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

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

Item Graphics

Get Item Icons

Super Donkey
ALttP Dev-SD Proto-Get Item-Magic Cape.png
ALttP Dev-SD Proto-Get Item-Moon Pearl.png
ALttP Dev-SD Proto-Get Item-Red Mail.png
ALttP Dev-SD Proto-Get Item-Bottle.png

Menu Item Icons

zel0.lst SD Proto ITEM.CGX 4t-4x.CGX (JP3) 4t-4x.CGX (PAL EN)
ALttP Dev-JP3 char zel0.png ALttP Dev-SD Proto Inventory Screen Items.png ALttP Dev-NEWS 04 arimoto tomita item.png ALttP Dev-JP3 char 4t-4x.png ALttP Dev-EN PAL char 4t-4x.png
  • The palette used for zel0.lst is the inventory/HUD palette found at 0xF610D in super_donkey_1.bin. However, the Super Donkey proto likely post-dates zel0.lst by at least a couple months, meaning it's not a perfect match.

zel0.lst:

  • Swords: 3
  • Shields: 3
  • Lacks: Mushroom, Pendant, Map/Letter
  • Has: Bread, Fairy, Triforce, Coins, Crystals
  • Mysterious "Push A-Button" Text
  • No key icon for HUD.

Item Lists

Hmmm...
To do:
Someone who remembers ALttP better should further compare and contrast these lists with each other and the final game.

20 Item List

The files 日本_Ver3\asm\zel_bg3.asm, 日本_Ver3\asm\zel_bg30.asm, and 日本_Ver3\asm\z00_bg30.asm have an identical section titled "item NO." which contains a very old list of items.

item NO. Translation Final Equivalent
BOMBER		EQU	001
BUMERN		EQU	002
YUMIYA		EQU	003
HANMER		EQU	004
ROD001		EQU	005
ROD002		EQU	006
HUEEEE		EQU	007
SCOPUU		EQU	008
LAMPUU		EQU	009
KONAAA		EQU	010
BIN001		EQU	011
BIN002		EQU	012
BIN003		EQU	013
HUKUUU		EQU	014
SBOMBE		EQU	015
STHAND		EQU	016
SGISIN		EQU	017
SOROMN		EQU	018
KAKURE		EQU	019
TRAIFS		EQU	020
;
HARTMAX		EQU	020
Bomber
Boomerang
Bow & Arrows
Hammer
Rod001
Rod002
Whistle
Shovel
Lamp
Powder
Bottle001
Bottle002
Bottle003
Tunic
Special Bomber
Special Thunder
Special Quake
Solomon
Hiding
Triforce
;
Maximum Hearts
Bomb
Boomerang
Bow & Arrows
Magic Hammer
Fire Rod
Ice Rod
Flute
Shovel
Lamp
Magic Powder
Bottle 1
Bottle 2
Bottle 3
Mail
Bombos Medallion
Ether Medallion
Quake Medallion
Cane of Somaria
Magic Cape
n/a


Missing Items:

  • Shield
  • Pegasus Shoes
  • Power Glove
  • Zora's Flippers
  • Moon Pearl
  • Hookshot
  • Mushroom
  • Bug Catching Net
  • Book of Mudora
  • 4th Bottle
  • Cane of Byrna

Notes:

  • The item names are all 6 letters long. The final letter is repeated if the word is less than 6 letters. (For example, "HUE" (WHISTLE) turns into "HUEEEE" (WHISTLEEEE).)
  • There are no apparent item upgrades, but it's unclear whether they would have been reflected in this list if they existed at the time.
  • There's no usable Triforce item in the final game, but there are graphics for one in the Mid-1991 Overdump.


(Source: GlitterBerri)

39 Item List

The files 日本_Ver3\asm\z00_char.asm and 日本_Ver3\asm\zel_char.asm have an identical section called "Item char. buffer set". The items contained within this section predate the final game.

;************************************************************************
;*		Item char. buffer set			(ITMCBFST)	*
;************************************************************************
ITMCPTD		EQU	$
;			   bin       bomb*3     ya*3        life
		WORD	00018H*68H,00018H*02H,00018H*04H,00018H*06H
;			   fuku      yumi        ken       tsue
		WORD	00018H*08H,00018H*20H,00018H*21H,00018H*22H
;			 buw-gun      lot      nummer      kona
		WORD	00018H*23H,00018H*24H,00018H*25H,00018H*26H
;			   fue      tebukuro      hon       key
		WORD	00018H*28H,00018H*2AH,00018H*2CH,00018H*2EH
;			 buumeran     ashi     kagami      bomb
		WORD	00018H*2FH,00018H*40H,00018H*42H,00018H*44H
;			   lamp      kakure    jisyaku     tama
		WORD	00018H*46H,00018H*48H,00018H*4AH,00018H*4CH
;			  sp-ken     skope    sp-thunder  sp-fire
		WORD	00018H*4EH,00018H*4FH,00018H*60H,00018H*62H
;			 sp-jishin  kara-bin    kiniko     kusuri
		WORD	00018H*64H,00018H*66H,00018H*6AH,00018H*00H
;			   tate      letter     sp-key    pendanto
		WORD	00018H*0AH,00018H*6CH,00018H*6EH,00018H*0EH
;			  rupy1      rupy2      rupy3
		WORD	00018H*40H,00018H*41H,00018H*42H,00018H*0EH
Translations
bottle bomb*3 arrow*3 life
tunic bow sword cane
bow-gun rod hammer powder
whistle gauntlets book key
boomerang feet mirror bomb
lamp hiding compass orb
sp-sword shovel sp-thunder sp-fire
sp-quake empty-bottle mushrom potion
shield letter sp-key pendant
rupee1 rupee2 rupee3

Notes:

  • "bow gun" is misspelled. It may refer to the Hookshot.
  • "rod" and "hammer" are egregiously misspelled.
  • "feet" refers to the item that became Zora's Flippers.
  • "hiding" refers to the item that became the Magic Cape, which consumes magic but hides Link from enemies.
  • The "sp" prefix means "special". While "sp-thunder" must equate to the Ether Medallion, "sp-fire" to the Bombos Medallion, and "sp-quake" to the Quake Medallion", it's unclear to what "sp-sword" and "sp-key" refer.
  • The Japanese word for "mushroom", "kinoko", is misspelled as "kiniko".
Hmmm...
To do:
Is this message unused? Does it relate to the early letter item? "サマンサパパから手紙をあずかった 神父にとどけよう!" (You agreed to take the letter from Samantha's dad. Deliver it to the priest!) If so, document it somewhere and link or make a note of it here.


