This is a sub-page of Development:The Legend of Zelda: A Link to the Past.
Item Graphics#
Get Item Icons#
Super Donkey |
|---|
Menu Item Icons#
Side-by-Side Comparison#
zel0.lst |
SD Proto |
ITEM.CGX |
4t-4x.CGX (JP3) |
4t-4x.CGX (PAL EN) |
|---|---|---|---|---|
- The palette used for zel0.lst is the inventory/HUD palette found at 0xF610D in super_donkey_1.bin. However, the Super Donkey proto likely post-dates zel0.lst by at least a couple months, meaning it's not a perfect match.
zel0.lst:
- Swords: 3
- Shields: 3
- Lacks: Mushroom, Pendant, Map/Letter
- Has: Bread, Fairy, Triforce, Coins, Crystals
- Mysterious "Push A-Button" Text
- No key icon for HUD.
zel_bg3#
The source code contains files called 日本_Ver3\asm\zel_bg3.asm and 日本_Ver3\asm\zel_bg30.asm. The former is an earlier version of the latter.
A section of the files called "Yamamoto Data" pertains to item-related information, such as inventory icons and item names. (Yuichi Yamamoto is the name of one of the programmers.)
The subsection of Yamamoto Data that relates to item names is referred to in a comment as "BITEM NAME". This is a holdover from a prototype version of the SNES controller in which the Y button was called the B button. The subsection's data is also still present in the Super Donkey proto, which is from June 11 or 12, 1991.
Some differences between the versions include item names who differ in terms of spacing, layout, and whether they're written in hiragana or katakana. More substantial changes are noted below.
zel_bg3.asm |
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|---|---|---|---|
Label |
Icon |
Name |
Translation |
RITEM01 |
Bow |
||
RITEM02 |
Boomerang |
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RITEM03 |
Hookshot |
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RITEM04 |
Bomb |
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RITEM05 |
Mushroom |
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Magic Powder |
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RITEM06 |
Fire Rot |
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RITEM07 |
Ice Rot |
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RITEM08 |
Bomber |
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RITEM09 |
Thunder |
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RITEM10 |
Earthquake |
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RITEM11 |
Lantern |
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RITEM12 |
Hammer |
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RITEM13 |
Schop |
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RITEM14 |
Ocarina |
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RITEM15 |
Cane of Solomon |
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RITEM16 |
Mushroom |
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RITEM29 |
Bottle |
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RITEM30 |
Water of Life |
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RITEM31 |
Water of Power |
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RITEM32 |
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RITEM17 |
Cane of Solomoso |
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RITEM18 |
Cane of Nlomoso |
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RITEM19 |
Cape of Hiding |
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RITEM20 |
Letter |
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Mirror |
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Triforce |
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RITEM21 |
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RITEM22 |
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RITEM23 |
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RITEM24 |
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RITEM25 |
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RITEM26 |
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RITEM27 |
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RITEM28 |
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RITEM37 |
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RITEM39 |
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RITEM41 |
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Item Lists#
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To do: |
20 Item List#
The files 日本_Ver3\asm\zel_bg3.asm, 日本_Ver3\asm\zel_bg30.asm, and 日本_Ver3\asm\z00_bg30.asm have an identical section titled "item NO." which contains a very old list of items.
item NO. |
Translation |
Final Equivalent |
|---|---|---|
|
|
|
Missing Items:
- Shield
- Pegasus Shoes
- Power Glove
- Zora's Flippers
- Moon Pearl
- Hookshot
- Mushroom
- Bug Catching Net
- Book of Mudora
- 4th Bottle
- Cane of Byrna
Notes:
- The item names are all 6 letters long. The final letter is repeated if the word is less than 6 letters. (For example, "HUE" (WHISTLE) turns into "HUEEEE" (WHISTLEEEE).)
- There are no apparent item upgrades, but it's unclear whether they would have been reflected in this list if they existed at the time.
- There's no usable Triforce item in the final game, but there are graphics for one in the Mid-1991 Overdump.
