Development:The Legend of Zelda: A Link to the Past/Entities
This is a sub-page of Development:The Legend of Zelda: A Link to the Past.
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Examine the code of all of these. Also, see if any Gigaleak graphics match up with these removed entities. |
Contents
- 1 Internal Entity Names
- 2 Changed Entities
- 3 Removed Entities
- 3.1 Bosses
- 3.2 Characters
- 3.3 Enemies
- 3.3.1 AYAS - Pirogusu
- 3.3.2 BATTA - Grasshopper
- 3.3.3 BUBUU - Early Moblin
- 3.3.4 HEBI1 - Coiled Snake
- 3.3.5 IWAOO - Jumping Rock
- 3.3.6 JAKIO - Scythe Ghost
- 3.3.7 KWAUS - Otter Man
- 3.3.8 KOKE1 - Moss
- 3.3.9 MANY - Keronpa
- 3.3.10 MIHA0 - Watchman
- 3.3.11 OCTA - Octoroks
- 3.3.12 OHYES - OHYES!
- 3.3.13 PONPK - Dancer
- 3.3.14 PORT - Poltergeist
- 3.3.15 SARU - Monkeys
- 3.3.16 SEKZ1 - Stone Statue
- 3.3.17 SKL01 - Skeleton
- 3.3.18 TOTUG - Charger
- 3.3.19 Unknown Enemies
- 3.4 Objects
- 4 Older Graphics
- 5 References
Internal Entity Names
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Below is a list of the game's entities with their internal names.
00 to 1F
# | Name | Translation | Image | Identification | Used | Notes |
---|---|---|---|---|---|---|
00 | KARAS | Crow | Crow[1], Dacto[2] | |||
01 | HAGE0 | Vulture 0 | Vulture[1] | |||
02 | SKHED | Skeleton Head | Stalfos Head | |||
03 | ESW01 | (?) Switch 01 | Correct Switch | x | ||
04 | ESW02 | (?) Switch 02 | Correct Pull Switch (Down) | |||
05 | ESW03 | (?) Switch 03 | Correct Pull Switch (Up) 1 | x | ||
06 | ESW12 | (?) Switch 12 | Incorrect Pull Switch (Down) | |||
07 | ESW04 | (?) Switch 04 | Correct Pull Switch (Up) 2 | x | ||
08 | OCTA1 | Octorok 1 | File:ALttP-Entity 08 (1).png | Octorok (?), Slarok[2] | ||
09 | HAYAB | Speedy Bug (Big) | Moldorm | |||
0A | OCTA3 | Octorok 3 | File:ALttP-Entity 0A.png | Octorok (?) | ||
0B | NIWAT | Chicken | Cucco, (?) | |||
0C | OCTAM | Octorok Orb | File:ALttP-Entity 0C.png | Octorok Projectile | ||
0D | NYORO | Wriggle | Buzz Blob[1], Cukeman[1] | |||
0E | PAKKN | Pirahna Plant | Snap Dragon[2] | |||
0F | OCTBL | Octo Balloon | Octoballoon[1] | |||
10 | OCTSS | Octorok (Super Small) | File:ALttP-Entity 10.png | Mini Octorok[1] | ||
11 | HINO0 | Hino 0 | File:ALttP-Entity 11.png | Hinox[3] | ||
12 | BUTA0 | Pig 0 | Moblin[2] | |||
13 | MOTS1 | Motos 1 | Helmasaur[2] | |||
14 | PLHIN | Player In Hole | File:ALttP-Entity 14.png | |||
15 | BABUL | Bubble | Bubble | |||
16 | JITON | Old Man on Overworld | Sahasrahla[4], Aginah[4] | |||
17 | SHIGE | Bush | Hoarder[1] (Grass) | |||
18 | HAYAM | Fast Bug | Mini-Moldorm[2] | |||
19 | GOST0 | Ghost | Poe[1], Hyu[2] | |||
1A | KAJIY | Blacksmith | Dwarven Swordsmiths[4] | |||
1B | YATAM | Arrow Orb | File:ALttP-Entity 1B.png | Arrow Projectile | ||
1C | SEKZ4 | Statue 4 | ||||
1D | BEECK | Bee Check | File:ALttP-Entity 1D.png | |||
1E | TAAMA | Orb | File:ALttP-Entity 1E.png | Crystal Switch | ||
1F | SINUB | Dying Boy | Bug-Catching Kid[4] |
20 to 3F
# | Name | Translation | Image | Identification | Used | Notes |
---|---|---|---|---|---|---|
20 | NAME0 | Slug 0 | Sluggula | |||
21 | REBA1 | Lever 1 | ||||
22 | LOPAA | Roper | Ropa | |||
23 | ZOOL1 | Zol 1 | Red Bari | |||
24 | ZOOL2 | Zol 2 | Blue Bari | |||
25 | WOOD1 | Wood 1 | Storytelling Tree | |||
26 | MOTS0 | Motos 0 | Hardhat Beetle[2] | |||
27 | IWABO | Rock Boy | Deadrock[1] | |||
28 | JOHOY | Information Broker | Storytelling Bird, Storytelling Hand, Storytelling Insect, Storytelling Octopus, Storytelling Tree[4] | |||
29 | JIJII | Old Guy | Flute Boy's Father (?)[4] | |||
2A | BABAA | Old Lady | Sweeping Lady[4] | |||
2B | SLEEP | Sleep | Man Beneath the Bridge | |||
2C | NOKOG | Saw | Lumberjacks[4] | |||
2D | PENKI | Paint | Painter | x | ||
2E | KUTUU | Suffering | Flute Boy[4] | |||
2F | MEIR0 | Maze 0 | Race Game Woman | |||
30 | MEIR1 | Maze 1 | Race Game Man | |||
31 | ULANI | Fortune Teller | Fortune Teller | |||
32 | NOPPO | Lanky | Feuding Twins | |||
33 | PLHIK | Player Pull | File:ALttP-Entity 33.png | |||
34 | ONNAA | Woman | Informant Woman[4] | |||
35 | HIGEE | Beard | File:ALttP-Entity 35.png | Innkeeper | ||
36 | MAJOO | Witch | Witch | |||
37 | PLCHK | Player Check | File:ALttP-Entity 37.png | Waterfall | ||
38 | KIANA | Keyhole | File:ALttP-Entity 38.png | |||
39 | SAKAS | (?) | Average Middle-Aged Man[4] | |||
3A | DEMON | Demon | Mad Batter[5] | |||
3B | BOOK0 | Book | File:ALttP-Entity 3B.png | |||
3C | TKBOY | (?) Boy | Sahasrahla's Grandson | |||