(Source: GlitterBerri)

57 Item List

There are also two files called 日本_Ver3\asm\z00_char0.asm and 日本_Ver3\asm\zel_char0.asm that seem to be updated versions of the files above. (It seems the developers just added a zero on the end of their filenames to differentiate them.) These files also have an identical section called "Item char. buffer set" with items that predate the final game, but now with more entries.

;************************************************************************
;*		Item char. buffer set			(ITMCBFST)	*
;************************************************************************
ITMCPTD		EQU	$
;			   bin       bomb*3     ya*10        life
		WORD	00018H*68H,00018H*02H,00018H*04H,00018H*06H
;			   fuku      yumi        ken       tsue
		WORD	00018H*08H,00018H*20H,00018H*21H,00018H*22H
;			 buw-gun      lot      nummer      kona
		WORD	00018H*23H,00018H*24H,00018H*25H,00018H*26H
;			  okarina   tebukuro      hon       key
		WORD	00018H*62H,00018H*2AH,00018H*2CH,00018H*2EH
;			 buumeran     ashi     kagami      bomb
		WORD	00018H*2FH,00018H*40H,00018H*42H,00018H*44H
;			   lamp      kakure    jisyaku     tama
		WORD	00018H*46H,00018H*48H,00018H*4AH,00018H*4CH
;			  sp-ken     skope    sp-thunder  sp-fire
		WORD	00018H*4EH,00018H*4FH,00018H*60H,00018H*62H
;			 sp-jishin  kara-bin    kinoko     kusuri
		WORD	00018H*64H,00018H*66H,00018H*6AH,00018H*00H
;			   tate        map      sp-key    pendanto
		WORD	00018H*0AH,00018H*6CH,00018H*6EH,00018H*44H
;			  rupy1      rupy2      rupy3       ami
		WORD	00018H*40H,00018H*41H,00018H*42H,00018H*43H
;			  polygon   L1-yumiya  L2-yumiya yousei-bin
		WORD	00018H*45H,00018H*49H,00018H*47H,00018H*4BH
;			hachi-bin  small-tate miror-tate heart-kakera
		WORD	00018H*4DH,00018H*4FH,00018H*64H,00018H*60H
;			   bomb10     haert   smalltubo       ya-1
		WORD	00018H*28H,00018H*66H,00018H*67H,00018H*68H
;			  rupy100     rupy50    rupy300     rupy20
		WORD	00018H*69H,00018H*6BH,00018H*6DH,00018H*40H
;			    kutsu
		WORD	00018H*42H
Translations
bottle bomb*3 arrow*10 life
tunic bow sword cane
bow-gun rod hammer powder
ocarina gloves book key
boomerang feet mirror bomb
lamp hiding compass orb
sp-sword shovel sp-thunder sp-fire
sp-quake empty-bottle mushroom potion
shield map sp-key pendant
rupee1 rupee2 rupee3 net
polygon L1-bow-and-arrows L2-bow-and-arrows fairy-bottle
bee-bottle small-shield mirror-shield piece-of-heart
bomb10 heart small-jar arrow-1
rupee100 rupee50 rupee300 rupee20
boots

Notes:

  • "bow gun" is still misspelled. It may refer to the Hookshot.
  • "rod" and "hammer" are still egregiously misspelled.
  • "whistle" has been changed to "ocarina".
  • "feet" refers to the item that became Zora's Flippers.
  • "hiding" refers to the item that became the Magic Cape, which consumes magic but hides Link from enemies.
  • The "sp" prefix means "special". While "sp-thunder" must equate to the Ether Medallion, "sp-fire" to the Bombos Medallion, and "sp-quake" to the Quake Medallion", it's unclear to what "sp-sword" and "sp-key" refer.
  • "letter" has been changed to "map".
  • The spelling of the Japanese word for "mushroom", "kinoko", has been corrected.
  • The items from "net" onward do not appear in the older version of this section.
  • It is unknown what "polygon" could be.


(Source: GlitterBerri)

Item Table List 1

The file 日本_Ver3\asm\zel_ram00.asm contains the following list of items. Normally, in this game's source code, files with 0 or 00 suffixes are later revisions of files without, but this list seems to be earlier than the list in zel_ram.asm below.