(Source: GlitterBerri)
39 Item List#
The files 日本_Ver3\asm\z00_char.asm and 日本_Ver3\asm\zel_char.asm have an identical section called "Item char. buffer set". The items contained within this section predate the final game.
;************************************************************************
;* Item char. buffer set (ITMCBFST) *
;************************************************************************
ITMCPTD EQU $
; bin bomb*3 ya*3 life
WORD 00018H*68H,00018H*02H,00018H*04H,00018H*06H
; fuku yumi ken tsue
WORD 00018H*08H,00018H*20H,00018H*21H,00018H*22H
; buw-gun lot nummer kona
WORD 00018H*23H,00018H*24H,00018H*25H,00018H*26H
; fue tebukuro hon key
WORD 00018H*28H,00018H*2AH,00018H*2CH,00018H*2EH
; buumeran ashi kagami bomb
WORD 00018H*2FH,00018H*40H,00018H*42H,00018H*44H
; lamp kakure jisyaku tama
WORD 00018H*46H,00018H*48H,00018H*4AH,00018H*4CH
; sp-ken skope sp-thunder sp-fire
WORD 00018H*4EH,00018H*4FH,00018H*60H,00018H*62H
; sp-jishin kara-bin kiniko kusuri
WORD 00018H*64H,00018H*66H,00018H*6AH,00018H*00H
; tate letter sp-key pendanto
WORD 00018H*0AH,00018H*6CH,00018H*6EH,00018H*0EH
; rupy1 rupy2 rupy3
WORD 00018H*40H,00018H*41H,00018H*42H,00018H*0EH
Translations |
|---|
bottle |
tunic |
bow-gun |
whistle |
boomerang |
lamp |
sp-sword |
sp-quake |
shield |
rupee1 |
Notes:
- "bow gun" is misspelled. It may refer to the Hookshot.
- "rod" and "hammer" are egregiously misspelled.
- "feet" refers to the item that became Zora's Flippers.
- "hiding" refers to the item that became the Magic Cape, which consumes magic but hides Link from enemies.
- The "sp" prefix means "special". While "sp-thunder" must equate to the Ether Medallion, "sp-fire" to the Bombos Medallion, and "sp-quake" to the Quake Medallion", it's unclear to what "sp-sword" and "sp-key" refer.
- The Japanese word for "mushroom", "kinoko", is misspelled as "kiniko".
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To do: |
(Source: GlitterBerri)
57 Item List#
There are also two files called 日本_Ver3\asm\z00_char0.asm and 日本_Ver3\asm\zel_char0.asm that seem to be updated versions of the files above. (It seems the developers just added a zero on the end of their filenames to differentiate them.) These files also have an identical section called "Item char. buffer set" with items that predate the final game, but now with more entries.
;************************************************************************
;* Item char. buffer set (ITMCBFST) *
;************************************************************************
ITMCPTD EQU $
; bin bomb*3 ya*10 life
WORD 00018H*68H,00018H*02H,00018H*04H,00018H*06H
; fuku yumi ken tsue
WORD 00018H*08H,00018H*20H,00018H*21H,00018H*22H
; buw-gun lot nummer kona
WORD 00018H*23H,00018H*24H,00018H*25H,00018H*26H
; okarina tebukuro hon key
WORD 00018H*62H,00018H*2AH,00018H*2CH,00018H*2EH
; buumeran ashi kagami bomb
WORD 00018H*2FH,00018H*40H,00018H*42H,00018H*44H
; lamp kakure jisyaku tama
WORD 00018H*46H,00018H*48H,00018H*4AH,00018H*4CH
; sp-ken skope sp-thunder sp-fire
WORD 00018H*4EH,00018H*4FH,00018H*60H,00018H*62H
; sp-jishin kara-bin kinoko kusuri
WORD 00018H*64H,00018H*66H,00018H*6AH,00018H*00H
; tate map sp-key pendanto
WORD 00018H*0AH,00018H*6CH,00018H*6EH,00018H*44H
; rupy1 rupy2 rupy3 ami
WORD 00018H*40H,00018H*41H,00018H*42H,00018H*43H
; polygon L1-yumiya L2-yumiya yousei-bin
WORD 00018H*45H,00018H*49H,00018H*47H,00018H*4BH
; hachi-bin small-tate miror-tate heart-kakera
WORD 00018H*4DH,00018H*4FH,00018H*64H,00018H*60H
; bomb10 haert smalltubo ya-1
WORD 00018H*28H,00018H*66H,00018H*67H,00018H*68H
; rupy100 rupy50 rupy300 rupy20
WORD 00018H*69H,00018H*6BH,00018H*6DH,00018H*40H
; kutsu
WORD 00018H*42H
Translations |
|---|
bottle |
tunic |
bow-gun |
ocarina |
boomerang |
lamp |
sp-sword |
sp-quake |
shield |
rupee1 |
polygon |
bee-bottle |
bomb10 |
rupee100 |
boots |
Notes:
- "bow gun" is still misspelled. It may refer to the Hookshot.