3D | BABA1 | Granny 1 | Old Woman[4] | |||
3E | ISHI0 | Rock 0 | Hoarder[1] (Rock) | |||
3F | BARI0 | Barricade Knight 0 | Barricade Soldier |
40 to 5F
# | Name | Translation | Image | Identification | Used | Notes |
---|---|---|---|---|---|---|
40 | BARI1 | Barricade Knight 1 | Agahnim's Tower Lightning Barrier | |||
41 | HEIS0 | Soldier 0 | Sword Soldier[1] (Blue, Closed Helmet) | |||
42 | HEI00 | Soldier 00 | Sword Soldier[1] (Green, Shield in Left Hand) | |||
43 | HEIS1 | Soldier 1 | Spear Soldier[1] (Red, Open Helmet) (?) | |||
44 | HEIS2 | Soldier 2 | Sword Soldier[1] (Blue, Open Helmet), Taros[2] (Blue) | |||
45 | HEIS3 | Soldier 3 | Spear Soldier[1] (Red, Open Helmet) (?), Taros[2] (Red) | |||
46 | HEYA0 | Soldier Arrow 0 | Archer[1] (Blue) | |||
47 | HEYA1 | Soldier Arrow 1 | Archer[1] (Green, Hiding in Grass) | |||
48 | HEYA2 | Soldier Arrow 2 | Spear Soldier[1] (Red, Closed Helmet) | |||
49 | HEYA3 | Soldier Arrow 3 | Spear Soldier[1] (Red, Hiding in Grass) | |||
4A | HEBO0 | Soldier Bomb 0 | Bomb Soldier[1] | |||
4B | ZAKO0 | Small Fry 0 | Sword Soldier[1] (Green, Shield in Right Hand) | |||
4C | SUNA0 | Sand 0 | Geldman[1] | |||
4D | USAG0 | Rabbit 0 | Toppo[1] | |||
4E | HANA0 | Bonito Shavings 0 | Popo[2] (Fast) | |||
4F | HANA1 | Bonito Shavings 1 | Popo[2] (Slow) | |||
50 | TAMA0 | Orb 0 | File:ALttP-Entity 50.png | |||
51 | DOZOO | Mud Statue | Armos[1] | |||
52 | ZORAB | Zora (Big) | King Zora[4] | |||
53 | NOMOS | Nomos | Armos Knights | |||
54 | RANEM | Lanmola | Lanmola | |||
55 | ZORAS | Zora (Small) | [Water] Zora[1], Ku[2] | |||
56 | ZORA2 | Zora 2 | [Land] Zora[1] | |||
57 | SEKMV | Statue Move | Desert Palace Blocking Statue | |||
58 | KANI0 | Crab 0 | Sand Crab[1] | |||
59 | TORI0 | Bird 0 | Master Sword Grove Bird | |||
5A | RISU0 | Squirrel 0 | Master Sword Grove Squirrel | |||
5B | SPARK | Spark | File:ALttP-Entity 5B.png | |||
5C | SPARL | Spark Left | File:ALttP-Entity 5C.png | |||
5D | CHAN0 | (?) 0 | File:ALttP-Entity 5D.png | |||
5E | CHAN1 | (?) 1 | File:ALttP-Entity 5E.png | |||
5F | CHAN2 | (?) 2 | File:ALttP-Entity 5F.png |
60 to 7F
# | Name | Translation | Image | Identification | Used | Notes |
---|---|---|---|---|---|---|
60 | CHAN3 | (?) 3 | File:ALttP-Entity 60.png | |||
61 | NL777 | (?) 777 | Beamos | |||
62 | ATARS | (?) Sword | File:ALttP-Entity 62.png | Master Sword | ||
63 | ARI00 | Ant 00 | Devalant (Blue) | |||
64 | ARI01 | Ant 01 | Devalant (Red) | |||
65 | YASAN | Arrow Proprieter | Shooting Gallery Keeper[5] | |||
66 | HODIR | Battery (Right) | Cannon (Right) | |||
67 | HODIL | Battery (Left) | Cannon (Left) | |||
68 | HODID | Battery (Down) | Cannon (Down) | |||
69 | HODIU | Battery (Up) | Cannon (Up) | |||
6A | TEKU0 | Iron Ball 0 | Ball and Chain Soldier | |||
6B | TAIHO | Cannon | Cannon Soldier | x | An unused soldier. | |
6C | HYUUU | Fyuuu | File:ALttP-Entity 6C.png | |||
6D | NEZU0 | Mouse 0 | Rat, Buzz | |||
6E | HEBI0 | Snake 0 | Rope, Skullrope | |||
6F | KOMO0 | Bat 0 | Keese, Chasupa | |||
70 | MOTAM | Motos Orb | ||||
71 | RIVER | Reaver | Leever | |||
72 | BWAKO | Lake | Venus the Queen of Fairies, Cursed Fairy[2] | |||
73 | OYAGI | Pops | Link's Uncle, Loyal Sage, Sanctuary Mantle | |||
74 | BOUSI | Hat | Running Man | |||
75 | SYOBY | Trader | Street Merchant | |||
76 | HELP0 | Help 0 | Princess Zelda | |||
77 | BIGBL | Big Bubble | File:ALttP-Entity 77.png | |||
78 | JOHBB | Information Granny | Sahasrahla's Wife[5] | |||
79 | HACHI | Bee | Bee | |||
7A | SHSAI | Priest | File:ALttP-Entity 7A.png | Agahnim | ||
7B | SHTAM | Priest Orb | File:ALttP-Entity 7B.png | Agahnim Projectile | ||
7C | TELSA | Teresa | File:ALttP-Entity 7C.png | Stalfos (Green) | ||
7D | TRAP0 | Trap 0 | Large Trap[6] | |||
7E | BAAR0 | Bar 0 | Guruguru Bar[6] | |||
7F | BAAR1 | Bar 1 | Guruguru Bar[6] |
80 to 9F
# | Name | Translation | Image | Identification | Used | Notes |
---|---|---|---|---|---|---|
80 | HBTAM | Snake Orb | Winder[6] | |||
81 | AMENB | Water Strider | Water Tektite | |||
82 | BABU2 | Bubble 2 | File:ALttP-Entity 82.png | |||
83 | MEDAM | Eyeball | Eyegore (Green), Goriya (Green) | |||
84 | MEDA2 | Eyeball 2 | Eyegore (Red), Goriya (Red) | |||
85 | SKELT | Skeleton | File:ALttP-Entity 85.png | Stalfos (Yellow) | ||
86 | CHIBI | Mini | Kodongo | |||
87 | CHFIR | Mini Fire | Kodongo Fire | |||
88 | BIGKO | Big Moth | Mothula | |||
89 | BKFIR | Big Moth Fire | Mothula Fireball | |||