Content Translation
ITMTBL		EQU	GDSTBL+(8*4*2)	; [ITMTBL~]
ITMTBL0		EQU	ITMTBL		;
ITEMR01		EQU	ITMTBL		; yumi
ITEMR02		EQU	ITEMR01+1	; buumeran
ITEMR03		EQU	ITEMR02+1	; fuck-shot
ITEMR04		EQU	ITEMR03+1	; bomb
BMBCNT		EQU	ITEMR04		; bomb
ITEMR05		EQU	ITEMR04+1	; magic kona , kinoko
ITEMR06		EQU	ITEMR05+1	; fire lot
ITEMR07		EQU	ITEMR06+1	; ice lot
ITEMR08		EQU	ITEMR07+1	; sp-bomber
ITEMR09		EQU	ITEMR08+1	; sp-thunder
ITEMR10		EQU	ITEMR09+1	; sp-jishin
ITEMR11		EQU	ITEMR10+1	; kantera
ITEMR12		EQU	ITEMR11+1	; hanmer
ITEMR13		EQU	ITEMR12+1	; skope
ITEMR14		EQU	ITEMR13+1	; okarina
ITEMR15		EQU	ITEMR14+1	; soromon
ITEMR16		EQU	ITEMR15+1	; bin-1
BINCT0		EQU	ITEMR16		;
ITEMR17		EQU	ITEMR16+1	;    -2
BINCT1		EQU	ITEMR17		;
ITEMR18		EQU	ITEMR17+1	;    -3
BINCT2		EQU	ITEMR18		;
ITEMR19		EQU	ITEMR18+1	; kakurenimo
ITEMR20		EQU	ITEMR19+1	; warp
ITEMR21		EQU	ITEMR20+1	; power grove
ITEMR22		EQU	ITEMR21+1	; jisyo
ITEMR23		EQU	ITEMR22+1	; ashi hire
ITMTBL4		EQU	ITEMR23+1	; tama
ITMTBL5		EQU	ITMTBL4+1	; kagami
ITMTBL6		EQU	ITMTBL5+1	; ken
ITMTBL7		EQU	ITMTBL6+1	; tate
ITMTBL8		EQU	ITMTBL7+1	; fuku
ITMTBL9		EQU	ITMTBL8+1	; key
ITMTBLA		EQU	ITMTBL9+1	; hari
LFITCT		EQU	ITMTBLA+1	; LIFE basic mater counter
LFNWCT		EQU	LFITCT+1	; LIFE now
MPNWCT		EQU	LFNWCT+1	; MP
CONCNT		EQU	MPNWCT+1	; coin   counter-low
CONCNTH		EQU	CONCNT+1	;               -hi
UPLFCT		EQU	CONCNTH+1	; up life counter
UPMPCT		EQU	UPLFCT+1	;    mp
UPCNCT		EQU	UPMPCT+1	;    coin
UPBMCT		EQU	UPCNCT+1	;    bomb
UPAWCT		EQU	UPBMCT+1	;    arrow
ITEMR40		EQU	UPAWCT+1	; yousei
ITEMR41		EQU	ITEMR40+1	; tokei
ARWCNT		EQU	ITEMR41+1	; arrow
ITMTBL1		EQU	ARWCNT+1	; [A]   do
ITMTBL3		EQU	ITMTBL1+2	; force coin
MPLVFG		EQU	ITMTBL3+1	; magic level
MPITCT		EQU	MPLVFG+1	;
; 
;
; bow
; boomerang
; hookshot
; bomb
; bomb
; magic powder, mushroom
; fire rod
; ice rod
; sp-bomber
; sp-thunder
; sp-quake
; lantern
; hammer
; shovel
; ocarina
; solomon
; bottle-1
;
;    -2
;
;    -3
;
; hiding nimo
; warp
; power glove
; dictionary
; feet fins
; orb
; mirror
; sword
; shield
; tunic
; key
; needle
; LIFE: basic meter counter
; LIFE: current
; MP
; coin   counter-low
;               -hi
; increase life counter
;    mp
;    coin
;    bomb
;    arrow
; fairy
; clock
; arrow
; [A] action
; force coin
; magic level
;

Notes:

  • The Shovel and Ocarina are separate entries.
  • There is no entry for the Bug-catching Net.
  • There are only 3 bottles, one less than the final game.
  • The "hiding mino" has a typo.
  • There is only one entry for the Power Glove, as the Titan's Mitt is missing.
  • Several entries are in different spots compared to the list in zel_ram.asm.


(Source: GlitterBerri)

Item Table List 2

The file 日本_Ver3\asm\zel_ram.asm contains the following list of items.

Content Translation
ITMTBL		EQU	GDSTBL+(8*4*2)	; [ITMTBL~]
ITMTBL0		EQU	ITMTBL		;
ITEMR01		EQU	ITMTBL		; yumi
ITEMR02		EQU	ITEMR01+1	; buumeran
ITEMR03		EQU	ITEMR02+1	; fuck-shot
ITEMR04		EQU	ITEMR03+1	; bomb
BMBCNT		EQU	ITEMR04		; bomb
ITEMR05		EQU	ITEMR04+1	; magic kona , kinoko
ITEMR06		EQU	ITEMR05+1	; fire lot
ITEMR07		EQU	ITEMR06+1	; ice lot
ITEMR08		EQU	ITEMR07+1	; sp-bomber
ITEMR09		EQU	ITEMR08+1	; sp-thunder
ITEMR10		EQU	ITEMR09+1	; sp-jishin
ITEMR11		EQU	ITEMR10+1	; kantera
ITEMR12		EQU	ITEMR11+1	; hanmer
ITEMR13		EQU	ITEMR12+1	; skope okarina
ITEMR14		EQU	ITEMR13+1	; ami
ITEMR15		EQU	ITEMR14+1	; jisyo
ITEMR16		EQU	ITEMR15+1	; bin-select
ITEMR17		EQU	ITEMR16+1	; soromon
ITEMR18		EQU	ITEMR17+1	;
ITEMR19		EQU	ITEMR18+1	; kakurenimo
ITEMR20		EQU	ITEMR19+1	; warp
ITEMR21		EQU	ITEMR20+1	; power grove
ITEMR22		EQU	ITEMR21+1	; power grove
ITEMR23		EQU	ITEMR22+1	; ashi hire
ITMTBL4		EQU	ITEMR23+1	; tama
ITMTBL5		EQU	ITMTBL4+1	; free
ITMTBL6		EQU	ITMTBL5+1	; ken
ITMTBL7		EQU	ITMTBL6+1	; tate
ITMTBL8		EQU	ITMTBL7+1	; fuku
BINCT0		EQU	ITMTBL8+1	; bin-1
BINCT1		EQU	BINCT0+1	; bin-2
BINCT2		EQU	BINCT1+1	; bin-3
BINCT3		EQU	BINCT2+1	; bin-4
CONCNT		EQU	BINCT3+1	; coin   counter-low
CONCNTH		EQU	CONCNT+1	;                -hi
CONPRT		EQU	CONCNTH+1	; coin print(l)
CONPRT1		EQU	CONPRT+1	; coin print(h)
ITMTBLA		EQU	CONPRT1+1	; hari
KEYCNT		EQU	ITMTBLA+2	; KEY TOKUSYU
MAPCNT		EQU	KEYCNT+2	; MAP TOKUSYU
ITEMR43		EQU	MAPCNT+2	; megami coin cnt
ITEMR44		EQU	ITEMR43+1	; tokei
LFITCT		EQU	ITEMR44+1	; LIFE basic mater counter
LFNWCT		EQU	LFITCT+1	; LIFE now
MPNWCT		EQU	LFNWCT+1	; MP
ITMTBL9		EQU	MPNWCT+1	; key
ITEMR49		EQU	ITMTBL9+1	; coin   counter-low
ITEMR50		EQU	ITEMR49+1	;               -hi
UPLFCT		EQU	ITEMR50+1	; up life counter
UPMPCT		EQU	UPLFCT+1	;    mp
ITEMR53		EQU	UPMPCT+1	; nekres
UPBMCT		EQU	ITEMR53+1	;    bomb
UPAWCT		EQU	UPBMCT+1	;    arrow
ARWCNT		EQU	UPAWCT+1	; arrow
ITMTBL1		EQU	ARWCNT+1	; [A]   do
ITMTBL3		EQU	ITMTBL1+2	; force coin
MPLVFG		EQU	ITMTBL3+1	; magic level
;MPITCT		EQU	MPLVFG+1	;
;;;;;;		EQU	MPITCT+1	;


