This is a sub-page of Development:The Legend of Zelda: A Link to the Past.
Overview
There are quite a number of message-related files in the 日本_Ver3 (Japan: Version 3) folder1 of the A Link to the Past source code. These are outlined in the table below.
Non-Message Files
README#
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To do: |
True to its name, the file 日本_Ver3\msg\bun\README is a README file that documents the game's proprietary text control codes... or it would, if it was still accurate to the final version of the Japanese release. Curiously, the numbers under the "Code List" section are accurate to the control codes used by the foreign releases, but the Japanese release went in a different direction that isn't documented anywhere in the source code.
Image |
Japanese |
Translation |
Used |
Notes |
|---|---|---|---|---|
記号の、セット方法 |
How to Set Symbols |
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「 ----> [ |
「 ----> [ |
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」 ----> ] |
」 ----> ] |
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? ----> ? |
? ----> ? |
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! ----> ! |
! ----> ! |
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、 ----> . |
、 ----> . |
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- ----> - |
- ----> - |
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< ----> 《 |
< ----> 《 |
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> ----> 》 |
> ----> 》 |
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・・・ ----> _ |
・・・ ----> _ |
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。 ----> 。 |
。 ----> 。 |
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~ ----> ~ |
~ ----> ~ |
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男の顔 ----> ☆★ |
Man's Face ----> ☆★ |
✘ |
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リンクの顔 ----> ○● |
Link's Face ----> ○● |
Link's Face and the Pieces of Heart below are the only text icons used in the whole game. The rest were deleted from the font graphics, and even the NEWS tape backups of the artists' files have no trace of what the others used to look like. |
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剣 ----> ◇◆ |
Sword ----> ◇◆ |
✘ |
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盾 ----> ◎ |
Shield ----> ◎ |
✘ |
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城 ----> □■ |
Castle ----> □■ |
✘ |
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古代文字1 ----> a |
Ancient Script 1 ----> a |
✘ |
"Ancient Script" refers to the Hylian writing in inscriptions that Link must decipher with the Book of Mudora. The look of these characters was changed a bit between the Japanese version and the localized releases. Despite this list saying there are 7 characters to choose from, the final release's font file has only 3. (Only the symbols corresponding to e, f, and g are used.) A total of 6, modified for the English releases, can be seen in this early font file. |
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↓ ↓ |
↓ ↓ |
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古代文字7 ----> g |
Ancient Script 7 ----> g |
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↑ ----> ↑ |
↑ ----> ↑ |
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↓ ----> ↓ |
↓ ----> ↓ |
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→ ----> → |
→ ----> → |
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← ----> ← |
← ----> ← |
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カ-ソル ----> > |
Cursor ----> > |
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ハ-ト1 ----> $ |
Heart 1 ----> $ |
Though there are 7 options for "Heart" in this list, because of the way the graphics are split up in the font file, the options are actually used in combination with each other to produce a Heart Container with 1/4, 2/4, 3/4, and 4/4 pieces filled in. |
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ハ-ト2 ----> ¢ |
Heart 2 ----> ¢ |
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ハ-ト3 ----> £ |
Heart 3 ----> £ |
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ハ-ト4 ----> % |
Heart 4 ----> % |
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ハ-ト5 ----> # |
Heart 5 ----> # |
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ハ-ト6 ----> & |
Heart 6 ----> & |
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ハ-ト7 ----> * |
Heart 7 ----> * |
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メガネ岩 ----> △▲▽ |
Spectacle Rock ----> △▲▽ |
✘ |
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スクロール等の、セット方法 |
How to Set Scroll, Etc. |
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(例) @7a,03,68,7f@ |
(e.g.) @7a,03,68,7f@ |
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↑ ̄ ̄  ̄ ̄  ̄ ̄  ̄ ̄ |
↑ ̄ ̄  ̄ ̄  ̄ ̄  ̄ ̄ |
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数字であることを、示す。最初と、最後に必要。(数字:16進数) |
