This is a sub-page of Development:The Legend of Zelda: A Link to the Past.
Palette Files
CORGENE#
The source code contains three different versions of a label called CORGENE, which is short for "COLOR GENERATOR".
- zel_chra.asm
- File Creation Date: 1990.03.06(TUE)
- CORGENE Date: H2.03.06 15:30 (1990.03.06 at 03:30 PM)
Curiously, the offsets for labels from BG32BIT onwards appear to not fit this iteration of the CORGENE data properly. Corrections are denoted in parentheses in the Resolved Offset column of the table below. Also, CIJOBG and KOUKABG reference color data that doesn't exist. CORGENE ends at PLAYCG.
Label |
Offset Calculation |
Resolved Offset (Hex) (Correction, if applicable) |
|---|---|---|
OBJ2BIT |
CORGENE |
0000H |
YUMIOBJ |
OBJ2BIT+4*10*2 |
0050H |
KAGEOBJ |
YUMIOBJ+4*1*2 |
0058H |
KENOBJ |
KAGEOBJ+4*1*2 |
0060H |
DANJOBG |
KENOBJ+3*3*2 |
0072H |
BG32BIT |
DANJOBG+7*10*2 |
00FEH |
MAP2BIT |
BG32BIT+4*6*2 |
012EH (013EH) |
RODOOBJ |
MAP2BIT+4*6*2 |
015EH (017EH) |
BAKUOBJ |
RODOOBJ+4*4*2 |
017EH (019EH) |
ENMYOBJ |
BAKUOBJ+7*2*2 |
019AH (01BAH) |
TOKUOBJ |
ENMYOBJ+7*24*2 |
02EAH (030AH) |
DANBSBG |
TOKUOBJ+7*8*2 |
035AH (035EH) |
KABEBG |
DANBSBG+7*30*2 |
04FEH (0502H) |
SOUSBG |
KABEBG+7*10*2 |
058AH (058EH) |
PLAYCG |
SOUSBG+7*10*2 |
0616H (061AH) |
CIJOBG |
PLAYCG+15*4*2 |
068EH (ABSENT) |
KOUKABG |
CIJOBG+7*4*2 |
06C6H (ABSENT) |
(Source: Mattrizzle)
- zel_char.asm
- File Creation Date: 1991.06.05(WED)
- CORGENE Date: H3.06.05 14:28 (1991.06.05 at 02:28 PM)
- Very similar to the date of the Super Donkey overdump prototype.
- zel_char1.asm
- File Creation Date: 1991.10.07(MON)
- CORGENE Date: H3.10.07 22:40 (1991.10.07 at 10:40 PM)
- Presumably the final game's palettes.
color-rom-a.COL#
a: OBJJYO#
The description reads "persistent objects". It's absent in zel_chra.
ID |
zel_char |
koori.COL |
zel_char1 |
|---|---|---|---|
00 |
|||
01 |
a: PLAYCG#
|
|
To do: |
ID |
zel_chra |
zel_char |
zel_char1 |
Description |
|---|---|---|---|---|
00 |
Green Mail |
|||
01 |
Blue Mail |
|||
02 |
Red Mail |
|||
03 |
Yellow Mail (zel_chra), Bunny Link (zel_char & zel_char1) |
|||
04 |
Electrocuted Link |
See this section for more information on these early Link palettes.
a: PLAYCG1#
A section of code in zel_char2.asm titled "Player water CG. set", which contained a reference to this label, was commented out on 1990.10.30. Color data fitting this description does not exist in any known version of the CORGENE data.
a: OBJ2BIT#
The description reads "2 bit object change". However, there are no 2 bit objects in the final game. This label isn't present in the later versions of the CORGENE data.
zel_chra |
zel_char |
zel_char1 |
|---|---|---|
a: YUMIOBJ#
"YUMI" means "bow", while "SCOP" means "shovel". This label isn't present in the later versions of the CORGENE data, where the shovel sprite uses a palette from the block labeled "OBJJYO".
zel_chra |
zel_char |
zel_char1 |
|---|---|---|
a: KAGEOBJ#
"KAGE" means "shadow".
zel_chra |
zel_char |
zel_char1 |
|---|---|---|
color-rom-b.COL#
b: DANJOBG#
The description reads "dungeon background effect objects". Despite this, some of these palettes are used in the overworld.