bow
boomerang
hook-shot
bomb
bomb
magic powder, mushroom
fire rod
ice rod
sp-bomber
sp-thunder
sp-quake
lantern
hammer
shovel ocarina
net
dictionary
bottle-select
solomon
	
hiding nimo
warp
power glove
power glove
feet fins
orb
unarmed
sword
shield
tunic
bottle-1
bottle-2
bottle-3
bottle-4
coin   counter-low
               -hi
coin print (l)
coin print (h)
needle
KEY SPECIAL
MAP SPECIAL
goddess coin count
clock
LIFE basic meter counter
LIFE current
MP
key
coin   counter-low
              -hi
increase life counter
   mp
necklace
   bomb
   arrow
arrow
[A]   do
force coin
magic level


Hmmm...
To do:
Notes...


(Source: GlitterBerri)

Full Item List

The file 日本_Ver3\asm\item.txt contains a table of items, with its columns unlabeled. The table was split in half and the two halves put side-by-side, likely just to make it take up less vertical space. A recreation of the table, with translations, is presented below:

item 表
Item Table
平成 3年 9月 11日
11 Sept. 1991
01
Bow
0,1-4 31 キノコ.魔法瓶3.妖精.ハチ
Mushroom.Magic Bottle 3.Fairy.Bee
1,2-8
02 ブーメラン
Boomerang
0,1,2 32 キノコ.魔法瓶4.妖精.ハチ
Mushroom.Magic Bottle 4.Fairy.Bee
1,2-8
03 フックショット
Hookshot
on/off 33 コイン1 >CONCNT
Coin 1
枚数
Amount
04 爆弾 >BMBCNT
Bomb
個数
Amount
34 コイン2 >CONCNT+1
Coin 2
枚数
Amount
05 きのこ、魔法の粉
Mushroom, Magic Powder
1,2 35 コイン(表示) >CONPRT
Coin (Display)
枚数
Amount
06 ファイヤーロッド
Fire Rod
on/off 36 コイン(表示)
Coin (Display)
枚数
Amount
07 アイスロッド
Ice Rod
on/off 37 方位磁針1>ITMTBLA
Compass 1
on/off
08 S.ボンバー
S. Bomber
on/off 38 方位磁針2>ITMTBLA+1
Compass 2
on/off
09 S.サンダー
S. Thunder
on/off 39 特種 鍵1 >KEYCNT
Special Type Key 1
on/off
10 S.地震
S. Quake
on/off 40 特種 鍵2 >KEYCNT+1
Special Type Key 2
on/off
11 カンテラ
Lantern
on/off 41 地図1 >MAPCNT
Map 1
on/off
12 ハンマー
Hammer
on/off 42 地図2 >MAPCNT+1
Map 2
on/off
13 スコップ、オカリナ
Shovel, Ocarina
1,2,3 43 女神 コイン枚数
Goddess Coin Amount
00-100
14 虫捕り網
Bug-Catching Net
on/off 44 ハートのかけら
Piece of Heart
0-3
15 辞書
Dictionary
on/off 45 ハート器 >LFITCT
Heart Container

Amount
16
Bottle
1,2,3,4 46 ハート中身 >LFNWCT
Heart Interior

Amount
17 ソロモンの杖
Cane of Solomon
on/off 47 MP中身 >MPNWCT
MP Interior

Amount
18 ンロモソの杖
Cane of Nlomoso [sic]
on/off 48 >ITMTBL9
Key
個数
Amount
19 隠れみの
Hiding Mino
on/off 49 爆弾 MAX INDEX
Bomb Max Index
0-8
20 手紙、鏡、Tフォース
Letter, Mirror, Triforce
1,2,3 50 矢 MAX INDEX
Arrow Max Index
0-8
21 パワー グローブ
Power Gloves
0,1,2, 51 ハートup >UPLFCT
Increase Hearts

