This is a sub-page of Development:The Legend of Zelda: A Link to the Past.
|
|
This needs some investigation. |
Internal Entity Names
Below is a list of the game's entities with their internal names.
00 to 1F#
# |
Name |
Translation |
Image |
Identification |
Used |
Notes |
|---|---|---|---|---|---|---|
00 |
KARAS |
Crow |
||||
01 |
HAGE0 |
Vulture 0 |
Vulture |
|||
02 |
SKHED |
Skeleton Head |
Stalfos Head |
|||
03 |
ESW01 |
(?) Switch 01 |
Correct Switch |
x |
||
04 |
ESW02 |
(?) Switch 02 |
Correct Pull Switch (Down) |
|||
05 |
ESW03 |
(?) Switch 03 |
Correct Pull Switch (Up) 1 |
x |
||
06 |
ESW12 |
(?) Switch 12 |
Incorrect Pull Switch (Down) |
|||
07 |
ESW04 |
(?) Switch 04 |
Correct Pull Switch (Up) 2 |
x |
||
08 |
OCTA1 |
Octorok 1 |
Octorok (?), Slarok |
|||
09 |
HAYAB |
Speedy Bug (Big) |
Moldorm |
|||
0A |
OCTA3 |
Octorok 3 |
Octorok (?) |
|||
0B |
NIWAT |
Chicken |
Cucco, (?) |
|||
0C |
OCTAM |
Octorok Orb |
Octorok Projectile |
|||
0D |
NYORO |
Wriggle |
Buzz Blob, Cukeman |
|||
0E |
PAKKN |
Pirahna Plant |
Snap Dragon |
|||
0F |
OCTBL |
Octo Balloon |
Octoballoon |
|||
10 |
OCTSS |
Octorok (Super Small) |
Mini Octorok |
|||
11 |
HINO0 |
Hino 0 |
Hinox3 |
|||
12 |
BUTA0 |
Pig 0 |
Moblin |
|||
13 |
MOTS1 |
Motos 1 |
Helmasaur |
|||
14 |
PLHIN |
Player In Hole |
||||
15 |
BABUL |
Bubble |
Bubble |
|||
16 |
JITON |
Old Man on Overworld |
Sahasrahla4, Aginah |
|||
17 |
SHIGE |
Bush |
Hoarder (Grass) |
This enemy is referred to as シゲミン (Shigemin) in the source code of Link's Awakening, suggesting it's a reference to Shigeru Miyamoto. |
||
18 |
HAYAM |
Fast Bug |
Mini-Moldorm |
|||
19 |
GOST0 |
Ghost |
Poe, Hyu |
|||
1A |
KAJIY |
Blacksmith |
Dwarven Swordsmiths |
|||
1B |
YATAM |
Arrow Orb |
Arrow Projectile |
|||
1C |
SEKZ4 |
Statue 4 |
||||
1D |
BEECK |
Bee Check |
||||
1E |
TAAMA |
Orb |
Crystal Switch |
|||
1F |
SINUB |
Dying Boy |
Bug-Catching Kid |
20 to 3F#
# |
Name |
Translation |
Image |
Identification |
Used |
Notes |
|---|---|---|---|---|---|---|
20 |
NAME0 |
Slug 0 |
Sluggula |
|||
21 |
REBA1 |
Lever 1 |
||||
22 |
LOPAA |
Roper |
Ropa |
|||
23 |
ZOOL1 |
Zol 1 |
Red Bari |
|||
24 |
ZOOL2 |
Zol 2 |
Blue Bari |
|||
25 |
WOOD1 |
Wood 1 |
Storytelling Tree |
|||
26 |
MOTS0 |
Motos 0 |
Hardhat Beetle |
|||
27 |
IWABO |
Rock Boy |
Deadrock |
|||
28 |
JOHOY |
Information Broker |
Storytelling Bird, Storytelling Hand, Storytelling Insect, Storytelling Octopus, Storytelling Tree |
|||
29 |
JIJII |
Old Guy |
Flute Boy's Father (?) |
|||
2A |
BABAA |
Old Lady |
Sweeping Lady |
|||
2B |
SLEEP |
Sleep |
Man Beneath the Bridge |
|||
2C |
NOKOG |
Saw |
Lumberjacks |
|||
2D |
PENKI |
Paint |
Painter |
x |
||
2E |
KUTUU |
Suffering |
Flute Boy |
|||
2F |
MEIR0 |
Maze 0 |
Race Game Woman |
|||
30 |
MEIR1 |
Maze 1 |
Race Game Man |
|||
31 |
ULANI |
Fortune Teller |
Fortune Teller |
|||
32 |
NOPPO |
Lanky |
Feuding Twins |
|||
33 |
PLHIK |
Player Pull |
||||
34 |
ONNAA |
Woman |
Informant Woman |
|||
35 |
HIGEE |
Beard |
Innkeeper |
|||
36 |
MAJOO |
Witch |
Witch |
|||
37 |
PLCHK |
Player Check |
Waterfall |
|||
38 |
KIANA |
Keyhole |
||||
39 |
SAKAS |
(?) |
Average Middle-Aged Man |
|||
3A |
DEMON |
Demon |
Mad Batter5 |
|||
3B |
BOOK0 |
Book |
||||
3C |
TKBOY |
(?) Boy |
Sahasrahla's Grandson |
|||
3D |
BABA1 |
Granny 1 |
Old Woman |
|||
3E |
ISHI0 |
Rock 0 |
Hoarder (Rock) |
|||
3F |
BARI0 |
Barricade Knight 0 |
Barricade Soldier |
40 to 5F#
# |
Name |
Translation |
Image |
Identification |
Used |
Notes |
|---|---|---|---|---|---|---|
40 |
BARI1 |
Barricade Knight 1 |
Agahnim's Tower Lightning Barrier |
|||
41 |
HEIS0 |
Soldier 0 |
Sword Soldier (Blue, Closed Helmet) |
|||
42 |
HEI00 |
Soldier 00 |
Sword Soldier (Green, Shield in Left Hand) |
|||
43 |
HEIS1 |
Soldier 1 |
Spear Soldier (Red, Open Helmet) (?) |
|||
44 |
HEIS2 |
Soldier 2 |
Sword Soldier (Blue, Open Helmet), Taros (Blue) |
|||
45 |
HEIS3 |
Soldier 3 |
Spear Soldier (Red, Open Helmet) (?), Taros (Red) |
|||
46 |
HEYA0 |
Soldier Arrow 0 |
Archer (Blue) |
|||
47 |
HEYA1 |
Soldier Arrow 1 |
Archer (Green, Hiding in Grass) |
|||
48 |
HEYA2 |
Soldier Arrow 2 |
Spear Soldier (Red, Closed Helmet) |
|||
49 |
HEYA3 |
Soldier Arrow 3 |
Spear Soldier (Red, Hiding in Grass) |
|||
4A |
HEBO0 |