Indicates that something is a number. Necessary at the start and end. (Numbers: Base 16) |
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その他の、注意 |
Other Things to Keep in Mind |
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メッセージを打つ際に、改行したい場合、二回つづけて │を、押す。 |
When you type a message, if you want to add a new line, push " │" twice in succession. |
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←┘ |
←┘ |
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code 表 |
Code List |
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67 フェードイン & フェードアウト |
67 Fadein & Fadeout |
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68 yes or no & go end |
68 Yes or No & GOTO End |
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69 item select & go end |
69 Item Select & GOTO End |
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6a name write |
6a Name Write |
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6b window write mode (0:普通 1:ゆっくり 2:枠無し) |
6b Window Write Mode (0: Normal 1: Slow 2: No Border) |
Only 2 is used in the final game. |
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6c 数字 を 書く (0~3:4種類) |
6c Write a Number (0~3: 4 Types) |
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6d window write position (0:上 1:下) |
6d Window Write Position (0: Up 1: Down) |
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6e スクロール ドット数 |
6e Scroll X Number of Pixels |
This control code is only used in message 0420 (the prologue that starts with "Long ago, in the beautiful kingdom of Hyrule [...]" that plays during the title screen demo) with the variable 0. |
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71 High or Middle or Low |
71 High or Middle or Low |
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72 High or Middle |
72 High or Middle |
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73 スクロール & 3行目に、カーソル移動 |
73 Scroll & Move Cursor to 3rd Line |
✘ |
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74 1行目に、カーソル移動 |
74 Move Cursor to 1st Line |
✘ |
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75 2行目に、カーソル移動 |
75 Move Cursor to 2nd Line |
✘ |
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76 3行目に、カーソル移動 |
76 Move Cursor to 3rd Line |
✘ |
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77 文字の、カラーチェンジ (77,?? のように 2個いる) |
77 Change Character Colour (Takes 2 digit input, e.g. "77, XX") |
Only 7 is used in the final game. |
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78 メッセージ stop time (78,?? のように 2個いる) |
78 Message Stop Time (Takes 2 digit input, e.g. "78, XX") |
Only 1, 5, 7, and 9 are used in the final game. |
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79 sound3 に 音 セット (79、?? のように 2個いる) |
79 Set Sound to sound3 (Takes 2 digit input, e.g. "79, XX") |
Only 2D is used in the final game. |
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7a 文字表示 speed (7a,?? のように 2個いる) |
7a Character Display Speed (Takes 2 digit input, e.g. "7a, XX") |
✘ |
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7d CLS |
7d CLS |
✘ |
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7e 入力待ち |
7e Wait for Input |
✘ |
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7f メッセージ エンド |
7f Message End |
✘ |
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絵文字の、セット |
Set Emoji |
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(例) @02,??,02,??@ |
(e.g.) @02,XX,02,XX@ |
✘ |
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 ̄ ̄  ̄ ̄  ̄ ̄  ̄ ̄ |
 ̄ ̄  ̄ ̄  ̄ ̄  ̄ ̄ |
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02 ・・・ 絵文字ですよフラグ |
02 ・・・ This = Emoji Flag |
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?? ・・・ 絵文字 code |
?? ・・・ Emoji Code |
zel_msg.DAT#
The file 日本_Ver3\msg\bun\zel_msg.DAT contains all the individual kana, punctuation, and kanji characters found in the game, encoded in shift-JIS. Astute observers will also note that this file contains symbols matching the non-final ones in the README file above, like the symbols for the extra Ancient Script characters and the unused text icons.
あいうえおやゆよかきくけこわをんさしすせそがぎぐたちつてとげござなにぬねのじずぜはひふへほぞだぢまみむめもづでどらりるれろばびぶべぼぱぴぷぺぽゃゅょっぁぃぅぇぉアイウエオヤユヨカキクケコワヲンサシスセソガギグタチツテトゲゴザナニヌネノジズゼハヒフヘホゾダヂマミムメモヅデドラリルレロバビブベボパピプペポャュョッァィゥェォ0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ[]?!.−《》_。〜?☆★○●◇◆◎□■abcdefg↑↓→←>$¢£%#&*△▲▽OTOサムタイムYAMAMOTO 娘城行教会神父訪頼通願平和司書戻様子湖達彼女言祭早雨剣盾解抜者味方無事出本当私他救倒度国退魔伝説必要良地図印思気人間兵病法屋手住連恵表金王信裏取引入口開見正幸運呼物付紋章所家闇読左側札穴道男大声下犯花深森水若美探今士店好代名迷立上光点目的押前夜十字北急昔果奥選続結定悪向歩時使古何村長配匹殿守精知山誰足冷黄力宝求先消封捕勇年姿話色々真紅場炎空面音吹中祈起右念再生庭路部川血完矢現在全体文秘密感賢陣残百近朝助術粉火注意走敵玉復活塔来帰忘東青持込逃銀勝集始攻撃命老心新世界箱木対特賊洞支盗族能力多聖両民予小強投服月姫
In between the characters used to represent the game's text icons and the kanji table is a little developer signature, reading "OTO Sometime YAMAMOTO". Yuichi Yamamoto was one of the game's programmers.