ID |
zel_chra |
zel_char |
color-rom-b.COL |
zel_char1 |
Description |
|---|---|---|---|---|---|
00 |
Everywhere Else |
||||
01 |
|||||
02 |
Desert Palace + Boss, Tower of Hera Boss, Ganon's Tower 4F |
||||
03 |
|||||
04 |
Witch's Hut |
||||
05 |
Tower of Hera, Palace of Darkness, Skull Woods, Turtle Rock, Ganon's Tower, Ganon's Tower B1 |
||||
06 |
Turtle Rock Boss |
||||
07 |
Misery Mire |
||||
08 |
Pyramid of Power |
||||
09 |
|||||
0A |
Ganon's Tower 5F |
||||
0B |
b: CHOBJ#
The description reads "change objects". It's absent in zel_chra. In zel_char and zel_char1, this block contains the palettes for medallion spells, the GAME OVER text, and objects which change into sprites when you pick them up (e.g. rocks, bushes, and pots).
ID |
zel_char |
SD Proto |
color-rom-b.COL |
zel_char1 |
Description |
Notes |
|---|---|---|---|---|---|---|
00 |
Quake Medallion |
Formerly used by removed charged Ice Rod attack |
||||
01 |
Ether Medallion |
|||||
02 |
Bombos Medallion |
|||||
03 |
Formerly used by removed charged Fire Rod attack |
|||||
04 |
Crystal |
|||||
05 |
Game Over |
|||||
06 |
Light World |
|||||
07 |
||||||
08 |
Dark World |
|||||
09 |
||||||
0A |
Reset |
It seems to be linked to a section of code in zel_char.asm (earlier) and zel_char0.asm (final) that denotes "special objects". In the Super Donkey overdump, the SPOPTD and SPOCGD tables that follow this code (at 6B9B and 6BAB, respectively) still match the former version of the code rather than the latter, meaning that "tori" and "Nintendo presents" don't exist. This may suggest that the prototype lacked a title screen.
zel_char.asm |
zel_char0.asm |
|---|---|
|
|
"Jishin" means "earthquake" and "tori" means "bird".
b: BAKUOBJ#
The description reads "explosion objects". This label isn't present in the later versions of the CORGENE data.
zel_chra |
zel_char |
zel_char1 |
|---|---|---|
b: RODOOBJ#
The description reads "rod effect objects". This label isn't present in the later versions of the CORGENE data.
zel_chra |
zel_char |
zel_char1 |
|---|---|---|
color-rom-c.COL#
c: ENMYOBJ#
The description reads "enemy objects".
ID |
mapcolor.COL |
zel_chra |
tijo.COL |
a.COL |
zel_char |
SD Proto |
zel_char1 |
|---|---|---|---|---|---|---|---|
00 |
|||||||
01 |
|||||||
02 |
|||||||
03 |
|||||||
04 |
|||||||
05 |
|||||||
06 |
|||||||
07 |
|||||||
08 |
|||||||
09 |
|||||||
0A |
|||||||
0B |
|||||||
0C |
|||||||
0D |
|||||||
0E |
|||||||
0F |
|||||||
10 |
|||||||
11 |
|||||||
12 |
|||||||
13 |
|||||||
14 |
|||||||
15 |
|||||||
16 |
|||||||
17 |
c: TOKUOBJ#
The description reads "special objects". This label isn't present in the later versions of the CORGENE data, which instead have a similarly-named label called "TOKUSYU", which translates to "Special".
zel_chra |
zel_char |
zel_char1 |
|---|---|---|
color-rom-d.COL#
d: KENOBJ#
In this label's description, "KEN" means "sword", while "BEEM" is a misspelled "beam".
zel_chra |
zel_char |
SD |
zel_char1 |
|---|---|---|---|
d: TATEOBJ#
"TATE" means "shield". This label is absent in zel_chra.
zel_char |
SD |
zel_char1 |
|---|---|---|
d: BG32BIT#
These palettes mostly seem to be for the inventory, which also uses 2 bit graphics and appears on the Background 3 layer in the final game. In later versions of CORGENE, this block also includes the palette for the dialogue text in the second row from the bottom. Applying the zel_char or Super Donkey prototype palette to the final game's text causes it to be brown. Perhaps this was an earlier colour for the dialogue text.
soto.COL |
zel_chra |
muki- |
tijo.COL |
zel_char |
zel_char1 |
|---|---|---|---|---|---|
d: MAP2BIT#
These color palettes are shared by the dungeon map screen border and the prologue images in the final version.
mapcolor |
zel_chra |
a.COL |
flower.COL |
zel_char |
zel_char1 |
|---|---|---|---|---|---|
d: CHITEM#
The description is blank, but the label translates to "change items". It's absent in zel_chra. A section of code in zel_char.asm titled "enmy cg set 2" (Set Enemy CG 2), which contained a reference to this label, was commented out on 1990.10.30. It seems to have been replaced by CHOBJ. In the final game, this is replaced with a duplicate of the fourth sword palette, along with a few purple and black colors. Curiously, in zel_char and the Super Donkey overdump, this block seems to contain a fourth sword palette that isn't present in KENOBJ.