Soldier Bomb 0 |
Bomb Soldier |
|||
4B |
ZAKO0 |
Small Fry 0 |
Sword Soldier (Green, Shield in Right Hand) |
|||
4C |
SUNA0 |
Sand 0 |
Geldman |
|||
4D |
USAG0 |
Rabbit 0 |
Toppo |
|||
4E |
HANA0 |
Bonito Shavings 0 |
![]() |
Popo (Fast) |
||
4F |
HANA1 |
Bonito Shavings 1 |
![]() |
Popo (Slow) |
||
50 |
TAMA0 |
Orb 0 |
||||
51 |
DOZOO |
Mud Statue |
Armos |
|||
52 |
ZORAB |
Zora (Big) |
King Zora |
|||
53 |
NOMOS |
Nomos |
Armos Knights |
|||
54 |
RANEM |
Lanmola |
Lanmola |
|||
55 |
ZORAS |
Zora (Small) |
[Water] Zora, Ku |
|||
56 |
ZORA2 |
Zora 2 |
[Land] Zora |
|||
57 |
SEKMV |
Statue Move |
Desert Palace Blocking Statue |
|||
58 |
KANI0 |
Crab 0 |
Sand Crab |
|||
59 |
TORI0 |
Bird 0 |
Master Sword Grove Bird |
|||
5A |
RISU0 |
Squirrel 0 |
Master Sword Grove Squirrel |
|||
5B |
SPARK |
Spark |
||||
5C |
SPARL |
Spark Left |
||||
5D |
CHAN0 |
(?) 0 |
||||
5E |
CHAN1 |
(?) 1 |
||||
5F |
CHAN2 |
(?) 2 |
||||
60 to 7F#
# |
Name |
Translation |
Image |
Identification |
Used |
Notes |
|---|---|---|---|---|---|---|
60 |
CHAN3 |
(?) 3 |
||||
61 |
NL777 |
(?) 777 |
Beamos |
|||
62 |
ATARS |
(?) Sword |
Master Sword |
|||
63 |
ARI00 |
Ant 00 |
Devalant (Blue) |
|||
64 |
ARI01 |
Ant 01 |
Devalant (Red) |
|||
65 |
YASAN |
Arrow Proprieter |
Shooting Gallery Keeper |
|||
66 |
HODIR |
Battery (Right) |
Cannon (Right) |
|||
67 |
HODIL |
Battery (Left) |
Cannon (Left) |
|||
68 |
HODID |
Battery (Down) |
Cannon (Down) |
|||
69 |
HODIU |
Battery (Up) |
Cannon (Up) |
|||
6A |
TEKU0 |
Iron Ball 0 |
Ball and Chain Soldier |
|||
6B |
TAIHO |
Cannon |
Cannon Soldier |
x |
||
6C |
HYUUU |
Fyuuu |
||||
6D |
NEZU0 |
Mouse 0 |
Rat, Buzz |
|||
6E |
HEBI0 |
Snake 0 |
Rope, Skullrope |
|||
6F |
KOMO0 |
Bat 0 |
Keese, Chasupa |
|||
70 |
MOTAM |
Motos Orb |
||||
71 |
RIVER |
Reaver |
Leever |
|||
72 |
BWAKO |
Lake |
Venus the Queen of Fairies, Cursed Fairy |
|||
73 |
OYAGI |
Pops |
Link's Uncle, Loyal Sage, Sanctuary Mantle |
|||
74 |
BOUSI |
Hat |
Running Man |
|||
75 |
SYOBY |
Trader |
Street Merchant |
|||
76 |
HELP0 |
Help 0 |
Princess Zelda |
|||
77 |
BIGBL |
Big Bubble |
||||
78 |
JOHBB |
Information Granny |
Sahasrahla's Wife |
|||
79 |
HACHI |
Bee |
Bee |
|||
7A |
SHSAI |
Priest |
Agahnim |
|||
7B |
SHTAM |
Priest Orb |
Agahnim Projectile |
|||
7C |
TELSA |
Teresa |
Stalfos (Green) |
|||
7D |
TRAP0 |
Trap 0 |
Large Trap6 |
|||
7E |
BAAR0 |
Bar 0 |
Guruguru Bar |
|||
7F |
BAAR1 |
Bar 1 |
Guruguru Bar |
80 to 9F#
# |
Name |
Translation |
Image |
Identification |
Used |
Notes |
|---|---|---|---|---|---|---|
80 |
HBTAM |
Snake Orb |
Winder |
|||
81 |
AMENB |
Water Strider |
Water Tektite |
|||
82 |
BABU2 |
Bubble 2 |
||||
83 |
MEDAM |
Eyeball |
Eyegore (Green), Goriya (Green) |
|||
84 |
MEDA2 |
Eyeball 2 |
Eyegore (Red), Goriya (Red) |
|||
85 |
SKELT |
Skeleton |
Stalfos (Yellow) |
|||
86 |
CHIBI |
Mini |
Kodongo |
|||
87 |
CHFIR |
Mini Fire |
Kodongo Fire |
|||
88 |
BIGKO |
Big Moth |
Mothula |
|||
89 |
BKFIR |
Big Moth Fire |
Mothula Fireball |
|||
8A |
HARI0 |
Needle 0 |
Small Trap |
|||
8B |
MIIRA |
Mummy |
Gibdo |
|||
8C |
PATAR |
Patra |
Arrghus |
|||
8D |
PATAM |
Patra Mini |
Arrghi |
|||
8E |
KAM01 |
Turtle 01 |
Terrorpin |
|||
8F |
SLIME |
Slime |
Zol, Slime |
|||
90 |
HANDS |
Hands |
Wallmaster |
|||
91 |
SKELB |
Skeleton (Big) |
Stalfos Knight |
|||
92 |
MOTSB |
Motos (Big) |
Helmasaur King |
|||
93 |
BYOYN |
Boyoing |
Bumper |
|||
94 |
AYASI |
Suspicious |
|
Pirogusu, (?) |
||
95 |
MEMER |
Eye-Eye Right |
Laser Eye (Right) |
|||
96 |
MEMEL |
Eye-Eye Left |
Laser Eye (Left) |
|||
97 |
MEMED |
Eye-Eye Down |
Laser Eye (Down) |
|||
98 |
MEMEU |
Eye-Eye Up |
Laser Eye (Up) |
|||
99 |
PENGI |
Penguin |
Pengator |
|||
9A |
FISH0 |
Fish 0 |
Kyameron |
|||
9B |
MAGIC |
Magic |
Wizzrobe |
|||
9C |
KUROR |
Black (?) |
Zoro |
|||
9D |
KUROD |
Black (?) |
Babusu |
|||
9E |
DACHO |
Ostrich |
Ostrich |
|||
9F |
USAGI |
Rabbit |
Rabbit |
A0 to BF#
# |
Name |
Translation |
Image |
Identification |
Used |
Notes |
|---|---|---|---|---|---|---|
A0 |
OOOMU |
Parrot |
Parrot |
|||
A1 |
ICMAN |
Ice Man |
Freezor |
|||
A2 |
ICBOS |
Ice Boss |
Kholdstare |
|||
A3 |
ICEBG |
Ice Background |
Kholdstare's Ice Shield |
|||
A4 |
ICTAM |
Ice Orb |
Ice Orb |
|||
A5 |
TEKI0 |
Enemy 0 |
