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Area Transition Data

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

Entrances

The file 日本_Ver3\asm\zel_isub0.asm, which is an earlier version of zel_isub.asm, has a section called "Initial RAM set [Ground]". This section contains various tables that pertain to a selection of interior maps that have exits to the overworld.

For the overworld image that is used for the entrances, an image of the screen in the final game that corresponds to the hex value is used; however, note that the screen may have looked different at this time in development in mid-1991. The indoor cave/house/room images are from the Super Donkey prototype since those are roughly around the same time, mid-1991, as this source data has been identified as belonging to.

Some of the entrance values are also rough and not to be taken as exact gospel. For example, they may have been placeholder values that would roughly indicate to the developers for 05 that "this cave entrance will be in east Death Mountain" or for 1E that "this entrance will be in the Eastern Palace region" without giving the exact screen hex value yet.

Entrances: 1991-05 (Early)#

DDPMSRM#

Immediately below the previous table is a section called "DDPMSRM" (Dungeon Display Main & Sub Rooms) that was commented out on 1991/05/10. Because some of the map IDs are different compared to those in the table above, it's evident that some interior rooms once were in different locations on the underworld map compared to where they can be found in the Super Donkey proto.

0104

Link's House

0040

Hyrule Castle
(Unknown)

00F0

Cave to Death Mountain
(Left)

00F3

Mayor's Office
(Right)

00FB

00FF

004A

Eastern Palace 1F
(Middle)

Entrances: 1991-05 (Later)#

DROOMDT#

The data under the DROOMDT label is a table of interior map square IDs that dates from around the time of the Super Donkey proto (the first half of June, 1991).

0104

Link's House

0011

Sanctuary

00F0

Cave to Death Mountain
(Left)

00F3

Mayor's Office
(Right)

00FB

00FF

004A

Eastern Palace 1F
(Middle)

00E6

0180

ALttP_Dev-Spot-Master_Sword_Grove_0.png
ALttP_Dev-Spot-Master_Sword_Grove_1.png

Master Sword Grove

Entrances: 1991-06 (Early)#

STRMDT#

0104

0104

4LR

Link's House

0011

chapel

Sanctuary

00F0

doukutu -L

Cave to Death Mountain
(Left)

00F3

sontyo-R

Mayor's Office
(Right)

00FB

tunawatari -D

00FF

migisita-iriguti

004A

ura shinden

Eastern Palace 1F
(Middle)

00E6

doukutu2-L

0100

0L

Description

STRMD0#

STRMD0      EQU $
;             3Lu     3R
        WORD    00103H,00103H
;              5L     5R     6L     6R     7L     7R      8      9 
        WORD    00105H,00105H,00106H,00106H,00107H,00107H,00108H,00109H
;               A      B     CL     CR    1BL    1BR    1CL    1CR     
        WORD    0010AH,0010BH,0010CH,0010CH,0011BH,0011BH,0011CH,0011CH     
;                        20L    20R     10L    10R     11     12    13L    14L
        WORD    00120H,0020FH,00110H,00110H,00111H,00112H,00113H,00114H
;                        15L    test   test   test   test    1AL    14R
        WORD    00115H,00116H,00117H,00118H,00119H,0011AH,00114H,00000H
;
        WORD    00000H,00000H,00000H,00000H,00000H,00000H,00000H,00000H
        WORD    00000H,00000H,00000H,00000H,00000H,00000H,00000H,00000H
        WORD    00000H,00000H,00000H,00000H,00000H,00000H,00000H,00000H
        WORD    00000H,00000H,00000H,00000H,00000H,00000H,00000H,00000H
        WORD    00000H,00000H,00000H,00000H,00000H,00000H,00000H,00000H
;
;             H1     H2     H3     H4     H5     H6     H7     H8
        WORD    00067H,00068H,00069H,00049H,00057H,00058H,00047H,00055H

103

103

3Lu

3R

Kakariko Village
Inn

0105

0105

5L

5R

Description

010A

010B

A

B

Description

0120

020F

20L

20R

Description

0115

0116

15L

test

Description

[Five rows of 0000 omitted]

