Development:The Legend of Zelda: A Link to the Past/Area Transition Data
This is a sub-page of Development:The Legend of Zelda: A Link to the Past.
Contents
Entrances
The file 日本_Ver3\asm\zel_isub0.asm, which is an earlier version of zel_isub.asm, has a section called "Initial RAM set [Ground]". This section contains various tables that pertain to a selection of interior maps that have exits to the overworld.
For the overworld image that is used for the entrances, an image of the screen in the final game that corresponds to the hex value is used; however, note that the screen may have looked different at this time in development in mid-1991. The indoor cave/house/room images are from the Super Donkey prototype since those are roughly around the same time, mid-1991, as this source data has been identified as belonging to.
Some of the entrance values are also rough and not to be taken as exact gospel. For example, they may have been placeholder values that would roughly indicate to the developers for 05 that "this cave entrance will be in east Death Mountain" or for 1E that "this entrance will be in the Eastern Palace region" without giving the exact screen hex value yet.
Entrances: 1991-05 (Early)
DDPMSRM
Immediately below the previous table is a section called "DDPMSRM" (Dungeon Display Main & Sub Rooms) that was commented out on 1991/05/10. Because some of the map IDs are different compared to those in the table above, it's evident that some interior rooms once were in different locations on the underworld map compared to where they can be found in the Super Donkey proto.
Entrances: 1991-05 (Later)
DROOMDT
The data under the DROOMDT label is a table of interior map square IDs that dates from around the time of the Super Donkey proto (the first half of June, 1991).
Entrances: 1991-06 (Early)
STRMDT
STRMD0
STRMD0 EQU $ ; 3Lu 3R WORD 00103H,00103H ; 5L 5R 6L 6R 7L 7R 8 9 WORD 00105H,00105H,00106H,00106H,00107H,00107H,00108H,00109H ; A B CL CR 1BL 1BR 1CL 1CR WORD 0010AH,0010BH,0010CH,0010CH,0011BH,0011BH,0011CH,0011CH ; 20L 20R 10L 10R 11 12 13L 14L WORD 00120H,0020FH,00110H,00110H,00111H,00112H,00113H,00114H ; 15L test test test test 1AL 14R WORD 00115H,00116H,00117H,00118H,00119H,0011AH,00114H,00000H ; WORD 00000H,00000H,00000H,00000H,00000H,00000H,00000H,00000H WORD 00000H,00000H,00000H,00000H,00000H,00000H,00000H,00000H WORD 00000H,00000H,00000H,00000H,00000H,00000H,00000H,00000H WORD 00000H,00000H,00000H,00000H,00000H,00000H,00000H,00000H WORD 00000H,00000H,00000H,00000H,00000H,00000H,00000H,00000H ; ; H1 H2 H3 H4 H5 H6 H7 H8 WORD 00067H,00068H,00069H,00049H,00057H,00058H,00047H,00055H
Map Connections: 1991-06
DMPDNRM
DMPDNRM EQU $ ; (MPDTNO) ; 104 WORD 0002CH ;// 03.05.23 // WORD 0001AH ; 11 60 61 62 WORD 00013H,0001BH,0001BH,0001BH,0000FH,0005BH ; F0 F1 D9 74 76 83 63 F2 WORD 0000AH,00003H,0001EH,00030H,00030H,00030H,00030H,00018H ; F3 F4 F5 F6 F7 F8 E8 E9 WORD 00018H,00028H,00029H,00005H,00005H,00005H,00005H,00005H ; FB EB FC EC FD ED FE EE WORD 00005H,00005H,00005H,00005H,00005H,00005H,00005H,00005H ; FF EF DF F9 FA EA E0 38 WORD 00005H,00005H,00005H,00003H,00003H,00003H,0001BH,0007BH ; 4A D2 48 57 58 56 39 0E WORD 0005EH,00070H,00040H,00040H,00040H,00040H,00040H,00075H ; E6 E7 E4 E5 55 WORD 0000AH,00003H,00003H,00003H,0001BH,00000H,00000H,00000H ; WORD 00080H,00080H,00081H,00083H,00086H,0001EH
DMPDNRM (Map Connections) | |||||||
---|---|---|---|---|---|---|---|
0104 | |||||||
Link's House | |||||||
Hyrule Field: Link's House Exterior |
Hyrule Field: West of Hyrule Castle | ||||||
0011 | 0060 | 0061 | 0062 | FFFF | 0090 | ||
Sanctuary | Hyrule Castle 2F (Left) |
Hyrule Castle 1F (Middle) |
Hyrule Castle 2F (Right) |
||||
Description | |||||||
00F0 | 00F1 | 00D9 | 0074 | 0076 | 0083 | 0063 | 00F2 |
Cave to Death Mountain (Left) |
Cave to Death Mountain (Right) |
Eastern Palace 1F (Middle) |
Desert Palace B1 (Middle) |
Desert Palace 1F (Right) |
Desert Palace 2F (Bottom-Left) |
Desert Palace 2F (Mid-Left) |
Mayor's Office (Left) |
Description | |||||||
00F3 | 00F4 | 00F5 | 00F6 | 00F7 | 00F8 | 00E8 | 00E9 |
Mayor's Office (Right) |
Twins' House (Left) |
Twins' House (Right) |
|||||
Description | |||||||
00FB | 00EB | 00FC | 00EC | 00FD | 00ED | 00FE | 00EE |
Description | |||||||
00FF | 00EF | 00DF | 00F9 | 00FA | 00EA | 00E0 | 0038 |
Agahnim's Tower 2F (Middle) |
Swamp Palace B1 (Right) | ||||||
Description | |||||||
004A | 00D2 | 0048 | 0057 | 0058 | 0056 | 0039 | 0E |
Eastern Palace 1F (Middle) |
Misery Mire 1F (Left) |
Skull Woods B1 (Upper-Right) |
Skull Woods B1 (Middle) |
Skull Woods B1 (Mid-Right) |
Skull Woods B1 (Mid-Left) |
Skull Woods B1 (Upper-Left) |
Ice Palace 1F (Middle) |
Description | |||||||
00E6 | 00E7 | 00E4 | 00E5 | 0055 | 0000 | 0000 | 0000 |
Hyrule Castle B1 (Passage) |
|||||||
Description | |||||||
0180 | 0181 | 0182 | 0183 | 0880 | 0881 | ||
Master Sword Grove | Beneath the Bridge | Zora Falls | Zora Falls Boss | [Unknown] | [Unknown] | ||
150px | 150px | 150px | 150px | 150px | |||
Description |
Warps
Earlier Data
Ground Warps
The file 日本_Ver3\asm\zel_isub0.asm has a section called "Initial RAM set [Warp] (IIT5000)". It contains a list of map square IDs that, judging from the label name, which can be interpreted as "Warp Map Data Number Room", seem to be related to places to which Link would have been able to warp.