Zazak (Blue) |
|||
A6 |
TEKI1 |
Enemy 1 |
Zazak (Red) |
|||
A7 |
SKEL2 |
Skeleton 2 |
Stalfos (Blue), Stalfos (Red) |
|||
A8 |
PATA0 |
Flap 0 |
Zirro (Green) |
|||
A9 |
PATA1 |
Flap 1 |
Zirro (Blue) |
|||
AA |
LIKE0 |
Like 0 |
Pikit |
|||
AB |
POLIW |
Polygon Woman |
Maiden |
|||
AC |
RINGO |
Apple |
Apple |
|||
AD |
HELP1 |
Help 1 |
Lost Old Man |
|||
AE |
DOKN0 |
Pipe 0 |
Pipe (Down) |
|||
AF |
DOKN1 |
Pipe 1 |
Pipe (Up) |
|||
B0 |
DOKN2 |
Pipe 2 |
Pipe (Right) |
|||
B1 |
DOKN3 |
Pipe 3 |
Pipe (Left) |
|||
B2 |
BEE00 |
Bee 00 |
Good Bee |
|||
B3 |
SEKBN |
Stone Tablet |
Stone Tablet |
|||
B4 |
TAKAR |
Treasure |
||||
B5 |
BAKDN |
Bomb |
Bomb Shopkeeper |
|||
B6 |
SARKK |
Monkey Kiki |
Kiki the Monkey |
|||
B7 |
TEKBB |
Enemy (?) |
Blind's Maiden Disguise |
|||
B8 |
D_0_9 |
D_0_9 |
x |
|||
B9 |
SITO0 |
(?) |
Bully, Bully's Friend |
|||
BA |
UZUMK |
Vortex |
Vortex |
|||
BB |
SAMTM |
Sometime |
Dark World Shopkeepers |
|||
BC |
RYOKI |
Tourist |
||||
BD |
EYEBS |
Eye Boss |
Vitreous |
|||
BE |
EYETM |
Eyeball |
Eyeball |
|||
BF |
EYEBM |
Eye Beam |
Eye Beam |
C0 to DF#
# |
Name |
Translation |
Image |
Identification |
Used |
Notes |
|---|---|---|---|---|---|---|
C0 |
NAMAZ |
Catfish |
Catfish |
|||
C1 |
SDEMO |
Priest (Cutscenes) |
Agahnim (Cutscenes) |
|||
C2 |
IWAGO |
Stone Roll |
Boulder |
|||
C3 |
AMEBA |
Amoeba |
Gibo |
|||
C4 |
Theft |
Theft |
Thief, Pikku |
|||
C5 |
BGBM0 |
Big Beam 0 |
||||
C6 |
BGBM1 |
Big Beam 1 |
||||
C7 |
DARUM |
Daruma |
Hokkubokku (?) |
|||
C8 |
IZUMI |
Fountain |
Great Fairy |
|||
C9 |
TEKTA |
Tektite |
Tektite (Blue), Tektite (Red) |
|||
CA |
WANWAN |
Chain Chomp |
Chain Chomp |
|||
CB |
KAMBS |
Turtle Boss |
Trinexx |
|||
CC |
KAMBR |
Turtle Boss (Red) |
Trinexx (Fire Head) |
|||
CD |
KAMBB |
Turtle Boss (Blue) |
Trinexx (Ice Head) |
|||
CE |
CTBOS |
City Boss |
Blind |
|||
CF |
MDARM |
Moldorm |
Swamola |
|||
D0 |
RINEL |
Lionel |
Lynel |
|||
D1 |
DOOMO |
Doumo |
Bunny Beam, Smoke Cloud |
|||
D2 |
JFISH |
Jump Fish |
Jumping Fish |
|||
D3 |
ABATA |
A Flap |
Stal |
|||
D4 |
ZIRAI |
Landmine |
Landmine |
|||
D5 |
ANAHO |
Hole Dig |
Digging Game Keeper| |
|||
D6 |
GANON |
Ganon (Normal) |
Ganon |
|||
D7 |
GANO2 |
Ganon 2 (Last) |
Ganon |
|||
D8 |
HART1 |
Heart 1 |
Recovery Heart |
|||
D9 |
RUPYR |
Rupee (Red) |
Rupee (Green) |
|||
DA |
RUPYY |
Rupee (Yellow) |
Rupee (Blue) |
|||
DB |
RUPYB |
Rupee (Blue) |
Rupee (Red) |
|||
DC |
BOMB1 |
Bomb 1 |
Bomb (1) |
|||
DD |
BOMB2 |
Bomb 2 |
Bombs (4) |
|||
DE |
BOMB3 |
Bomb 3 |
Bombs (8) |
|||
DF |
TUBO1 |
Jar 1 |
Magic Jar (Small) |
E0 to FF#
# |
Name |
Translation |
Image |
Identification |
Used |
Notes |
|---|---|---|---|---|---|---|
E0 |
TUBO2 |
Jar 2 |
Magic Jar (Large) |
|||
E1 |
YAAA1 |
Arrow 1 |
Arrows (5) |
|||
E2 |
YAAA2 |
Arrow 2 |
Arrows (10) |
|||
E3 |
YOSEI |
Faerie |
Faerie |
|||
E4 |
KAGI0 |
Key 0 |
Small Key |
|||
E5 |
KAGI1 |
Key 1 |
Big Key |
|||
E6 |
PTATE |
Player Shield |
||||
E7 |
KINOK |
Mushroom |
Mushroom |
|||
E8 |
SUKAS |
Disappointment Sword |
Illusory Master Sword |
|||
E9 |
MJSY1 |
Witch Shop 1 |
Apprentice |
|||
EA |
UTUWA |
Container |
Heart Container |
|||
EB |
UTUBK |
Container Break |
Piece of Heart |
|||
EC |
ITEMN |
Thrown Item |
||||
ED |
LINE0 |
Line 0 |
Cane of Somaria Platform |
|||
EE |
OOISU |
Big Chair |
Castle Mantle |
|||
EF |
LINE1 |
Line 1 |
x |
|||
F0 |
LINE2 |
Line 2 |
x |
|||
F1 |
LINE3 |
Line 3 |
x |
|||
F2 |
MONOR |
Monolith |
||||
F3 |
DOOOR |
Door |
[Undefined] |
x |
||
F4 |
IWAST |
Boulder Set |
[Undefined] |
x |
||
F5 |
ESET0 |
Enemy Set 0 |
[Undefined] |
x |
||
F6 |
TAMS0 |
Orb Set 0 |
[Undefined] |
x |
||
F7 |
TAMS1 |
Orb Set 1 |
[Undefined] |
x |
||
F8 |
SKST0 |
Skeleton Set 0 |
[Undefined] |
x |
||
F9 |
SKST1 |
Skeleton Set 1 |
Stalfos (White), Stalfos (Yellow) |
[?] |
||
FA |
HEBST |
Snake Set |
[Undefined] |
x |
||
FB |
BCONT |
Background Control |
[Undefined] |
x |
||
FC |
SLST0 |
Slime Set |
[Undefined] |
x |
||
FD |
HNDST |
Hands Set |
[Undefined] |
x |
||
FE |
YKDW0 |
Floor Down 0 |
[Undefined] |
x |
||
FF |
YKDW1 |
Floor Down 1 |
[Undefined] |
x |
Changed Entities
Some entities have older code that indicates that they started life as one thing and were converted into something else over the course of development.