Old Font Files#
moji-0, moji-1, moji-2#
The files 日本_Ver3\char\moji-1.CGX and 日本_Ver3\char\moji-2.CGX contain the internal date stamp 90-04-24. The word "moji" means "text character".
Unlike the kanji in the final font files, which appears to list kanji in roughly the order they appear in the game's script (the same order used in zel_msg.DAT, the kanji in these files seems to be ordered according to their pronunciation, following the principles of the gojūon. The selection of kanji is also different from the final game. The font contains no emoji.
There are additional versions of these files in the NEWS\テープリストア\NEWS_05\home\watanabe\WATANABE directory that have the internal same date stamp, but the filenames are moji-0.CGX and moji-1.CGX. Their last-modified dates are 1990-07-03.
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To do: |
Watanabe's moji-0.CGX |
Source Code's moji-1.CGX |
Characters |
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Watanabe's moji-0.CGX and the source code's moji-1.CGX look nearly identical at first glance, but flipping back and forth between them reveals slight differences in the way some of the kanji are drawn.
Watanabe's moji-1.CGX |
Source Code's moji-2.CGX |
Kanji |
|---|---|---|
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The source code's moji-2.CGX has katakana, numbers, and some additional punctuation compared to Watanabe's moji-1.CGX. It lacks the kanji 娘 ("young woman" or "daughter"), which both Watanabe's file and the final kanji table contain. Watanabe's file has some extra kanji, mostly duplicates of the end of the kanji at the end of the moji files above, with one extra that doesn't appear elsewhere: 豆 ("bean").
Curiously, font data identical to that found in moji-2.CGX was discovered in a US localization prototype of Super Mario World produced on 1990-10-25. The data may be the result of a partial overdump.
moji-A#
The file NEWS\テープリストア\NEWS_04\home\arimoto\tanabe\moji-A.CGX is an earlier version of a font file for the English localizations of the game. It contains three more Ancient Script characters than any of the final releases possess.
(It's shown here with an incorrect palette.)
Unique Message Files
Within the directory that contains the Japanese dialogue from the Japanese version's source2 are some Japanese dialogue text files which have no English localization equivalent.
(Source: Delda - Message Collation, N._Onymous & GlitterBerri - Translation)
Files with Data#
04c2.BAKUP - The Cataclysm#
This file contains an earlier version of the message below.
Early Version (04c2.BAKUP) |
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Early JP |
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Final Version (04c2.txt) |
Official JP |
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msg00b0.txt - Letter#
This message's ID puts it at the start of the "get item" text. It's followed by the "get item" message for acquiring the Lamp.
Even though data for this item can still be found in the released version, the source code no longer contains any function that would have caused the game to generate this message.
@fe,67@ サマンサパパから
@fe,75@ 手紙 をあずかった
@fe,76@ 神父に とどけよう!
@fe,7f@
You agreed to take
a letter from Samansapapa.
Deliver it to the holy father!
"Samansapapa" could be an early name for Sahasrahla, but it would also be how a Japanese person would say "Samantha's dad."
"神父" (shinpu), literally meaning "divine father" and translated here as the appellation "holy father", refers to the old man who minds the Sanctuary. While the captions in the Japanese game's ending (which are written in English, for some reason) call him "The Loyal Priest", this religious reference was censored by Nintendo of America. As a result, in the English ending, he's called "The Loyal Sage".
Similarly, Agahnim is referred to as "司祭" (shisai), which translates to "priest".
msg00b2.txt - Item Without Text#
This message's ID puts it between the "get item" text for the Lamp and the Boomerang.
The source code no longer contains any function that would have caused the game to generate this message.
@fe,67@このアイテムには
@fe,75@ メッセ−ジがありません
@fe,7f@
This item doesn't have
a message.
msg00d8.txt - Cane of Uselessness#
This message's ID puts it between the "get item" text for the Red Mail and the sword upgrade.
The source code no longer contains any function that would have caused the game to generate this message.
@fe,67@ヤクたたずのツエだ!