WMPDNRM EQU $ ; (MPDTNO) WORD 00003H,0000FH,00018H,0001BH,0001EH,00030H,00037H,0003BH
zel_isub0.asm also contains a section called "Initial RAM set [Danjyon] (IIT1000)". Among the large variety of information found within this section is a list of map square IDs under the label "Ground Warp Check Data". These appear to be directly connected to the list of IDs under the WMPDNRM label above. (A later version of the file, called zel_isub.asm, indicates that the GWPCKD data below was commented out on 1991-07-26.)
GWPCKD EQU $ ; ground warp check room WORD 000F9H,00182H,000F3H,00040H,00054H,00074H,0010AH,0010BH
Combining the map square IDs from WMPDNRM and GWPCKD results in the following table.
Whirlpool Warps
The file 日本_Ver3\asm\zel_isub.asm, which is a later version of zel_isub0.asm, adds a section called "Initial RAM set [Warp] (IIT6000)". It contains a list of map IDs for overworld map squares that have (or were originally going to have) a whirlpool warp spot.
WPCKRMD EQU $ WORD 0000FH,00035H,00033H,00015H,0003FH,00012H WORD 0007FH,00055H
As can be seen in the images below, almost every one of these map square IDs is accurate to the final game, except for 35. It seems that the warp here may have been moved to 3E (the square below the large island in Lake Hylia), as that is the only final game map square with a whirlpool whose ID is missing from this list.
Later Data
zel_isub.asm has a later version of WMPDNRM with an expanded list of map IDs. In this version, the developers appear to have combined the ground warp data and whirlpool warp data that they had previously defined discretely in WMPDNRM and WPCKRMD, respectively.
WMPDNRM EQU $ ; (MPDTNO) WORD 00003H,00016H,00018H,0002CH,0002FH,00030H,0003BH,0003FH ; WORD 0005BH ; WORD 00035H,0000FH,00015H,00033H,00012H,0003FH,00055H,0007FH
In this table, a map square ID for the forced Ocarina warp to the top of the Pyramid of Power, unique to this version of the warp data, sits alone on the middle row.
Comparisons
Finally, let's compare the data in the files above, and also compare it with the warp data in the final game.
Final Ocarina Warps
Final Whirlpool Warps
Holes
Rooms with Holes
The file 日本_Ver3\asm\zel_data0.asm has a section called "Hole reset room data". It contains a list of map IDs for underworld map squares in which the player can fall into holes.
HLRMDT EQU $ WORD 00072H,00082H ; rou WORD 00040H,000C0H ; shisai WORD 00112H WORD 00056H,00057H,00058H,00067H,00068H,00049H ; ura mori WORD 00098H,000D1H,000C3H,000A3H,000A2H,00092H ; ura numa WORD 000A0H ; " ;;;;; WORD 00029H WORD 0004EH,0007FH,000AFH ; ura mizuumi WORD 000F0H,000F1H,000E6H,000E7H WORD 000C6H,000C7H,000D6H,000B4H,000B5H,000C5H ; kame WORD 00024H,000D5H ; " WORD 000C9H ; omote shinden WORD 0002AH,0001AH,0004BH ; ura shinden WORD 000BCH,00044H ; machi WORD 000FBH ; ura yama nise iriguchi WORD 0007BH,0007CH,0008BH,0008DH,0009BH,0009CH ; ura yama no tou WORD 0009DH,000A5H,00095H,0001CH,0005CH,0007DH ; " WORD 0004CH,00096H ; " WORD 00120H ; ice rod (hachi no iru dokuthu) WORD 0003CH ; urayama futtobashi iwa in WORD 00123H ; minna niwa naisyo dayo ;;;;; WORD 00114H ; jyouhouya D
Room 0112 makes little sense until one sees that it looked like this in the era of the Super Donkey proto.
That said, room 0114 is the same hole-less room in the final game as it is in the Underworld maps from both Super Donkey and August '91.
Respawn Points
Respawn Rooms
zel_isub0.asm contains RESTRMDT (Restart Room Data), an earlier list of map IDs for overworld map squares that have a spawn point.
RESTRMDT EQU $ ; start room no. <RMXYCT> WORD 00104H,00011H,00080H,00055H,00041H
The final data adds a couple more:
RESTRMDT EQU $ ; start room no. <RMXYCT> WORD 00104H,00012H,00080H,00055H,00051H,000F0H,000E4H
The table below compares the two versions.