|- | |||
|1605A || 16065 || Graphics pointers for bombed wall. (West) | |||
|- | |||
|1608A || 16095 || Graphics pointers for unbombed wall. (South) | |||
|- | |||
|16096 || 160A1 || Graphics pointers for bombed wall. (South) | |||
|- | |||
|160C6 || 160D1 || Graphics pointers for | |||
[[Category:Legend of Zelda|ROM map]] | [[Category:Legend of Zelda|ROM map]] |
Revision as of 01:00, 4 January 2008
The following article is a ROM map for The Legend of Zelda.
From | To | Description |
---|---|---|
D60 | D84 | Assign blocks of music at different points in game. (see below) |
D60 | Overworld fragment | |
D61 | Ganon | |
D62 | Leave w/ Triforce | |
D63 | Major Item | |
D64 | Overworld fragment | |
D65 | Final Dungeon | |
D66 | D67 | Title fragment |
D68 | D6E | Overworld |
D6F | D70 | Dungeon Boss |
D71 | D78 | Ending Song |
D79 | D82 | Title Song |
D83 | Aquiring Triforce | |
D84 | Title fragment | |
1F90 | Square instrument for the entire game. Default is 90. | |
4000 | 404B | Pointer table [2-byte] 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. | |
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) | |
11834 | Start of Aquamentus(easy dragon)'s pointer table. | |
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 256 columns. |
15BD8 | The 256 overworld columns. First six are the first column. | |
15FA0 | 15FED | Graphics pointers for dungeon walls. |
16012 | 1601D | Graphics pointers for unbombed wall. (East) |
1601E | 16029 | Graphics pointers for bombed wall. (East) |
1604E | 16059 | Graphics pointers for unbombed wall. (West) |
1605A | 16065 | Graphics pointers for bombed wall. (West) |
1608A | 16095 | Graphics pointers for unbombed wall. (South) |
16096 | 160A1 | Graphics pointers for bombed wall. (South) |
160C6 | 160D1 | Graphics pointers for unbombed wall. (North) |
160D2 | 160DD | Graphics pointers for bombed wall. (North) |
160DE | 162D5 | All 42 possible dungeon rooms. (use of vertical dungeon "macros".) |
1788A | The overworld heart that requires the stepladder. | |
1788E | Horizontal positioning of the overworld heart. | |
1789A | The screen where the overworld heart is placed. | |
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 (i.e. dungeons, stores, secrets) |
18167 | 1816C | Define what those 7 locations change to in 2nd quest. |
1816F | 2nd quest dungeon map info begins. (See below) | |
2nd Quest, Level 1 | ||
1816F | 18172 | The 4 item tiles |
18173 | Coordinate for drawn map data (shift left or right) | |
18174 | Coordinate for item map cursor (shift left or right) (+ or - 8) | |
18175 | Entrance room | |
18176 | Triforce room (for compass) | |
18179 | Level # value | |
1817A | Beginning of stairway list (of 8X16 grid) | |
18184 | Boss room | |
18185 | Drawn map data (16 columns) | |
18195 | Dungeon map display begins | |
2nd Quest, Level 3 | ||
181A8 | 181AB | The 4 item tiles |
181AC | Coordinate for drawn map data (shift left or right) | |
181AD | Coordinate for item map cursor (shift left or right) (+ or - 8) | |
181AE | Entrance room | |
181AF | Triforce room (for compass) | |
181B2 | Level # value | |
181B3 | Beginning of stairway list (of 8X16 grid) | |
181BD | Boss room | |
181BE | Drawn map data (16 columns) | |
181CE | Dungeon map display begins | |
2nd Quest, Level 2 | ||
181DF | 181E2 | The 4 item tiles |
181E3 | Coordinate for drawn map data (shift left or right) | |
181E4 | Coordinate for item map cursor (shift left or right) (+ or - 8) | |
181E5 | Entrance room | |
181E6 | Triforce room (for compass) | |
181E9 | Level # value | |
181EA | Beginning of stairway list (of 8X16 grid) | |
181F4 | Boss room | |
181F5 | Drawn map data (16 columns) | |
18205 | Dungeon map display begins | |
2nd Quest, Level 5 | ||
1821C | 1821F | The 4 item tiles |
18220 | Coordinate for drawn map data (shift left or right) | |
18221 | Coordinate for item map cursor (shift left or right) (+ or - 8) | |
18222 | Entrance room | |
18223 | Triforce room (for compass) | |
18226 | Level # value | |
18227 | Beginning of stairway list (of 8X16 grid) | |
18231 | Boss room | |
18232 | Drawn map data (16 columns) | |
18242 | Dungeon map display begins | |
2nd Quest, Level 4 | ||
18255 | 18258 | The 4 item tiles |
18259 | Coordinate for drawn map data (shift left or right) | |
1825A | Coordinate for item map cursor (shift left or right) (+ or - 8) | |
1825B | Entrance room | |
1825C | Triforce room (for compass) | |
1825F | Level # value | |
18260 | Beginning of stairway list (of 8X16 grid) | |
1826A | Boss room | |
1826B | Drawn map data (16 columns) | |
1827B | Dungeon map display begins | |
2nd Quest, Level 6 | ||
18298 | 1829B | The 4 item tiles |
1829C | Coordinate for drawn map data (shift left or right) | |
1829D | Coordinate for item map cursor (shift left or right) (+ or - 8) | |
1829E | Entrance room | |
1829F | Triforce room (for compass) | |
182A2 | Level # value | |
182A3 | Beginning of stairway list (of 8X16 grid) | |
182AD | Boss room | |
182AE | Drawn map data (16 columns) | |
182BE | Dungeon map display begins | |
2nd Quest, Level 8 | ||
182D8 | 182DB | The 4 item tiles |
182DC | Coordinate for drawn map data (shift left or right) | |
182DD | Coordinate for item map cursor (shift left or right) (+ or - 8) | |