8A | HARI0 | Needle 0 | Small Trap[6] | |||
8B | MIIRA | Mummy | Gibdo | |||
8C | PATAR | Patra | Arrghus | |||
8D | PATAM | Patra Mini | Arrghi | |||
8E | KAM01 | Turtle 01 | Terrorpin | |||
8F | SLIME | Slime | Zol[3], Slime | |||
90 | HANDS | Hands | Wallmaster | |||
91 | SKELB | Skeleton (Big) | Stalfos Knight | |||
92 | MOTSB | Motos (Big) | Helmasaur King | |||
93 | BYOYN | Boyoing | Bumper | |||
94 | AYASI | Suspicious | Pirogusu, (?) | |||
95 | MEMER | Eye-Eye Right | Laser Eye (Right) | |||
96 | MEMEL | Eye-Eye Left | Laser Eye (Left) | |||
97 | MEMED | Eye-Eye Down | Laser Eye (Down) | |||
98 | MEMEU | Eye-Eye Up | Laser Eye (Up) | |||
99 | PENGI | Penguin | Pengator | |||
9A | FISH0 | Fish 0 | Kyameron | |||
9B | MAGIC | Magic | Wizzrobe | |||
9C | KUROR | Black (?) | Zoro | |||
9D | KUROD | Black (?) | Babusu | |||
9E | DACHO | Ostrich | Ostrich | |||
9F | USAGI | Rabbit | Rabbit |
A0 to BF
# | Name | Translation | Image | Identification | Used | Notes |
---|---|---|---|---|---|---|
A0 | OOOMU | Parrot | Parrot | |||
A1 | ICMAN | Ice Man | Freezor | |||
A2 | ICBOS | Ice Boss | Kholdstare | |||
A3 | ICEBG | Ice Boss (?) | Kholdstare's Ice Shield | |||
A4 | ICTAM | Ice Orb | Ice Orb | |||
A5 | TEKI0 | Enemy 0 | Zazak (Blue) | |||
A6 | TEKI1 | Enemy 1 | Zazak (Red) | |||
A7 | SKEL2 | Skeleton 2 | Stalfos (Blue), Stalfos (Red) | |||
A8 | PATA0 | Flap 0 | Zirro (Green) | |||
A9 | PATA1 | Flap 1 | Zirro (Blue) | |||
AA | LIKE0 | Like 0 | Pikit | |||
AB | POLIW | Polygon Woman | Maiden | |||
AC | RINGO | Apple | Apple | |||
AD | HELP1 | Help 1 | Lost Old Man | |||
AE | DOKN0 | Pipe 0 | File:ALttP-Entity AE.png | Pipe (Down) | ||
AF | DOKN1 | Pipe 1 | File:ALttP-Entity AF.png | Pipe (Up) | ||
B0 | DOKN2 | Pipe 2 | File:ALttP-Entity B0.png | Pipe (Right) | ||
B1 | DOKN3 | Pipe 3 | File:ALttP-Entity B1.png | Pipe (Left) | ||
B2 | BEE00 | Bee 00 | Good Bee | |||
B3 | SEKBN | Stone Tablet | Stone Tablet | |||
B4 | TAKAR | Treasure | File:ALttP-Entity B4.png | |||
B5 | BAKDN | Bomb | Bomb Shopkeeper | |||
B6 | SARKK | Monkey Kiki | Kiki the Monkey | |||
B7 | TEKBB | Enemy (?) | Blind's Maiden Disguise | |||
B8 | D_0_9 | D_0_9 | File:ALttP-Entity B8.png | x | ||
B9 | SITO0 | (?) | Bully, Bully's Friend | |||
BA | UZUMK | Vortex | Vortex | |||
BB | SAMTM | Sometime | Dark World Shopkeepers | |||
BC | RYOKI | Tourist | ||||
BD | EYEBS | Eye Boss | Vitreous | |||
BE | EYETM | Eyeball | Eyeball | |||
BF | EYEBM | Eye Beam | Eye Beam |
C0 to DF
# | Name | Translation | Image | Identification | Used | Notes |
---|---|---|---|---|---|---|
C0 | NAMAZ | Catfish | Catfish[5] | |||
C1 | SDEMO | Priest (Cutscenes) | File:ALttP-Entity C1 (1).png | Agahnim (Cutscenes) | ||
C2 | IWAGO | Stone Roll | Boulder | |||
C3 | AMEBA | Amoeba | Gibo | |||
C4 | Theft | Theft | Thief, Pikku[2] | |||
C5 | BGBM0 | Big Beam 0 | File:ALttP-Entity C5.png | |||
C6 | BGBM1 | Big Beam 1 | File:ALttP-Entity C6.png | |||
C7 | DARUM | Daruma | Hokkubokku (?) | |||
C8 | IZUMI | Fountain | Great Fairy[5] | |||
C9 | TEKTA | Tektite | Tektite (Blue), Tektite (Red) | |||
CA | WANWAN | Chain Chomp | Chain Chomp | |||
CB | KAMBS | Turtle Boss | Trinexx | |||
CC | KAMBR | Turtle Boss (Red) | Trinexx (Fire Head) | |||
CD | KAMBB | Turtle Boss (Blue) | Trinexx (Ice Head) | |||
CE | CTBOS | City Boss | Blind | |||
CF | MDARM | Moldorm | Swamola | |||
D0 | RINEL | Lionel | Lynel | |||
D1 | DOOMO | Doumo | Bunny Beam, Smoke Cloud | |||
D2 | JFISH | Jump Fish | Jumping Fish | |||
D3 | ABATA | A Flap | Stal | |||
D4 | ZIRAI | Landmine | Landmine | |||
D5 | ANAHO | Hole Dig | ||||
D6 | GANON | Ganon (Normal) | Ganon | |||
D7 | GANO2 | Ganon 2 (Last) | Ganon | |||
D8 | HART1 | Heart 1 | Recovery Heart | |||
D9 | RUPYR | Rupee (Red) | Rupee (Green) | |||
DA | RUPYY | Rupee (Yellow) | Rupee (Blue) | |||
DB | RUPYB | Rupee (Blue) | Rupee (Red) | |||
DC | BOMB1 | Bomb 1 | Bomb (1) | |||
DD | BOMB2 | Bomb 2 | Bombs (4) | |||
DE | BOMB3 | Bomb 3 | Bombs (8) | |||
DF | TUBO1 | Jar 1 | Magic Jar (Small) |
E0 to FF
# | Name | Translation | Image | Identification | Used | Notes |
---|---|---|---|---|---|---|
E0 | TUBO2 | Jar 2 | Magic Jar (Large) | |||
E1 | YAAA1 | Arrow 1 | Arrows (5) | |||
E2 | YAAA2 | Arrow 2 | Arrows (10) | |||
E3 | YOSEI | Faerie | Faerie | |||
E4 | KAGI0 | Key 0 | Small Key | |||
E5 | KAGI1 | Key 1 | Big Key | |||
E6 | PTATE | Player Shield | Small Shield[7], Red Shield[8] | |||
E7 | KINOK | Mushroom | Mushroom | |||
