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Development:The Legend of Zelda: A Link to the Past/Entities

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This is a sub-page of Development:The Legend of Zelda: A Link to the Past.

Elementary, my dear Cactus.
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

Internal Entity Names

This cactus is UNDER CONSTRUCTION
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 ALttP-Entity 00 (1).pngALttP-Entity 00 (2).png Crow[1], Dacto[2]
01 HAGE0 Vulture 0 ALttP-Entity 01.png Vulture[1]
02 SKHED Skeleton Head ALttP-Entity 02 (1).pngALttP-Entity 02 (2).png Stalfos Head
03 ESW01 (?) Switch 01 Correct Switch x
04 ESW02 (?) Switch 02 ALttP-Entity 04.png Correct Pull Switch (Down)
05 ESW03 (?) Switch 03 Correct Pull Switch (Up) 1 x
06 ESW12 (?) Switch 12 ALttP-Entity 06.png Incorrect Pull Switch (Down)
07 ESW04 (?) Switch 04 Correct Pull Switch (Up) 2 x
08 OCTA1 Octorok 1 File:ALttP-Entity 08 (1).pngALttP-Entity 08 (2).png Octorok (?), Slarok[2]
09 HAYAB Speedy Bug (Big) ALttP-Entity 09.png Moldorm
0A OCTA3 Octorok 3 File:ALttP-Entity 0A.png Octorok (?)
0B NIWAT Chicken ALttP-Entity 0B (1).pngALttP-Entity 0B (2).png Cucco, (?)
0C OCTAM Octorok Orb File:ALttP-Entity 0C.png Octorok Projectile
0D NYORO Wriggle ALttP-Entity 0D (1).pngALttP-Entity 0D (2).png Buzz Blob[1], Cukeman[1]
0E PAKKN Pirahna Plant ALttP-Entity 0E.png Snap Dragon[2]
0F OCTBL Octo Balloon ALttP-Entity 0F.png 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 ALttP-Entity 12.png Moblin[2]
13 MOTS1 Motos 1 ALttP-Entity 13.png Helmasaur[2]
14 PLHIN Player In Hole File:ALttP-Entity 14.png
15 BABUL Bubble ALttP-Entity 15.png Bubble
16 JITON Old Man on Overworld ALttP-Entity 16 (1).pngALttP-Entity 16 (2).png Sahasrahla[4], Aginah[4]
17 SHIGE Bush ALttP-Entity 17.png Hoarder[1] (Grass)
18 HAYAM Fast Bug ALttP-Entity 18.png Mini-Moldorm[2]
19 GOST0 Ghost ALttP-Entity 19 (1).pngALttP-Entity 19 (2).png Poe[1], Hyu[2]
1A KAJIY Blacksmith ALttP-Entity 1A (1).pngALttP-Entity 1A (2).png Dwarven Swordsmiths[4]
1B YATAM Arrow Orb File:ALttP-Entity 1B.png Arrow Projectile
1C SEKZ4 Statue 4 ALttP-Entity 1C.png
1D BEECK Bee Check File:ALttP-Entity 1D.png
1E TAAMA Orb File:ALttP-Entity 1E.png Crystal Switch
1F SINUB Dying Boy ALttP-Entity 1F.png Bug-Catching Kid[4]