zel_char |
SD Proto |
zel_char1 |
|---|---|---|
d: MAPOBJ#
This label is absent in zel_chra.
zel_char |
SD Proto |
zel_char1 |
|---|---|---|
d: DANBSBG#
The description reads "dungeon base backgrounds". This label isn't present in the later versions of the CORGENE data. However, the same description is used by the "KENOBJ" labels in the later two files, which is odd, since the label itself means "sword object".
mapcolor.COL |
zel_chra |
d.COL [90-04-04] |
|---|---|---|
color-rom-e.COL#
e: DANCOR#
The description reads "wall backgrounds". It's absent in zel_chra, though it seems like that version's KABEBG, SOUSBG, and DANBSBG were merged into this block of colors.
ID |
Hyrule Castle, Agahim's Lair |
Hyrule Castle, Agahnim's Lair, |
|||
|---|---|---|---|---|---|
0.COL.BAK [90-04-24] |
reba.COL [90-06-11] |
zel_char |
Super Donkey Proto |
zel_char1 |
|
00 |
|||||
Beneath Hyrule Castle, Sanctuary, |
Beneath Hyrule Castle, Swamp Palace, |
||||
2.COL [90-04-24] |
zel_char |
Super Donkey Proto |
zel_char1 |
||
01 |
|||||
Light World Houses, Link's House (1/2) |
Light World Houses, Witch's Hut, |
||||
osr-minka-1.COL [90-04-24] |
zel_char |
Super Donkey Proto |
zel_char1 |
||
02 |
e: KABEBG#
The description means "wall backgrounds". This label isn't present in the later versions of the CORGENE data.
mapcolor.COL |
zel_chra |
d.COL [90-04-04] |
|---|---|---|
e: SOUSBG#
The description reads "decorative backgrounds". This label isn't present in the later versions of the CORGENE data.
mapcolor.COL |
zel_chra |
muki-muki.COL |
|---|---|---|
color-rom-f.COL#
f: DANCOR#
ID |
Light World Houses, Link's House (2/2) |
Light World Houses, Witch's Hut, |
||||
|---|---|---|---|---|---|---|
osr-minka-1.COL [90-04-24] |
zel_char |
Super Donkey Proto |
color-rom-f.COL [90-12-26] |
zel_char1 |
||
02 |
||||||
Eastern Palace + Boss, |
Eastern Palace + Boss, |
|||||
a.COL [90-04-24] |
osr-hsinden.COL [90-06-11] |
zel_char |
Super Donkey Proto |
color-rom-f.COL [90-12-26] |
zel_char1 |
|
03 |
||||||
Ice Palace + Boss |
Ice Palace + Boss |
|||||
osr-cori.COL [90-04-24] |
zel_char |
Super Donkey Proto |
color-rom-f.COL [90-12-26] |
zel_char1 |
||
04 |
||||||
Witch's Hut, Desert Palace (1/2) |
Desert Palace + Boss, |
|||||
zel_char |
Super Donkey Proto |
color-rom-f.COL [90-12-26] |
zel_char1 |
|||
05 |
color-rom-g.COL#
g: DANCOR#
|
|
To do: |
ID |
Witch's Hut, Desert Palace (2/2) |
Desert Palace + Boss, |
|||
|---|---|---|---|---|---|
zel_char |
Super Donkey Proto |
color-rom-g.COL [90-12-26] |
zel_char1 |
||
05 |
|||||
Tower of Hera |
Tower of Hera |
||||
zel_char |
Super Donkey Proto |
color-rom-g.COL [90-12-26] |
zel_char1 |
||
06 |
|||||
Caves |
Caves, Vire's Lair, Copycat |
||||
isigumi.COL [90-04-24] |
zel_char |
Super Donkey Proto |
color-rom-g.COL [90-12-26] |
zel_char1 |
|
07 |
color-rom-h.COL#
h: DANCOR#
ID |
Swamp Palace (Light World), |
Palace of Darkness + Boss |
||
|---|---|---|---|---|
zel_char |
Super Donkey Proto |
color-rom-h.COL [90-12-26] |
zel_char1 |
|
08 |
||||
Skull Woods + Boss |
Skull Woods + Boss |
|||
zel_char |
Super Donkey Proto |
color-rom-h.COL [90-12-26] |
zel_char1 |
|
09 |
||||
Thieves' Town + Boss (1/2) |
Thieves' Town + Boss, |
|||
zel_char |
Super Donkey Proto |
color-rom-h.COL [90-12-26] |
zel_char1 |
|
0A |
color-rom-i.COL#
i: DANCOR#
ID |
Thieves' Town + Boss (2/2) |
Thieves Town + Boss |
|||
|---|---|---|---|---|---|
zel_char |
Super Donkey Proto |
color-rom-i.COL [90-12-26] |
zel_char1 |
||
0A |
|||||
Misery Mire + Boss |