E8 | SUKAS | Disappointment Sword | File:ALttP-Entity E8.png | Illusory Master Sword | ||
E9 | MJSY1 | Witch Shop 1 | Apprentice[5] | |||
EA | UTUWA | Container | Heart Container | |||
EB | UTUBK | Container Break | Piece of Heart | |||
EC | ITEMN | Thrown Item | File:ALttP-Entity EC.png | |||
ED | LINE0 | Line 0 | File:ALttP-Entity ED.png | Cane of Somaria Platform | ||
EE | OOISU | Big Chair | Castle Mantle | |||
EF | LINE1 | Line 1 | File:ALttP-Entity EF.png | x | ||
F0 | LINE2 | Line 2 | File:ALttP-Entity F0.png | x | ||
F1 | LINE3 | Line 3 | File:ALttP-Entity F1.png | x | ||
F2 | MONOR | Monolith | File:ALttP-Entity F2.png | |||
F3 | DOOOR | Door | [Undefined] | x | ||
F4 | IWAST | Boulder Set | [Undefined] | x | ||
F5 | ESET0 | Enemy Set 0 | [Undefined] | x | ||
F6 | TAMS0 | Orb Set 0 | [Undefined] | x | ||
F7 | TAMS1 | Orb Set 1 | [Undefined] | x | ||
F8 | SKST0 | Skeleton Set 0 | [Undefined] | x | ||
F9 | SKST1 | Skeleton Set 1 | Stalfos (White), Stalfos (Yellow) | [?] | ||
FA | HEBST | Snake Set | [Undefined] | x | ||
FB | BCONT | Background Control | [Undefined] | x | ||
FC | SLST0 | Slime Set | [Undefined] | x | ||
FD | HNDST | Hands Set | [Undefined] | x | ||
FE | YKDW0 | Floor Down 0 | [Undefined] | x | ||
FF | YKDW1 | Floor Down 1 | [Undefined] | x |
Changed Entities
Some entities have older code that indicates that they started life as one thing and were converted into something else over the course of development.
HYUUU - Warp Tile
In the final game, HYUUU (entity 6C) is a mirror portal. However, in 日本_Ver3\asm\zel_enmy21.asm, this entity is an "ON MAP FAILY" (fairy) which moves around and heals the player for 20 hearts. Its name is an onomatopoeia for whistling through the air.
KIANA - Wall Trigger
In the final game, KIANA is an invisible trigger used on the green Eyegore statue in the Palace of Darkness which moves a wall when shot with an arrow. However, its name translates to "keyhole", and this is connected with its earlier incarnation. In the Super Donkey proto, KIANA uses the keyhole graphic found at the bottom of most dungeon sprite sets. Both the proto and zel_enmy2s.asm, which is an earlier version of zel_enmy2.asm, contain code related to it being a keyhole.
There's still a keyhole graphic associated with it in the final game.
PENKI - Painter
In the final game, PENKI (entity 2D) is an NPC with garbled graphics who displays one of the Telepathic Tile messages when interacted with. However, its graphics from the prototype reveal that it used to be a painter NPC. See here for more details.
SEKZ4 - Stone Statue
This entity's name translates to "Stone Statue 4". In the final game, it's a stone statue that the player can push, as seen at right, but code in zel_enmy.asm indicates that it used to be an enemy. It would shoot lasers from its eyes at the player, making use of an unused entity appropriately known as LESER.
The older version of the code for it was moved below the END tag in zel_enmy.asm, meaning that it's neither read nor used. The code for this entity in the Super Donkey proto is similar to its final incarnation. Despite this, the prototype still has graphics for the older version:
Removed Entities
There are countless removed entities. Here are a few.
Bosses
DRGN1 - Dragon
A number of "enmy" files, such as 日本_Ver3\asm\zel_enmy.asm, contain code for a removed Dragon entity that could turn its head to search for the player and breathe fire.
DRGN1 Movement Engine
DRGN1 uses a jump table to define its behavior into different states.
DRGN1MV EQU $ ;; LDA <KEYA2 ;; AND #00001000B ;; BEQ DRM00 ;; INC ENCHPT,X ;; LDA ENCHPT,X ;; CMP #10H ;; BCC DRM00 ;; STZ ENCHPT,X ;;DRM00 EQU $ ;;; JSR DRGN1CT ...
DRGN1 Neck Search
D1KBMK represents the dragon's movement pattern in terms of X and Y speeds. Each entry corresponds to a specific angle at which the dragon will move:
- The first entry (Y-axis) shows that the dragon's Y speed is 0 for the first 7 angles, and then it increases to 2 for the remaining angles.
- The second entry (X-axis) follows the same pattern as the Y-axis, with the X speed being 0 for the first 7 angles and then increasing to 2 for the remaining angles.
D1KBM2 table is divided into four rows, each representing a different phase of movement. Each entry in the row corresponds to a specific angle at which the dragon will move. The values in the table represent the direction of movement; for example, 0 indicates no movement, and positive values indicate movement in a specific direction.