20 to 3F

# Name Translation Image Identification Used Notes
20 NAME0 Slug 0 ALttP-Entity 20.png Sluggula
21 REBA1 Lever 1 ALttP-Entity 21.png
22 LOPAA Roper ALttP-Entity 22.png Ropa
23 ZOOL1 Zol 1 ALttP-Entity 23.png Red Bari
24 ZOOL2 Zol 2 ALttP-Entity 24.png Blue Bari
25 WOOD1 Wood 1 ALttP-Entity 25.png Storytelling Tree
26 MOTS0 Motos 0 ALttP-Entity 26 (1).pngALttP-Entity 26 (2).png Hardhat Beetle[2]
27 IWABO Rock Boy ALttP-Entity 27.png Deadrock[1]
28 JOHOY Information Broker ALttP-Entity 28 (1).pngALttP-Entity 28 (2).pngALttP-Entity 28 (3).pngALttP-Entity 28 (4).pngALttP-Entity 28 (5).png Storytelling Bird, Storytelling Hand, Storytelling Insect, Storytelling Octopus, Storytelling Tree[4]
29 JIJII Old Guy ALttP-Entity 29.png Flute Boy's Father (?)[4]
2A BABAA Old Lady ALttP-Entity 2A.png Sweeping Lady[4]
2B SLEEP Sleep ALttP-Entity 2B.png Man Beneath the Bridge
2C NOKOG Saw ALttP-Entity 2C.png Lumberjacks[4]
2D PENKI Paint ALttP-Entity 2D.png Painter x
2E KUTUU Suffering ALttP-Entity 2E (1).pngALttP-Entity 2E (2).pngALttP-Entity 2E (3).png Flute Boy[4]
2F MEIR0 Maze 0 ALttP-Entity 2F.png Race Game Woman
30 MEIR1 Maze 1 ALttP-Entity 30.png Race Game Man
31 ULANI Fortune Teller ALttP-Entity 31 (1).pngALttP-Entity 31 (2).png Fortune Teller
32 NOPPO Lanky ALttP-Entity 32.png Feuding Twins
33 PLHIK Player Pull File:ALttP-Entity 33.png
34 ONNAA Woman ALttP-Entity 34.png Informant Woman[4]
35 HIGEE Beard File:ALttP-Entity 35.png Innkeeper
36 MAJOO Witch ALttP-Entity 36.png Witch
37 PLCHK Player Check File:ALttP-Entity 37.png Waterfall
38 KIANA Keyhole File:ALttP-Entity 38.png
39 SAKAS (?) ALttP-Entity 39.png Average Middle-Aged Man[4]
3A DEMON Demon ALttP-Entity 3A.png Mad Batter[5]
3B BOOK0 Book File:ALttP-Entity 3B.png
3C TKBOY (?) Boy ALttP-Entity 3C.png Sahasrahla's Grandson
3D BABA1 Granny 1 ALttP-Entity 3D.png Old Woman[4]
3E ISHI0 Rock 0 ALttP-Entity 3E.png Hoarder[1] (Rock)
3F BARI0 Barricade Knight 0 ALttP-Entity 3F.png Barricade Soldier