- "rod" and "hammer" are still egregiously misspelled.
- "whistle" has been changed to "ocarina".
- "feet" refers to the item that became Zora's Flippers.
- "hiding" refers to the item that became the Magic Cape, which consumes magic but hides Link from enemies.
- The "sp" prefix means "special". While "sp-thunder" must equate to the Ether Medallion, "sp-fire" to the Bombos Medallion, and "sp-quake" to the Quake Medallion", it's unclear to what "sp-sword" and "sp-key" refer.
- "letter" has been changed to "map".
- The spelling of the Japanese word for "mushroom", "kinoko", has been corrected.
- The items from "net" onward do not appear in the older version of this section.
- It is unknown what "polygon" could be.
(Source: GlitterBerri)
Item Table List 1#
The file 日本_Ver3\asm\zel_ram00.asm contains the following list of items. Normally, in this game's source code, files with 0 or 00 suffixes are later revisions of files without, but this list seems to be earlier than the list in zel_ram.asm below.
Content |
Translation |
|---|---|
|
|
Notes:
- The Shovel and Ocarina are separate entries.
- There is no entry for the Bug-catching Net.
- There are only 3 bottles, one less than the final game.
- The "hiding mino" has a typo.
- There is only one entry for the Power Glove, as the Titan's Mitt is missing.
- Several entries are in different spots compared to the list in zel_ram.asm.
(Source: GlitterBerri)
Item Table List 2#
The file 日本_Ver3\asm\zel_ram.asm contains the following list of items.
Content |
Translation |
|---|---|
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To do: |
(Source: GlitterBerri)
Full Item List#
The file 日本_Ver3\asm\item.txt contains a table of items, with its columns unlabeled. The table was split in half and the two halves put side-by-side, likely just to make it take up less vertical space. A recreation of the table, with translations, is presented below:
item 表 |
|
|---|---|
01 |
弓 |
02 |
ブーメラン |
03 |
フックショット |
04 |
爆弾 |
05 |
きのこ、魔法の粉 |
06 |
ファイヤーロッド |
07 |
アイスロッド |
08 |
S.ボンバー |
09 |
S.サンダー |
10 |
S.地震 |
11 |
カンテラ |
12 |
ハンマー |
13 |
スコップ、オカリナ |
14 |
虫捕り網 |
15 |
辞書 |
16 |
瓶 |
17 |
ソロモンの杖 |
18 |
ンロモソの杖 |
19 |
隠れみの |
20 |
手紙、鏡、Tフォース |
21 |
パワー グローブ |
22 |
靴 |
23 |
足ひれ |
24 |
水晶玉 |
25 |
|
26 |
刀 |
27 |
盾 |
28 |
服 |
29 |
キノコ.魔法瓶1.妖精.ハチ |
30 |
キノコ.魔法瓶2.妖精.ハチ |
(Source: GlitterBerri)
Bottled Item List#
The file 日本_Ver3\asm\zel_bg3.asm is an earlier version of the file 日本_Ver3\asm\zel_bg30.asm, and thus contains an earlier list of bottled items.
zel_bg3 |
zel_bg30 |
Translation |
|---|---|---|
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Early Names#
- Book of Mudora: The Book of Mudora is referred to internally as a "jisho" or "jisyo", meaning "dictionary", which it is - but also in 日本_Ver3\asm\zel_enmy2s.asm as a "vible", an erroneous romanization of "Bible". Additionally, it's known as the Book of Kalbi in an item get message (00be) found in an early script file.