182DE | Entrance room | |
182DF | Triforce room (for compass) | |
182E2 | Level # value | |
182E3 | Beginning of stairway list (of 8X16 grid) | |
182ED | Boss room | |
182EE | Drawn map data (16 columns) | |
182FE | Dungeon map display begins | |
2nd Quest, Level 7 | ||
18317 | 1831A | The 4 item tiles |
1831B | Coordinate for drawn map data (shift left or right) | |
1831C | Coordinate for item map cursor (shift left or right) (+ or - 8) | |
1831D | Entrance room | |
1831E | Triforce room (for compass) | |
18321 | Level # value | |
18322 | Beginning of stairway list (of 8X16 grid) | |
1832C | Boss room | |
1832D | Drawn map data (16 columns) | |
1833D | Dungeon map display begins | |
2nd Quest, Level 9 | ||
1835A | 1835D | The 4 item tiles |
1835E | Coordinate for drawn map data (shift left or right) | |
1835F | Coordinate for item map cursor (shift left or right) (+ or - 8) | |
18360 | Entrance room | |
18361 | Triforce room (for compass) | |
18364 | Level # value | |
18365 | Beginning of stairway list (of 8X16 grid) | |
1836F | Boss room | |
18370 | Drawn map data (16 columns) | |
18380 | Dungeon map display begins | |
18400 | 1847F | Outer color borders for the overworld, Link's H-placement, Zoras, wave sfx. |
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 | ||
Offset | Value | Description |
19300 | 3F | unstable coloring |
19301 | 00 | unstable coloring |
19302 | 20 | unstable coloring |
19303 | 0F | unstable coloring |
19304 | 30 | Color of mountains & trees for 'grey palette' and menu |
19305 | 00 | Color of path for 'grey palette' and menu |
19306 | 12 | Color of water for 'grey palette' and menu |
19307 | 0F | unknown |
19308 | 16 | Color of mountains & trees for 'red palette' |
19309 | 27 | Color of path for 'red palette' |
1930A | 36 | Color of water for 'red palette' |
1930B | 0F | unknown |
1930C | 1A | Color of mountains & trees for 'green palette' |
1930D | 37 | Color of path for 'green palette' |
1930E | 12 | Color of water for 'green palette' |
1930F | 0F | unknown |
19310 | 17 | Color of mountains & trees for 'brown palette' |
19311 | 37 | Color of path for 'brown palette' |
19312 | 12 | Color of water for 'brown palette' |
19313 | 0F | Color 'black'. |
19314 | 29 | Placeholder for the correct color of Link's clothes. |
19315 | 27 | Color for Link's face and for parts of certain items. |
19316 | 17 | Color 'brown' for Link and for parts of certain items. |
19317 | 0F | transparency |
19318 | 02 | Color 'blue' for items and monsters. |
19319 | 22 | Color 'lt. blue' for items and monsters. |
1931A | 30 | Color 'white' for items and monsters. |
1931B | 0F | transparency |
1931C | 16 | Color 'red' for items and monsters. |
1931D | 27 | Color 'orange' for items and monsters. |
1931E | 30 | Color 'white' for items and monsters. |
1931F | 0F | Color, for what? |
19320 | 0F | Color, for what? |
19321 | 1C | Color, for what? |
19322 | 2C | Color, for what? |
From | To | Description |
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 | ||
19407 | Normal colors | |
1940B | Liquid colors | |
19411 | Link's colors | |
1941B | Normal colors (for blocks and certain enemies) | |
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 | All normal and liquid colors (for stairway lighting) | |
194B8 | Normal colors (for candle light shading) | |
194BC | Liquid colors (for candle light shading) | |
194C0 | Normal colors, light beginning to dim | |
194C4 | Liquid colors, light beginning to dim | |
194C8 | Normal colors, partial light | |
194CC | Liquid colors, partial light | |
194D0 | Normal colors, no candle lit | |
194D4 | Liquid colors, no candle lit | |
Level 2 | ||
19503 | Normal colors | |
19507 | Liquid colors | |
1950D | Link's colors | |
19517 | Normal colors (for blocks and certain enemies) | |
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 | ||
195FF | Normal colors | |
19603 | Liquid colors | |
19609 | Link's colors | |
19613 | Normal colors (for blocks and certain enemies) | |
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 | ||
196FB | Normal colors | |
196FF | Liquid colors | |
19705 | Link's colors | |
1970F | Normal colors (for blocks and certain enemies) | |
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 | ||
197F7 | Normal colors | |
197FB | Liquid colors | |
19801 | Link's colors | |
1980B | Normal colors (for blocks and certain enemies) | |
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 | ||
198F3 | Normal colors | |
198F7 | Liquid colors | |
198FD | Link's colors | |
19907 | Normal colors (for blocks and certain enemies) | |
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 | ||
199EF | Normal colors | |
199F3 | Liquid colors | |
199F9 | Link's colors | |
19A03 | Normal colors (for blocks and certain enemies) | |
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 | ||
19AEB | Normal colors | |
19AEF | Liquid colors | |
19AF5 | Link's colors | |
19AFF | Normal colors (for blocks and certain enemies) | |
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 | ||
19BE7 | Normal colors | |
19BEB | Liquid colors | |
19BF1 | Link's colors | |
19BFB | Normal colors (for blocks and certain enemies) | |
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" |
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 |