HYUUU - Warp Tile#
In the final game, HYUUU (entity 6C) is a mirror portal. However, in 日本_Ver3\asm\zel_enmy21.asm, this entity is an "ON MAP FAILY" (fairy) which moves around and heals the player for 20 hearts. Its name is an onomatopoeia for whistling through the air.
KAMBS - Trinexx#
Trinexx has multiple variants of its heads and shells in the Imamura folder data, and it seems a lot of effort went into developing this boss. The plain turtle-like shell may suggest that the developers at one time planned a boss that embodied the concept of the Turtle Rock dungeon closely but then iterated on the idea until they came to what we see in the final game. The simpler turtle-like shells with and without spikes are in the graphics data with modified dates of 08-11-1991, while the file containing the rock-like shells closer to the final has a modified date of 09-03-1991.
kame.CGX, kamebg.CGX, kamebg2.CGX |
|---|
The earlier shells contain no added holes for additional necks and heads, though what this implies is uncertain - it could be as simple as the concept at that time being that all of the creature's heads would emerge from the front portion of the shell rather than two emerging from the sides as in the final game, but the initial concept as far as the boss phases and behavior could also have been radically different from what we see in the final game in a way the graphics assets can only hint at.
There are also some less important components found in the same files containing the main body and heads: a few sets of potential legs and varied fireballs.
KIANA - Wall Trigger#
In the final game, KIANA is an invisible trigger used on the green Eyegore statue in the Palace of Darkness which moves a wall when shot with an arrow. However, its name translates to "keyhole", and this is connected with its earlier incarnation. In the Super Donkey proto, KIANA uses the keyhole graphic found at the bottom of most dungeon sprite sets. Both the proto and zel_enmy2s.asm, which is an earlier version of zel_enmy2.asm, contain code related to it being a keyhole.
There's still a keyhole graphic associated with it in the final game.
NOMOS - Armos Knights#
Some slightly different Armos Knights spritework on a sheet that also contains a few other enemy sprites. Note it is not certain that this is the proper palette file since no other file matches the file name of ob.cgx. The sheet also contains a sketch by one of the developers in the upper right corner.
ob.CGX [90-12-26] |
|---|
An example of the behavior of prototype AI for the Armos Knights, which has them colliding with each other. This version of the AI certainly makes the fight more difficult than in the final game, as it makes the Knights move in more chaotic and less predictable patterns.
Armos Knights Prototype AI |
|---|
(Source: Delda)
PATAR - Arrghus#
This is one of the more interesting unused enemy sprites found among the many non-Link sprites that are also included in the chivilink.cgx file despite its name referencing Link. It is possible that this may be a prototype of Arrghus, given that it looks vaguely similar, although they are also very distinct in the details despite the similarities of their overall body plan. Without a file name association or other context hints, however, it is not one hundred percent certain if this is a concept that led to the final game's Arrghus.
chivilink.CGX |
Final |
|---|---|
Note that the portion of the palette that is used must be adjusted for the sprite to look like this and it may not be correct or intended. However, compared to the other palette choices possible, it makes enough sense to allow the viewer to at least get an impression of what the sprite looks like, while many other possibilities would yield what looks like error garbage. Of the many palette combinations possible from the file, this is the one that looks closest to correct yet found.
(Source: Delda (native resolution version of sprite))
PENKI - Painter#
In the final game, PENKI (entity 2D) is an NPC with garbled graphics who displays one of the Telepathic Tile messages when interacted with. However, its graphics from the prototype reveal that it used to be a painter NPC. See here for more details.
SEKZ4 - Stone Statue#
This entity's name translates to "Stone Statue 4". In the final game, it's a stone statue that the player can push, as seen at right, but code in zel_enmy.asm indicates that it used to be an enemy. It would shoot lasers from its eyes at the player, making use of an unused entity appropriately known as LESER.
The older version of the code for it was moved below the END tag in zel_enmy.asm, meaning that it's neither read nor used. The code for this entity in the Super Donkey proto is similar to its final incarnation. Despite this, the prototype still has graphics for the older version:
Removed Entities
There are countless removed entities. Here are a few.
Bosses#
DRGN1 - Dragon#
A number of "enmy" files, such as 日本_Ver3\asm\zel_enmy.asm, contain code for a removed Dragon entity that could turn its head to search for the player and breathe fire.
DRGN1 Movement Engine#
DRGN1 uses a jump table to define its behavior into different states.
DRGN1MV EQU $
;; LDA <KEYA2
;; AND #00001000B
;; BEQ DRM00
;; INC ENCHPT,X
;; LDA ENCHPT,X
;; CMP #10H
;; BCC DRM00
;; STZ ENCHPT,X
;;DRM00 EQU $
;;;
JSR DRGN1CT
...
DRGN1 Neck Search#
D1KBMK represents the dragon's movement pattern in terms of X and Y speeds. Each entry corresponds to a specific angle at which the dragon will move:
- The first entry (Y-axis) shows that the dragon's Y speed is 0 for the first 7 angles, and then it increases to 2 for the remaining angles.
- The second entry (X-axis) follows the same pattern as the Y-axis, with the X speed being 0 for the first 7 angles and then increasing to 2 for the remaining angles.
D1KBM2 table is divided into four rows, each representing a different phase of movement. Each entry in the row corresponds to a specific angle at which the dragon will move. The values in the table represent the direction of movement; for example, 0 indicates no movement, and positive values indicate movement in a specific direction.
D1KBMK EQU $ ; only 80h angle serch data !
