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

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

CORGENE

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.

Overview

The source code contains three different versions of a label called CORGENE, which is short for "COLOR GENERATOR".

  • zel_chra.asm
    • File Creation Date: 1990.03.06(TUE)
    • CORGENE Date: H2.03.06 15:30 (1990.03.06 at 03:30 PM)

Curiously, the offsets for labels from BG32BIT onwards appear to not fit this iteration of the CORGENE data properly. Corrections are denoted in parentheses in the Resolved Offset column of the table below. Also, CIJOBG and KOUKABG reference color data that doesn't exist. CORGENE ends at PLAYCG.

Label Offset Calculation Resolved Offset (Hex) (Correction, if applicable)
OBJ2BIT CORGENE 0000H
YUMIOBJ OBJ2BIT+4*10*2 0050H
KAGEOBJ YUMIOBJ+4*1*2 0058H
KENOBJ KAGEOBJ+4*1*2 0060H
DANJOBG KENOBJ+3*3*2 0072H
BG32BIT DANJOBG+7*10*2 00FEH
MAP2BIT BG32BIT+4*6*2 012EH (013EH)
RODOOBJ MAP2BIT+4*6*2 015EH (017EH)
BAKUOBJ RODOOBJ+4*4*2 017EH (019EH)
ENMYOBJ BAKUOBJ+7*2*2 019AH (01BAH)
TOKUOBJ ENMYOBJ+7*24*2 02EAH (030AH)
DANBSBG TOKUOBJ+7*8*2 035AH (035EH)
KABEBG DANBSBG+7*30*2 04FEH (0502H)
SOUSBG KABEBG+7*10*2 058AH (058EH)
PLAYCG SOUSBG+7*10*2 0616H (061AH)
CIJOBG PLAYCG+15*4*2 068EH (ABSENT)
KOUKABG CIJOBG+7*4*2 06C6H (ABSENT)


(Source: Mattrizzle)
  • zel_char.asm
    • File Creation Date: 1991.06.05(WED)
    • CORGENE Date: H3.06.05 14:28 (1991.06.05 at 02:28 PM)
    • Very similar to the date of the Super Donkey overdump prototype.
  • zel_char1.asm
    • File Creation Date: 1991.10.07(MON)
    • CORGENE Date: H3.10.07 22:40 (1991.10.07 at 10:40 PM)
    • Presumably the final game's palettes.

BAKUOBJ

BAKUOBJ  EQU 	  RODOOBJ+4*4*2		;BAKUHATU OBJ

The description reads "explosion objects". This label isn't present in the later versions of the CORGENE data.

zel_chra zel_char zel_char1
ALttP Dev-zel chra BAKUOBJ.png
- -

BG32BIT

BG32BIT  EQU      DANJOBG+7*10*2	;BG3 2BIT 

These palettes mostly seem to be for the inventory, which also uses 2 bit graphics and appears on the Background 3 layer in the final game. In later versions of CORGENE, this block also includes the palette for the dialogue text in the second row from the bottom. Applying the zel_char or Super Donkey prototype palette to the final game's text causes it to be brown. Perhaps this was an earlier colour for the dialogue text.

zel_chra zel_char zel_char1
ALttP Dev-zel chra BG32BIT.png
ALttP Dev-zel char BG32BIT.png
ALttP Dev-zel char1 BG32BIT.png

CHITEM

CHITEM  EQU       MAP2BIT+4*8*2   ;

The description is blank, but the label might translate to "change items". It's absent in zel_chra. A section of code in zel_char.asm titled "enmy cg set 2" (Set Enemy CG 2), which contained a reference to this label, was commented out on 1990.10.30. It seems to have been replaced by CHOBJ. In the final, this is replaced with a duplicate of the fourth sword palette, along with a few purple and black colors. Curiously, in zel_char and the Super Donkey overdump, this block seems to contain a fourth sword palette that isn't present in KENOBJ.

zel_chra zel_char zel_char1
-
ALttP Dev-zel char CHITEM.png
ALttP Dev-zel char1 CHITEM.png

CHOBJ

CHOBJ    EQU	  DANJOBG+7*12*2	  ;chengi obj

The description reads "change objects". It's absent in zel_chra. In zel_char and zel_char1, this block contains the palettes for medallion spells, the GAME OVER text, and objects which change into sprites when you pick them up (e.g. rocks, bushes, and pots).

zel_chra zel_char zel_char1
-
ALttP Dev-zel char CHOBJ.png
ALttP Dev-zel char1 CHOBJ.png

It seems to be linked to a section of code in zel_char.asm (earlier) and zel_char0.asm (final) that denotes "special objects". In the Super Donkey overdump, the SPOPTD and SPOCGD tables that follow this code (at 6B9B and 6BAB, respectively) still match the former version of the code rather than the latter, meaning that "tori" and "Nintendo presents" don't exist. This may suggest that the prototype lacked a title screen.