0067

0068

H1
ura mori hole-1

H2
-2

Description

Map Connections: 1991-06#

DMPDNRM#

DMPDNRM     EQU $       ; (MPDTNO)
;             104
        WORD    0002CH
;// 03.05.23 //     WORD    0001AH
;              11     60     61    62
        WORD    00013H,0001BH,0001BH,0001BH,0000FH,0005BH
;              F0     F1     D9    74      76     83     63     F2
        WORD    0000AH,00003H,0001EH,00030H,00030H,00030H,00030H,00018H
;              F3     F4     F5    F6      F7     F8     E8     E9
        WORD    00018H,00028H,00029H,00005H,00005H,00005H,00005H,00005H
;              FB     EB     FC    EC      FD     ED     FE     EE
        WORD    00005H,00005H,00005H,00005H,00005H,00005H,00005H,00005H
;              FF     EF     DF    F9      FA     EA     E0     38
        WORD    00005H,00005H,00005H,00003H,00003H,00003H,0001BH,0007BH
;                          4A     D2     48    57      58     56     39     0E 
        WORD    0005EH,00070H,00040H,00040H,00040H,00040H,00040H,00075H
;              E6     E7     E4    E5      55
        WORD    0000AH,00003H,00003H,00003H,0001BH,00000H,00000H,00000H
;
        WORD    00080H,00080H,00081H,00083H,00086H,0001EH

DMPDNRM (Map Connections)

0104

Link's House

Hyrule Field:
Link's House Exterior

0011

Sanctuary

Description

00F0

Cave to Death Mountain
(Left)

Description

00F3

Mayor's Office
(Right)

Description

00FB

Description

00FF

Description

004A

Eastern Palace 1F
(Middle)

Description

00E6

Description

0180

ALttP_Dev-Spot-Master_Sword_Grove_0.png
ALttP_Dev-Spot-Master_Sword_Grove_1.png

Master Sword Grove

ALttP Dev-Light World 1 (Pre-Agahnim)-80.png

Description

Warps

Earlier Data#

Ground Warps#

The file 日本_Ver3\asm\zel_isub0.asm has a section called "Initial RAM set [Warp] (IIT5000)". It contains a list of map square IDs that, judging from the label name, which can be interpreted as "Warp Map Data Number Room", seem to be related to places to which Link would have been able to warp.

WMPDNRM     EQU $       ; (MPDTNO)
        WORD    00003H,0000FH,00018H,0001BH,0001EH,00030H,00037H,0003BH

zel_isub0.asm also contains a section called "Initial RAM set [Danjyon] (IIT1000)". Among the large variety of information found within this section is a list of map square IDs under the label "Ground Warp Check Data". These appear to be directly connected to the list of IDs under the WMPDNRM label above. (A later version of the file, called zel_isub.asm, indicates that the GWPCKD data below was commented out on 1991-07-26.)

GWPCKD        EQU    $        ; ground warp check room
        WORD    000F9H,00182H,000F3H,00040H,00054H,00074H,0010AH,0010BH

Combining the map square IDs from WMPDNRM and GWPCKD results in the following table.

WMPDNRM (Exteriors)

03

Death Mountain:
Northwest

GWPCKD (Interiors)

F9

Spectacle Rock
[?]

Whirlpool Warps#

The file 日本_Ver3\asm\zel_isub.asm, which is a later version of zel_isub0.asm, adds a section called "Initial RAM set [Warp] (IIT6000)". It contains a list of map IDs for overworld map squares that have (or were originally going to have) a whirlpool warp spot.

WPCKRMD        EQU    $
         WORD    0000FH,00035H,00033H,00015H,0003FH,00012H
         WORD    0007FH,00055H

As can be seen in the images below, almost every one of these map square IDs is accurate to the final game, except for 35. It seems that the warp here may have been moved to 3E (the square below the large island in Lake Hylia), as that is the only final game map square with a whirlpool whose ID is missing from this list.

0F

35

33

15

3F

12

Hyrule Field:
Waterfall of Wishing

Lake Hylia:
Northwest

Great Swamp:
North Pond

Hyrule Field:
East of the Cemetery

Hyrule Field:
Southeastern Falls

Hyrule Field:
West of Sanctuary

7F

55

Dark World:
Southeastern Falls

Dark World:
East of Statue Garden

Later Data#

zel_isub.asm has a later version of WMPDNRM with an expanded list of map IDs. In this version, the developers appear to have combined the ground warp data and whirlpool warp data that they had previously defined discretely in WMPDNRM and WPCKRMD, respectively.