D1KBMK EQU $ ; only 80h angle serch data ! ;;;;;;; xspd-> BYTE 0,0,0,0,0,0,0,2 ; Y BYTE 0,0,0,0,0,0,0,2 ; | BYTE 0,0,0,0,0,0,0,2 ; V BYTE 0,0,0,0,0,0,0,2 BYTE 0,0,0,0,0,0,0,1 BYTE 0,0,0,0,0,0,0,1 BYTE 0,0,0,0,0,0,0,1 BYTE 0,0,0,0,1,1,1,1 D1KBM2 EQU $ BYTE 0,1,2,0 BYTE 4,3,2,0 BYTE 0,7,6,0 BYTE 4,5,6,0 ;---- D1KBSH EQU $ TXA EOR <FRCNT AND #07H BNE DKS080 ; LDA #07H JSR PSERCH LDA <WORK0 BPL DKS010 EOR #0FFH INC A DKS010 EQU $ ASL A ASL A ASL A STA <WORK2 LDA <WORK1 BPL DKS020 EOR #0FFH INC A DKS020 EQU $ ORA <WORK2 TAY LDA <WORK1 ASL A LDA <WORK0 ROR A LSR A LSR A LSR A LSR A AND #00001100B ORA D1KBMK,Y TAY LDA D1KBM2,Y STA ENCMKI,X DKS080 EQU $ RTS
DRGN1 Action Table
Resets the animation clock and controls the entity's AI state.
DRGN1CT EQU $ STZ ENCTFG,X ; LDA ENSTAT,X JSL >JSRSUB WORD D1WAIT WORD D1LONG WORD D1MOVE WORD D1FIRE
DRGN1 Wait
Gets the player's position, and does not proceed if the player is too far away.
D1STAL EQU $ BYTE 080H,080H,000H,000H D1STAH EQU $ BYTE 000H,001H,000H,001H ; D1WAIT EQU $ JSR EPXYCK LDA <WORKE CLC ADC #30H CMP #060H BCS D1W030 LDA <WORKF CLC ADC #30H CMP #60H BCS D1W030 ; INC ENSTAT,X ; LDA D1STAL,Y STA ENWRK1,X LDA D1STAH,Y STA ENWRK0,X D1W030 EQU $ RTS
DRGN1 Long
Designates which graphics for the entity to use, as well as preparing a movement timer.
D1LONG EQU $ LDA FRCNT AND #01H BNE D1L030 ; INC ENCHPT,X LDA ENCHPT,X CMP #20H BNE D1L030 ; INC ENSTAT,X LDA #80H STA ENTIM2,X D1L030 EQU $ RTS
DRGN1 Move
From here on, DRGN1 alternates between this action and the next one.
DRGN1 searches for the player, shooting its neck in the direction of Link, and then likely breathes fire as a form of attack. The animation behind the fire attack is handled in the movement engine of the entity.
D1MOVE EQU $ JSR D1KBSH ; kubi muki serch ! ; LDA ENWRK1,X CLC ADC #00H STA ENWRK1,X ; angle LDA ENWRK0,X ADC #00H AND #01H STA ENWRK0,X ; LDA ENTIM0,X BNE D1CT12 ; LDA ENMUKI,X AND #01H TAY LDA ENWRK2,X CLC ADC D1CTAD,Y STA ENWRK2,X CMP D1CTLM,Y BNE D1CT12 ; LDA #30H STA ENTIM0,X ; INC ENMUKI,X D1CT12 EQU $ LDA ENTIM2,X BNE D1CT32 ; LDA #07FH STA ENTIM1,X ; INC ENSTAT,X D1CT32 EQU $ RTS
DRGN1 Fire
Returns to the previous action to prepare another attack after setting timers and animation clock.
D1FIRE EQU $ LDA #01H STA ENCTFG,X ; LDA ENTIM1,X BNE D1F010 ; LDA #080H STA ENTIM2,X DEC ENSTAT,X D1F010 EQU $ RTS
MOTSB - Helmasaur King (Early)
zel_enmy3.asm contains two sections of code for the Helmasaur King, both of which use the header "Motos big Big". ("Motos" is the internal name for the entity, while "Big" denotes a boss entity. The second section is an older version of the Helmasaur King, which matches graphical data found in the Super Donkey proto.
The code indicates that the old version of the boss didn't have a breakable mask, and Link likely targeted its tail to take it down. This may be connected to the Helmasaur King exploding from its tail upward when it is defeated in the final game.
Unassembled graphical data for this entity can be seen above.[9]
TTN01 - Darknut
Unassembled graphical data for this entity can be seen above.[9]
ZORAB - King Zora
To do: Add info about this boss. |
日本_Ver3\asm\zel_enmy2.asm and an older version of the file called zel_enmy2s.asm contain a bevy of commented-out code related to King Zora once serving as a boss rather than a friendly NPC. Indeed, his entity name is short for "Zora (Big)", the naming convention used for several other bosses. The code appears to indicate that he would shoot projectiles ("ZBTAM", translating to Zora (Big) Orb) at you, and spawn smaller Zora (ZORA2).
A JSR to the item drop function for this boss in 日本_Ver3\asm\zel_enmy1.asm appears to have been commented out on 1991-07-23, perhaps indicating when he was removed as a boss.
ZBI000 EQU $ ;7/23 JSR BOSSIT
More information regarding King Zora dropping the Zora Flippers upon defeat can be found here.
Two versions of a map that once appeared to connect to the northeast quadrant of Zora Falls and may have been a boss arena can be seen here.
Characters
GAKI - Kids
There are two unused child NPCs with similar names: GAKII and GAKI1. They translate to "Kid" and "Kid 1", respectively. The graphics for both of these entities are found in SAITO.CGX, an early graphics file in the /char/ directory of the Japanese source code.
GAKII
This entity is a girl with horizontal running frames. Though she has a commented-out instance loaded in map square FC in all three versions of the underworld entities-by-area list.
GAKI1
This entity is a boy with horizontal running frames. He's not referenced in any version of the overworld and underworld entities-by-area lists, so it's not clear where he was intended to appear.
HEIT - Soldiers
Two unused soldier entities known as HEITI and HEIT1. "Heishi" means soldier, but it's unknown what "heiti" means. "Heichou", which can also be romanized as "heityou", means "soldier leader", so it's possible that their names derive from this word.
Both entities have code for displaying message 0000, which suggests that they were NPCs. This message ID simply contains a "Message End" control code, so it's not very revealing.
HEITI
The graphics for HEITI are found in SAITO.CGX. He's a guard with a spiked helmet positioned below the sprites for enemy soldiers. He has only one stationary pose. The tiles for his spear are in different places than the tile map data in zel_enmy21.asm, suggesting there may have been another iteration of the Kakariko NPC graphics sets that's lost to us.
HEIT1
The graphics for HEIT1 can also be found in the same file. He's a walking soldier near the bottom of the sprite sheet near the bonneted woman sprites.
JIJI - Old Men
These entities' names translate to "Gramps". There's a JIJI1 and a JIJI2, not to be confused with the used entity JIJII.