zel_char.asm zel_char0.asm
spoj0		EQU	001H		; reset
spoj1		EQU	003H		; fire
spoj2		EQU	005H		; ice
spoj3		EQU	007H		; flower
spoj4		EQU	009H		; thunder
spoj5		EQU	00BH		; bomber
spoj6		EQU	00DH		; jishin
spoj7		EQU	00EH		; "GAME OVER"
spoj0        EQU    001H        ; reset
spoj1        EQU    003H        ; fire
spoj2        EQU    005H        ; ice
spoj3        EQU    007H        ; flower
spoj4        EQU    009H        ; thunder
spoj5        EQU    00BH        ; bomber
spoj6        EQU    00DH        ; jishin
spoj7        EQU    00FH        ; "GAME OVER"
spoj8        EQU    011H+1        ; tori
spoj9        EQU    013H        ; 'Nintendo presents'

"Jishin" means "earthquake" and "tori" means "bird".

CIJOBG

CIJOBG	 EQU 	  PLAYCG+15*4*2		;CIJO BG 

The description reads "overworld backgrounds". Despite the label existing in zel_chra, the corresponding color data is missing.

zel_chra zel_char zel_char1
-
ALttP Dev-zel char CIJOBG.png
ALttP Dev-zel char1 CIJOBG.png

CIJOBG1

CIJOBG1	 EQU	  CIJOBG+7*30*2	  ;CIJO SOUSYOKU BG

The description reads "persistent overworld backgrounds". It's absent in zel_chra. Interestingly, this description seems to have been inexplicably swapped with CIJOBG's, as that block contains the overworld background palettes that stay consistent when scrolling between map squares. CIJOBG1 contains the palettes that are specific to certain locales on the overworld (e.g. the Sanctuary, Hyrule Castle, and Kakariko Village).

zel_chra zel_char zel_char1
-
ALttP Dev-zel char CIJOBG1.png
ALttP Dev-zel char1 CIJOBG1.png

DANBSBG

DANBSBG  EQU	  TOKUOBJ+7*8*2		;DANJYOU BASE BG

The description reads "dungeon base backgrounds". This label isn't present in the later versions of the CORGENE data. However, the same description is used by the "KENOBJ" labels in the later two files, which is odd, since the label itself means "sword object".

zel_chra zel_char zel_char1
ALttP Dev-zel chra DANBSBG.png
- -

DANCOR

DANCOR	 EQU	  MAPOBJ+7*3*2	  ;KABE BG

The description reads "wall backgrounds". It's absent in zel_chra, though it seems like that version's KABEBG, SOUSBG, and DANBSBG were merged into this block of colors.

zel_chra zel_char zel_char1
-
ALttP Dev-zel char DANCOR.png
ALttP Dev-zel char1 DANCOR.png

DANJOBG

DANJOBG  EQU      KENOBJ+3*3*2		;danjyou BG kouka OBJ 

The description reads "dungeon background effect objects". Despite this, some of these palettes are used in the overworld.

zel_chra zel_char zel_char1
ALttP Dev-zel chra DANJOBG.png
ALttP Dev-zel char DANJOBG.png
ALttP Dev-zel char1 DANJOBG.png

ENMYOBJ

ENMYOBJ	 EQU	  BAKUOBJ+7*2*2		;ENMY OBJ

The description reads "enemy objects".

zel_chra zel_char Overdump zel_char1
ALttP Dev-zel chra ENMYOBJ.png
ALttP Dev-zel char ENMYOBJ.png
ALttP Proto-SD ENMYOBJ.png
ALttP Dev-zel char1 ENMYOBJ.png

KABEBG

KABEBG	 EQU      DANBSBG+7*30*2	;KABE BG

The description means "wall backgrounds". This label isn't present in the later versions of the CORGENE data.

zel_chra zel_char zel_char1
ALttP Dev-zel chra KABEBG.png
- -

KAGEOBJ

KAGEOBJ  EQU      YUMIOBJ+4*1*2	  ;KAGE 

"KAGE" means "shadow".

zel_chra zel_char zel_char1
ALttP Dev-zel chra KAGEOBJ.png
- -

KENOBJ

KENOBJ	 EQU	  KAGEOBJ+4*1*2   ;KEN BEEM

"KEN" means "sword", while "BEEM" is a misspelled "beam".

zel_chra zel_char zel_char1
ALttP Dev-zel chra KENOBJ.png
ALttP Dev-zel char KENOBJ.png
ALttP Dev-zel char1 KENOBJ.png

KOUKABG

KOUKABG  EQU      CIJOBG+7*4*2		;KOUKA BG

The description reads "effect backgrounds". Despite the label existing in zel_chra, the corresponding color data is missing.

zel_chra zel_char zel_char1
-
ALttP Dev-zel char KOUKABG.png
ALttP Dev-zel char1 KOUKABG.png