WMPDNRM     EQU $       ; (MPDTNO)
        WORD    00003H,00016H,00018H,0002CH,0002FH,00030H,0003BH,0003FH
;
        WORD    0005BH
;
        WORD    00035H,0000FH,00015H,00033H,00012H,0003FH,00055H,0007FH

In this table, a map square ID for the forced Ocarina warp to the top of the Pyramid of Power, unique to this version of the warp data, sits alone on the middle row.

Ground Warps

03

Death Mountain:
Northwest

Special Case Warps

5B

Pyramid of Power:
Northwest

Whirlpool Warps

35

Lake Hylia:
Northwest

Comparisons#

Finally, let's compare the data in the files above, and also compare it with the warp data in the final game.

Final Ocarina Warps#

zel_isub0's WMPDNRM

03

Death Mountain:
Northwest

zel_isub's WMPDNRM

03

Death Mountain:
Northwest

Final Ocarina Warps

0B

Death Mountain:
Southwest

Final Whirlpool Warps#

zel_isub's WPCKRMD

0F

Hyrule Field:
Waterfall of Wishing

zel_isub's WMPDNRM

35

Lake Hylia:
Northwest

Final Whirlpool Warps

3E

Lake Hylia:
Southeast

Holes

Rooms with Holes#

The file 日本_Ver3\asm\zel_data0.asm has a section called "Hole reset room data". It contains a list of map IDs for underworld map squares in which the player can fall into holes.

HLRMDT      EQU $
        WORD    00072H,00082H                   ; rou
        WORD    00040H,000C0H                   ; shisai
        WORD    00112H
        WORD    00056H,00057H,00058H,00067H,00068H,00049H   ; ura mori
        WORD    00098H,000D1H,000C3H,000A3H,000A2H,00092H   ; ura numa
        WORD    000A0H                      ;    "
;;;;;       WORD    00029H
        WORD    0004EH,0007FH,000AFH                ; ura mizuumi
        WORD    000F0H,000F1H,000E6H,000E7H
        WORD    000C6H,000C7H,000D6H,000B4H,000B5H,000C5H   ; kame
        WORD    00024H,000D5H                   ;  "
        WORD    000C9H                      ; omote shinden
        WORD    0002AH,0001AH,0004BH                ; ura shinden
        WORD    000BCH,00044H                   ; machi
        WORD    000FBH                      ; ura yama nise iriguchi
        WORD    0007BH,0007CH,0008BH,0008DH,0009BH,0009CH   ; ura yama no tou
        WORD    0009DH,000A5H,00095H,0001CH,0005CH,0007DH   ;       "
        WORD    0004CH,00096H                       ;       "
        WORD    00120H                      ; ice rod (hachi no iru dokuthu)
        WORD    0003CH                      ; urayama futtobashi iwa in
        WORD    00123H                      ; minna niwa naisyo dayo
;;;;;       WORD    00114H                      ; jyouhouya D

zel_data0.asm's HLRMDT

Castle Dungeon

0072

Agahnim

0040

Skull Woods

0112

0056

Swamp Palace

0098

00A0

;0029

Ice Palace

004E

Turtle Rock

00F0

00C6

0024

Eastern Palace

00C9

Palace of Darkness

002A

Thieves' Town

00BC

Ganon's Tower: False Entrance

00FB

Ganon's Tower

007B

009D

004C

Ice Rod (Cave with Bee)

0120

Ganon's Tower Dash Rock Entrance

003C

It's a Secret to Everyone

0123

Information Broker D

;0114

Room 0112 makes little sense until one sees that it looked like this in the era of the Super Donkey proto.

That said, room 0114 is the same hole-less room in the final game as it is in the Underworld maps from both Super Donkey and August '91.

Respawn Points

Respawn Rooms#

zel_isub0.asm contains RESTRMDT (Restart Room Data), an earlier list of map IDs for overworld map squares that have a spawn point.

RESTRMDT    EQU $       ; start room no.     <RMXYCT>
        WORD    00104H,00011H,00080H,00055H,00041H

The final data adds a couple more:

RESTRMDT    EQU $       ; start room no.     <RMXYCT>
        WORD    00104H,00012H,00080H,00055H,00051H,000F0H,000E4H

The table below compares the two versions.

zel_isub0's RESTRMDT

0104

Link's House

zel_isub's RESTRMDT

0104

LINK-HOUSE

Link's House