Amount
22
Boots
on/off 52 MPup >UPMPCT
Increase MP

Amount
23 足ひれ
Flippers
on/off 53 ペンダント 1赤,2青,4緑
Pendant 1 Red, 2 Blue, 4 Green
bit
24 水晶玉 >ITMTBL4
Crystal Ball
on/off 54 爆弾up >UPBMCT
Increase Bombs
個数
Amount
25 >ITMTBL5 on/off 55 矢up >UPAWCT
Increase Arrows
本数
Amount
26 >ITMTBL6
Sword
1,2,3,4 56 矢本数 >ARWCNT
Number of Arrows
本数
Amount
27 >ITMTBL7
Shield
1,2,3 57 DO TBL1 on/off
28 >ITMTBL8
Tunic
1,2 58 DO TBL2 on/off
29 キノコ.魔法瓶1.妖精.ハチ
Mushroom.Magic Bottle 1.Fairy.Bee
1,2-8 59 Tフォース コイン
Triforce Coin
on/off
30 キノコ.魔法瓶2.妖精.ハチ
Mushroom.Magic Bottle 2.Fairy.Bee
1,2-8 60 マジック レベル
Magic Level


(Source: GlitterBerri)

Bottled Item List

The file 日本_Ver3\asm\zel_bg3.asm is an earlier version of the file 日本_Ver3\asm\zel_bg30.asm, and thus contains an earlier list of bottled items.

zel_bg3 zel_bg30 Translation
;kinoko
;kara
;red
;green
;blue



;kinoko
;kara
;red
;green
;blue
;yosei
;hachi
;KIN hachi
mushroom
empty
red potion
green potion
blue potion
fairy
bee
GOLD bee

Yamamoto Data

The source code contains files called 日本_Ver3\asm\zel_bg3.asm and 日本_Ver3\asm\zel_bg30.asm. The former is an earlier version of the latter. Comparing the data found within it to the data from the overdump data found within the Super Donkey proto, it's evident that at least some of its data is earlier than that of the proto, which is from the beginning of June, 1991.

A section of the files called "Yamamoto Data" pertains to item-related information, such as inventory icons and item names. (Yuichi Yamamoto is the name of one of the programmers.)

Item Names

The subsection of Yamamoto Data that relates to item names is referred to in a comment as "BITEM NAME". This is a holdover from a prototype version of the SNES controller in which the Y button was called the B button.

Item zel_bg3 Super Donkey (J) 1.0 Notes
Bow
ゆ み
ゆ み
  ユ  ミ
  • bg3:
    • Written in hiragana, not katakana.
  • SD:
    • Same as above.
Magical Boomerang
ブーメラン
ブ~メラン
 ブーメラン
  • bg3:
    • Different indentation.
  • SD:
    • Same as above.
Hook Shot
フック
 ショット
フック
 ショット
フックショット
  • bg3:
    • Written on two lines, not one.
  • SD:
    • Same as above.
Bomb
ばくだん
ばくだん
  ばくだん
  • bg3:
    • Different indentation.
  • SD:
    • Same as above.
Mushroom
きのこ
きのこ
  きのこ
  • bg3:
    • Different indentation.
  • SD:
    • Same as above.
Fire Rod
ファイヤー
 ロット
ファイヤ~
 ロット
ファイアロッド
  • bg3:
    • Written on two lines, not one.
  • SD:
    • Same as above.
Ice Rod
アイス
 ロット
アイス
 ロット
 アイスロッド
  • bg3:
    • Written on two lines, not one.
  • SD:
    • Same as above.
Bombos Medallion
ボンバー
ボンバ~
ボンバー
  • The Japanese name for this item is "Bomber".
Ether Medallion
サンダー
サンダ~
  エーテル
  • bg3:
    • Called "Thunder" rather than "Ether".
  • SD:
    • Same as above.
Quake Medallion
じしん
じしん
  シェイク
  • bg3:
    • Called "Earthquake" in Japanese, rather than the final name, a transliteration of the English word "Shake".
  • SD:
    • Same as above.
Lamp
かんてら
かんてら
  カンテラ
  • bg3:
    • Different indentation.
    • Written in hiragana, not katakana.
  • SD:
    • Same as above.
Magic Hammer
ハンマー
ハンマ~
マジックハンマー
  • bg3:
  • Simply called "Hammer".
  • SD:
    • Same as above.
Shovel
スコップ
スコップ
  シャベル
  • bg3:
    • Called "schop", a Dutch loanword for "shovel", rather than the final name, a transliteration of the English word "shovel".
    • Different indentation.
  • SD:
    • Same as above.
Bug-Catching Net
オカリナ
 むしとリアミ
  • The Japanese name for the Flute is "Ocarina".
  • bg3:
    • The item slot is used by the Flute. (The Bug-Catching Net didn't exist at the time the item list was created.)
  • SD:
    • The Flute is in a different spot in the item list.
Book of Mudora
ソロモンの
 つえ
ソロモンの
 つえ
 ムドラのしょ
  • bg3:
    • Despite the item icon being a book, this item is called the "Cane of Solomon".
    • Cane of Solomon is an early name for the Cane of Somaria.
    • The word for "cane" is written in hiragana, not katakana.
  • SD:
    • Same as above.
Mushroom
きのこ
きのこ
  きのこ
  • bg3:
    • Different indentation.
  • SD:
    • Same as above.
Cane of Somaria
ソロモソの
 つえ
ソロモソの
 つえ
ソマリアのツエ
  • bg3:
    • Called "Cane of Soromoso". This is a visual pun on the similarities between the katakana characters "so" and "n".
    • The word for "cane" is written in hiragana, not katakana.
    • Written on two lines, not one.
  • SD:
    • Same as above.
Cane of Byrna
ンロモソの
 つえ
ンロモソの
 つえ
 バイラのツエ
  • bg3:
    • Called "Cane of Nromoso". This is a visual pun on the similarities between the katakana characters "so" and "n".
    • The word for "cane" is written in hiragana, rather than katakana, as it is in the final item name.
    • The Cane of Byrna and the Cane of Somaria are often both referred to as "Cane of Somaria" internally.
    • Written on two lines, not one.
  • SD:
    • Same as above.
Magical Cape
かくれみの
かくれみの
マジックマント
  • bg3:
    • Called "Cloak of Hiding" in Japanese, vs. a transliteration of the English and French loanwords "Magic Manteau".
  • SD:
    • Same as above.
Letter
てがみ
てがみ
  てがみ
  • This item goes unused in the final game.
  • bg3:
    • Different indentation.
  • SD:
    • Same as above.
Mushroom
きのこ
きのこ
  きのこ
  • bg3:
    • Different indentation.
  • SD:
    • Same as above.
Bottle
びん
びん
  び  ん
  • bg3:
    • Different indentation.
  • SD:
    • Same as above.
Medicine of Life
いのちの
   みず
いのちの
   みず
いのちの クスリ
  • bg3:
    • Called "Water of Life".
  • SD:
    • Same as above.
Medicine of Magic
ちからの
   みず
ちからの
   みず
まほうの クスリ
  • bg3:
    • Called "Water of Power".
  • SD:
    • Same as above.
Medicine of Life and Magic
まほうの
   みず
いのちとまほう
  • bg3:
    • Missing.
  • SD:
    • Called "Water of Magic".
Fairy
ようせい
  ようせい
  • bg3:
    • Missing.
  • SD:
    • Different indentation.
Bee
はち
  ハ  チ
  • bg3:
    • Missing.
  • SD:
    • Different indentation.
    • Written in hiragana instead of katakana.
Golden Bee
おうごんのハチ
  • bg3:
    • Missing.
  • SD:
    • Same as above.
Magic Powder
まほうのこな
まほうのこな
 まほうのこな
  • bg3:
    • Different indentation.
  • SD:
    • Same as above.
Flute
オカリナ
  オカリナ
  • bg3:
    • Missing.
  • SD:
    • Different indentation.
Upgraded Flute
  オカリナ
  • bg3:
    • Missing.
  • SD:
    • Same as above.
Magical Mirror
かがみ
かがみ
マジカルミラー
  • bg3:
  • Called "Mirror" in Japanese, vs. a transliteration of the English loanwords "Magic Mirror".
  • SD:
    • Same as above.
Triforce
トライ
 フォース
トライ
 フォ~ス
トライ
 フォース
  • This item goes unused in the final game.
Bow and Arrow
 ヤ と ユミ
  • bg3:
    • Missing.
  • SD:
    • Same as above.
Bow
  ユ  ミ
  • bg3:
    • Missing.
  • SD:
    • Same as above.
Bow and Silver Arrow
ぎんのヤとユミ
  • bg3::
    • Missing.
  • SD:
    • Same as above.

