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Link's Awakening Files

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

For some reason, there are multiple files in the A Link to the Past code that pertain to Link's Awakening. Perhaps the latter started life in the A Link to the Past directory, as Majora's Mask seems to have started life in the directory of Ocarina of Time?

Data Files

bom.lst#

This file, found in the graphics subdirectory at 日本_Ver3\char\bom.lst, contains code for a fairy. The code is identical to the YOSEIMV (Fairy Move) code found in GBENMY.DAT.

ENNO.DAT#

This file contains an early list of enemies for Link's Awakening. It's only present in the 日本_Ver3 (Japan - Version 3) directory, at 日本_Ver3\asm\ENNO.DAT.

Content#

ENNO.DAT

ZEN.DMG (Final)

;****************************************
;*      Enemy                           *
;****************************************
;- - Kind of enemy - - 
PYAAA   EQU $0
BUMER   EQU $1
BOMBR   EQU $2
KTOBJ   EQU $3 
OCTA1   EQU $4 ; TAKO
OCTAM   EQU $5
MORI1   EQU $6 ; MORIBURIN
MORYA   EQU $7
TEKTA   EQU $8 ; TEKTAIT
RIVER   EQU $9 ; RIVER
KUZUH   EQU $A
GHOST   EQU $B ; OBAKE
BOMBO   EQU $C
;- - - - - - - - - - 
HART1   EQU $D
RUPY1   EQU $E
YOSEI   EQU $F
MSTEST  EQU $10
MSTES2  EQU $11
;---------------------------------------------------
;****************************************
;*      Enemy                           *
;****************************************
;- - Kind of enemy - - 
;-- Player wepon - -
PYAAA   EQU $0
BUMER   EQU $1
TEST    EQU $1
BOMBR   EQU $2
FUCKS   EQU $3
PRTBM   EQU $4
;- - - - - - - - - - 
KTOBJ   EQU $5
BLOCK   EQU $6
TAKAR   EQU $7
POWDR   EQU $8
;- - - - - - - - - -
OCTA1   EQU $9
OCTAM   EQU $A
MORI1   EQU $B
MORYA   EQU $C
TEKTA   EQU $D
RIVER   EQU $E
KUZUH   EQU $F
GHOST   EQU $10
GHOSB   EQU $11
GHOSS   EQU $12
BOMBO   EQU $13
[...]
;- - - - - - - - - -
HART1   EQU $2D
RUPY1   EQU $2E
YOSEI   EQU $2F

Analysis#

#

Name

Translation

Identification

Notes

$0

PYAAA

Pewww

Arrow

An arrow projectile shot by Link. It uses the same number in the final game.

$1

BUMER

Boomerang

Boomerang

This entity uses the same number in the final game.

$2

BOMBR

Bomber

Bomb

This entity uses the same number in the final game.

$3

KTOBJ

Fragmented Object

Liftable Rock

This entity is number 05 in the final game.
03 is used by the Hookshot chain, and 04 is used by the fireball shot by the Magic Rod, which were evidentially added into the list after this one was created.

$4

OCTA1

Octorok 1

Octorok

This entity is number 09 in the final game.
The note beside it, "TAKO", means octopus.

$5

OCTAM

Octorok Ball

Octorok Projectile

This entity is number 0A in the final game.

$6

MORI1

Moblin 1

Moblin

This entity is number 0B in the final game.
The note beside it, "MORIBURIN", is the Japanese name for Moblins.

$7

MORYA

Moblin: Arrow

Moblin's Arrow

This entity is number 0C in the final game.

$8

TEKTA

Tektite

Tektite

This entity is number 0D in the final game.
The note beside it, "TEKTAIT", is an alternate way to romanize Tektite.

$9

RIVER

Leever

Leever

This entity is number 0E in the final game.
The note beside it, "RIVER", is an alternate way to romanize Leever. The intended romanization of Leever is unclear. It may even be "Reaver".

$A

KUZUH

Kuzuhara

Armos Statue

This entity is number 0F in the final game.
Kuzuhara is a reference to Takamitsu Kuzuhara, one of the programmers.

$B

GHOST

Ghost

Hiding Ghini

This entity is number 10 in the final game.
The note beside it, "OBAKE", means ghost.

$C

BOMBO

Bombo [?]

[Unknown]

This entity is number 13 in the final game, but it's unused and broken.
11 is used by the Giant Ghini, and 12 is used by the regular Ghini, which were evidentially added into the list after this one was created.