- Cane of Byrna: The file 日本_Ver3\asm\zel_bgwt.asm refers to this item as "nazare no tsue", meaning "Rod of Nazareth" - another Biblical reference.
- Cane of Somaria: As mentioned above, the Cane of Somaria is referred to internally as the Cane of Solomon.
- Power Glove: The Power Glove is referred to in 日本_Ver3\asm\zel_enmy2s.asm as a "grouve blue", an erroneous romanization of "blue glove". In the final game, it's grey rather than blue.
Items with Altered Functions#
Lamp#
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To do: |
Magic Powder#
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To do: |
Mushroom#
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To do: |
Rods#
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This needs some investigation. |
It used to be possible to charge up the Fire and Ice Rods to unleash devastating attacks similar to the medallion spell effects. The graphics for this magic still exist in the final game, but go unused.
C_2V0 |
|---|
C_2V1 |
There are also sections of commented-out code that pertain to these earlier abilities. The game would check if the player was holding the Y button, then check whether they had 32 MP in order to unleash the spells. There were several stages for charging up the rods, tracked by a section of data called DTMCDT (ドット貯めカウントデータ), which translates to "dot charge count data":
DTMCDT EQU $
HEX 000,003,006,009,00C,00F,012,015,018
(For some reason, the rods are referred to by many monikers and non-standard romanizations in the code, including "dot," "rot," "lot," and "rodo.")
The charged attacks would have paused the action like the medallion spell effects do.
The flag that tracked whether the player was charging the rods was called TMDTFG (貯めドットフラグ), which translates to "charge dot flag." This flag later became USAGFG (うさぎフラッグ), which translates to "rabbit flag" and keeps track of whether Link is in his Dark World bunny form.
Unused Items#
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To do: |
Clock#
The clock item is only mentioned in RAM list files such as 日本_Ver3\asm\zel_ram.asm. There's still a sprite for it in the final game.
tokei
CRYS1 - Crystal#
The nature of this item drop is currently unclear.
CRYS1
FOOD - Food#
日本_Ver3/asm/zel_enmy.lst indicates that there were four food items, listed below. Interacting with them would change the Y button (previously the "perform action" button) mode to "Eat".
FOOD1
FOOD2
FOOD3
FOOD4
Jump Boots#
Video of the Jump Boots in Use |
|---|
There exists disabled code for a "Jump Boots" item which, when re-implemented and linked to a Y-button item (here the Lamp), lets you jump by using Y.
(Source: Delda (Jump Boots code restoration))
NIKU - Meat#
A number of files refer to these meat items. ("NIKU" means "meat".) Sprites for these are still in the final game.
NIKU1
NIKU2
According to 日本_Ver3\asm\zel_enmy.lst, NIKU1 replenished 10 health, while NIKU2 replenished 20.
KINOK - Mushrooms#
The final game only has one type of Mushroom, which can be exchanged with the Witch for Magic Powder. However, the "KINOK move & init" (Mushroom Move & Initialization) section of 日本_Ver3\asm\zel_enmy2s.asm (an earlier version of zel_enmy2.asm) contains a portion of code related to selecting the "KINOKO SYURUI" (mushroom type), of which there are 4.
According to the values in "KINKCOL" (mushroom colour), two of them were colour 08, one was colour 04, and one was color 06. Since the colour of the mushroom that survived the purge uses "8", it can be assumed that this is the rust-coloured mushroom of the final game. However, its colour value may have been changed when its shroomy brothers were purged, so it's unclear if two of the mushrooms would really have looked identical.