JIJI1
The source code doesn't indicate where JIJI1 would have appeared in the game. There's still some code for him in zel_enmy2.asm, but it was moved to below the file's END tag, meaning that it's neither read nor used.
His graphics can be found in SAITO.CGX. He's a walking old guy who looks like a cross between the Lost Old Man and Flute Boy's Father.
JIJI2
JIJI2 was the Mayor of Kakariko Village, a character who was evidently merged with Sahasrahla in the final game. More info on him can be found here. In the oldest version of the entities-by-area list (zel_endt3), there's a commented-out entry that places him at Y:12,X:39 in overworld map square 19, pictured below. In the later two versions (zel_endt2 and zel_endt), he's loaded at Y:12,X:41.
The animation for JIJI2 was assembled by combining graphical data and palettes from the leftover data in the Super Donkey proto with rendering code left over in the source code files.
MURMK - Woodcutter's Assistant
This entity's name is short for "mura maki", which means "village firewood". He's an assistant to the Woodcutter below. The source code doesn't indicate where he would have appeared in the game.
There's still some code for the entity in zel_enmy2.asm, but it was moved to below the file's END tag, meaning that it's neither read nor used.
The animation for MURMK was assembled by combining graphical data and palettes from the leftover data in the Super Donkey overdump with rendering code left over in the source code files.
MURON - Woodcutter
The "MUR" part of this entity's name translates to "village", but it's unclear what the "ON" part means. The source code doesn't indicate where he would have appeared in the game.
There's still some code for the entity in zel_enmy2.asm, but it was moved to below the file's END tag, meaning that it's neither read nor used.
The animation for MURON was assembled by combining graphical data and palettes from the leftover data in the Super Donkey overdump with rendering code left over in the source code files.
MURYA - Village Archer
This entity's name is short for "mura ya", which means "village arrow". The source code doesn't indicate where he would have appeared in the game.
There's still some code for the entity in zel_enmy2.asm, but it was moved to below the file's END tag, meaning that it's neither read nor used.
The animation for MURYA was assembled by combining graphical data and palettes from the leftover data in the Super Donkey overdump with rendering code left over in the source code files.
SNTAK - Village Launderess
This entity's name is short for "sentaku", meaning "laundry". The source code doesn't indicate where she would have appeared in the game.
Her code can be found in zel_enmy21.asm'. Two different versions of her exist in SAITO.CGX: One version appears alongside the Witch and the Fisherman (this version's graphics survived into the Super Donkey proto), and another next to the Innkeeper and the sprites for another woman entity who shares the same head with her.
Unknown NPCs
Fisherman
No entity connected to the Fisherman has been found. His graphics were replaced with the ones for JITON (Sahasrahla and Aginah) in the Super Donkey proto.
Graphics for this enemy are found in the following file:
- 日本_v3/char/SAITO.CGX
- Actual last modified date has been lost. Has the internal date stamp 1990-02-23.
Cat & Dog
Graphics for these entities are found in the following file:
- NEWS_04/home/arimoto/tomita/A_1.CGX
- Last modified on 1991-09-17. Has the internal date stamp 1990-12-26.
Enemies
AYAS - Pirogusu
To do: Add information about AYAS0, AYAS1, AYAS2, and AYAS3. |
BATTA - Grasshopper
There are two versions of the code for this entity: an earlier version in zel_enmy.lst and a later version in zel_enmy.asm. In the latter, the code was moved below the file's END tag, meaning that it's neither read nor used.
It has two actions associated with it: standing still and jumping.
Graphics associated with this enemy are found in two artist workspace files:
- NEWS_05/home/watanabe/ZELDA/thunder.CGX
- Last modified on 1990-10-28. Has the internal date stamp 1990-04-24.
- NEWS_05/home/watanabe/ZELDA/ice.CGX
- Last modified on 1991-10-16. Has the internal date stamp 1990-12-26.
They can also be found in the Super Donkey proto, but in this incarnation there are only two frames instead of three. Additionally, the graphical offsets found in the don't fit the entity's character data table in either of the two source code files or the prototype itself.
It looks a bit similar to a Helmasaur.
BUBUU - Early Moblin
Code comments suggest that this entity would wield a spear.
It appears to be an earlier version of BUTA0 (the Moblin entity), and a later (or alternate) version of the removed SARU1 (a monkey), as both have nearly identical code in the source files. Only some values differ in a few tables, and SARU1 has a couple of commented-out lines of code.
BUBUU has similar OAM tile map data to BUTA0. "Bubuu" means "oink oink", while "Buta0" means "Pig 0", so their names are similar too.
These graphics from the Super Donkey proto match the OAM tile map of this entity, though its code doesn't exist in the proto.
HEBI1 - Coiled Snake
To do: Add information about this entity. |
IWAOO - Jumping Rock
To do: Add information about this entity. |
JAKIO - Scythe Ghost
To do: Add more information about this entity. |
A sickle-wielding ghost. Its code comments suggest that it would appear and disappear on a random timer, possibly in a puff of smoke.
KWAUS - Otter Man
Two entities in the code pertain to Kawauso-kun, a man in an otter costume from the manga Utsurun Desu. "Kawauso" means "otter".
The first entity, KWAUS, was removed from the final game. 日本_Ver3\asm\z00_enmy.asm indicates that this entity, marked "NO USE (DAMMY)", was once number 19.
The second, KWAU1, was overwritten by entity 16, JITON, the entity used for Sahasrahla and Aginah. In 日本_Ver3\asm\z00_enmy.asm, it's marked as "NO USE (DAMMY)" and numbered 1A.
Kawauso-kun was also evidentially once part of Super Mario World, as evidenced by the sprite sheets found in the Gigaleak which have graphics for him. (An example is pictured above. The same graphics file can be found in the /char/ directory of the ALttP source code for the Japanese release.)
KOKE1 - Moss
To do: Add more information about this entity. |
This entity's name may translate to "moss". Its code indicates that it had hands and a body, as well as three actions: walking, stopping, and using its hands. It would change direction when it came into contact with a terrain obstacle.
MANY - Keronpa
MANY1
To do: Add information about MANY1. |
MANY2
To do: Add information about MANY2. |
MIHA0 - Watchman
To do: Add information about this entity. |
This entity is described as a "Mihari heishi" (lookout soldier). Its code in zel_enmy21.asm and zel_enmy2s.asm (earlier versions of zel_enmy2.asm) indicates that it would rotate in different directions and search for the player.
There's still some code for the entity in zel_enmy2.asm, but it was moved below the file's END tag, meaning that it's neither read nor used.