;;;;;;; xspd->
BYTE 0,0,0,0,0,0,0,2 ; Y
BYTE 0,0,0,0,0,0,0,2 ; |
BYTE 0,0,0,0,0,0,0,2 ; V
BYTE 0,0,0,0,0,0,0,2
BYTE 0,0,0,0,0,0,0,1
BYTE 0,0,0,0,0,0,0,1
BYTE 0,0,0,0,0,0,0,1
BYTE 0,0,0,0,1,1,1,1
D1KBM2 EQU $
BYTE 0,1,2,0
BYTE 4,3,2,0
BYTE 0,7,6,0
BYTE 4,5,6,0
;----
D1KBSH EQU $
TXA
EOR <FRCNT
AND #07H
BNE DKS080
;
LDA #07H
JSR PSERCH
LDA <WORK0
BPL DKS010
EOR #0FFH
INC A
DKS010 EQU $
ASL A
ASL A
ASL A
STA <WORK2
LDA <WORK1
BPL DKS020
EOR #0FFH
INC A
DKS020 EQU $
ORA <WORK2
TAY
LDA <WORK1
ASL A
LDA <WORK0
ROR A
LSR A
LSR A
LSR A
LSR A
AND #00001100B
ORA D1KBMK,Y
TAY
LDA D1KBM2,Y
STA ENCMKI,X
DKS080 EQU $
RTS
DRGN1 Action Table#
Resets the animation clock and controls the entity's AI state.
DRGN1CT EQU $
STZ ENCTFG,X
;
LDA ENSTAT,X
JSL >JSRSUB
WORD D1WAIT
WORD D1LONG
WORD D1MOVE
WORD D1FIRE
DRGN1 Wait#
Gets the player's position, and does not proceed if the player is too far away.
D1STAL EQU $
BYTE 080H,080H,000H,000H
D1STAH EQU $
BYTE 000H,001H,000H,001H
;
D1WAIT EQU $
JSR EPXYCK
LDA <WORKE
CLC
ADC #30H
CMP #060H
BCS D1W030
LDA <WORKF
CLC
ADC #30H
CMP #60H
BCS D1W030
;
INC ENSTAT,X
;
LDA D1STAL,Y
STA ENWRK1,X
LDA D1STAH,Y
STA ENWRK0,X
D1W030 EQU $
RTS
DRGN1 Long#
Designates which graphics for the entity to use, as well as preparing a movement timer.
D1LONG EQU $
LDA FRCNT
AND #01H
BNE D1L030
;
INC ENCHPT,X
LDA ENCHPT,X
CMP #20H
BNE D1L030
;
INC ENSTAT,X
LDA #80H
STA ENTIM2,X
D1L030 EQU $
RTS
DRGN1 Move#
From here on, DRGN1 alternates between this action and the next one.
DRGN1 searches for the player, shooting its neck in the direction of Link, and then likely breathes fire as a form of attack. The animation behind the fire attack is handled in the movement engine of the entity.
D1MOVE EQU $
JSR D1KBSH ; kubi muki serch !
;
LDA ENWRK1,X
CLC
ADC #00H
STA ENWRK1,X ; angle
LDA ENWRK0,X
ADC #00H
AND #01H
STA ENWRK0,X
;
LDA ENTIM0,X
BNE D1CT12
;
LDA ENMUKI,X
AND #01H
TAY
LDA ENWRK2,X
CLC
ADC D1CTAD,Y
STA ENWRK2,X
CMP D1CTLM,Y
BNE D1CT12
;
LDA #30H
STA ENTIM0,X
;
INC ENMUKI,X
D1CT12 EQU $
LDA ENTIM2,X
BNE D1CT32
;
LDA #07FH
STA ENTIM1,X
;
INC ENSTAT,X
D1CT32 EQU $
RTS
DRGN1 Fire#
Returns to the previous action to prepare another attack after setting timers and animation clock.
D1FIRE EQU $
LDA #01H
STA ENCTFG,X
;
LDA ENTIM1,X
BNE D1F010
;
LDA #080H
STA ENTIM2,X
DEC ENSTAT,X
D1F010 EQU $
RTS
MOTSB - Helmasaur King (Early)#
zel_enmy3.asm contains two sections of code for the Helmasaur King, both of which use the header "Motos big Big". ("Motos" is the internal name for the entity, while "Big" denotes a boss entity. The second section is an older version of the Helmasaur King, which matches graphical data found in the Super Donkey proto.
The code indicates that the old version of the boss didn't have a breakable mask, and Link likely targeted its tail to take it down. This may be connected to the Helmasaur King exploding from its tail upward when it is defeated in the final game.
Unassembled graphical data for this entity can be seen above.9
TTN01 - Darknut#
Unassembled graphical data for this entity can be seen above.10
ZORAB - King Zora#
|
|
To do: |
日本_Ver3\asm\zel_enmy2.asm and an older version of the file called zel_enmy2s.asm contain a bevy of commented-out code related to King Zora once serving as a boss rather than a friendly NPC. Indeed, his entity name is short for "Zora (Big)", the naming convention used for several other bosses. The code appears to indicate that he would shoot projectiles ("ZBTAM", translating to Zora (Big) Orb) at you, and spawn smaller Zora (ZORA2).
A JSR to the item drop function for this boss in 日本_Ver3\asm\zel_enmy1.asm appears to have been commented out on 1991-07-23, perhaps indicating when he was removed as a boss.
ZBI000 EQU $
;7/23 JSR BOSSIT
More information regarding King Zora dropping the Zora Flippers upon defeat can be found here.
Two versions of a map that once appeared to connect to the northeast quadrant of Zora Falls and may have been a boss arena can be seen here.
Characters#
GAKI - Kids#
There are two unused child NPCs with similar names: GAKII and GAKI1. They translate to "Kid" and "Kid 1", respectively. The graphics for both of these entities are found in SAITO.CGX, an early graphics file in the /char/ directory of the Japanese source code.
GAKII#
This entity is a girl with horizontal running frames. Though she has a commented-out instance loaded in map square FC in all three versions of the underworld entities-by-area list. Her tile data is labeled GAKIICD.
|
|
GAKI1#
This entity is a boy with horizontal running frames. He's not referenced in any version of the overworld and underworld entities-by-area lists, so it's not clear where he was intended to appear. His tile data is labeled GAKI1CD.
|
|
HEIT - Soldiers#
Two unused soldier entities known as HEITI and HEIT1. "Heishi" means soldier, but it's unknown what "heiti" means. "Heichou", which can also be romanized as "heityou", means "soldier leader", so it's possible that their names derive from this word.
Both entities have code for displaying message 0000, which suggests that they were NPCs. This message ID simply contains a "Message End" control code, so it's not very revealing.
HEITI#
The graphics for HEITI are found in SAITO.CGX. He's a guard with a spiked helmet positioned below the sprites for enemy soldiers. He has only one stationary pose. The tiles for his spear are in different places than the tile map data in zel_enmy21.asm, suggesting there may have been another iteration of the Kakariko NPC graphics sets that's lost to us.