Misery Mire + Boss |
||||
zel_char |
Super Donkey Proto |
d6-1.COL.BAK [LM: 91-08-06] |
color-rom-i.COL [90-12-26] |
zel_char1 |
|
0B |
|||||
Turtle Rock + Boss |
Turtle Rock + Boss |
||||
zel_char |
Super Donkey Proto |
color-rom-i.COL [90-12-26] |
zel_char1 |
||
0C |
|||||
Ganon's Tower + Boss (1/2) |
Ganon's Tower + Boss (1/2) |
||||
zel_char |
Super Donkey Proto |
d8.COL.BAK [LM: 91-09-19] |
color-rom-i.COL [90-12-26] |
zel_char1 |
|
0D |
color-rom-j.COL#
j: DANCOR#
ID |
Ganon's Tower + Boss (2/2) |
Ganon's Tower + Boss (2/2) |
|||
|---|---|---|---|---|---|
zel_char |
Super Donkey Proto |
d8.COL.BAK [LM: 91-09-19] |
color-rom-j.COL [90-12-26] |
zel_char1 |
|
0D |
|||||
Sanctuary |
|||||
zel_char |
Super Donkey Proto |
color-rom-j.COL [90-12-26] |
zel_char1 |
||
0E |
|||||
TOKUSYU |
Dark World Houses (Smithy) |
||||
zel_char |
Super Donkey Proto |
uminka.COL.BAK [LM: 91-06-20] |
color-rom-j.COL [90-12-26] |
zel_char1 |
|
0F |
color-rom-k.COL#
k: DANCOR#
ID |
Early CIJOBG |
Pyramid of Power |
|---|---|---|
zel_char |
zel_char1 |
|
10 |
||
Early CIJOBG |
[?] |
|
zel_char |
zel_char1 |
|
11 |
||
Early CIJOBG |
[?] |
|
zel_char |
zel_char1 |
|
12 |
color-rom-l.COL#
l: DANCOR#
ID |
Early CIJOBG |
[?] |
||
|---|---|---|---|---|
color-rom-i.COL.BAK [90-04-24] |
zel_char |
Super Donkey Proto |
zel_char1 |
|
12 |
||||
[?] |
[?] |
|||
color-rom-i.COL.BAK [90-04-24] |
zel_char |
Super Donkey Proto |
zel_char1 |
|
13 |
The colours in the upper section of the color-rom-i.COL.BAK version of this file can also be found in a palette from 90-04-04 called osr-yoru.COL, which translates to "castle-night."
l: MAPCOR#
This label is absent in zel_chra.
color-rom-i.COL.BAK [90-04-24] |
zel_char |
Super Donkey Proto |
zel_char1 |
|---|---|---|---|
color-rom-m.COL#
m: KOUKABG#
The description reads "effect backgrounds". These seem to correspond to the palettes for special overworld effects, like the Lost Woods' mist and Death Mountain's lava. They make up the left half of the 8th row of .COL files. Despite the label existing in zel_chra, the corresponding color data is missing.
ID |
zel_char (Early) |
zel_char |
SD Proto |
zel_char1 |
|---|---|---|---|---|
00 |
||||
01 |
||||
02 |
||||
03 |
||||
04 |
||||
05 |
||||
06 |
||||
07 |
m: TOKUSYU#
A section of code in zel_char titled "tokusyu cg set" (Set Special CG), which contained a reference to this label, was commented out on 1991.02.20. Part of a section of code titled "Thunder CG. change", which also contained a reference, was commented out on 1991.06.05. The game's medallion spells are internally often prefixed with "sp" for "special", and "Thunder" is the internal name of the Ether spell. The medallion spell effect palettes were later incorporated into the block named "CHOBJ".
The TOKUSYU colours are also found at the end of DANCOR in zel_char.asm.
zel_char (Early) |
zel_char |
SD Proto |
zel_char1 |
|---|---|---|---|
These colors may also relate to TOKUSYU, as zel_char.asm indicates that TOKUSYU used to be loaded into color slot 0xC2, and that's the location at which these colors can be seen in .COL files with the metastamps 90-04-24 and 90-06-11.
|
|
This needs some investigation. |
ID |
zel_char (Early) |
Description |
|---|---|---|
00 |
Hyrule Castle, Eastern Palace |
|
01 |
Beneath the Castle |
|
02 |
||
03 |
||
04 |
||
05 |
||
06 |
||
07 |
||
08 |
||
09 |
color-rom-n.COL#
n: CIJOBG#
The description reads "overworld backgrounds". Despite the label existing in zel_chra, the corresponding color data is missing.