40 to 5F

# Name Translation Image Identification Used Notes
40 BARI1 Barricade Knight 1 ALttP-Entity 40.png Agahnim's Tower Lightning Barrier
41 HEIS0 Soldier 0 ALttP-Entity 41.png Sword Soldier[1] (Blue, Closed Helmet)
42 HEI00 Soldier 00 ALttP-Entity 42.png Sword Soldier[1] (Green, Shield in Left Hand)
43 HEIS1 Soldier 1 ALttP-Entity 43.png Spear Soldier[1] (Red, Open Helmet) (?)
44 HEIS2 Soldier 2 ALttP-Entity 44 (1).pngALttP-Entity 44 (2).png Sword Soldier[1] (Blue, Open Helmet), Taros[2] (Blue)
45 HEIS3 Soldier 3 ALttP-Entity 45 (1).pngALttP-Entity 45 (2).png Spear Soldier[1] (Red, Open Helmet) (?), Taros[2] (Red)
46 HEYA0 Soldier Arrow 0 ALttP-Entity 46.png Archer[1] (Blue)
47 HEYA1 Soldier Arrow 1 ALttP-Entity 47.png Archer[1] (Green, Hiding in Grass)
48 HEYA2 Soldier Arrow 2 ALttP-Entity 48.png Spear Soldier[1] (Red, Closed Helmet)
49 HEYA3 Soldier Arrow 3 ALttP-Entity 49.png Spear Soldier[1] (Red, Hiding in Grass)
4A HEBO0 Soldier Bomb 0 ALttP-Entity 4A.png Bomb Soldier[1]
4B ZAKO0 Small Fry 0 ALttP-Entity 4B.png Sword Soldier[1] (Green, Shield in Right Hand)
4C SUNA0 Sand 0 ALttP-Entity 4C.png Geldman[1]
4D USAG0 Rabbit 0 ALttP-Entity 4D.png Toppo[1]
4E HANA0 Bonito Shavings 0 ALttP-Entity 4E.png Popo[2] (Fast)
4F HANA1 Bonito Shavings 1 ALttP-Entity 4F.png Popo[2] (Slow)
50 TAMA0 Orb 0 File:ALttP-Entity 50.png
51 DOZOO Mud Statue ALttP-Entity 51.png Armos[1]
52 ZORAB Zora (Big) ALttP-Entity 52.png King Zora[4]
53 NOMOS Nomos ALttP-Entity 53.png Armos Knights
54 RANEM Lanmola ALttP-Entity 54.png Lanmola
55 ZORAS Zora (Small) ALttP-Entity 55 (1).pngALttP-Entity 55 (2).png [Water] Zora[1], Ku[2]
56 ZORA2 Zora 2 ALttP-Entity 56.png [Land] Zora[1]
57 SEKMV Statue Move ALttP-Entity 57.png Desert Palace Blocking Statue
58 KANI0 Crab 0 ALttP-Entity 58.png Sand Crab[1]
59 TORI0 Bird 0 ALttP-Entity 59.png Master Sword Grove Bird
5A RISU0 Squirrel 0 ALttP-Entity 5A.png 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 ALttP-Entity 61.png Beamos
62 ATARS (?) Sword File:ALttP-Entity 62.png Master Sword
63 ARI00 Ant 00 ALttP-Entity 63.png Devalant (Blue)
64 ARI01 Ant 01 ALttP-Entity 64.png Devalant (Red)
65 YASAN Arrow Proprieter ALttP-Entity 65.png Shooting Gallery Keeper[5]
66 HODIR Battery (Right) ALttP-Entity 66.png Cannon (Right)
67 HODIL Battery (Left) ALttP-Entity 67.png Cannon (Left)
68 HODID Battery (Down) ALttP-Entity 68.png Cannon (Down)
69 HODIU Battery (Up) ALttP-Entity 69.png Cannon (Up)
6A TEKU0 Iron Ball 0 ALttP-Entity 6A.png Ball and Chain Soldier
6B TAIHO Cannon ALttP-Entity 6B.png Cannon Soldier x An unused soldier.
6C HYUUU Fyuuu File:ALttP-Entity 6C.png
6D NEZU0 Mouse 0 ALttP-Entity 6D (1).pngALttP-Entity 6D (2).png Rat, Buzz
6E HEBI0 Snake 0 ALttP-Entity 6E (1).pngALttP-Entity 6E (2).png Rope, Skullrope
6F KOMO0 Bat 0 ALttP-Entity 6F (1).pngALttP-Entity 6F (2).png Keese, Chasupa
70 MOTAM Motos Orb ALttP-Entity 70.png
71 RIVER Reaver ALttP-Entity 71 (1).pngALttP-Entity 71 (2).png Leever
72 BWAKO Lake ALttP-Entity 72 (1).pngALttP-Entity 72 (2).png Venus the Queen of Fairies, Cursed Fairy[2]
73 OYAGI Pops ALttP-Entity 73 (1).pngALttP-Entity 73 (2).pngALttP-Entity 73 (3).png Link's Uncle, Loyal Sage, Sanctuary Mantle
74 BOUSI Hat ALttP-Entity 74.png Running Man
75 SYOBY Trader ALttP-Entity 75.png Street Merchant
76 HELP0 Help 0 ALttP-Entity 76.png Princess Zelda
77 BIGBL Big Bubble File:ALttP-Entity 77.png
78 JOHBB Information Granny ALttP-Entity 78.png Sahasrahla's Wife[5]
79 HACHI Bee ALttP-Entity 79.png 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 ALttP-Entity 7D.png Large Trap[6]
7E BAAR0 Bar 0 ALttP-Entity 7E.png Guruguru Bar[6]
7F BAAR1 Bar 1 ALttP-Entity 7F.png Guruguru Bar[6]

