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?
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.
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.
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.
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.
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.
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.
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
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.