ID |
Light World |
|---|---|
soto.COL |
|
00 |
|
Dark World |
|
01 |
|
Mount Hebra |
|
02 |
|
Death Mountain |
|
03 |
|
Triforce Room |
|
04 |
|
[?] |
|
05 |
color-rom-o.COL#
o: CIJOBG1#
- Index: CGLPT73
|
|
To do: |
The description reads "persistent overworld backgrounds". It's absent in zel_chra. Interestingly, this description seems to have been inexplicably swapped with CIJOBG's, as that block contains the overworld background palettes that stay consistent when scrolling between map squares. CIJOBG1 contains the palettes that are specific to certain locales on the overworld (e.g. the Sanctuary, Hyrule Castle, and Kakariko Village).
ID |
Light World (Shared) |
|---|---|
tijo.COL.BAK |
|
00 |
|
Sanctuary, Graveyard |
|
tijo.COL.BAK |
|
01 |
|
Hyrule Castle |
|
02 |
|
03 |
|
Lake Hylia |
|
04 |
|
Turtle Rock [Unused] |
|
05 |
|
Lost Woods |
|
06 |
|
Mount Hebra |
|
07 |
|
Kakariko Village, Lumberjack Brothers' House |
|
08 |
|
09 |
|
Special Maps: Under the Bridge, Zora Falls, Master Sword Grove (1/2) |
|
0A |
color-rom-p.COL#
p: CIJOBG1#
- Index: CGLPT73
ID |
Special Maps 2/2 |
|---|---|
0A |
|
Palace of Darkness [Unused] |
|
0B |
|
Skull Woods |
|
0C |
|
Swamp of Evil, Ice Lake |
|
sab.COL [90-12-26] |
|
0D |
|
Plains of Ruin, Lake of Ill Omen |
|
u1.COL [90-12-26] |
|
0E |
|
Village of Outcasts, Graveyard |
|
0F |
|
Dark World (Shared) |
|
u1.COL [90-12-26] |
|
10 |
|
Pyramid of Power |
|
11 |
|
Death Mountain |
|
12 |
|
Turtle Rock |
|
13 |
This file has 4 more rows that aren't being included here.
color-rom-q.COL#
This mysterious file isn't among the color-rom files found in the /chr/ and /scr/ directories of the Japanese source code. It only exists in Arimoto's "zelda" folder. However, its cool mosaic effect is basically identical to the palette colors found in a commented-out section of zel_comn.asm called "Ground trip CG. init. set," which contains hexadecimal data labeled TRPCGD (Trip Color Generator Data). It seems this would have been used for a mosaic effect when warping between worlds. The third and fourth colored lines (below the pink-only ones) were removed on 1990-12-10, while the rest were removed on 1991-02-05.
q.COL [90-06-11] |
zel_comn.asm |
|---|---|
World Map#
Light World
map.COL [90-04-24] |
map-1s.COL [90-06-11] |
Final |
|---|---|---|
Dark World
Final |
|---|
Palette Assignments
Light World: zel_char & zel_char1#
To create the zel_char sections of this table, the CGCGDT data from zel_char.asm was combined with the CGPTDT data from the Super Donkey overdump, which is from a similar point in development (June, 1991).
To create the zel_char1 sections, the CGCGDT data from zel_char3.asm was combined with the CGPTDT data from zel_sub0.asm.