HEIT1#
The graphics for HEIT1 can also be found in the same file. His tile data is labeled HEIT1HD and HEIT1BD.
|
|
||
|
|
JIJI - Old Men#
These entities' names translate to "Gramps". There's a JIJI1 and a JIJI2, not to be confused with the used entity JIJII.
JIJI1#
The source code doesn't indicate where JIJI1 would have appeared in the game. There's still some code for him in zel_enmy2.asm, but it was moved to below the file's END tag, meaning that it's neither read nor used. His tile data is labeled JIJI1CD, but it's been stubbed out.
JIJI2#
JIJI2 was the Mayor of Kakariko Village, a character who was evidently merged with Sahasrahla in the final game. More info on him can be found here. In the oldest version of the entities-by-area list (zel_endt3), there's a commented-out entry that places him at Y:12,X:39 in overworld map square 19, pictured below. In the later two versions (zel_endt2 and zel_endt), he's loaded at Y:12,X:41.
His graphics can be found in SAITO.CGX. He's a walking old guy who looks like a cross between the Lost Old Man and Flute Boy's Father. The animation for JIJI2 was assembled by combining graphical data and palettes from the leftover data in the Super Donkey proto with rendering code left over in the source code files.
MURMK - Woodcutter's Assistant#
This entity's name is short for "mura maki", which means "village firewood". He's an assistant to the Woodcutter below. The source code doesn't indicate where he would have appeared in the game.
There's still some code for the entity in zel_enmy2.asm, but it was moved to below the file's END tag, meaning that it's neither read nor used.
The animation for MURMK was assembled by combining graphical data and palettes from the leftover data in the Super Donkey overdump with rendering code left over in the source code files.
MURON - Woodcutter#
The "MUR" part of this entity's name translates to "village", but it's unclear what the "ON" part means. The source code doesn't indicate where he would have appeared in the game.
There's still some code for the entity in zel_enmy2.asm, but it was moved to below the file's END tag, meaning that it's neither read nor used.
The animation for MURON was assembled by combining graphical data and palettes from the leftover data in the Super Donkey overdump with rendering code left over in the source code files.
MURYA - Village Archer#
This entity's name is short for "mura ya", which means "village arrow". The source code doesn't indicate where he would have appeared in the game.
There's still some code for the entity in zel_enmy2.asm, but it was moved to below the file's END tag, meaning that it's neither read nor used.
The animation for MURYA was assembled by combining graphical data and palettes from the leftover data in the Super Donkey overdump with rendering code left over in the source code files.
SNTAK - Village Launderess#
This entity's name is short for "sentaku", meaning "laundry". The source code doesn't indicate where she would have appeared in the game.
Her code can be found in zel_enmy21.asm. Two different versions of her exist inSAITO.CGX': One version appears alongside the Witch and the Fisherman (this version's graphics survived into the Super Donkey proto), and another next to the Innkeeper and the sprites for another woman entity who shares the same head with her.
Unknown NPCs#
Fisherman#
No entity connected to the Fisherman has been found. His graphics were replaced with the ones for JITON (Sahasrahla and Aginah) in the Super Donkey proto.
Graphics for this entity are found in the following file:
- 日本_v3/char/SAITO.CGX
- Actual last modified date has been lost. Has the internal date stamp 1990-02-23.
Cat & Dog#
Graphics for these entities are found in the following file:
- NEWS_04/home/arimoto/tomita/A_1.CGX
- Last modified on 1991-09-17. Has the internal date stamp 1990-12-26.
Enemies#
AYAS - Pirogusu#
|
|
To do: |
BATTA - Grasshopper#
There are two versions of the code for this entity: an earlier version in zel_enmy.lst and a later version in zel_enmy.asm. In the latter, the code was moved below the file's END tag, meaning that it's neither read nor used.
It has two actions associated with it: standing still and jumping.
Graphics associated with this enemy are found in two artist workspace files:
- NEWS_05/home/watanabe/ZELDA/thunder.CGX
- Last modified on 1990-10-28. Has the internal date stamp 1990-04-24.
- NEWS_05/home/watanabe/ZELDA/ice.CGX
- Last modified on 1991-10-16. Has the internal date stamp 1990-12-26.
They can also be found in the Super Donkey proto, but in this incarnation there are only two frames instead of three. Additionally, the graphical offsets found in the don't fit the entity's character data table in either of the two source code files or the prototype itself.
It looks a bit similar to a Helmasaur.
BUBUU - Early Moblin#
Code comments suggest that this entity would wield a spear.
It appears to be an earlier version of BUTA0 (the Moblin entity), and a later (or alternate) version of the removed SARU1 (a monkey), as both have nearly identical code in the source files. Only some values differ in a few tables, and SARU1 has a couple of commented-out lines of code.
BUBUU has similar OAM tile map data to BUTA0. "Bubuu" means "oink oink", while "Buta0" means "Pig 0", so their names are similar too.
These graphics from the Super Donkey proto match the OAM tile map of this entity, though its code doesn't exist in the proto.
(Code Comparisons: Mattrizzle)
HEBI1 - Coiled Snake#
|
|
To do: |
IWAOO - Jumping Rock#
|
|
To do: |
JAKIO - Scythe Ghost#
|
|
To do: |
A sickle-wielding ghost. Its code comments suggest that it would appear and disappear on a random timer, possibly in a puff of smoke.
KWAUS - Otter Man#
Two entities in the code pertain to Kawauso-kun, a man in an otter costume from the manga [https://en.wikipedia.org/wiki/Utsurun_Desu. Utsurun Desu.] "Kawauso" means "otter".
The first entity, KWAUS, was removed from the final game. 日本_Ver3\asm\z00_enmy.asm indicates that this entity, marked "NO USE (DAMMY)", was once number 19.
The second, KWAU1, was overwritten by entity 16, JITON, the entity used for Sahasrahla and Aginah. In 日本_Ver3\asm\z00_enmy.asm, it's marked as "NO USE (DAMMY)" and numbered 1A.
Kawauso-kun was also evidentially once part of Super Mario World, as evidenced by the sprite sheets found in the Gigaleak which have graphics for him. (An example is pictured above. The same graphics file can be found in the /char/ directory of the ALttP source code for the Japanese release.)
KOKE1 - Moss#
|
|
To do: |
This entity's name may translate to "moss". Its code indicates that it had hands and a body, as well as three actions: walking, stopping, and using its hands. It would change direction when it came into contact with a terrain obstacle.
MANY - Keronpa#
MANY1#
|
|
To do: |
MANY2#
|
|
To do: |
MIHA0 - Watchman#
|
|
To do: |
This entity is described as a "Mihari heishi" (lookout soldier). Its code in zel_enmy21.asm and zel_enmy2s.asm (earlier versions of zel_enmy2.asm) indicates that it would rotate in different directions and search for the player.
