Development:The Legend of Zelda: A Link to the Past/Link's Awakening Files
This is a sub-page of Development:The Legend of Zelda: A Link to the Past.
For some reason, there are multiple files in the A Link to the Past code that pertain to Link's Awakening. Perhaps the latter started life in the A Link to the Past directory, as Majora's Mask seems to have started life in the directory of Ocarina of Time?
Contents
Data Files
bom.lst
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: What does the code do? How does it compare to the code in the released version of Link's Awakening? |
This file, found in the graphics subdirectory at 日本_Ver3\char\bom.lst. contains code for a fairy.
ENNO.DAT
This file contains an early list of enemies for Link's Awakening. It's only present in the 日本_Ver3 (Japan - Version 3) directory, at 日本_Ver3\asm\ENNO.DAT.
Content
;**************************************** ;* Enemy * ;**************************************** ;- - Kind of enemy - - PYAAA EQU $0 BUMER EQU $1 BOMBR EQU $2 KTOBJ EQU $3 OCTA1 EQU $4 ; TAKO OCTAM EQU $5 MORI1 EQU $6 ; MORIBURIN MORYA EQU $7 TEKTA EQU $8 ; TEKTAIT RIVER EQU $9 ; RIVER KUZUH EQU $A GHOST EQU $B ; OBAKE BOMBO EQU $C ;- - - - - - - - - - HART1 EQU $D RUPY1 EQU $E YOSEI EQU $F MSTEST EQU $10 MSTES2 EQU $11 ;---------------------------------------------------
Analysis
# | Name | Translation | Identification | Notes |
---|---|---|---|---|
$0 | PYAAA | Pewww | Arrow | An arrow projectile shot by Link. It uses the same number in the final game. |
$1 | BUMER | Boomerang | Boomerang | This entity uses the same number in the final game. |
$2 | BOMBR | Bomber | Bomb | This entity uses the same number in the final game. |
$3 | KTOBJ | Fragmented Object | Liftable Rock | This entity is number 05 in the final game. 03 is used by the Hookshot chain, and 04 is used by the fireball shot by the Magic Rod, which were evidentially added into the list after this one was created. |
$4 | OCTA1 | Octorok 1 | Octorok | This entity is number 09 in the final game. The note beside it, "TAKO", means octopus. |
$5 | OCTAM | Octorok Ball | Octorok Projectile | This entity is number 0A in the final game. |
$6 | MORI1 | Moblin 1 | Moblin | This entity is number 0B in the final game. The note beside it, "MORIBURIN", is the Japanese name for Moblins. |
$7 | MORYA | Moblin: Arrow | Moblin's Arrow | This entity is number 0C in the final game. |
$8 | TEKTA | Tektite | Tektite | This entity is number 0D in the final game. The note beside it, "TEKTAIT", is an alternate way to romanize Tektite. |
$9 | RIVER | Leever | Leever | This entity is number 0E in the final game. The note beside it, "RIVER", is an alternate way to romanize Leever. The intended romanization of Leever is unclear. It may even be "Reaver". |
$A | KUZUH | Kuzuhara | Armos Statue | This entity is number 0F in the final game. Kuzuhara is a reference to Takamitsu Kuzuhara, one of the programmers. |
$B | GHOST | Ghost | Hiding Ghini | This entity is number 10 in the final game. The note beside it, "OBAKE", means ghost. |
$C | BOMBO | Bombo [?] | [Unknown] | This entity is number 13 in the final game, but it's unused and broken. 11 is used by the Giant Ghini, and 12 is used by the regular Ghini, which were evidentially added into the list after this one was created. |
$D | HART1 | Heart 1 | Heart Drop | This entity is number 2D in the final game. |
$E | RUPY1 | Rupee 1 | Rupee Drop | This entity is number 2E in the final game. |
$F | YOSEI | Fairy | Fairy Drop | This entity is number 2F in the final game. |
$10 | MSTEST | Message Test | Message Test | This entity originally used number 37. It was overwritten by the arrow drop in the final game. |
$11 | MSTES2 | Message Test 2 | [Unknown] | This entity is absent from the final game. There was another message test called MSTESF that used number 4B, before it was overwritten by the pot entity. |
GBENMY.DMG
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: What does the code do? How does it compare to the code in the released version of Link's Awakening? What other noteworthy things are in this file? |
This file is, as titled, a list of "Game Boy Enemies". (The .DMG extension stands for Dot Matrix Game, which refers to Game Boy software.) It's found in the graphics subdirectory at 日本_Ver3\char\GBENMY.DMG. It also contains an early list of enemies for Link's Awakening, as well as a bunch of code.
It's missing entries for KUZUH, GHOST, BOMBO, MSTEST, and MSTES2, so it may be even older than the list found in ENNO.DAT.
;**************************************** ;* Enemy * ;**************************************** ;- - Kind of enemy - - PYAAA = $0 BUMER = $1 BOMBR = $2 KTOBJ = $3 OCTA1 = $4 OCTAM = $5 MORI1 = $6 MORYA = $7 TEKTA = $8 RIVER = $9 ;- - - - - - - - - - HART1 = $A RUPY1 = $B YOSEI = $C
SUB.TXT
This file is a handy collection of enemy-related subroutines such as the ones that appear in GBENMY.DMG. It's found in the graphics subdirectory at 日本_Ver3\char\SUB.TXT.