80 to 9F

# Name Translation Image Identification Used Notes
80 HBTAM Snake Orb ALttP-Entity 80.png Winder[6]
81 AMENB Water Strider ALttP-Entity 81.png Water Tektite
82 BABU2 Bubble 2 File:ALttP-Entity 82.png
83 MEDAM Eyeball ALttP-Entity 83 (1).pngALttP-Entity 83 (2).png Eyegore (Green), Goriya (Green)
84 MEDA2 Eyeball 2 ALttP-Entity 84 (1).pngALttP-Entity 84 (2).png Eyegore (Red), Goriya (Red)
85 SKELT Skeleton File:ALttP-Entity 85.png Stalfos (Yellow)
86 CHIBI Mini ALttP-Entity 86 (1).pngALttP-Entity 86 (2).png Kodongo
87 CHFIR Mini Fire ALttP-Entity 87.png Kodongo Fire
88 BIGKO Big Moth ALttP-Entity 88.png Mothula
89 BKFIR Big Moth Fire ALttP-Entity 89.png Mothula Fireball
8A HARI0 Needle 0 ALttP-Entity 8A.png Small Trap[6]
8B MIIRA Mummy ALttP-Entity 8B.png Gibdo
8C PATAR Patra ALttP-Entity 8C.png Arrghus
8D PATAM Patra Mini ALttP-Entity 8D.png Arrghi
8E KAM01 Turtle 01 ALttP-Entity 8E.png Terrorpin
8F SLIME Slime ALttP-Entity 8F (1).pngALttP-Entity 8F (2).pngALttP-Entity 8F (3).pngALttP-Entity 8F (4).pngALttP-Entity 8F (5).png Zol[3], Slime
90 HANDS Hands ALttP-Entity 90.png Wallmaster
91 SKELB Skeleton (Big) ALttP-Entity 91.png Stalfos Knight
92 MOTSB Motos (Big) ALttP-Entity 92.png Helmasaur King
93 BYOYN Boyoing ALttP-Entity 93.png Bumper
94 AYASI Suspicious ALttP-Entity 94 (1).png

File:ALttP-Entity 94 (2).png

Pirogusu, (?)
95 MEMER Eye-Eye Right ALttP-Entity 95.png Laser Eye (Right)
96 MEMEL Eye-Eye Left ALttP-Entity 96.png Laser Eye (Left)
97 MEMED Eye-Eye Down ALttP-Entity 97.png Laser Eye (Down)
98 MEMEU Eye-Eye Up ALttP-Entity 98.png Laser Eye (Up)
99 PENGI Penguin ALttP-Entity 99.png Pengator
9A FISH0 Fish 0 ALttP-Entity 9A.png Kyameron
9B MAGIC Magic ALttP-Entity 9B (1).pngALttP-Entity 9B (2).png Wizzrobe
9C KUROR Black (?) ALttP-Entity 9C.png Zoro
9D KUROD Black (?) ALttP-Entity 9D.png Babusu
9E DACHO Ostrich ALttP-Entity 9E.png Ostrich
9F USAGI Rabbit ALttP-Entity 9F.png Rabbit