$D

HART1

Heart 1

Heart Drop

This entity is number 2D in the final game.

$E

RUPY1

Rupee 1

Rupee Drop

This entity is number 2E in the final game.

$F

YOSEI

Fairy

Fairy Drop

This entity is number 2F in the final game.

$10

MSTEST

Message Test

Message Test

This entity originally used number 37.
It was overwritten by the arrow drop in the final game.

$11

MSTES2

Message Test 2

[Unknown]

This entity is absent from the final game.
There was another message test called MSTESF that used number 4B, before it was overwritten by the pot entity.

GBENMY.DMG#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: What does the code do? How does it compare to the code in the released version of Link's Awakening? What other noteworthy things are in this file?

This file is, as titled, a list of "Game Boy Enemies". (The .DMG extension stands for Dot Matrix Game, which refers to Game Boy software.) It's found in the graphics subdirectory at 日本_Ver3\char\GBENMY.DMG. It also contains an early list of enemies for Link's Awakening, as well as a bunch of code.

It's missing entries for KUZUH, GHOST, BOMBO, MSTEST, and MSTES2, so it may be even older than the list found in ENNO.DAT.

GBENMY.DMG

ZEN.DMG (Final)

;****************************************
;*      Enemy                           *
;****************************************
;- - Kind of enemy - - 
PYAAA   =   $0
BUMER   =   $1
BOMBR   =   $2
KTOBJ   =   $3
OCTA1   =   $4
OCTAM   =   $5
MORI1   =   $6
MORYA   =   $7
TEKTA   =   $8
RIVER   =   $9
;- - - - - - - - - - 
HART1   =   $A
RUPY1   =   $B
YOSEI   =   $C
;****************************************
;*      Enemy                           *
;****************************************
;- - Kind of enemy - - 
;-- Player wepon - -
PYAAA   EQU $0
BUMER   EQU $1
TEST    EQU $1
BOMBR   EQU $2
FUCKS   EQU $3
PRTBM   EQU $4
;- - - - - - - - - - 
KTOBJ   EQU $5
BLOCK   EQU $6
TAKAR   EQU $7
POWDR   EQU $8
;- - - - - - - - - -
OCTA1   EQU $9
OCTAM   EQU $A
MORI1   EQU $B
MORYA   EQU $C
TEKTA   EQU $D
RIVER   EQU $E
KUZUH   EQU $F
[...]
;- - - - - - - - - -
HART1   EQU $2D
RUPY1   EQU $2E
YOSEI   EQU $2F

SUB.TXT#

This file is a handy collection of enemy-related subroutines such as the ones that appear in GBENMY.DMG. It's found in the graphics subdirectory at 日本_Ver3\char\SUB.TXT.

Japanese

Translation

====================================
    敵用便利サブル-チン集
------------------------------------
1
    EPXYCK  : その敵からのプレイヤ-の4方向チェック
      入力 : なし
      出力 : (A),(E) 
        0 右にプレイヤ-がいる
        1 左
        2 上
        3 下
------------------------------------
2
    EPXCHK  : その敵からのプレイヤ-の(X)方向チェック
      入力 : なし
      出力1: (A),(D)
        距離 (PLXPSL-ENXPSL) 

      出力2: (E)
        0 右にプレイヤ-がいる
        1 左
------------------------------------
3
    EPYCHK  : その敵からのプレイヤ-の(Y)方向チェック
      入力 : なし
      出力1: (A),(D)
        距離 (PLYPSL-ENYPSL) 

      出力2: (E)
        0 上にプレイヤ-がいる
        1 下
------------------------------------
4
    PSERCH  :その敵からプレイヤ-への移動スピ-ド計算1
      入力 : (A)基本スピ-ド
      出力 : ENYSPD+BC <- (Y)スピ-ド
           ENXSPD+BC <- (X)スピ-ド
------------------------------------
5
    PSERCH2 :その敵からプレイヤ-への移動スピ-ド計算2
      入力 : (A)基本スピ-ド
      出力 : WORK0 <- (Y)スピ-ド
           WORK1 <- (X)スピ-ド
------------------------------------
6
    ENBGCK  :地形チェツク
      入力 : なし
      出力 : ENCBFG+BC
        00000000
        未使用 ||||-右側が障害物にHIT!
            |||--左
            ||---上
            |----下
------------------------------------
7
    RNDSUB
      入力 : なし
      出力 : (A)乱数0-FF
====================================
    敵用汎用RAM