The Watchman has a function which stores a zero at a RAM address label called MIHAFG, meaning "Watchman Flag". (It was replaced with OJBKFG, meaning "object bank flag", which can be found in RAM at 7E0FC6 in the final game.) Two other entities once checked this address in now-commented-out lines of code: TAIHO (Cannon Soldier) and HEBO0 (Bomb Soldier). Based on this, it seems that the Watchman was able to alter the behavior of other Soldier enemies if they were accompanying him. Unfortunately, it's not clear how they would be affected, as related functions were stubbed out.
OCTA - Octoroks
The final game has entities called OCTA1 (entity 08, a regular Octorok) and OCTA3 (entity 0A, an Octorok that has a four-way shot attack), but it's missing OCTA2 and OCTA4, which are referenced in the source code.
OCTA2
OCTA2 survived longer than OCTA3. Its code comments indicate that it had a rapid-fire shot attack.
OCTA4
The entity that became OCTA3 in the final game was originally labelled OCTA4 in zel_enmy.lst, a much earlier version of zel_enmy.asm. Code comments indicate that it had a "spin uchi" (spin shot) attack. It appears that the original OCTA3, whose code comments indicate that it was intended to have a "tame uchi" (charge shot) attack, was never finished. Even in zel_enmy.list, the commented-out code just branches to the movement code of OCTA1, meaning it would've behaved identically.
By the time of the Super Donkey proto, OCTA4 was already replaced by NIWAT (the Cucco) in the entity list, and OCTA3 had its final behavior.
OHYES - OHYES!
To do: Add more information about this entity. OHYES! OHYES! |
The actions for this entity suggest that it could "search", "look", "stop", and "charge".
PONPK - Dancer
The actions for this entity include two movement patterns and a "stop (rock)" mode.
The above graphics in chivilink.CGX are a perfect match for the values in the PNPKCD0, PNPKCD1, and PNPKCD2 tables in zel_enmy.asm.
PORT - Poltergeist
The earliest extant version of the entities-by-area list for the underworld in 日本_Ver3\asm\zel_endt3.asm indicates that PORT1 would have appeared in underworld map square 38, but was commented out on 1991-04-12. Unfortunately, this map square is empty in the earliest extant version of the underworld map found in the Super Donkey overdump proto, which dates from June, so it's unknown what it would have been in April.
ED38 EQU $ BYTE 000H ; '91/ 4/12 BYTE 018H,00FH,PORT1
Aside from the mention above, all that remains of PORT1 and PORT2 are commented out CPX instructions that compare the contents of the X register to them. If the X register matches PORT1, it branches to a removed function called PORTSET. This function is associated with the following list of objects:
Code | Translation |
---|---|
;ISUU EQU 001H ;NATA EQU 002H ;SARA EQU 003H ;FOOK EQU 004H ;KNIF EQU 005H ;MADO EQU 006H ;GAKU EQU 007H ;BADD EQU 008H ;TABL EQU 009H ;GOST EQU 00AH |
Chair Woodcutting Blade Dish Fork Knife Window Frame Bed Table Ghost |
There are graphics for these objects both in the artist workspace files and the Super Donkey proto. The workspace file graphics are shown below.
It seems likely that the GOST would have made the objects fly across the room, causing some of them to shatter.
SARU - Monkeys
To do: Assemble SARU1's throwing animations. |
There are two removed entities called SARU1 and SARU3. Their names translate to "monkey". In the final game, Kiki the Monkey is called SARKK (entity B6), which stands for "Monkey Kiki".
SARU1
There are two versions of the code for this entity: an earlier version in zel_enmy.lst and a later version in zel_enmy.asm.
The earlier version of SARU1 has parts with comments that identify them as "head", "body", "spear1", and "spear2". Its actions have comments that identify them as "stop", "swing sword", "STOP", and "move1". One of its functions loads the YATAM (projectile) entity, suggesting that it would throw its spear at you. Its entity number in this file is 1A.
The later version doesn't have comments that identify its parts. However, its actions are labeled "stop", "move", "spear", and "no spear". One of its functions also loads the YATAM entity.
Below are graphics and animations for SARU1 using the graphics data and palettes from the leftover data in the Super Donkey proto and render code from the source code.
Graphics which may be associated with an earlier version of this enemy are also found in two artist workspace files:
- NEWS_05/home/watanabe/ZELDA/thunder.CGX
- Last modified on 1990-10-28. Has the internal date stamp 1990-04-24.
- NEWS_05/home/watanabe/ZELDA/ice.CGX
- Last modified on 1991-10-16. Has the internal date stamp 1990-12-26.
SARU3
There are also versions of the code for this entity in zel_enmy.lst and zel_enmy.asm. In the former file, its entity number is 18.
Both versions have parts with comments that identify them as "head", "body", "sword1", "sword2", and "sword3". Likewise, both have the actions "stop", "wave sword", and "move1".
SEKZ1 - Stone Statue
To do: Add information about this entity. |
Graphics which may be associated with this enemy are found in two artist workspace files:
- NEWS_05/home/watanabe/ZELDA/thunder.CGX
- Last modified on 1990-10-28. Has the internal date stamp 1990-04-24.
- NEWS_05/home/watanabe/ZELDA/ice.CGX
- Last modified on 1991-10-16. Has the internal date stamp 1990-12-26.
SKL01 - Skeleton
To do: Add more information about this entity. |
This entity may be an earlier version of SKELT, the yellow Stalfos, as it's similarly capable of detaching its head. Apparently it also used to be able to fall down holes, though this bit of code was commented out between zel_enmy.lst and all other versions of zel_enmy.asm. There's still some code for the entity in the non-.lst versions of the file, but it was moved to below the END tag, meaning that it's neither read nor used.
TOTUG - Charger
To do: Add information about this entity. |
This entity's name is short for "totsugeki", which translates to "charge". It has code for poking its head out, checking if the player is near, searching for the player, checking if it's hit a wall, and looking for its original position.
There's still some code for the entity in zel_enmy.asm, but it was moved below the file's END tag, meaning that it's neither read nor used.
Unknown Enemies
Bee
Graphics for this enemy are found in the following artist workspace files:
- NEWS_04/home/arimoto/tomita/koori.CGX (and its .BAK version)
- Last modified on 1991-06-19. Has the internal date stamp 1990-12-26.
- NEWS_04/home/arimoto/tomita/A_1.CGX
- Last modified on 1991-09-17. Has the internal date stamp 1990-12-26.
They can also be found in the Super Donkey proto, though the proto doesn't appear to have code that corresponds to it.