A0 to BF

# Name Translation Image Identification Used Notes
A0 OOOMU Parrot ALttP-Entity A0.png Parrot
A1 ICMAN Ice Man ALttP-Entity A1.png Freezor
A2 ICBOS Ice Boss ALttP-Entity A2.png Kholdstare
A3 ICEBG Ice Boss (?) ALttP-Entity A3.png Kholdstare's Ice Shield
A4 ICTAM Ice Orb ALttP-Entity A4.png Ice Orb
A5 TEKI0 Enemy 0 ALttP-Entity A5.png Zazak (Blue)
A6 TEKI1 Enemy 1 ALttP-Entity A6.png Zazak (Red)
A7 SKEL2 Skeleton 2 ALttP-Entity A7 (1).pngALttP-Entity A7 (2).png Stalfos (Blue), Stalfos (Red)
A8 PATA0 Flap 0 ALttP-Entity A8.png Zirro (Green)
A9 PATA1 Flap 1 ALttP-Entity A9.png Zirro (Blue)
AA LIKE0 Like 0 ALttP-Entity AA.png Pikit
AB POLIW Polygon Woman ALttP-Entity AB (1).pngALttP-Entity AB (2).pngALttP-Entity AB (3).pngALttP-Entity AB (4).pngALttP-Entity AB (5).png Maiden
AC RINGO Apple ALttP-Entity AC.png Apple
AD HELP1 Help 1 ALttP-Entity AD.png 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 ALttP-Entity B2.png Good Bee
B3 SEKBN Stone Tablet ALttP-Entity B3.png Stone Tablet
B4 TAKAR Treasure File:ALttP-Entity B4.png
B5 BAKDN Bomb ALttP-Entity B5.png Bomb Shopkeeper
B6 SARKK Monkey Kiki ALttP-Entity B6.png Kiki the Monkey
B7 TEKBB Enemy (?) ALttP-Entity B7.png Blind's Maiden Disguise
B8 D_0_9 D_0_9 File:ALttP-Entity B8.png x
B9 SITO0 (?) ALttP-Entity B9 (1).pngALttP-Entity B9 (2).png Bully, Bully's Friend
BA UZUMK Vortex ALttP-Entity BA.png Vortex
BB SAMTM Sometime ALttP-Entity BB (1).pngALttP-Entity BB (2).png Dark World Shopkeepers
BC RYOKI Tourist ALttP-Entity BC.png
BD EYEBS Eye Boss ALttP-Entity BD.png Vitreous
BE EYETM Eyeball ALttP-Entity BE.png Eyeball
BF EYEBM Eye Beam ALttP-Entity BF.png Eye Beam