Early Names

  • Book of Mudora: The Book of Mudora is referred to internally as a "jisho" or "jisyo", meaning "dictionary", which it is - but also in 日本_Ver3\asm\zel_enmy2s.asm as a "vible", an erroneous romanization of "Bible". Additionally, it's known as the Book of Kalbi in an item get message (00be) found in an early script file.
  • Cane of Byrna: The file 日本_Ver3\asm\zel_bgwt.asm refers to this item as "nazare no tsue", meaning "Rod of Nazareth" - another Biblical reference.
  • Cane of Somaria: As mentioned above, the Cane of Somaria is referred to internally as the Cane of Solomon.
  • Power Glove: The Power Glove is referred to in 日本_Ver3\asm\zel_enmy2s.asm as a "grouve blue", an erroneous romanization of "blue glove". In the final game, it's grey rather than blue.

Items with Altered Functions

Lamp

Hmmm...
To do:
Add info about how this used to just illuminate things.

Magic Powder

Hmmm...
To do:
Add info about how this used to set things on fire.

Mushroom

Hmmm...
To do:
Add info about how this used to be a bottle item.

Unused Items

Hmmm...
To do:
Elaborate, investigate.

Clock

ALTPStopwatch.png

The clock item is only mentioned in RAM list files such as 日本_Ver3\asm\zel_ram.asm. There's still a sprite for it in the final game.

tokei

CRYS1 - Crystal

The nature of this item drop is currently unclear.

CRYS1

FOOD - Food

日本_Ver3/asm/zel_enmy.lst indicates that there were four food items, listed below. Interacting with them would change the Y button (previously the "perform action" button) mode to "Eat".

FOOD1
FOOD2
FOOD3
FOOD4

Jump Boots

Video of the Jump Boots in Use

There exists disabled code for a "Jump Boots" item which, when re-implemented and linked to a Y-button item (here the Lamp), lets you jump by using Y.


(Source: Delda (Jump Boots code restoration))

NIKU - Meat

Alttp-unusedmeatsm.png
Alttp-unusedmeatlg.png

A number of files refer to these meat items. ("NIKU" means "meat".) Sprites for these are still in the final game.

NIKU1
NIKU2

According to 日本_Ver3\asm\zel_enmy.lst, NIKU1 replenished 10 health, while NIKU2 replenished 20.

KINOK - Mushrooms

The final game only has one type of Mushroom, which can be exchanged with the Witch for Magic Powder. However, the "KINOK move & init" (Mushroom Move & Initialization) section of 日本_Ver3\asm\zel_enmy2s.asm (an earlier version of zel_enmy2.asm) contains a portion of code related to selecting the "KINOKO SYURUI" (mushroom type), of which there are 4.

According to the values in "KINKCOL" (mushroom colour), two of them were colour 08, one was colour 04, and one was color 06. Since the colour of the mushroom that survived the purge uses "8", it can be assumed that this is the rust-coloured mushroom of the final game. However, its colour value may have been changed when its shroomy brothers were purged, so it's unclear if two of the mushrooms would really have looked identical.

KINKCOL		EQU	$
		BYTE	008H;,004H,006H,008H
KINOK00_I	EQU	$
;		LDA	ENXPSL,X
;		LSR	A
;		LSR	A
;		LSR	A
;		LSR	A
;		AND	#003H
		LDA	#000H
		STA	ENCHPT,X	;KINOKO SYURUI(0 - 3)
		TAY
		LDA	KINKCOL,Y	;COLOR SET
		ORA	ENCLOR,X
		STA	ENCLOR,X
;

In accordance with the above, the early script file 日本_Ver3\asm\zel_msge.asm contains "get item" messages for obtaining four different types of Mushrooms.