@fe,75@魔法の力を使うわりには.
@fe,76@攻撃力はもうひとつか_?
@fe,7f@
It's the Cane of Uselessness!
Even though it uses magic power,
its attack power isn't very good...?
msg00da.txt - Tempered Shield#
This message's ID puts it between the sword upgrade text and the Mirror Shield get item text.
The source code no longer contains any function that would have caused the game to generate this message.
盾のかたさが強くなった!
@f8@頼もしい味方だ!
@fb@
Your shield got tougher!
What a reliable ally!
msg0190.txt - Meet Ken#
The source code contains a function that would have caused the game to generate this message. Despite the message ID not grouping it with other Telepathic Tile messages (0240 to 0255), this function is located in the code for entity 2D, the Telepathic Tile entity (known internally as PENKI), in the file zel_end2.asm.
@fe,67@よう.@fe,6a@ よかったら
@fe,75@ウチへ入って.ケンちゃんに
@fe,76@会ってやってくれよ_。
@fe,7f@
Yo, Link. Come on into
my place and see Ken-chan,
if you'd like...
"Ken-chan" may be a playful reference to script writer Kensuke Tanabe.
msg0245.txt - Turtle Rock Hint#
This message's ID puts it with the Telepathic Tile messages. It is preceded by the hint prompting Link to ascend to the top of Spectacle Rock, and followed by the hint about objects existing simultaneously in both worlds in similar forms.
It was meant to appear on a Telepathy Tile in Skull Woods.
@fe,6b,2,fe,6a@よ.きこえるか?
@fe,75@魔物のようなカオのドクロが
@fe,76@さいごの入口じゃ。よいな_。
@fe,7f@
Link, can you hear me?
A skull with a face like a monster's
is the final entrance. Understood?
msg024d.txt - Ganon Hint#
This message's ID puts it with the Telepathic Tile messages. The final game has a similar message, 024B, which is used.
It was meant to appear on a Telepathy Tile in Ganon's Tower.
ID |
Official JP |
Official EN |
Retranslation |
|---|---|---|---|
024B |
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024D |
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[N/A] |
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msg0251.txt - Trinexx Hint#
This message's ID puts it in the middle of the Telepathic Tile messages for the Ice Palace, but it appears to refer to how to defeat Trinexx.
It was meant to appear on a Telepathy Tile in Turtle Rock.
@fe,6b,2,fe,6a@よ.3つクビの魔物に
@fe,75@出会ったら.まず左右のクビか
@fe,76@ら.やっつけるのじゃ。
@fe,7e,fe,73@クビのうごきを封じて.マスタ
@fe,73@−ソ−ドをふるうがよい。
@fe,73@
@fe,7f@
Link, if you encounter a three-headed
monster, start by attacking the left
and right heads. Once the heads are
stunned, strike with the Master Sword.
msg0383.txt - Borrowing a Sword#
This message's ID puts it with the other Blacksmith text.
The source code contains a function that would have caused the game to generate this message. Unsurprisingly, it can be found in the code for entity 1A, the entity for the Blacksmiths (known internally as KAJIY), in files such as zel_enmy.asm.
かじ屋さんの剣をおかりした。
@fe,75@剣がきたえあがったら.ちゃん
@fe,76@とかえそう!
@fe,7f@
You borrowed the blacksmiths' sword.
Make sure to give it back once yours
has been thoroughly tempered!
msg03b4.txt - Did you catch all that?#
This message's ID puts it with the Fortune Teller dialogue.
The source code no longer contains any function that would have caused the game to generate this message.
ちゃんときこえましたかな?
@fe,75@ > う ん
@fe,76@ ぜんぜん
@fe,68,fe,7f@
Did you catch all that?
> Yep
> Not at all
msg03c0.txt - Dark World Blues I#
The source code no longer contains any function that would have caused the game to generate this message.
It's content is quite similar to message 0500, which is touched on in the context of another message elsewhere on this page.
@fe,67@ケケッ こいつは ひさびさに
@fe,75@新入さんだね。
@fe,76@バカなやつだよ。
@fe,7e,fe,73@ど−せ おまえも黄金の力が
@fe,73@ほしくてこの世界に
@fe,73@のこのこやって来たんだろう。
@fe,7e,fe,73@ざんねんだったな。黄金の力は
@fe,73@もうガノン て 悪党が
@fe,73@−人じめしてやがるぜ。
@fe,7e,fe,73@しかも.この世界じゃ 心が
@fe,73@そのまま姿に あらわれやがる
@fe,73@悪党はみんなモンスタ−だぜ!