There's still some code for the entity in zel_enmy2.asm, but it was moved below the file's END tag, meaning that it's neither read nor used.
The Watchman has a function which stores a zero at a RAM address label called MIHAFG, meaning "Watchman Flag". (It was replaced with OJBKFG, meaning "object bank flag", which can be found in RAM at 7E0FC6 in the final game.) Two other entities once checked this address in now-commented-out lines of code: TAIHO (Cannon Soldier) and HEBO0 (Bomb Soldier). Based on this, it seems that the Watchman was able to alter the behavior of other Soldier enemies if they were accompanying him. Unfortunately, it's not clear how they would be affected, as related functions were stubbed out.
(Watchman Deep Dive: Mattrizzle)
OCTA - Octoroks#
The final game has entities called OCTA1 (entity 08, a regular Octorok) and OCTA3 (entity 0A, an Octorok that has a four-way shot attack), but it's missing OCTA2 and OCTA4, which are referenced in the source code.
OCTA2#
OCTA2 survived longer than OCTA3. Its code comments indicate that it had a rapid-fire shot attack.
OCTA4#
The entity that became OCTA3 in the final game was originally labelled OCTA4 in zel_enmy.lst, a much earlier version of zel_enmy.asm. Code comments indicate that it had a "spin uchi" (spin shot) attack. It appears that the original OCTA3, whose code comments indicate that it was intended to have a "tame uchi" (charge shot) attack, was never finished. Even in zel_enmy.list, the commented-out code just branches to the movement code of OCTA1, meaning it would've behaved identically.
By the time of the Super Donkey proto, OCTA4 was already replaced by NIWAT (the Cucco) in the entity list, and OCTA3 had its final behavior.
(Octorok Deep Dive: Mattrizzle)
OHYES - OHYES!#
|
|
To do: |
The actions for this entity suggest that it could "search", "look", "stop", and "charge".
PONPK - Dancer#
The actions for this entity include two movement patterns and a "stop (rock)" mode.
The above graphics in chivilink.CGX are a perfect match for the values in the PNPKCD0, PNPKCD1, and PNPKCD2 tables in zel_enmy.asm.
PORT - Poltergeist#
The earliest extant version of the entities-by-area list for the underworld in 日本_Ver3\asm\zel_endt3.asm indicates that PORT1 would have appeared in underworld map square 38, but was commented out on 1991-04-12. Unfortunately, this map square is empty in the earliest extant version of the underworld map found in the Super Donkey overdump proto, which dates from June, so it's unknown what it would have been in April.
ED38 EQU $
BYTE 000H
; '91/ 4/12 BYTE 018H,00FH,PORT1
Aside from the mention above, all that remains of PORT1 and PORT2 are commented out CPX instructions that compare the contents of the X register to them. If the X register matches PORT1, it branches to a removed function called PORTSET. This function is associated with the following list of objects:
Code |
Translation |
|---|---|
|
|
There are graphics for these objects both in the artist workspace files and the Super Donkey proto. The workspace file graphics are shown below.
It seems likely that the GOST would have made the objects fly across the room, causing some of them to shatter.
SARU - Monkeys#
|
|
To do: |
There are two removed entities called SARU1 and SARU3. Their names translate to "monkey". In the final game, Kiki the Monkey is called SARKK (entity B6), which stands for "Monkey Kiki".
SARU1#
There are two versions of the code for this entity: an earlier version in zel_enmy.lst and a later version in zel_enmy.asm.
The earlier version of SARU1 has parts with comments that identify them as "head", "body", "spear1", and "spear2". Its actions have comments that identify them as "stop", "swing sword", "STOP", and "move1". One of its functions loads the YATAM (projectile) entity, suggesting that it would throw its spear at you. Its entity number in this file is 1A.
The later version doesn't have comments that identify its parts. However, its actions are labeled "stop", "move", "spear", and "no spear". One of its functions also loads the YATAM entity.
Below are graphics and animations for SARU1 using the graphics data and palettes from the leftover data in the Super Donkey proto and render code from the source code.
Graphics which may be associated with an earlier version of this enemy are also found in two artist workspace files:
- NEWS_05/home/watanabe/ZELDA/thunder.CGX
- Last modified on 1990-10-28. Has the internal date stamp 1990-04-24.
- NEWS_05/home/watanabe/ZELDA/ice.CGX
- Last modified on 1991-10-16. Has the internal date stamp 1990-12-26.
SARU3#
There are also versions of the code for this entity in zel_enmy.lst and zel_enmy.asm. In the former file, its entity number is 18.
Both versions have parts with comments that identify them as "head", "body", "sword1", "sword2", and "sword3". Likewise, both have the actions "stop", "wave sword", and "move1".
SEKZ1 - Stone Statue#
|
|
To do: |
Graphics which may be associated with this enemy are found in two artist workspace files:
- NEWS_05/home/watanabe/ZELDA/thunder.CGX
- Last modified on 1990-10-28. Has the internal date stamp 1990-04-24.
- NEWS_05/home/watanabe/ZELDA/ice.CGX
- Last modified on 1991-10-16. Has the internal date stamp 1990-12-26.
SKL01 - Skeleton#
|
|
To do: |
This entity may be an earlier version of SKELT, the yellow Stalfos, as it's similarly capable of detaching its head. Apparently it also used to be able to fall down holes, though this bit of code was commented out between zel_enmy.lst and all other versions of zel_enmy.asm. There's still some code for the entity in the non-.lst versions of the file, but it was moved to below the END tag, meaning that it's neither read nor used.
TOTUG - Charger#
|
|
To do: |
This entity's name is short for "totsugeki", which translates to "charge". It has code for poking its head out, checking if the player is near, searching for the player, checking if it's hit a wall, and looking for its original position.
There's still some code for the entity in zel_enmy.asm, but it was moved below the file's END tag, meaning that it's neither read nor used.
Unknown Enemies#
Bee#
Graphics for this enemy are found in the following artist workspace files:
- NEWS_04/home/arimoto/tomita/koori.CGX (and its .BAK version)
- Last modified on 1991-06-19. Has the internal date stamp 1990-12-26.
- NEWS_04/home/arimoto/tomita/A_1.CGX
- Last modified on 1991-09-17. Has the internal date stamp 1990-12-26.
They can also be found in the Super Donkey proto, though the proto doesn't appear to have code that corresponds to it.
Daruma#
Graphics for this enemy are found in the following artist workspace files:
- NEWS_04/home/arimoto/tomita/monsterland-18.CGX
- Has the internal date stamp 1990-12-26.
- NEWS_04/home/arimoto/zelda/aa.CGX.BAK
- Last modified on 1991-08-25. Has the internal date stamp 1990-12-26.
They can also be found in the Super Donkey proto, though the proto doesn't appear to have code that corresponds to it.
