Development:The Legend of Zelda: A Link to the Past/Palettes
This is a sub-page of Development:The Legend of Zelda: A Link to the Past.
Contents
- 1 CORGENE
- 1.1 Overview
- 1.2 BAKUOBJ
- 1.3 BG32BIT
- 1.4 CHITEM
- 1.5 CHOBJ
- 1.6 CIJOBG
- 1.7 CIJOBG1
- 1.8 DANBSBG
- 1.9 DANCOR
- 1.10 DANJOBG
- 1.11 ENMYOBJ
- 1.12 KABEBG
- 1.13 KAGEOBJ
- 1.14 KENOBJ
- 1.15 KOUKABG
- 1.16 MAP2BIT
- 1.17 MAPCOR
- 1.18 MAPOBJ
- 1.19 OBJ2BIT
- 1.20 OBJJYO
- 1.21 PLAYCG
- 1.22 PLAYCG1
- 1.23 RODOOBJ
- 1.24 SOUSBG
- 1.25 TATEOBJ
- 1.26 TOKUOBJ
- 1.27 TOKUSYU
- 1.28 YUMIOBJ
CORGENE
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) |
- 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 |
---|---|---|
- | - |
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 |
---|---|---|
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 |
---|---|---|
- |
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 |
---|---|---|
- |
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 |
---|---|---|
- |
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 |
---|---|---|
- |
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 |
---|---|---|
- | - |
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 |
---|---|---|
- |
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 |
---|---|---|
ENMYOBJ
ENMYOBJ EQU BAKUOBJ+7*2*2 ;ENMY OBJ
The description reads "enemy objects".
zel_chra | zel_char | Overdump | zel_char1 |
---|---|---|---|
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 |
---|---|---|
- | - |
KAGEOBJ
KAGEOBJ EQU YUMIOBJ+4*1*2 ;KAGE
"KAGE" means "shadow".
zel_chra | zel_char | zel_char1 |
---|---|---|
- | - |
KENOBJ
KENOBJ EQU KAGEOBJ+4*1*2 ;KEN BEEM
"KEN" means "sword", while "BEEM" is a misspelled "beam".
zel_chra | zel_char | zel_char1 |
---|---|---|
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 |
---|---|---|
- |
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 |
---|---|---|
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 |
---|---|---|
- |
MAPOBJ
MAPOBJ EQU CHITEM+7*3*2
This label is absent in zel_chra.
zel_chra | zel_char | zel_char1 |
---|---|---|
- |
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 |
---|---|---|
- | - |
OBJJYO
OBJJYO EQU CORGENE ;obj jyouchyu
The description reads "persistent objects". It's absent in zel_chra.
zel_chra | zel_char | zel_char1 |
---|---|---|
- |
PLAYCG
PLAYCG EQU SOUSBG+7*10*2 ;PLAYER
zel_chra | zel_char | zel_char1 |
---|---|---|
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 |
---|---|---|
- | - |
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 |
---|---|---|
- | - |
TATEOBJ
TATEOBJ EQU KENOBJ+3*4*2 ;
"TATE" means "shield". This label is absent in zel_chra.
zel_chra | zel_char | zel_char1 |
---|---|---|
- |
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 |
---|---|---|
- | - |
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 |
---|---|---|
- |
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 |
---|---|---|
- | - |