@fe,7e,fe,73@おいらも このざまだ。
@fe,73@お前も いまに姿が かわるぞ
@fe,73@さあ.もう行った 行った _
@fe,7f@
Keheh... This guy's the first
newcomer I've seen in a while.
What a fool.
I bet you waltzed into this world
wanting the Golden Power, too,
didn't you?
Too bad for you. A scoundrel named
Ganon is already hogging it.
What's more, in this world, how you
appear reflects what's in your heart.
All the scoundrels are monsters!
I ended up sharing their fate.
Before long, you'll transform, too.
Now, go on and beat it!
msg03d6.txt - Storyteller Apology#
This message's ID puts it with the Storyteller dialogue.
The source code contains a function that would have caused the game to generate this message.
へへっ.すまねえな。
@fe,75@じつは.もうネタぎれだぜ。
@fe,76@まあ.ゲンキだしてくれよな。
@fe,7f@
Heheh. Sorry, man.
To be honest, I'm fresh out of info.
Hey, now. Chin up, alright?
msg0452.txt - Warping With Kiki#
This message's ID puts it with Kiki the Monkey's dialogue. It suggests that the player may once have been able to use the Magic Mirror to teleport from the Dark World back to the Light World with Kiki in tow. In the final game, taking him to the Light World is impossible. Trying to do so causes Kiki to utter "Ki ki? What are you doing? I don't want to go there!", and Link warps to the Light World.
The source code contains a function that would have caused the game to generate this message.
はやく うらのせかいへ
@fe,75@かえりたいよ。
@fe,7f@
I want to go back to the
Dark World right away.
msg0501.DAT - Dark World Blues II#
There's no equivalent .txt file for this .DAT file. Thankfully, its contents can be reconstructed from the hex data within.
The source code no longer contains any function that would have caused the game to generate this message.
@fe,67@先住の民も、いたずらな力を
@fe,75@のこしたものよ。『黄金の力』
@fe,76@…『トライフォース』か…
@fe,7f@
What a mischievous force the original
inhabitants of this place left behind.
The Golden Power... the Triforce...
This message immediately follows message 0500. It's quite similar to the tail end of message 0500, so perhaps 0500 was once split into two to decrease its length.
ID |
Official JP |
Official EN |
Retranslation |
|---|---|---|---|
0500 |
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0501 |
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Files Without Data#
The following unique message files are empty of data.
ID |
.DAT |
.txt |
Function |
Notes |
|---|---|---|---|---|
01a2 |
Yes |
No |
No |
|
0387 |
Yes |
Yes |
No |
|
0389 |
Yes |
Yes |
No |
|
0600 |
No |
Yes |
No |
This message isn't referenced anywhere in the code, even as part of the message ID lists. |
FFFF |
No |
Yes |
Yes |
Compiled Message Files
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To do: |
zel_msge#
While most of the message-related files are found in the 日本_Ver3\msg\bun subdirectory, this one is at 日本_Ver3\asm\zel_msge.asm. Not only does it contain an unfinished, much earlier version of the game's script, it also uses an older version of the kanji table and a set of control codes that matches with the localized versions and the README file outlined above.
The fact that the kanji table differs from the one used in the final game means that much of the kanji in the messages below had to be reconstructed using context clues.
(Source: GlitterBerri - Translation & Kanji Table Reconstruction, MathOnNapkins - Hex to Text Conversion Script)
000x: System Messages#
ID |
Japanese |
Translation |
|---|---|---|
0000 |
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0001 |
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0002 |
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0003 |
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001x: Link's Uncle#
Link's uncle's dialogue when presenting the player with the sword lacks the spin attack tutorial and the lore regarding it being "a secret technique handed down by our people".
ID |
Japanese |
Translation |
|---|---|---|
0010 |
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0011 |
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002x: Hylian Soldiers#
ID |
Japanese |
Translation |
|---|---|---|
0020 |
|
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0021 |
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0022 |
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0023 |
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0024 |
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0025 |
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0026 |
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003x: Loyal Sage#
In the final game, Link receives telepathic pleas for help from Princess Zelda which hint that the castle can be accessed by finding a hidden passage outside its walls. However, various data, including these early messages, suggests that this wasn't always the case.