KINKCOL EQU $
BYTE 008H;,004H,006H,008H
KINOK00_I EQU $
; LDA ENXPSL,X
; LSR A
; LSR A
; LSR A
; LSR A
; AND #003H
LDA #000H
STA ENCHPT,X ;KINOKO SYURUI(0 - 3)
TAY
LDA KINKCOL,Y ;COLOR SET
ORA ENCLOR,X
STA ENCLOR,X
;
In accordance with the above, the early script file 日本_Ver3\asm\zel_msge.asm contains "get item" messages for obtaining four different types of Mushrooms.
In the same file, the Witch also has messages for trading the player a Bottle for a Mushroom, as well as making powder or potions using Mushrooms supplied by the player. In the final game, the Witch doesn't give Link a bottle, and only creates Magic Powder in exchange for Mushrooms he brings.
Lending further support to all this is that the "MAJOO move" (Witch Movement) section of zel_enmy2s.asm has code relating to trading the Witch a Mushroom for a Bottle.
;;MJKNKC1DT EQU $
;; BYTE 040H,020H,010H
;;MJKNKC1 EQU $
;; PHX
;; LDA >ITEMR16
;; TAX
;;;
;;; LDA >BINCT0-1,X ;BIN 1 KINOKO
;;; CMP #001H
;;; BNE MJKC140
;; LDA #002H
;; STA >BINCT0-1,X
;;;
;; PHX ;POTION FLG SET
;; TXY
;; MEM8
;; IDX16
;; REP #00010000B
;;;
;; LDX #ROOM_POTION*2 ;ROOM NO * 2
;; LDA >DJNTBL,X
;; ORA MJKNKC1DT-1,Y ;POTION 2
;; STA >DJNTBL,X
;;;
;; MEM8
;; IDX8
;; SEP #00110000B
;;; LDY #018H ;BIN 2
;;; JSL >ATMSIT ;PL. DEMO SET
;; PLX
;; PLX
;; LDA #001
;; STA ENSTAT,X
;;;
;; LDA #LOW MS_0091 ;MSGE NO
;; LDY #HIGH MS_0091 ;MSGE NO
;; JSL >ENMSGSL ;MSGE SET
;;;
;;MJKC140 EQU $
;; STZ SCLSFG ;SCROL FLG CLS
;; RTS
ROOM_POTION EQU 00109H
The code above references three of the following potion types.
- 80: Potion 1 (Magic Powder)
- 40: Potion 2 (Green)
- 20: Potion 3 (Blue)
- 10: Potion 4 (Red)
It also mentions room 109, which is the interior of the Witch's Hut.
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To do: |
Finally, there are also four mushroom entities loaded in Light World map square 116 (the exterior of the Witch's Hut) by the early entities-by-area list 日本_Ver3\asm\zel_endt3.asm with the comment "TEST".
SPES - Special#
The nature of these item drops is currently unclear. They're also suffixed with the letters R, Y, and B.
SPESR
SPESY
SPESB
OPTN1 - Stolen Goods#
Stealing is a gameplay mechanic that appears in Link's Awakening released two years after ALttP, but it appears to have been planned for this game, as well.
OPTN1
The "nusuto" (thief) action associated with this item drop was commented out in the files 日本_Ver3/asm/zel_bms1.asm and 日本_Ver3\asm\zel_exst.asm. The code reveals that Link would have been able to steal "coins", arrows, and bombs.
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This needs some investigation. |
TRYF - Triforce#
TRYF: Triplicate Version#
The R, Y, and B on the end may indicate the colours red, yellow, and blue.
TRYFR
TRYFY
TRYFB
Rupees are also referred to using these letters in 日本_Ver3\asm\zel_enmy.asm.
RUPY1 EQU RUPYR
RUPY5 EQU RUPYY
RUPYO EQU RUPYB
Link's Awakening, released two years after ALttP, has two item drops called Piece of Power (a red triangle that increases Link's damage and speed) and Piece of Protection (an internal name for the Guardian Acorn, which halves the damage Link receives). These may be later implementations of the same concept.
TRYF: Singular Version#
There are various suggestions in the code that the warping function of the Magical Mirror was originally created for the singular unused Triforce item.