ID |
CIJOBG1 |
CIJOBG1 |
KOUKABG |
[?] |
Used |
Area |
Notes |
|---|---|---|---|---|---|---|---|
00 |
zel_char.asm |
||||||
FF |
FF |
✔ |
12, 15, 17, 1A, 25, 29, 2B, Link's House (2C), 2E, 32, 3A |
||||
zel_char1.asm |
|||||||
FF |
FF |
✔ |
12, 15, 17, 1A, 25, 2B, Link's House (2C), 2E, 31, 32, 3A |
||||
01 |
zel_char.asm |
||||||
FF |
✔ |
Sanctuary, Graveyard, Haunted Grove |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
Sanctuary, Graveyard, Haunted Grove |
|||||
02 |
zel_char.asm |
||||||
FF |
✔ |
Hyrule Castle |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
Hyrule Castle |
|||||
03 |
zel_char.asm |
||||||
FF |
✘ |
Giant Skull |
|||||
zel_char1.asm |
|||||||
FF |
✘ |
Title Screen |
|||||
04 |
zel_char.asm |
||||||
FF |
✔ |
Waterfall of Wishing, 1D, 2D, Great Swamp, Lake Hylia, 37, 3F |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
Waterfall of Wishing, 1D, 2D, Great Swamp, Lake Hylia, 37, 3F |
|||||
05 |
zel_char.asm |
||||||
FF |
✔ |
Desert of Mystery |
|||||
zel_char1.asm |
|||||||
FF |
✘ |
This slot uses the region palette for the Dark World version of Turtle Rock. |
|||||
06 |
zel_char.asm |
||||||
FF |
✔ |
Lost Woods |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
Lost Woods |
|||||
07 |
zel_char.asm |
||||||
FF |
✔ |
Mount Hebra, Turtle Rock |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
Mount Hebra, Turtle Rock |
|||||
08 |
zel_char.asm |
||||||
FF |
✔ |
Woodsmen's Hut (02), 0A, 10, Fortune Teller's House (11), Kakariko Village, Smithy (22), Racing Game (28) |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
Woodsmen's Hut (02), 0A, 10, Fortune Teller's House (11), Kakariko Village, Smithy (22), Racing Game (28), 29 |
|||||
09 |
zel_char.asm |
||||||
FF |
✔ |
Witch's Hut (16), Eastern Palace, 2F |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
Witch's Hut (16), Eastern Palace, 2F, Desert of Mystery (30, 38, 39) |
|||||
0A |
zel_char.asm |
||||||
FF |
* |
Master Sword Grove, Beneath the Bridge, Zora Falls |
This slot corresponds to the special maps. However, the Super Donkey proto doesn't have a section for assigning palette IDs to these maps, perhaps because it was overwritten. |
||||
zel_char1.asm |
|||||||
FF |
✔ |
Master Sword Grove, Beneath the Bridge, Zora Falls |
|||||
0B |
zel_char.asm |
||||||
FF |
✘ |
This slot uses the region palette for the Palace of Darkness. |
|||||
zel_char1.asm |
|||||||
FF |
✘ |
This slot uses the region palette for the Palace of Darkness. |
|||||
0C |
zel_char.asm |
||||||
FF |
FF |
✘ |
|||||
zel_char1.asm |
|||||||
FF |
FF |
✘ |
|||||
0D |
zel_char.asm |
||||||
FF |
FF |
✘ |
|||||
zel_char1.asm |
|||||||
FF |
FF |
✘ |
|||||
0E |
zel_char.asm |
||||||
FF |
FF |
✘ |
|||||
zel_char1.asm |
|||||||
FF |
✘ |
Title Screen |
Unlike Light World palette 03 and Dark World palette 13, this entry has the title screen logo colors as its first section, rather than its second. Its second section matches palette 04, which is used by the Waterfall of Wishing, 1D, 2D, Great Swamp, Lake Hylia, 37, and 3F. |
||||
0F |
zel_char.asm |
||||||
FF |
FF |
✘ |
|||||
zel_char1.asm |
|||||||
FF |
✘ |
Both the first and second sections match the second section of palette 04, which is used by the Waterfall of Wishing, 1D, 2D, Great Swamp, Lake Hylia, 37, and 3F. Its KOUKABG entry is black and empty in every extant version of color-rom-m.COL. |
|||||
Dark World: zel_char & zel_char1#
As above, to create the zel_char sections of this table, the CGCGDT data from zel_char.asm was combined with the CGPTDT data from the Super Donkey overdump, which is from a similar point in development (June, 1991).
To create the zel_char1 sections, the CGCGDT data from zel_char3.asm was combined with the CGPTDT data from zel_sub0.asm.