It seems that, instead of heading straight for the castle via the hidden path, Link once brought the now-unused Letter item to the Loyal Sage at the Sanctuary. The sage would then grant him access to the passage leading from the Sanctuary to the Sanctuary dungeon.
Details on the Letter
- There's still an item get message for the Letter in this file and the individual message files.
- The Letter still exists as an unused item in the final game.
- There's commented-out code in the Sage entity (starting at line 14567 of 日本_Ver3\asm\zel_enmy2s.asm) regarding the item.
- The Sage would have displayed message 0030 if Link spoke to him with the Letter item, and message 0035 if he didn't have it, but both of these messages are absent from zel_msge.asm.
- 0030 is still missing from the final game, while 0035 was later overwritten with a message in which the Sage encourages Link to seek the Pendants.
Instead pushing an ornamental shelf, the Sage instructed Link to use a lever to operate the door from the Sanctuary interior to the castle passage. Similarly, instead of there being an ornamental shelf behind the thrones in the castle, there was also a lever that operated a door at the back of the throne room.
Details on the Levers
- Earlier versions of the Sanctuary interior map, such as the one found in the Super Donkey proto, have a dungeon door instead of an ornamental shelf.
- This is also the case with earlier versions of the Hyrule Castle throne room, such as the ones found in Super Donkey.
- An early entity list found in 日本_Ver3\asm\zel_endt3.asm has entity 04, a "correct pull switch", loaded in underworld map square 40, which was formerly the location of the Sanctuary interior.
- In addition to two rats, the same entity list has entity 06, an "incorrect pull switch", and entity 04, the "correct pull switch", loaded in underworld map square 31, which is the location of the room behind Hyrule Castle's throne room in the Super Donkey version of the underworld map. This suggests that the Sage's instruction to pull the lever on the left side was a hint to pull the correct switch, as the incorrect switch would have caused nine further rat entities to drop into the room.
- The graphical data in Super Donkey, which post-dates zel_msge, indicates that the puzzle had been modified such that Link would use his Lantern to ignite torches to open the door to the throne room, rather than pulling a switch.
- The switch puzzle was moved to the room before the Sanctuary door in the final game, though the correct switch in this room is the one on the right.
While A Link to the Past wasn't shown at the third annual Shoshinkai game show, held from April 24th to May 6th, 1991, staff from Family Computer Magazine were given several screenshots of the game by Nintendo public relations employee Yoshio Hongo. These images show Link visiting the Sanctuary in the pouring rain with the Letter in his inventory, making his way from the Sanctuary to Hyrule Castle's dungeon via the underground passage, and finally exiting the Sanctuary into the sun.
ID |
Japanese |
Translation |
Notes |
|---|---|---|---|
0031 |
|
|
A comment on the code for displaying this message in zel_enmy2s.asm, "REBA NOT MOVE", indicates that the Sage would say this line if Link hadn't yet activated the switch which opened the door at the back of the Sanctuary. |
0032 |
|
|
The comments associated with the code sections that set this message, "DEMO 3(open door)", "DEMO 4(onna NARABI)" (woman lines up), and "REBA MOVE AFTER", suggest that the Sage would say this line after Link had activated the switch, which would cause a little scene in play in which the door would open and Zelda would move to a new position. |
0033 |
|
|
The first comment for this message, "KAIDAN MIRU", indicates that the Sage would say this line after "looking towards the stairs" (at the back of the Sanctuary). |
0034 |
|
|
Here, the Sage directs you to the mayor of the village, rather than the elder (Sahasrahla). |
004x: Princess Zelda#
Message 0043 hints to the way into the castle in a manner very close to the final game's scenario. This seems to be a line that may be later than 0032 and potentially conflict with that line from a scenario where Link would enter with a lever as instructed by the Loyal Sage.
ID |
Japanese |
Translation |
|---|---|---|
0040 |
|
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0041 |
|
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0042 |
|
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0043 |
|
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0044 |
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0045 |
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0046 |
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0047 |
|
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005x: Mayor's Wife#
In the final game, the character that uses the 005x section of message IDs is Sahasrahla's wife. It seems that she was originally the wife of the mayor of Kakariko. Indeed, her dialogue seems to be a continuation of Loyal Sage message 0034, instructing Link to speak with the mayor, and Mayor message 0110, ordering Link to get inside the house and speak with his "old lady" within.