For starters, even in the final game, the item slot which holds the Magic Mirror is actually a table that contains three items: the Letter (unused), the Magic Mirror (used), and the Triforce (unused).
The contents of this slot are documented in item.txt:
ID |
Contents |
Values |
|---|---|---|
20 |
手紙、鏡、Tフォース |
1,2,3 |
Item slots that hold multiple items are used for items that are exchanged for each other, such as weapon upgrades, the Mushroom -> Magic Powder, and the Shovel -> Ocarina. This suggests that the developers planned for the player to obtain the Letter, later exchange it for the Magic Mirror, and finally exchange the Mirror for the Triforce.
In 日本_Ver3\asm\zel_bg30.asm, the WITEM20, ITEMR20, and RITEM20 labels, which correspond to the slot, are preceded by the comment "W--P SET", with the omitted letters presumably "WARP".
; ;W--P SET
LDA #WITEM20 ;TFR SAKI
STA <WORK0
LDA >ITEMR20 ;NO. SET
AND #000FFH
STA <WORK2
LDA #RITEM20 ;TFR MOTO
STA <WORK4
JSR SETITEM ;SET ITEM
In addition, the section of code that handles Link warping with the Magic Mirror in the final game is called traiforse move shori (TRIFMV)" in the source code file 日本_Ver3\asm\zel_play.asm. Among other things, this section contains code for displaying message 0457 when the player tries to warp when Kiki the monkey is following them.
Ki ki? What are you doing?
I don’t want to go there!
The same file labels the player state that corresponds to Link warping with the mirror "[14] tryfose BG check demo".
ROD003 - Flower Rod#
The file 日本_Ver3\asm\zel_bg3.asm mentions three types of rods. The first and second are the Fire Rod and Ice Rod, while the third is more mysterious.
ROD001
ROD002
ROD003
日本_Ver3\asm\zel_play.asm has a commented-out entry in the "player B push sub[routine]" that might relate to it.
BKT50 WORD DOTMV0 ; [5] lot move shori 0 (FIRE)
BKT60 WORD DOTMV0 ; [6] lot move shori 1 (ICE)
;;;;;;;; WORD DOTMV0 ; [8] lot move shori 2 (FER)
It's not certain what "FER" means, but it may be short for "flower," as there's a "flower" following "fire" and "ice" in a list of magic spell effects in the "Spacial OBJ character change" sections of zel_char.asm and zel_char0.asm.
spoj0 EQU 001H ; reset
spoj1 EQU 003H ; fire
spoj2 EQU 005H ; ice
spoj3 EQU 007H ; flower
spoj4 EQU 009H ; thunder
spoj5 EQU 00BH ; bomber
spoj6 EQU 00DH ; jishin
spoj7 EQU 00FH ; "GAME OVER"
spoj8 EQU 011H+1 ; tori
spoj9 EQU 013H ; 'Nintendo presents'
There's also a graphic file called flower.CGX.BAK, a palette called flower.COL, and animation files called flower-1.OBJ and flower-2.OBJ in the NEWS workstation backups.
flower-1.OBJ:
flower-2.OBJ:
The Japanese word for "firework" is 火花, meaning "fire flower", a fact which may be related.
TUBO3 - Magic Jar#
This entity's name translates to "Jar 3." TUBO1 is the entity for the small magic jar and TUBO2 is the entity for the large magic jar. Apparently there was once a third one as well. Unfortunately, the only remnants of this item are mentions in the external dependency lists of the three versions of the entity placement file: zel_endt.asm, zel_endt2.asm, and zel_endt3.asm, so nothing more is known about it.
Item Drops#
The following three RAM addresses related to enemy item drops are unused.
7E0ADE EIPONT ; enemy out item pointer
7E0AE4 EICBFP2 ; enemy out item char. buffer 2
7E0AE6 EICBFP3 ; enemy out item char. buffer 3
EIPONT is referenced in a commented-out snippet of item initialization code in zel_enmy.asm.