C0 to DF

# Name Translation Image Identification Used Notes
C0 NAMAZ Catfish ALttP-Entity C0.png Catfish[5]
C1 SDEMO Priest (Cutscenes) File:ALttP-Entity C1 (1).pngALttP-Entity C1 (2).png Agahnim (Cutscenes)
C2 IWAGO Stone Roll ALttP-Entity C2.png Boulder
C3 AMEBA Amoeba ALttP-Entity C3.png Gibo
C4 Theft Theft ALttP-Entity C4 (1).pngALttP-Entity C4 (2).png 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 ALttP-Entity C7.png Hokkubokku (?)
C8 IZUMI Fountain ALttP-Entity C8.png Great Fairy[5]
C9 TEKTA Tektite ALttP-Entity C9 (1).pngALttP-Entity C9 (2).png Tektite (Blue), Tektite (Red)
CA WANWAN Chain Chomp ALttP-Entity CA.png Chain Chomp
CB KAMBS Turtle Boss ALttP-Entity CB.png Trinexx
CC KAMBR Turtle Boss (Red) ALttP-Entity CC.png Trinexx (Fire Head)
CD KAMBB Turtle Boss (Blue) ALttP-Entity CD.png Trinexx (Ice Head)
CE CTBOS City Boss ALttP-Entity CE.png Blind
CF MDARM Moldorm ALttP-Entity CF.png Swamola
D0 RINEL Lionel ALttP-Entity D0.png Lynel
D1 DOOMO Doumo ALttP-Entity D1 (1).pngALttP-Entity D1 (2).png Bunny Beam, Smoke Cloud
D2 JFISH Jump Fish ALttP-Entity D2 (1).pngALttP-Entity D2 (2).png Jumping Fish
D3 ABATA A Flap ALttP-Entity D3.png Stal
D4 ZIRAI Landmine ALttP-Entity D4.png Landmine
D5 ANAHO Hole Dig ALttP-Entity D5.png
D6 GANON Ganon (Normal) ALttP-Entity D6.png Ganon
D7 GANO2 Ganon 2 (Last) ALttP-Entity D7.png Ganon
D8 HART1 Heart 1 ALttP-Entity D8.png Recovery Heart
D9 RUPYR Rupee (Red) ALttP-Entity D9.png Rupee (Green)
DA RUPYY Rupee (Yellow) ALttP-Entity DA.png Rupee (Blue)
DB RUPYB Rupee (Blue) ALttP-Entity DB.png Rupee (Red)
DC BOMB1 Bomb 1 ALttP-Entity DC.png Bomb (1)
DD BOMB2 Bomb 2 ALttP-Entity DD.png Bombs (4)
DE BOMB3 Bomb 3 ALttP-Entity DE.png Bombs (8)
DF TUBO1 Jar 1 ALttP-Entity DF.png Magic Jar (Small)

E0 to FF

# Name Translation Image Identification Used Notes
E0 TUBO2 Jar 2 ALttP-Entity E0.png Magic Jar (Large)
E1 YAAA1 Arrow 1 ALttP-Entity E1.png Arrows (5)
E2 YAAA2 Arrow 2 ALttP-Entity E2.png Arrows (10)
E3 YOSEI Faerie ALttP-Entity E3.png Faerie
E4 KAGI0 Key 0 ALttP-Entity E4.png Small Key
E5 KAGI1 Key 1 ALttP-Entity E5.png Big Key
E6 PTATE Player Shield ALttP-Entity E6 (1).pngALttP-Entity E6 (2).png Small Shield[7], Red Shield[8]
E7 KINOK Mushroom ALttP-Entity E7.png Mushroom
E8 SUKAS Disappointment Sword File:ALttP-Entity E8.png Illusory Master Sword
E9 MJSY1 Witch Shop 1 ALttP-Entity E9.png Apprentice[5]
EA UTUWA Container ALttP-Entity EA.png Heart Container
EB UTUBK Container Break ALttP-Entity EB.png 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 ALttP-Entity EE.png 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 ALttP-Entity F9 (1).pngALttP-Entity F9 (2).png 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

ALTPLock.png

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

ALttP Proto-SD Painter.gif

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

ALttP-Entity 1C.png

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:

ALttP Proto-SD C 3H1.png
ALttP Dev-SEKZ4.gif

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 restoration by scawful

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.

ALTTP SD Proto Helmasaur King Pieces Green Orange.png

Unassembled graphical data for this entity can be seen above.[9]

TTN01 - Darknut

ALTTP SD Proto Darknut Pieces Copper Blue.png

Unassembled graphical data for this entity can be seen above.[9]

ZORAB - King Zora

Hmmm...
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.

ALttP Dev-GAKKII.png

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.

ALttP Dev-HEITI.png

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.

ALttP Dev-HEIT1.png

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.

ALttP Dev-JIJI1.png

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.

ALttP Dev-Light World 1 (Pre-Agahnim)-19.png

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.

ALttP Proto-SD JIJI2.gif

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.

ALttP Dev-MURMK assembled.gif

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.

ALttP Dev-MURON assembled.gif

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.

ALttP Dev-MURYA assembled.gif

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.

ALttP Dev-SNTAK.png

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.
ALttP Dev-SAITO Fisherman.png

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.
ALttP Dev-Kitty and Puppy.png

Enemies

AYAS - Pirogusu

Hmmm...
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.