MAP2BIT

MAP2BIT  EQU	  BG32BIT+4*6*2		;MAP 2BIT

These color palettes are shared by the dungeon map screen border and the prologue images in the final version.

zel_chra zel_char zel_char1
ALttP Dev-zel chra MAP2BIT.png
ALttP Dev-zel char MAP2BIT.png
ALttP Dev-zel char1 MAP2BIT.png

MAPCOR

;;;;;MAPCOR   EQU      DANCOR+15*72*2  ; MAP COLOR
;MAPCOR   EQU      DANCOR+15*120*2  ; MAP COLOR
MAPCOR   EQU      DANCOR+15*(6*20)*2  ; MAP COLOR

This label is absent in zel_chra.

zel_chra zel_char zel_char1
-
ALttP Dev-zel char MAPCOR.png
ALttP Dev-zel char1 MAPCOR.png

MAPOBJ

MAPOBJ	EQU	  CHITEM+7*3*2	

This label is absent in zel_chra.

zel_chra zel_char zel_char1
-
ALttP Dev-zel char MAPOBJ.png
ALttP Dev-zel char1 MAPOBJ.png

OBJ2BIT

OBJ2BIT	 EQU      CORGENE         ;2bit obj chengi 

The description reads "2 bit object change". However, there are no 2 bit objects in the final game. This label isn't present in the later versions of the CORGENE data.

zel_chra zel_char zel_char1
ALttP Dev-zel chra OBJ2BIT.png
- -

OBJJYO

OBJJYO	 EQU	  CORGENE	  ;obj jyouchyu 

The description reads "persistent objects". It's absent in zel_chra.

zel_chra zel_char zel_char1
-
ALttP Dev-zel char OBJJYO.png
ALttP Dev-zel char1 OBJJYO.png

PLAYCG

PLAYCG	 EQU	  SOUSBG+7*10*2		;PLAYER
zel_chra zel_char zel_char1
ALttP Dev-zel chra PLAYCG.png
ALttP Dev-zel char PLAYCG.png
ALttP Dev-zel char1 PLAYCG.png

See this section for more information on these early Link palettes.

PLAYCG1

;;;;PLAYCG1  EQU	  PLAYCG+7*5*2	  ;player cg2

A section of code in zel_char2.asm titled "Player water CG. set", which contained a reference to this label, was commented out on 1990.10.30. Color data fitting this description does not exist in any known version of the CORGENE data.

RODOOBJ

RODOOBJ	 EQU	  MAP2BIT+4*6*2		;ROTDO KOUKA OBJ

The description reads "rod effect objects". This label isn't present in the later versions of the CORGENE data.

zel_chra zel_char zel_char1
ALttP Dev-zel chra RODOOBJ.png
- -

SOUSBG

SOUSBG   EQU      KABEBG+7*10*2		;SOUSYOKU BG 

The description reads "decorative backgrounds". This label isn't present in the later versions of the CORGENE data.

zel_chra zel_char zel_char1
ALttP Dev-zel chra SOUSBG.png
- -

TATEOBJ

TATEOBJ EQU	  KENOBJ+3*4*2	  ;

"TATE" means "shield". This label is absent in zel_chra.

zel_chra zel_char zel_char1
-
ALttP Dev-zel char TATEOBJ.png
ALttP Dev-zel char1 TATEOBJ.png

TOKUOBJ

TOKUOBJ  EQU      ENMYOBJ+7*24*2	;TOKUSYU OBJ

The description reads "special objects". This label isn't present in the later versions of the CORGENE data, which instead have a similarly-named label called "TOKUSYU", which translates to "Special".

zel_chra zel_char zel_char1
ALttP Dev-zel chra TOKUOBJ.png
- -

TOKUSYU

TOKUSYU  EQU      KOUKABG+7*8*2   ;

A section of code in zel_char titled "tokusyu cg set" (Set Special CG), which contained a reference to this label, was commented out on 1991.02.20. Part of a section of code titled "Thunder CG. change", which also contained a reference, was commented out on 1991.06.05. The game's medallion spells are internally often prefixed with "sp" for "special", and "Thunder" is the internal name of the Ether spell. The medallion spell effect palettes were later incorporated into the block named "CHOBJ".

zel_chra zel_char zel_char1
-
ALttP Dev-zel char TOKUSYU.png
ALttP Dev-zel char1 TOKUSYU.png

YUMIOBJ

YUMIOBJ  EQU      OBJ2BIT+4*10*2  ;YUMI SCOP

"YUMI" means "bow", while "SCOP" means "shovel". This label isn't present in the later versions of the CORGENE data, where the shovel sprite uses a palette from the block labeled "OBJJYO".

zel_chra zel_char zel_char1
ALttP Dev-zel chra YUMIOBJ.png
- -