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Entities

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

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Examine the code of all of these. Also, see if any Gigaleak graphics match up with these removed entities.

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

ALttP-Entity_00_(1).pngALttP-Entity_00_(2).png

Crow1, Dacto2

01

HAGE0

Vulture 0

Vulture

02

SKHED

Skeleton Head

ALttP-Entity_02_(1).pngALttP-Entity_02_(2).png

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

ALttP-Entity 08 (1).pngALttP-Entity_08_(2).png

Octorok (?), Slarok

09

HAYAB

Speedy Bug (Big)

Moldorm

0A

OCTA3

Octorok 3

ALttP-Entity 0A.png

Octorok (?)

0B

NIWAT

Chicken

ALttP-Entity_0B_(1).pngALttP-Entity_0B_(2).png

Cucco, (?)

0C

OCTAM

Octorok Orb

ALttP-Entity 0C.png

Octorok Projectile

0D

NYORO

Wriggle

ALttP-Entity_0D_(1).pngALttP-Entity_0D_(2).png

Buzz Blob, Cukeman

0E

PAKKN

Pirahna Plant

Snap Dragon

0F

OCTBL

Octo Balloon

Octoballoon

10

OCTSS

Octorok (Super Small)

ALttP-Entity 10.png

Mini Octorok

11

HINO0

Hino 0

ALttP-Entity 11.png

Hinox3

12

BUTA0

Pig 0

Moblin

13

MOTS1

Motos 1

Helmasaur

14

PLHIN

Player In Hole

ALttP-Entity 14.png

15

BABUL

Bubble

Bubble

16

JITON

Old Man on Overworld

ALttP-Entity_16_(1).pngALttP-Entity_16_(2).png

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

ALttP-Entity_19_(1).pngALttP-Entity_19_(2).png

Poe, Hyu

1A

KAJIY

Blacksmith

ALttP-Entity_1A_(1).pngALttP-Entity_1A_(2).png

Dwarven Swordsmiths

1B

YATAM

Arrow Orb

ALttP-Entity 1B.png

Arrow Projectile

1C

SEKZ4

Statue 4

1D

BEECK

Bee Check

ALttP-Entity 1D.png

1E

TAAMA

Orb

ALttP-Entity 1E.png

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

ALttP-Entity_26_(1).pngALttP-Entity_26_(2).png

Hardhat Beetle

27

IWABO

Rock Boy

Deadrock

28

JOHOY

Information Broker

ALttP-Entity_28_(1).pngALttP-Entity_28_(2).pngALttP-Entity_28_(3).pngALttP-Entity_28_(4).pngALttP-Entity_28_(5).png

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

ALttP-Entity_2E_(1).pngALttP-Entity_2E_(2).pngALttP-Entity_2E_(3).png

Flute Boy

2F

MEIR0

Maze 0

Race Game Woman

30

MEIR1

Maze 1

Race Game Man

31

ULANI

Fortune Teller

ALttP-Entity_31_(1).pngALttP-Entity_31_(2).png

Fortune Teller

32

NOPPO

Lanky

Feuding Twins

33

PLHIK

Player Pull

ALttP-Entity 33.png

34

ONNAA

Woman

Informant Woman

35

HIGEE

Beard

ALttP-Entity 35.png

Innkeeper

36

MAJOO

Witch

Witch

37

PLCHK

Player Check

ALttP-Entity 37.png

Waterfall

38

KIANA

Keyhole

ALttP-Entity 38.png

39

SAKAS

(?)

Average Middle-Aged Man

3A

DEMON

Demon

Mad Batter5

3B

BOOK0

Book

ALttP-Entity 3B.png

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

ALttP-Entity_44_(1).pngALttP-Entity_44_(2).png

Sword Soldier (Blue, Open Helmet), Taros (Blue)

45

HEIS3

Soldier 3

ALttP-Entity_45_(1).pngALttP-Entity_45_(2).png

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

ALttP-Entity 50.png

51

DOZOO

Mud Statue

Armos

52

ZORAB

Zora (Big)

King Zora

53

NOMOS

Nomos

Armos Knights

54

RANEM

Lanmola

Lanmola

55

ZORAS

Zora (Small)

ALttP-Entity_55_(1).pngALttP-Entity_55_(2).png

[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

ALttP-Entity 5B.png

5C

SPARL

Spark Left

ALttP-Entity 5C.png

5D

CHAN0

(?) 0

ALttP-Entity 5D.png

5E

CHAN1

(?) 1

ALttP-Entity 5E.png

5F

CHAN2

(?) 2

ALttP-Entity 5F.png

60 to 7F#

#

Name

Translation

Image

Identification

Used

Notes

60

CHAN3

(?) 3

ALttP-Entity 60.png

61

NL777

(?) 777

Beamos

62

ATARS

(?) Sword

ALttP-Entity 62.png

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

An unused soldier.