;=========ITEM INITIAL =====================
;;ITCSMP EQU $
;; BYTE 0,0,0,0,0,0,0,0,0,0,0,0,4,2,2,2
;; BYTE 0,0,0,0,0,0,0
;----------------------------------------
YOSEIIT EQU $
JSL >RNDSET
AND #001H
STA ENWRK0,X
EOR #001H
STA ENMUKI,X
;; BRA ITEM1IT
ITEM1IT EQU $
;; LDY ENMYNO,X
;; LDA ITCSMP-HART1,Y
;; STA EIPONT
EICBFP2 and EICBFP3 are referenced in commented-out code in zel_main.asm, which was removed on 1991.07.03.
;// 03.07.03 // LDY !EIPONT
;// 03.07.03 // LDA EIDPNT,Y
;// 03.07.03 // CLC
;// 03.07.03 // ADC EICPTD1,X
;// 03.07.03 // STA !EICBFP2
;// 03.07.03 // CLC
;// 03.07.03 // ADC #00040H*9
;// 03.07.03 // STA !EICBFP3 ; 4x4
This snippet contains the only reference to a section of data in the same file called EIDPNT (Enemy Item Data Pointer), rendering it unused.
EIDPNT EQU $ ; POINT
; coin sankaku ball
WORD EICHBF+0C0H*1,EICHBF+0C0H*2,EICHBF+0C0H*3
EICHBF is defined in zel_ram1.lst as below.
7EB280 EICHBF EQU WTRCHBF+20H*20H*3 ; enemy out item character data buffer
This is what is located at RAM address 7EB280:
In the CCBFIT (Change char. buffer initial set) section of zel_char0.asm, an older version of zel_char.asm, the identifier for graphic file C_4P0 is loaded before a reference to EICHBF.
;---------------------------------------- enemy out item char. buffer set
MEM8
IDX8
SEP #00110000B ; memory,index 8bit mode
;
LDY #C_4P0
JSR CADWKST2 ; Obj. char. address work set
;
MEM16
IDX16
REP #00110000B ; memory,index 16bit mode
;
LDA <WORK0
LDX #EICHBF-CNGCHBF
LDY #00003H
PHA ; (A) push
JSR CCBIS420 ; enemy out item(rupy) char. buffer set
;
PLA ; (A) pull
CLC
ADC #00180H
LDY #00003H
JSR CCBIS420 ; enemy out item(rupy) char. buffer set
;
;
MEM8
IDX8
SEP #00110000B ; memory,index 8bit mode
In the Super Donkey overdump prototype, C_4P0 contains the following:
The code in zel_char0.asm that would have loaded item graphics other than the rupee into EICHBF was commented out 1991.07.03.
;// 03.07.03 //;// 02.10.23 // LDY #C_2T0
;// 03.07.03 //;// 02.10.23 // JSR CADWKST ; char. address work set
;// 03.07.03 // LDA #BANK MPCHBF
;// 03.07.03 // STA <WORK2
;// 03.07.03 // STA <WORK5
;// 03.07.03 //;
;// 03.07.03 // MEM16
;// 03.07.03 // IDX16
;// 03.07.03 // REP #00110001B ; memory,index 16bit mode & CLC
;// 03.07.03 //;
;// 03.07.03 // LDA #MPCHBF
;// 03.07.03 //;// 02.10.23 // LDA <WORK0
;// 03.07.03 // ADC #00018H*3
;// 03.07.03 // LDX #(EICHBF-CNGCHBF)+20H*6
;// 03.07.03 // LDY #(2*3)*3
;// 03.07.03 // PHA ; (A) push
;// 03.07.03 // JSR CCBIS420 ; enemy out item char. buffer set
;// 03.07.03 //;
;// 03.07.03 // PLA ; (A) pull
;// 03.07.03 // CLC
;// 03.07.03 // ADC #00180H
;// 03.07.03 // LDY #(2*3)*3
;// 03.07.03 // JSR CCBIS420 ; enemy out item char. buffer set
Items that Used Magic#
zel_play.asm |
Translation |
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