ID |
CIJOBG1 |
CIJOBG1 |
KOUKABG |
[?] |
Used |
Area |
Notes |
|---|---|---|---|---|---|---|---|
10 |
zel_char.asm |
||||||
FF |
FF |
✔ |
52, 55, 57, Shield Shop (5A), 5D, 65, 69, Haunted Grove, 6B, 6C, 6E, 72, 77, 7A, 7F |
||||
zel_char1.asm |
|||||||
FF |
FF |
✔ |
52, 55, 57, Shield Shop (5A), 5D, 65, 69, 6B, 6C, 6E, 72, 7A, 7F |
||||
11 |
zel_char.asm |
||||||
FF |
✘ |
Based on its position and colors, this slot seems like it would correspond to the palette for the Dark World equivalents of the Sanctuary, Graveyard, and Haunted Grove. |
|||||
zel_char1.asm |
|||||||
FF |
✘ |
Based on its position and colors, this slot seems like it would correspond to the palette for the Dark World equivalents of the Sanctuary, Graveyard, and Haunted Grove. |
|||||
12 |
zel_char.asm |
||||||
FF |
✔ |
Pyramid of Power |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
Pyramid of Power, Haunted Grove |
|||||
13 |
zel_char.asm |
||||||
FF |
✘ |
Giant Skull |
|||||
zel_char1.asm |
|||||||
FF |
✘ |
Title Screen |
|||||
14 |
zel_char.asm |
||||||
FF |
✔ |
Lake of Ill Omen |
|||||
zel_char1.asm |
|||||||
FF |
✘ |
Based on its position and colors, this slot seems like it would correspond to the palette for the Dark World equivalents of the Waterfall of Wishing, 1D, 2D, Great Swamp, Lake Hylia, 37, and 3F. |
|||||
15 |
zel_char.asm |
||||||
FF |
✘ |
Based on its position and colors, this slot seems like it would correspond to the palette for the Dark World equivalent of the Desert of Mystery. |
|||||
zel_char1.asm |
|||||||
FF |
✘ |
Based on its position and colors, this slot seems like it would correspond to the palette for the Dark World equivalent of Turtle Rock (not on Mount Hebra). |
|||||
16 |
zel_char.asm |
||||||
FF |
✘ |
Based on its position and colors, this slot seems like it would correspond to the palette for the Dark World equivalent of the Lost Woods. |
|||||
zel_char1.asm |
|||||||
FF |
✘ |
Based on its position and colors, this slot seems like it would correspond to the palette for the Dark World equivalent of the Lost Woods. |
|||||
17 |
zel_char.asm |
||||||
FF |
✔ |
Death Mountain, Turtle Rock |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
Death Mountain |
|||||
18 |
zel_char.asm |
||||||
FF |
✔ |
42, 4A, 50, 51 |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
Turtle Rock |
|||||
19 |
zel_char.asm |
||||||
FF |
✘ |
Based on its position and colors, this slot seems like it would correspond to the palette for the Dark World equivalents of the Witch's Hut (16), Eastern Palace, and 2F. |
|||||
zel_char1.asm |
|||||||
FF |
✘ |
Based on its position and colors, this slot seems like it would correspond to the palette for the Dark World equivalents of the Witch's Hut (16), Eastern Palace, 2F, and the Desert of Mystery (30, 38, 39). |
|||||
1A |
zel_char.asm |
||||||
FF |
✔ |
Palace of Darkness, 6F |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
Palace of Darkness, 6F |
|||||
1B |
zel_char.asm |
||||||
FF |
✔ |
Skull Woods |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
Skull Woods |
|||||
1C |
zel_char.asm |
||||||
FF |
✔ |
Swamp of Evil, Ice Lake |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
Misery Mire, Ice Lake |
|||||
1D |
zel_char.asm |
||||||
FF |
✔ |
Former Sanctuary (53), Ghostly Garden (54), 56, 6D, Plains of Ruin |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
Lake of Ill Omen (4F), 6D, Plains of Ruin, 77 |
|||||
1E |
zel_char.asm |
||||||
FF |
✔ |
Village of Outcasts, Stake Garden (62), 68 |
|||||
zel_char1.asm |
|||||||
FF |
✔ |
42, 4A, 50, 51, Former Sanctuary (53), Ghostly Garden (54), 56, Village of Outcasts, Stake Garden (52), 68 |
|||||
Underworld: zel_char & zel_char1#
|
|
To do: |
This table was created by combining the CORGENE data from zel_char.asm and zel_char1.asm with their respective DJNCGDT data in zel_char.asm and zel_char3.asm. The table in zel_char3 lacks a KOUKABG assignment.