6C

HYUUU

Fyuuu

ALttP-Entity 6C.png

6D

NEZU0

Mouse 0

ALttP-Entity_6D_(1).pngALttP-Entity_6D_(2).png

Rat, Buzz

6E

HEBI0

Snake 0

ALttP-Entity_6E_(1).pngALttP-Entity_6E_(2).png

Rope, Skullrope

6F

KOMO0

Bat 0

ALttP-Entity_6F_(1).pngALttP-Entity_6F_(2).png

Keese, Chasupa

70

MOTAM

Motos Orb

71

RIVER

Reaver

ALttP-Entity_71_(1).pngALttP-Entity_71_(2).png

Leever

72

BWAKO

Lake

ALttP-Entity_72_(1).pngALttP-Entity_72_(2).png

Venus the Queen of Fairies, Cursed Fairy

73

OYAGI

Pops

ALttP-Entity_73_(1).pngALttP-Entity_73_(2).pngALttP-Entity_73_(3).png

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

ALttP-Entity 77.png

78

JOHBB

Information Granny

Sahasrahla's Wife

79

HACHI

Bee

Bee

7A

SHSAI

Priest

ALttP-Entity 7A.png

Agahnim

7B

SHTAM

Priest Orb

ALttP-Entity 7B.png

Agahnim Projectile

7C

TELSA

Teresa

ALttP-Entity 7C.png

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

ALttP-Entity 82.png

83

MEDAM

Eyeball

ALttP-Entity_83_(1).pngALttP-Entity_83_(2).png

Eyegore (Green), Goriya (Green)

84

MEDA2

Eyeball 2

ALttP-Entity_84_(1).pngALttP-Entity_84_(2).png

Eyegore (Red), Goriya (Red)

85

SKELT

Skeleton

ALttP-Entity 85.png

Stalfos (Yellow)

86

CHIBI

Mini

ALttP-Entity_86_(1).pngALttP-Entity_86_(2).png

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

ALttP-Entity_8F_(1).pngALttP-Entity_8F_(2).pngALttP-Entity_8F_(3).pngALttP-Entity_8F_(4).pngALttP-Entity_8F_(5).png

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

ALttP-Entity_94_(1).png
ALttP-Entity 94 (2).png

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

ALttP-Entity_9B_(1).pngALttP-Entity_9B_(2).png

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

ALttP-Entity_A7_(1).pngALttP-Entity_A7_(2).png

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

ALttP-Entity_AB_(1).pngALttP-Entity_AB_(2).pngALttP-Entity_AB_(3).pngALttP-Entity_AB_(4).pngALttP-Entity_AB_(5).png

Maiden

AC

RINGO

Apple

Apple

AD

HELP1

Help 1

Lost Old Man

AE

DOKN0

Pipe 0

ALttP-Entity AE.png

Pipe (Down)

AF

DOKN1

Pipe 1

ALttP-Entity AF.png

Pipe (Up)

B0

DOKN2

Pipe 2

ALttP-Entity B0.png

Pipe (Right)

B1

DOKN3

Pipe 3

ALttP-Entity B1.png

Pipe (Left)

B2

BEE00

Bee 00

Good Bee

B3

SEKBN

Stone Tablet

Stone Tablet

B4

TAKAR

Treasure

ALttP-Entity B4.png

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

ALttP-Entity B8.png

x

B9

SITO0

(?)

ALttP-Entity_B9_(1).pngALttP-Entity_B9_(2).png

Bully, Bully's Friend

BA

UZUMK

Vortex

Vortex

BB

SAMTM

Sometime

ALttP-Entity_BB_(1).pngALttP-Entity_BB_(2).png

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)

ALttP-Entity C1 (1).pngALttP-Entity_C1_(2).png

Agahnim (Cutscenes)

C2

IWAGO

Stone Roll

Boulder

C3

AMEBA

Amoeba

Gibo

C4

Theft

Theft

ALttP-Entity_C4_(1).pngALttP-Entity_C4_(2).png

Thief, Pikku

C5

BGBM0

Big Beam 0

ALttP-Entity C5.png

C6

BGBM1

Big Beam 1

ALttP-Entity C6.png

C7

DARUM

Daruma

Hokkubokku (?)