In the same file, the Witch also has messages for trading the player a Bottle for a Mushroom, as well as making powder or potions using Mushrooms supplied by the player. In the final game, the Witch doesn't give Link a bottle, and only creates Magic Powder in exchange for Mushrooms he brings.

Lending further support to all this is that the "MAJOO move" (Witch Movement) section of zel_enmy2s.asm has code relating to trading the Witch a Mushroom for a Bottle.

;;MJKNKC1DT	EQU	$
;;		BYTE	040H,020H,010H
;;MJKNKC1		EQU	$
;;		PHX
;;		LDA	>ITEMR16
;;		TAX
;;;
;;;		LDA	>BINCT0-1,X		;BIN 1 KINOKO
;;;		CMP	#001H
;;;		BNE	MJKC140
;;		LDA	#002H
;;		STA	>BINCT0-1,X
;;;
;;		PHX			;POTION FLG SET
;;		TXY
;;		MEM8
;;		IDX16
;;		REP	#00010000B
;;;
;;		LDX	#ROOM_POTION*2	;ROOM NO * 2
;;		LDA	>DJNTBL,X
;;		ORA	MJKNKC1DT-1,Y	;POTION 2
;;		STA	>DJNTBL,X
;;;
;;		MEM8
;;		IDX8
;;		SEP	#00110000B
;;;		LDY	#018H		;BIN 2
;;;		JSL	>ATMSIT		;PL. DEMO SET
;;		PLX
;;		PLX
;;		LDA	#001
;;		STA	ENSTAT,X
;;;
;;		LDA	#LOW  MS_0091	;MSGE NO
;;		LDY	#HIGH MS_0091	;MSGE NO
;;		JSL	>ENMSGSL	;MSGE SET
;;;
;;MJKC140		EQU	$
;;		STZ	SCLSFG		;SCROL FLG CLS
;;		RTS
ROOM_POTION	EQU	00109H

The code above references three of the following potion types.

  • 80: Potion 1 (Magic Powder)
  • 40: Potion 2 (Green)
  • 20: Potion 3 (Blue)
  • 10: Potion 4 (Red)

It also mentions room 109, which is the interior of the Witch's Hut.

Hmmm...
To do:
What else is going on here? Some ASM enthusiast should take a look and explain it better.

Finally, there are also four mushroom entities loaded in Light World map square 116 (the exterior of the Witch's Hut) by the early entities-by-area list 日本_Ver3\asm\zel_endt3.asm with the comment "TEST".

SPES - Special

The nature of these item drops is currently unclear. They're also suffixed with the letters R, Y, and B.

SPESR
SPESY
SPESB

OPTN1 - Stolen Goods

Stealing is a gameplay mechanic that appears in Link's Awakening released two years after ALttP, but it appears to have been planned for this game, as well.

OPTN1

The "nusuto" (thief) action associated with this item drop was commented out in the files 日本_Ver3/asm/zel_bms1.asm and 日本_Ver3\asm\zel_exst.asm. The code reveals that Link would have been able to steal "coins", arrows, and bombs.

TRYF - Triforce

Triplicate Version

The R, Y, and B on the end may indicate the colours red, yellow, and blue.

TRYFR
TRYFY
TRYFB

Rupees are also referred to using these letters in 日本_Ver3\asm\zel_enmy.asm.

RUPY1		EQU	RUPYR
RUPY5		EQU	RUPYY
RUPYO		EQU	RUPYB

Link's Awakening, released two years after ALttP, has two item drops called Piece of Power (a red triangle that increases Link's damage and speed) and Piece of Protection (an internal name for the Guardian Acorn, which halves the damage Link receives). These may be later implementations of the same concept.

Singular Version

There are various suggestions in the code that the warping function of the Magical Mirror was originally created for the singular unused Triforce item.

For starters, even in the final game, the item slot which holds the Magic Mirror is actually a table that contains three items: the Letter (unused), the Magic Mirror (used), and the Triforce (unused).

The contents of this slot are documented in item.txt:

ID Contents Values
20 手紙、鏡、Tフォース
Letter, Mirror, Triforce
1,2,3

Item slots that hold multiple items are used for items that are exchanged for each other, such as weapon upgrades, the Mushroom -> Magic Powder, and the Shovel -> Ocarina. This suggests that the developers planned for the player to obtain the Letter, later exchange it for the Magic Mirror, and finally exchange the Mirror for the Triforce.

In 日本_Ver3\asm\zel_bg30.asm, the WITEM20, ITEMR20, and RITEM20 labels, which correspond to the slot, are preceded by the comment "W--P SET", with the omitted letters presumably "WARP".

;					;W--P SET
		LDA	#WITEM20	;TFR SAKI
		STA	<WORK0
		LDA	>ITEMR20	;NO. SET
		AND	#000FFH
		STA	<WORK2
		LDA	#RITEM20	;TFR MOTO 
		STA	<WORK4
		JSR	SETITEM		;SET ITEM

In addition, the section of code that handles Link warping with the Magic Mirror in the final game is called traiforse move shori (TRIFMV)" in the source code file 日本_Ver3\asm\zel_play.asm. Among other things, this section contains code for displaying message 0457 when the player tries to warp when Kiki the monkey is following them.

Ki ki?  What are you doing?
I don’t want to go there!

The same file labels the player state that corresponds to Link warping with the mirror "[14] tryfose BG check demo".

ROD003 - Unknown Rod

The file 日本_Ver3\asm\zel_bg3.asm mentions the following three types of rods. The first and second are the Fire Rod and Ice Rod, while the third is unknown.

ROD001
ROD002
ROD003

日本_Ver3\asm\zel_play.asm has a commented-out entry in the "player B push sub[routine]" that might relate to it.

BKT50		WORD	DOTMV0		; [5] lot move shori 0 (FIRE)
BKT60		WORD	DOTMV0		; [6] lot move shori 1 (ICE)
;;;;;;;;		WORD	DOTMV0		; [8] lot move shori 2 (FER)

However, it's unclear what "FER" means.