This dialogue also hints at one of the initial Pendant dungeons being a dungeon with a water spirit, "Boss Tazora", which is grouped in with the Armos and Lanmola bosses. This boss, whose sprite was repurposed for the character of King Zora in the final game, was scrapped in favor of changing the scenario to make the Tower of Hera and Moldorm the final Pendant challenge. This may be linked to the fact that the Tower of Hera is smaller and lacking a boss arena in the Super Donkey proto.
The Pendant was a single usable item rather than three collectable quest items at this time (see messages 00BF and 0161 for more details), so there's no mention of gathering Pendants here.
"Old Man Ecolo," who is mentioned to be living at the temple, appears to have been merged, along with the mayor, into the character of Sahasrahla.
ID |
Japanese |
Translation |
|---|---|---|
0050 |
|
|
006x: Snitch#
ID |
Japanese |
Translation |
|---|---|---|
0060 |
|
|
007x: Old Man Ecolo#
Given the fact that they had not yet at this point filled in what you would get from the third pendant boss to prove you defeated it, message 0070 points to the same kind of uncertainty surrounding that dungeon at one point and who its boss would be with a blank space left in the text.
Message 0071 mentions crests rather than pendants, likely an earlier evolution of what you would receive to prove you defeated the bosses to claim the Master Sword.
ID |
Japanese |
Translation |
|---|---|---|
0070 |
|
|
0071 |
|
|
0072 |
|
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008x: Signs#
ID |
Japanese |
Translation |
|---|---|---|
0080 |
|
|
0081 |
|
009x: Witch (Outside Shop)#
Message 0091 hints towards the stage when there were other mushroom items found in Hyrule that apparently could be traded for a bottle.
ID |
Japanese |
Translation |
|---|---|---|
0090 |
|
|
0091 |
|
|
0092 |
|
|
0093 |
|
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00Ax: Witch (Inside Shop)#
ID |
Japanese |
Translation |
|---|---|---|
00a0 |
|
|
00a1 |
|
|
00Bx: Item Get Messages I#
ID |
Japanese |
Translation |
Notes |
|---|---|---|---|
00b0 |
|
|
|
00b1 |
|
|
At this stage, the Lantern (translated as "Lamp" in the final English script) could only be used to light up rooms. |
00b2 |
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00b3 |
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00b4 |
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00b5 |
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00b6 |
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00b7 |
|
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It seems that lighting fires was the original function of the Magic Powder. This function was later integrated into the Lamp. |
00b8 |
|
|
|
00b9 |
|
|
|
00ba |
|
|
There's still remnants of these mushrooms in the source code. The Witch would trade an Empty Bottle for one of the inedible ones. |
00bb |
|
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00bc |
|
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00bd |
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|
00be |
|
|
Given the Christian flavor of some of the early item names, "Kalbi" might be an obscure reference to Calvinism, or to a book by Arab scholar Hisham ibn al-Kalbi. Or perhaps it's simply a joke on delicious Korean-style barbecue ribs, a popular restaurant item in Japan. |
00bf |
|
|
This mystery is later solved by the Lost Old Man, who informs the player that it can be used to summon earth spirits. |
00Cx: Item Get Messages II#
Message 00c9 has a Cane of Solomon description which seems close to the Cane of Byrna's effect in the final game given that is the invincibility Cane, as opposed to the Cane of Somaria which creates stone blocks.
ID |
Japanese |
Translation |
|---|---|---|
00c0 |
|
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00c1 |
|
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00c2 |
|
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00c3 |
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00c4 |
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00c5 |
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00c6 |
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00c7 |
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00c8 |
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00c9 |
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00ca |
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00cb |
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00cc |
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00cd |
|
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011x: Town Mayor#
Message 0111 may be the mayor marking the location of the bosses you need to defeat to claim the Master Sword, although it is a bit vague. It is hard to see what other monsters would be so key as to be marked on the map, given the other message files found regarding the game at this stage.
