Subpages
Map Transition Playground
GOTODN EQU $
WORD 0002CH
;// 03.05.24 // WORD 0001AH
WORD 00013H,0001BH,0001BH,0001BH
;
WORD 0000AH,00003H,0001EH,00030H,00030H,00030H,00030H,00018H
WORD 00018H,00028H,00029H,00022H,00002H,00045H,00045H,00045H
WORD 0004AH,0004AH,00045H,00045H,00005H,00005H,00005H,00005H
WORD 00005H,00005H,00005H,00003H,00003H,00003H,0001BH,0007BH
WORD 0005EH,00070H,00040H,00040H,00040H,00040H,00000H,00075H
WORD 0000AH,00003H,00003H,00003H,0001BH,00003H,00058H,00047H
WORD 0005BH,00043H,00015H,00018H,00045H,00045H
Notes
Unsorted
- zel_cng has ground shikake with map options up to BF, but only defines castle gate stuff at 1B. zel_gsub (z00_gsub is technically different (newer?), but in no ways that concern me) might contain the final version of this data. zel-isub0 has the same data, but the castle gate stuff was commented out on 1991/06/03.
- zel_isub0 thinks that zel_mpdt has maps up to MAPDTH97, but it actually only goes up to 7F. Remnants of old spots? It also has map shikake that aren't in any other file.
- zel_mpd2 is the file that has spots MAPDTH80 to MAPDTH97. Also, mpd2 references may have references to what the maps were prior to spots.
- zel_mpd2 and MAP3.DAT are commented out in /com/zlmap.
- MAP3.DAT only has map squares 80 to 87.
- zel_mpdt has Light World and Dark World map IDs.
- z00_mpdt has only part of the Light World. The content is different too.
PNL Combos
- osr-st.PNL + hyrl.COL.BAK + hyrl-1.CGX.BAK
- siro.MAP + siro.PNL + tijo.COL + siro.CGX
- arimoto/yamada/7.PNL + arimoto/DELDA/m/khn7.CGX + arimoto/DELDA/soto/hyrl-1.COL
- arimoto/zelda/osr-st.PNL + arimoto/DELDA/soto/hyrl-1.CGX.BAK + tijo.COL
Dialogue
0048:
All right, let’s get out of here
@75@before the wizard notices. I
@76@know a secret path, but first
@7e,73@we have to go to the
@73@first floor. Let’s go!
0041:
Father, I was being held captive at the
castle, but [Link] was kind enough to
come to my rescue... ...
Listen, [Link], I want to protect this
kingdom. If the eight sages' seal is
dispelled, evil power will come rushing
in. Before that happens, you must defeat
the priest! I'm certain that if anyone
can do it, it's you.
0034:
Hrm. In order to defeat the priest, I
imagine you'll need the Master Sword,
an evil-banishing blade handed down from
antiquity. Pay a visit to the mayor.
I'll mark it on your map. One thing,
however - the castle will be hunting you
as a fugitive, so I'll keep Zelda here
with me to provide her safe harbour.
Keep at it!
0042:
[Link], take care of yourself!
I'll be here, praying for your
safety!