ALttP Dev-BATTA.png

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.

ALttP Dev-BUBUU.png

These graphics from the Super Donkey proto match the OAM tile map of this entity, though its code doesn't exist in the proto.

(Code Comparisons: Mattrizzle)

HEBI1 - Coiled Snake

Hmmm...
To do:
Add information about this entity.

IWAOO - Jumping Rock

Hmmm...
To do:
Add information about this entity.

JAKIO - Scythe Ghost

Hmmm...
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

SMW X-Q-X-kawauso.png

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

Hmmm...
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

Hmmm...
To do:
Add information about MANY1.

MANY2

Hmmm...
To do:
Add information about MANY2.

MIHA0 - Watchman

Hmmm...
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.

(Watchman Deep Dive: Mattrizzle)

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.

(Octorok Deep Dive: Mattrizzle)

OHYES - OHYES!

Hmmm...
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

ALttP Dev-PONPK.png

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.

ALttP Dev-NEWS polterCGX+polterCOL.png

It seems likely that the GOST would have made the objects fly across the room, causing some of them to shatter.

SARU - Monkeys

Hmmm...
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.

ALttP Proto-SD C 2Y1.png


ALttP Dev-SARU1 move north assembled.gifALttP Dev-SARU1 move south assembled.gifALttP Dev-SARU1 move west assembled.gifALttP Dev-SARU1 move east assembled.gif

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.
ALttP Dev-SARU1 Candidate.png


ALttP Dev-Unknown Entity.gif

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

Hmmm...
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.
ALttP Dev-SEKZ1 Candidate.png

SKL01 - Skeleton

Hmmm...
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

Hmmm...
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.
ALttP Dev-Bee Front.png
ALttP Dev-Bee Back.png

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.
ALttP Dev-Daruma.png

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.
ALttP Dev-Demon Head.png

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.
ALttP Dev-Eye Balloon.png

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.
ALttP Dev-Floating Eye.png

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.
ALttP Dev-Flowercgx+flowercol w palette bank switched.png

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.

ALttP Proto-SD C 3E1.png

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.
ALttP Dev-Mole.png

They can also be found in the Super Donkey proto, though the proto doesn't appear to have code that corresponds to it.

ALttP-SD Unknown Entity 6.gif ALttP-SD Unknown Entity 7.png ALttP-SD Unknown Entity 8.png

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.

ALttP Proto-SD C 2Y1.png

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.
ALttP Dev-Wildcat.png

They can also be found in the Super Donkey proto, though the proto doesn't appear to have code that corresponds to it.

ALttP-SD Unknown Entity 12.gif ALttP-SD Unknown Entity 13.png ALttP-SD Unknown Entity 14.png

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.

The Legend of Zelda (NES)-CHR Concept Art.jpeg

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

Hmmm...
To do:
Add information GAYK0, GAYK1, GAYK2, and GAYK3.

PSW - Unknown Switch

Hmmm...
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.)

ALttP Dev-TAAM1.png

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
ALttP Dev-NEWS 2r2w-oldCGX.png
ALttP Dev-JP Ver3 char 2r-2wCGX.png

3k-3r

Source Files Overdump Final
ALttP Dev-NEWS 3k3r-oldCGX.png
ALttP Dev-JP Ver3 char 3k-3rCGX.png

monsterland

The name of this CGX may be connected to a design document whose leftmost column appears to read "Country".

ALttP Dev-NEWS monsterland-18CGX.png

References

  1. 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. 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. 3.0 3.1 The Legend of Zelda: Art and Artifacts, pg. 391
  4. 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. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 The Legend of Zelda Encyclopedia, pg. 228
  6. 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
  7. The Legend of Zelda Encyclopedia, pg. 139
  8. The Legend of Zelda Encyclopedia, pg. 136
  9. 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.