C8

IZUMI

Fountain

Great Fairy

C9

TEKTA

Tektite

ALttP-Entity_C9_(1).pngALttP-Entity_C9_(2).png

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

ALttP-Entity_D1_(1).pngALttP-Entity_D1_(2).png

Bunny Beam, Smoke Cloud

D2

JFISH

Jump Fish

ALttP-Entity_D2_(1).pngALttP-Entity_D2_(2).png

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

ALttP-Entity_E6_(1).pngALttP-Entity_E6_(2).png

Small Shield7, Red Shield8

E7

KINOK

Mushroom

Mushroom

E8

SUKAS

Disappointment Sword

ALttP-Entity E8.png

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

ALttP-Entity EC.png

ED

LINE0

Line 0

ALttP-Entity ED.png

Cane of Somaria Platform

EE

OOISU

Big Chair

Castle Mantle

EF

LINE1

Line 1

ALttP-Entity EF.png

x

F0

LINE2

Line 2

ALttP-Entity F0.png

x

F1

LINE3

Line 3

ALttP-Entity F1.png

x

F2

MONOR

Monolith

ALttP-Entity F2.png

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

ALttP-Entity_F9_(1).pngALttP-Entity_F9_(2).png

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

ALTTP_Unused_Early_Armos_Knights_AI_Behavior.mp4

(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
[90-06-11]

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
...

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:
Add info about this boss.

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:
Add information about AYAS0, AYAS1, AYAS2, and AYAS3.

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:
Add information about this entity.

IWAOO - Jumping Rock#

To do:
Add information about this entity.

JAKIO - Scythe Ghost#

To do:
Add more information about this entity.

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:
Add more information about this entity.

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:
Add information about MANY1.

MANY2#

To do:
Add information about MANY2.

MIHA0 - Watchman#

To do:
Add information about this entity.

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:
Add more information about this entity. OHYES! OHYES!

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

;ISUU       EQU 001H
;NATA       EQU 002H
;SARA       EQU 003H
;FOOK       EQU 004H
;KNIF       EQU 005H
;MADO       EQU 006H
;GAKU       EQU 007H
;BADD       EQU 008H
;TABL       EQU 009H
;GOST       EQU 00AH
Chair
Woodcutting Blade
Dish
Fork
Knife
Window
Frame
Bed
Table
Ghost

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:
Assemble SARU1's throwing animations.

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.

ALttP_Proto-SD_C_2Y1.png

ALttP_Dev-SARU1_move_north_assembled.gifALttP_Dev-SARU1_move_south_assembled.gifALttP_Dev-SARU1_move_west_assembled.gifALttP_Dev-SARU1_move_east_assembled.gif

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.

ALttP_Dev-SARU1_Candidate.png
ALttP_Dev-Unknown_Entity.gif

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:
Add information about this entity.

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:
Add more information about this entity.

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:
Add information about this entity.

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.

ALttP_Dev-Bee_Front.png ALttP_Dev-Bee_Back.png

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:
Add information GAYK0, GAYK1, GAYK2, and GAYK3.

PSW - Unknown Switch#

To do:
Add info about PSW01, PSW02, PINT1, and PINT2, if the latter two are connected to the former.

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#


  1. The Legend of Zelda: Art and Artifacts, pg. 389↩︎
  2. The Legend of Zelda: Art and Artifacts, pg. 390↩︎
  3. The Legend of Zelda: Art and Artifacts, pg. 391↩︎
  4. The Legend of Zelda: Art and Artifacts, pg. 388↩︎
  5. The Legend of Zelda Encyclopedia, pg. 228↩︎
  6. Nintendo Official Guidebook - The Legend of Zelda: Triforce of the Gods (Vol. 1), pg. 134↩︎
  7. The Legend of Zelda Encyclopedia, pg. 139↩︎
  8. The Legend of Zelda Encyclopedia, pg. 136↩︎
  9. 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.↩︎
  10. 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.↩︎