    ENSTAT
    ENCONT
    ENWRK0
    ENWRK1
    ENWRK2
-- 自動タイマー --
    ENTIM0
    ENTIM1
    ENTIM2



        GOOD LUCK !
====================================
    Collection of Useful Enemy Subroutines
------------------------------------
1
    EPXYCK  : Four-Directional Player Check from Specified Enemy
      Input : Nothing
      Output : (A),(E) 
        0 Player at Right
        1 Left
        2 Up
        3 Down
------------------------------------
2
    EPXCHK  : Player (X) Direction Check from Specified Enemy
      Input : Nothing
      Output 1: (A),(D)
        Range (PLXPSL-ENXPSL) 

      Output 2: (E)
        0 Player at Right
        1 Left
------------------------------------
3
    EPYCHK  : Player (Y) Direction Check from Specified Enemy
      Input : Nothing
      Output 1: (A),(D)
        Range (PLYPSL-ENYPSL) 

      Output 2: (E)
        0 Player Up
        1 Down
------------------------------------
4
    PSERCH  : Movement Toward Player Speed Calculation 1 from Specified Enemy 1
      Input : (A) Base Speed
      Output : ENYSPD+BC <- (Y) Speed
           ENXSPD+BC <- (X) Speed
------------------------------------
5
    PSERCH2 : Movement Toward Player Speed Calculation 2 from Specified Enemy 2
      Input : (A) Base Speed
      Output : WORK0 <- (Y) Speed
           WORK1 <- (X) Speed
------------------------------------
6
    ENBGCK  : Terrain Check
      Input : Nothing
      Output : ENCBFG+BC
        00000000
        Unused  ||||-Collision with Obstacle at Right!
            |||--Left
            ||---Up
            |----Down
------------------------------------
7
    RNDSUB
      Input : Nothing
      Output : (A) Random Number 0-FF
====================================
    All-Purpose Enemy RAM

    ENSTAT
    ENCONT
    ENWRK0
    ENWRK1
    ENWRK2
-- Automatic Timer --
    ENTIM0
    ENTIM1
    ENTIM2



        GOOD LUCK !

(Source: Translation - GlitterBerri)

SUB.LST#

This file is a handy list of enemy-related subroutines such as the ones that appear in GBENMY.DMG. It's found in the graphics subdirectory at 日本_Ver3\char\SUB.LST.

Japanese

Translation

    敵効率的使用共通副処理集団

     DE <- キャラクタ-デ-タアドレス
    EN2CST : OAM SET

    ENSTCK : スクロ-ル チェック

    ENHNSB : はねかえり処理

    CRENPL : VS プレイヤ-HIT チェック

    CRKNEN : VS プレイヤ-剣 HIT チェック

    ENBGCK : BG チェック

    ENMVCL : 移動的計算処理
    Group of Efficient Common Enemy Subroutines

     DE <- Character Data Address
    EN2CST : OAM SET

    ENSTCK : Scroll Check

    ENHNSB : Bounce Back Processing

    CRENPL : Player Collision Check

    CRKNEN : Player Sword Collision Check

    ENBGCK : BG Check

    ENMVCL : Movement Calculation Processing

(Source: Translation - GlitterBerri)

Graphics Files

1.CGX#

To do:

  • Needs Description/translation
  • Compare these graphics to the final graphics files..

Original

Partially Assembled

2.CGX#

To do:
Compare these graphics to the final graphics files.

Original

Partially Assembled

  • 壁Ⅲ: Wall III
  • 壁Ⅳ: Wall IV
  • ダンジョンイレカエ: Dungeon Changeover
  • ユカ4: Floor 4
  • ゼルダの伝説: The Legend of Zelda
  • もうひとりのシバハラ: Another Shibahara
  • The Gojuuon
  • ウラ地上(予): Dark World (Reserved)

3.CGX#

To do:
Compare these graphics to the final graphics files.

Original

Partially Assembled

  • 敵: Enemy
  • An Armos statue and a Moblin.
  • Pol's Voice.

ABC.CGX#

To do:
Compare them to the final graphics files.

Original

Partially Assembled

Items, including the Bomb, Boomerang, Sword, Shield, Bow, Hookshot, Rod, Boots, Map, Compass, Key, Rupee, and Heart Container. The Flippers, Powder, and Bracelet are absent.