Japanese | Translation |
---|---|
==================================== 敵用便利サブル-チン集 ------------------------------------ 1 EPXYCK : その敵からのプレイヤ-の4方向チェック 入力 : なし 出力 : (A),(E) 0 右にプレイヤ-がいる 1 左 2 上 3 下 ------------------------------------ 2 EPXCHK : その敵からのプレイヤ-の(X)方向チェック 入力 : なし 出力1: (A),(D) 距離 (PLXPSL-ENXPSL) 出力2: (E) 0 右にプレイヤ-がいる 1 左 ------------------------------------ 3 EPYCHK : その敵からのプレイヤ-の(Y)方向チェック 入力 : なし 出力1: (A),(D) 距離 (PLYPSL-ENYPSL) 出力2: (E) 0 上にプレイヤ-がいる 1 下 ------------------------------------ 4 PSERCH :その敵からプレイヤ-への移動スピ-ド計算1 入力 : (A)基本スピ-ド 出力 : ENYSPD+BC <- (Y)スピ-ド ENXSPD+BC <- (X)スピ-ド ------------------------------------ 5 PSERCH2 :その敵からプレイヤ-への移動スピ-ド計算2 入力 : (A)基本スピ-ド 出力 : WORK0 <- (Y)スピ-ド WORK1 <- (X)スピ-ド ------------------------------------ 6 ENBGCK :地形チェツク 入力 : なし 出力 : ENCBFG+BC 00000000 未使用 ||||-右側が障害物にHIT! |||--左 ||---上 |----下 ------------------------------------ 7 RNDSUB 入力 : なし 出力 : (A)乱数0-FF ==================================== 敵用汎用RAM ENSTAT ENCONT ENWRK0 ENWRK1 ENWRK2 -- 自動タイマー -- ENTIM0 ENTIM1 ENTIM2 GOOD LUCK ! |
==================================== Collection of Useful Enemy Subroutines ------------------------------------ 1 EPXYCK : Four-Directional Player Check from Specified Enemy Input : Nothing Output : (A),(E) 0 Player at Right 1 Left 2 Up 3 Down ------------------------------------ 2 EPXCHK : Player (X) Direction Check from Specified Enemy Input : Nothing Output 1: (A),(D) Range (PLXPSL-ENXPSL) Output 2: (E) 0 Player at Right 1 Left ------------------------------------ 3 EPYCHK : Player (Y) Direction Check from Specified Enemy Input : Nothing Output 1: (A),(D) Range (PLYPSL-ENYPSL) Output 2: (E) 0 Player Up 1 Down ------------------------------------ 4 PSERCH : Movement Toward Player Speed Calculation 1 from Specified Enemy 1 Input : (A) Base Speed Output : ENYSPD+BC <- (Y) Speed ENXSPD+BC <- (X) Speed ------------------------------------ 5 PSERCH2 : Movement Toward Player Speed Calculation 2 from Specified Enemy 2 Input : (A) Base Speed Output : WORK0 <- (Y) Speed WORK1 <- (X) Speed ------------------------------------ 6 ENBGCK : Terrain Check Input : Nothing Output : ENCBFG+BC 00000000 Unused ||||-Collision with Obstacle at Right! |||--Left ||---Up |----Down ------------------------------------ 7 RNDSUB Input : Nothing Output : (A) Random Number 0-FF ==================================== All-Purpose Enemy RAM ENSTAT ENCONT ENWRK0 ENWRK1 ENWRK2 -- Automatic Timer -- ENTIM0 ENTIM1 ENTIM2 GOOD LUCK ! |
SUB.LST
This file is a handy list of enemy-related subroutines such as the ones that appear in GBENMY.DMG. It's found in the graphics subdirectory at 日本_Ver3\char\SUB.LST.
Japanese | Translation |
---|---|
敵効率的使用共通副処理集団 DE <- キャラクタ-デ-タアドレス EN2CST : OAM SET ENSTCK : スクロ-ル チェック ENHNSB : はねかえり処理 CRENPL : VS プレイヤ-HIT チェック CRKNEN : VS プレイヤ-剣 HIT チェック ENBGCK : BG チェック ENMVCL : 移動的計算処理 |
Group of Efficient Common Enemy Subroutines DE <- Character Data Address EN2CST : OAM SET ENSTCK : Scroll Check ENHNSB : Bounce Back Processing CRENPL : Player Collision Check CRKNEN : Player Sword Collision Check ENBGCK : BG Check ENMVCL : Movement Calculation Processing |
Graphics Files
1.CGX
To do:
|
Original | Partially Assembled |
---|---|
2.CGX
To do: Compare these graphics to the final graphics files. |
Original | Partially Assembled |
---|---|
- 壁Ⅲ: Wall III
- 壁Ⅳ: Wall IV
- ダンジョンイレカエ: Dungeon Changeover
- ユカ4: Floor 4
- ゼルダの伝説: The Legend of Zelda
- もうひとりのシバハラ: Another Shibahara
- This subtitle is a pun on Marvelous: Mou Hitotsu no Takarajima, whose title means "Another Treasure Island". While Marvelous didn't come out until Oct. 26th, 1996, it started development "4 or 5 years" prior to its release.
- Shibahara is the nickname of programmer Takamitsu Kuzuhara.
- The Gojuuon
- ウラ地上(予): Dark World (Reserved)
3.CGX
To do: Compare these graphics to the final graphics files. |
Original | Partially Assembled |
---|---|
- 敵: Enemy
- An Armos statue and a Moblin.
- Pol's Voice.
ABC.CGX
To do: Compare them to the final graphics files. |
Original | Partially Assembled |
---|---|
Items, including the Bomb, Boomerang, Sword, Shield, Bow, Hookshot, Rod, Boots, Map, Compass, Key, Rupee, and Heart Container. The Flippers, Powder, and Bracelet are absent.