ID |
Japanese |
Translation |
|---|---|---|
0110 |
|
|
0111 |
|
|
012x: Old Snitch#
ID |
Japanese |
Translation |
|---|---|---|
0120 |
|
|
013x: Minigame Proprietor#
ID |
Japanese |
Translation |
|---|---|---|
0130 |
|
|
0131 |
|
|
0132 |
|
|
0133 |
|
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014x: Spirit of Happiness#
ID |
Japanese |
Translation |
|---|---|---|
0140 |
|
|
0141 |
|
|
0142 |
|
|
0143 |
|
|
0144 |
|
|
0145 |
|
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015x: Lost Old Man (Wandering)#
ID |
Japanese |
Translation |
|---|---|---|
0150 |
|
|
0151 |
|
|
0152 |
|
|
0153 |
|
|
0154 |
|
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016x: Lost Old Man (Home Cave)#
ID |
Japanese |
Translation |
|---|---|---|
0160 |
|
|
0161 |
|
|
017x: Flute Boy's Father#
ID |
Japanese |
Translation |
|---|---|---|
0170 |
|
|
018x: Sweeping Lady#
ID |
Japanese |
Translation |
|---|---|---|
0180 |
|
|
019x: Painter#
This message ID is absent from the final game, but entity 2D, known as PENKI ("paint"), has code for displaying it. This doesn't really match up with the message here, since PENKI is the entity for the telepathic tiles, and this text seems like it's for an NPC. One imagines that the content must have changed.
ID |
Japanese |
Translation |
|---|---|---|
0190 |
|
|
(This isn't the only odd piece of text associated with PENKI.)
01Ax: Running Man#
The only entity with code to display this message is 74, known as BOUSI ("hat"), the entity for the Running Man. Indeed, the content of this text ID in the final game is the message in which the Running Man praises Link for catching up with him.
Because the maidens getting kidnapped are descendants of the sages ("wise men" in the English localization), and the Running Man of the final game doesn't mention anything about a kidnapped daughter, it's possible that the 01Ax section of message IDs were originally used for another NPC, and was later repurposed for him.
Another possibility is that message 01A0 was always intended for the entity that became the Running Man in the final game, and its content was changed after his character was altered following the introduction of the Pegasus Boots, which happened after the creation of zel_msge. The Yamamoto Data section of zel_bg3.asm, which, like zel_msge, seems to date from around May, 1991, lacks the boots item entirely. (Additionally, the original function of the Boots seems to have been jumping, not running.)
ID |
Japanese |
Translation |
|---|---|---|
01a0 |
|
|
Light World Placeholder Text#
ID |
Japanese |
Translation |
|---|---|---|
01b0 |
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01b1 |
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01b2 |
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01b3 |
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01b4 |
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01b5 |
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01b6 |
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01b7 |
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01b8 |
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01b9 |
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01ba |
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01bb |
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01bc |
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01bd |
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01be |
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01bf |
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01c0 |
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01c1 |
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01c2 |
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01c3 |
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01c4 |
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01c5 |
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01c6 |
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01c7 |
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01c8 |
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01c9 |
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01ca |
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01cb |
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01cc |
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01cd |
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01ce |
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01cf |
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01d0 |
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01d1 |
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01d2 |
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01d3 |
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01d4 |
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01d5 |
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01d6 |
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01d7 |
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01d8 |
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01d9 |
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01da |
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01db |
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01dc |
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01dd |
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01de |
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01df |
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01e0 |
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01e1 |
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01e2 |
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01e3 |
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01e4 |
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01e5 |
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01e6 |
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01e7 |
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01e8 |
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01e9 |
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01ea |
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01eb |
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01ec |
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01ed |
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01ee |
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01ef |
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Dark World Placeholder Text#
Placeholder text for Dark World messages that had yet to be written.
Message 01ff seems erroneous.
ID |
Japanese |
Translation |
|---|---|---|
01f0 |
|
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01f1 |
|
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01f2 |
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01f3 |
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01f4 |
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01f5 |
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01f6 |
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01f7 |
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01f8 |
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01f9 |
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01fa |
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01fb |
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01fc |
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01fd |
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01fe |
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01ff |
|
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0200 |
|
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0201 |
|
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0202 |
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0203 |
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0204 |
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0205 |
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0206 |
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0207 |
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0208 |
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0209 |
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020a |
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020b |
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020c |
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020d |
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020e |
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020f |
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0210 |
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0211 |
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0212 |
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0213 |
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0214 |
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0215 |
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0216 |
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0217 |
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0218 |
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0219 |
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021a |
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021b |
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021c |
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021d |
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021e |
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021f |
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0220 |
|
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0221 |
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0222 |
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0223 |
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0224 |
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0225 |
|
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0226 |
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0227 |
|
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0228 |
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0229 |
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022a |
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022b |
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022c |
|
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022d |
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022e |
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022f |
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