Daruma
Graphics for this enemy are found in the following artist workspace files:
- NEWS_04/home/arimoto/tomita/monsterland-18.CGX
- Has the internal date stamp 1990-12-26.
- NEWS_04/home/arimoto/zelda/aa.CGX.BAK
- Last modified on 1991-08-25. Has the internal date stamp 1990-12-26.
They can also be found in the Super Donkey proto, though the proto doesn't appear to have code that corresponds to it.
Demon Head
Graphics for this enemy are found in the following artist workspace file:
- NEWS_04/home/arimoto/zelda/chivilink.CGX
- Actual last modified date has been lost. Has the internal date stamp 1990-06-11.
Eye Balloon
Graphics for this enemy are found in the following artist workspace file:
- NEWS_04/home/arimoto/zelda/chivilink.CGX
- Actual last modified date has been lost. Has the internal date stamp 1990-06-11.
Floating Eye
Graphics for this enemy are found in the following artist workspace file:
- NEWS_04/home/arimoto/zelda/chivilink.CGX
- Actual last modified date has been lost. Has the internal date stamp 1990-06-11.
Flower
Graphics for this enemy or enemies are found in the following artist workspace file:
- NEWS_05/home/watanabe/ZELDA/test/flower.CGX.BAK
- Last modified on 1990-12-26. Has the internal date stamp 1990-06-11.
There are several animations associated with some of the sprites in this file, giving rise to some very unusual creatures.
Giant Shark
Graphics for this enemy are found in the following artist workspace file:
- NEWS_04/home/arimoto/zelda/chivilink.CGX
- Actual last modified date has been lost. Has the internal date stamp 1990-06-11.
They can also be found in the Super Donkey proto, though the proto doesn't appear to have code that corresponds to it.
Mole
Graphics for this enemy are found in the following artist workspace file:
- NEWS_04/home/arimoto/zelda/aa.CGX.BAK
- Has the internal date stamp 1990-12-26.
They can also be found in the Super Donkey proto, though the proto doesn't appear to have code that corresponds to it.
Peahat
Graphics for this enemy are found in the following artist workspace file:
- NEWS_04/home/arimoto/tomita/monsterland-18.CGX
- Has the internal date stamp 1990-12-26.
They can also be found in the Super Donkey proto, though the proto doesn't appear to have code that corresponds to it.
Wildcat
Graphics for this enemy are found in the following artist workspace files:
- NEWS_04/home/arimoto/tanabe/ob.CGX
- Actual last modified date has been lost. Has the internal date stamp 1990-12-26.
- NEWS_04/home/arimoto/zelda/aa.CGX.BAK
- Last modified on 1991-08-25. Has the internal date stamp 1990-12-26.
They can also be found in the Super Donkey proto, though the proto doesn't appear to have code that corresponds to it.
It resembles a wildcat from a sprite sheet sketched by Miyamoto for The Legend of Zelda in either "58年12月" (the 12th month of Shōwa 58, meaning December 1983) or 60/2/13 (February 13th, Shōwa 60, or 1985). Since a preview of the game from a February 1986 issue of Famimaga had items and item sprites that were substantially similar to the final game, the earlier date is more likely.
Objects
ESW - Switches
The final game has two used switch entities called ESW02 (entity 04, a pullable switch which unlocks something) and ESW12 (entity 06, a pullable switch which triggers a trap).
ESW01 (entity 03) is nulled out. In 日本_Ver3\asm\z00_enmy.asm, it's described as a "swich !", but it's commented out.
ESW03 (entity 05, an unused pullable switch which unlocks something) is still in the final game, but unused. In 日本_Ver3\asm\z00_enmy.asm, it's described as a "swich ue pull !" (switch - pull up).
ESW04 (entity 07, an unused pullable switch which triggers a trap) is also still in the final game, but unused. In 日本_Ver3\asm\z00_enmy.asm, it's described as a "swich ue pull 2" (switch - pull up 2).
GAYK - Ganon Floor
To do: Add information GAYK0, GAYK1, GAYK2, and GAYK3. |
PSW - Unknown Switch
To do: Add info about PSW01, PSW02, PINT1, and PINT2, if the latter two are connected to the former. |
SEKZ - Statue
SEKZ stands for 石像 (sekizou), which means "stone statue".
The final game has a single stone statue called SEKZ4 (entity 1C) which can be pulled on top of switches to activate them.
The source code also mentions a removed entity called SEKZ1.
There are no traces of a SEKZ2 or SEKZ3, if they ever existed.
TAAM1 - Crystal Switch
This entity is another Crystal Switch, similar to the used TAAMA. Their names translate to "ball", short for "crystal ball". (The same term is used to refer to the Moon Pearl internally.)
It would have broken into fragments upon impact with a projectile. There are five different break patterns in its graphical code.
TARU - Barrels
TARU means 樽 (taru), the word for barrel.
日本_Ver3\asm\zel_enmy.lst indicates that there were two barrel entities, TARUH (Barrel - Horizontal) and TARUV (Barrel - Vertical), which were number 13 and 14 at the time the list was made.
日本_Ver3\asm\z00_enmy.asm only mentions TARUV, marked "NO USE (DAMMY)", and gives its number as 17.
The code for these barrels involves a speed check and a rebound check, but nothing related to item data. As such, perhaps they were obstacles that could be launched at Link, or that Link could launch at enemies, rather than item containers like pots.
Older Graphics
2r-2w
Source Files | Overdump | Final |
---|---|---|
3k-3r
Source Files | Overdump | Final |
---|---|---|
monsterland
The name of this CGX may be connected to a design document whose leftmost column appears to read "Country".
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 The Legend of Zelda: Art and Artifacts, pg. 389
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 The Legend of Zelda: Art and Artifacts, pg. 390
- ↑ 3.0 3.1 The Legend of Zelda: Art and Artifacts, pg. 391
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 The Legend of Zelda: Art and Artifacts, pg. 388
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 The Legend of Zelda Encyclopedia, pg. 228
- ↑ 6.0 6.1 6.2 6.3 6.4 Nintendo Official Guidebook - The Legend of Zelda: Triforce of the Gods (Vol. 1), pg. 134
- ↑ The Legend of Zelda Encyclopedia, pg. 139
- ↑ The Legend of Zelda Encyclopedia, pg. 136
- ↑ 9.0 9.1 Note that the graphical data comes from the Mid-1991 Overdump Prototype extracted by Dark_Linkaël, rather than the source data, so it is possible due to a small time gap there could be slight differences between the commented-out code from the source data and the graphics.