ID |
DANCOR |
KOUKABG |
DANJOBG |
ENMYOBJ |
ENMYOBJ |
Area |
|---|---|---|---|---|---|---|
00 |
zel_char.asm |
|||||
Hyrule Castle |
||||||
zel_char1.asm |
||||||
Hyrule Castle |
||||||
01 |
zel_char.asm |
|||||
Beneath the Castle, Sanctuary |
||||||
zel_char1.asm |
||||||
Beneath the Castle |
||||||
02 |
zel_char.asm |
|||||
Light World Houses |
||||||
zel_char1.asm |
||||||
Light World Houses |
||||||
03 |
zel_char.asm |
|||||
Eastern Palace (Boss) |
||||||
zel_char1.asm |
||||||
Eastern Palace (Boss) |
||||||
04 |
zel_char.asm |
|||||
Desert Palace (Boss) |
||||||
zel_char1.asm |
||||||
Desert Palace (Boss) |
||||||
05 |
zel_char.asm |
|||||
Witch's Hut |
||||||
zel_char1.asm |
||||||
Witch's Hut |
||||||
06 |
zel_char.asm |
|||||
Tower of Hera |
||||||
zel_char1.asm |
||||||
Tower of Hera |
||||||
07 |
zel_char.asm |
|||||
Caves |
||||||
zel_char1.asm |
||||||
Caves |
||||||
08 |
zel_char.asm |
|||||
Light World Swamp Shrine |
||||||
zel_char1.asm |
||||||
Swamp Palace Boss |
||||||
09 |
zel_char.asm |
|||||
Desert Palace |
||||||
zel_char1.asm |
||||||
Desert Palace |
||||||
0A |
zel_char.asm |
|||||
Swamp Palace |
||||||
zel_char1.asm |
||||||
Swamp Palace |
||||||
0B |
zel_char.asm |
|||||
Eastern Palace |
||||||
zel_char1.asm |
||||||
Eastern Palace |
||||||
0C |
zel_char.asm |
|||||
Agahnim's Lair |
||||||
zel_char1.asm |
||||||
Agahnim's Lair |
||||||
0D |
zel_char.asm |
|||||
Skull Woods |
||||||
zel_char1.asm |
||||||
Skull Woods |
||||||
0E |
zel_char.asm |
|||||
Skull Woods (Boss) |
||||||
zel_char1.asm |
||||||
Skull Woods (Boss) |
||||||
0F |
zel_char.asm |
|||||
Palace of Darkness |
||||||
zel_char1.asm |
||||||
Palace of Darkness |
||||||
10 |
zel_char.asm |
|||||
Palace of Darkness (Boss) |
||||||
zel_char1.asm |
||||||
Palace of Darkness (Boss) |
||||||
11 |
zel_char.asm |
|||||
Misery Mire |
||||||
zel_char1.asm |
||||||
Misery Mire |
||||||
12 |
zel_char.asm |
|||||
Misery Mire (Boss) |
||||||
zel_char1.asm |
||||||
Misery Mire (Boss) |
||||||
13 |
zel_char.asm |
|||||
Ice Palace |
||||||
zel_char1.asm |
||||||
Ice Palace |
||||||
14 |
zel_char.asm |
|||||
Ice Palace (Boss) |
||||||
zel_char1.asm |
||||||
Ice Palace (Boss) |
||||||
15 |
zel_char.asm |
|||||
Link's House |
||||||
zel_char1.asm |
||||||
Link's House |
||||||
16 |
zel_char.asm |
|||||
Thieves' Town |
||||||
zel_char1.asm |
||||||
Thieves' Town |
||||||
17 |
zel_char.asm |
|||||
Thieves' Town (Boss) |
||||||
zel_char1.asm |
||||||
Thieves' Town (Boss) |
||||||
18 |
zel_char.asm |
|||||
Turtle Rock |
||||||
zel_char1.asm |
||||||
Turtle Rock |
||||||
19 |
zel_char.asm |
|||||
Turtle Rock (Boss) |
||||||
zel_char1.asm |
||||||
Turtle Rock (Boss) |
||||||
1A |
zel_char.asm |
|||||
Ganon's Tower |
||||||
zel_char1.asm |
||||||
Ganon's Tower |
||||||
1B |
zel_char.asm |
|||||
Ganon's Tower (Boss) |
||||||
zel_char1.asm |
||||||
Ganon's Tower (Boss) |
||||||
1C |
zel_char.asm |
|||||
Aginah's Hideout |
||||||
zel_char1.asm |
||||||
Aginah's Hideout |
||||||
1D |
zel_char1.asm |
|||||
Sanctuary |
||||||
1E |
zel_char1.asm |
|||||
Dark World Houses (Smithy) |
||||||
1F |
zel_char1.asm |
|||||
Bomb Shop |
||||||
20 |
zel_char1.asm |
|||||
Vire's Lair |
||||||
21 |
zel_char1.asm |
|||||
Pyramid of Power |
||||||
22 |
zel_char1.asm |
|||||
Pyramid Goddess |
||||||
23 |
zel_char1.asm |
|||||
Thieves' Town (Mice) |
||||||
24 |
zel_char1.asm |
|||||
Ganon's Tower 4F |
||||||
25 |
zel_char1.asm |
|||||
Ganon's Tower 5F |
||||||
26 |
zel_char1.asm |
|||||
Hyrule Castle 2F |
||||||
27 |
zel_char1.asm |
|||||
Copycat |
||||||
28 |
zel_char1.asm |
|||||
Ganon's Tower B1 |
||||||