Demon Head#
Graphics for this enemy are found in the following artist workspace file:
- NEWS_04/home/arimoto/zelda/chivilink.CGX
- Actual last modified date has been lost. Has the internal date stamp 1990-06-11.
Eye Balloon#
Graphics for this enemy are found in the following artist workspace file:
- NEWS_04/home/arimoto/zelda/chivilink.CGX
- Actual last modified date has been lost. Has the internal date stamp 1990-06-11.
Floating Eye#
Graphics for this enemy are found in the following artist workspace file:
- NEWS_04/home/arimoto/zelda/chivilink.CGX
- Actual last modified date has been lost. Has the internal date stamp 1990-06-11.
Flower#
Graphics for this enemy or enemies are found in the following artist workspace file:
- NEWS_05/home/watanabe/ZELDA/test/flower.CGX.BAK
- Last modified on 1990-12-26. Has the internal date stamp 1990-06-11.
There are several animations associated with some of the sprites in this file, giving rise to some very unusual creatures.
Giant Shark#
Graphics for this enemy are found in the following artist workspace file:
- NEWS_04/home/arimoto/zelda/chivilink.CGX
- Actual last modified date has been lost. Has the internal date stamp 1990-06-11.
They can also be found in the Super Donkey proto, though the proto doesn't appear to have code that corresponds to it.
Mole#
{{todo|Does this guy have anything to do with the mole seen in BS Zelda: Ancient Stone Tablets?]] Graphics for this enemy are found in the following artist workspace file:
- NEWS_04/home/arimoto/zelda/aa.CGX.BAK
- Has the internal date stamp 1990-12-26.
They can also be found in the Super Donkey proto, though the proto doesn't appear to have code that corresponds to it.
Peahat#
Graphics for this enemy are found in the following artist workspace file:
- NEWS_04/home/arimoto/tomita/monsterland-18.CGX
- Has the internal date stamp 1990-12-26.
They can also be found in the Super Donkey proto, though the proto doesn't appear to have code that corresponds to it.
Wildcat#
Graphics for this enemy are found in the following artist workspace files:
- NEWS_04/home/arimoto/tanabe/ob.CGX
- Actual last modified date has been lost. Has the internal date stamp 1990-12-26.
- NEWS_04/home/arimoto/zelda/aa.CGX.BAK
- Last modified on 1991-08-25. Has the internal date stamp 1990-12-26.
They can also be found in the Super Donkey proto, though the proto doesn't appear to have code that corresponds to it.
It resembles a wildcat from a sprite sheet sketched by Miyamoto for The Legend of Zelda in either "58年12月" (the 12th month of Shōwa 58, meaning December 1983) or 60/2/13 (February 13th, Shōwa 60, or 1985). Since a preview of the game from a February 1986 issue of Famimaga had items and item sprites that were substantially similar to the final game, the earlier date is more likely.
Objects#
ESW - Switches#
The final game has two used switch entities called ESW02 (entity 04, a pullable switch which unlocks something) and ESW12 (entity 06, a pullable switch which triggers a trap).
ESW01 (entity 03) is nulled out. In 日本_Ver3\asm\z00_enmy.asm, it's described as a "swich !", but it's commented out.
ESW03 (entity 05, an unused pullable switch which unlocks something) is still in the final game, but unused. In 日本_Ver3\asm\z00_enmy.asm, it's described as a "swich ue pull !" (switch - pull up).
ESW04 (entity 07, an unused pullable switch which triggers a trap) is also still in the final game, but unused. In 日本_Ver3\asm\z00_enmy.asm, it's described as a "swich ue pull 2" (switch - pull up 2).
GAYK - Ganon Floor#
|
|
To do: |
PSW - Unknown Switch#
|
|
To do: |
SEKZ - Statue#
SEKZ stands for 石像 (sekizou), which means "stone statue".
The final game has a single stone statue called SEKZ4 (entity 1C) which can be pulled on top of switches to activate them.
The source code also mentions a removed entity called SEKZ1.
There are no traces of a SEKZ2 or SEKZ3, if they ever existed.
TAAM1 - Crystal Switch#
This entity is another Crystal Switch, similar to the used TAAMA. Their names translate to "ball", short for "crystal ball". (The same term is used to refer to the Moon Pearl internally.)
It would have broken into fragments upon impact with a projectile. There are five different break patterns in its graphical code.
TARU - Barrels#
TARU means 樽 (taru), the word for barrel.
日本_Ver3\asm\zel_enmy.lst indicates that there were two barrel entities, TARUH (Barrel - Horizontal) and TARUV (Barrel - Vertical), which were number 13 and 14 at the time the list was made.
日本_Ver3\asm\z00_enmy.asm only mentions TARUV, marked "NO USE (DAMMY)", and gives its number as 17.
The code for these barrels involves a speed check and a rebound check, but nothing related to item data. As such, perhaps they were obstacles that could be launched at Link, or that Link could launch at enemies, rather than item containers like pots.
Older Graphics
2r-2w#
zz.CGX [90-12-26] |
Final |
|---|---|
2x-3b#
Super Donkey Proto |
Final |
|---|---|
3c-3j#
Super Donkey Proto |
Final |
|---|---|
![]() |
![]() |
3k-3r#
Super Donkey Proto |
aa.CGX.BAK [LM: 91-08-25] |
Final |
|---|---|---|
![]() |
3s-3z#
Super Donkey Proto |
Final |
|---|---|
4a-4h#
saito.CGX |
Super Donkey Proto |
Final |
|---|---|---|
![]() |
![]() |
4i-4p#
Super Donkey Proto |
Final |
|---|---|
4q-4s#
Super Donkey Proto |
Final |
|---|---|
monsterland#
The name of this CGX may be connected to a design document whose leftmost column appears to read "Country".
References
References#
- The Legend of Zelda: Art and Artifacts, pg. 389↩︎
- The Legend of Zelda: Art and Artifacts, pg. 390↩︎
- The Legend of Zelda: Art and Artifacts, pg. 391↩︎
- The Legend of Zelda: Art and Artifacts, pg. 388↩︎
- The Legend of Zelda Encyclopedia, pg. 228↩︎
- Nintendo Official Guidebook - The Legend of Zelda: Triforce of the Gods (Vol. 1), pg. 134↩︎
- The Legend of Zelda Encyclopedia, pg. 139↩︎
- The Legend of Zelda Encyclopedia, pg. 136↩︎
- Note that the graphical data comes from the Mid-1991 Overdump Prototype extracted by Dark_Linkaël, rather than the source data, so it is possible due to a small time gap there could be slight differences between the commented-out code from the source data and the graphics.↩︎
- Note that the graphical data comes from the Mid-1991 Overdump Prototype extracted by Dark_Linkaël, rather than the source data, so it is possible due to a small time gap there could be slight differences between the commented-out code from the source data and the graphics.↩︎