TUBO3 - Magic Jar

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

Item Drops

The following three RAM addresses related to enemy item drops are unused.

7E0ADE    EIPONT    ; enemy out item pointer
7E0AE4    EICBFP2    ; enemy out item char. buffer 2
7E0AE6    EICBFP3    ; enemy out item char. buffer 3

EIPONT is referenced in a commented-out snippet of item initialization code in zel_enmy.asm.

;=========ITEM INITIAL =====================
;;ITCSMP        EQU    $
;;        BYTE    0,0,0,0,0,0,0,0,0,0,0,0,4,2,2,2
;;        BYTE    0,0,0,0,0,0,0
;----------------------------------------
YOSEIIT        EQU    $
        JSL    >RNDSET
        AND    #001H
        STA    ENWRK0,X
        EOR    #001H
        STA    ENMUKI,X
;;        BRA    ITEM1IT
ITEM1IT        EQU    $
;;        LDY    ENMYNO,X
;;        LDA    ITCSMP-HART1,Y
;;        STA    EIPONT

EICBFP2 and EICBFP3 are referenced in commented-out code in zel_main.asm, which was removed on 1991.07.03.

;// 03.07.03 //        LDY    !EIPONT
;// 03.07.03 //        LDA    EIDPNT,Y
;// 03.07.03 //        CLC
;// 03.07.03 //        ADC    EICPTD1,X
;// 03.07.03 //        STA    !EICBFP2
;// 03.07.03 //        CLC
;// 03.07.03 //        ADC    #00040H*9
;// 03.07.03 //        STA    !EICBFP3    ; 4x4 

This snippet contains the only reference to a section of data in the same file called EIDPNT (Enemy Item Data Pointer), rendering it unused.

EIDPNT        EQU    $        ;                POINT
;                coin          sankaku      ball
        WORD    EICHBF+0C0H*1,EICHBF+0C0H*2,EICHBF+0C0H*3

EICHBF is defined in zel_ram1.lst as below.

7EB280          EICHBF              EQU     WTRCHBF+20H*20H*3 ; enemy out item character data buffer

This is what is located at RAM address 7EB280:

In the CCBFIT (Change char. buffer initial set) section of zel_char0.asm, an older version of zel_char.asm, the identifier for graphic file C_4P0 is loaded before a reference to EICHBF.

;---------------------------------------- enemy out item char. buffer set
        MEM8
        IDX8
        SEP    #00110000B    ; memory,index 8bit mode
;
        LDY    #C_4P0
        JSR    CADWKST2    ; Obj. char. address work set
;
        MEM16
        IDX16
        REP    #00110000B    ; memory,index 16bit mode
;
        LDA    <WORK0
        LDX    #EICHBF-CNGCHBF
        LDY    #00003H
        PHA            ; (A) push
        JSR    CCBIS420    ; enemy out item(rupy) char. buffer set
;
        PLA            ; (A) pull
        CLC
        ADC    #00180H
        LDY    #00003H
        JSR    CCBIS420    ; enemy out item(rupy) char. buffer set
;
;
        MEM8
        IDX8
        SEP    #00110000B    ; memory,index 8bit mode

In the Super Donkey overdump prototype, C_4P0 contains the following:

The code in zel_char0.asm that would have loaded item graphics other than the rupee into EICHBF was commented out 1991.07.03.

;// 03.07.03 //;// 02.10.23 //        LDY    #C_2T0
;// 03.07.03 //;// 02.10.23 //        JSR    CADWKST        ; char. address work set
;// 03.07.03 //        LDA    #BANK MPCHBF
;// 03.07.03 //        STA    <WORK2
;// 03.07.03 //        STA    <WORK5
;// 03.07.03 //;
;// 03.07.03 //        MEM16
;// 03.07.03 //        IDX16
;// 03.07.03 //        REP    #00110001B    ; memory,index 16bit mode & CLC
;// 03.07.03 //;
;// 03.07.03 //        LDA    #MPCHBF
;// 03.07.03 //;// 02.10.23 //        LDA    <WORK0
;// 03.07.03 //        ADC    #00018H*3
;// 03.07.03 //        LDX    #(EICHBF-CNGCHBF)+20H*6
;// 03.07.03 //        LDY    #(2*3)*3
;// 03.07.03 //        PHA            ; (A) push
;// 03.07.03 //        JSR    CCBIS420    ; enemy out item char. buffer set
;// 03.07.03 //;
;// 03.07.03 //        PLA            ; (A) pull
;// 03.07.03 //        CLC
;// 03.07.03 //        ADC    #00180H
;// 03.07.03 //        LDY    #(2*3)*3
;// 03.07.03 //        JSR    CCBIS420    ; enemy out item char. buffer set

Items that Used Magic

zel_play.asm Translation Disassembly
DTMGPT		EQU	$
;			 L1  L2  L3
		HEX	010,008,004	; dot magic point
		HEX	020,010,008	; special magic point
		HEX	008,004,002	; kona magic point
		HEX	008,004,002	; okarina magic point
		HEX	008,004,002	; soromon 1 magic point
		HEX	010,008,004	; soromon 2 magic point
		HEX	004,002,002	; kantera magic point
		HEX	008,004,002	; YA magic point
		HEX	010,008,004	; soromon baria magic point


rod magic point
special magic point
powder magic point
ocarina magic point
solomon 1 magic point
solomon 2 magic point
lantern magic point
ARROW magic point
solomon barrier magic point

.cost
#_07B070: db $10, $08, $04 ; rod
#_07B073: db $20, $10, $08 ; medallion
#_07B076: db $08, $04, $02 ; powder
#_07B079: db $08, $04, $02
#_07B07C: db $08, $04, $02 ; somaria
#_07B07F: db $10, $08, $04
#_07B082: db $04, $02, $02 ; lamp
#_07B085: db $08, $04, $02
#_07B088: db $10, $08, $04 ; byrna