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Palettes

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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
[LM: 91-06-19]

zel_char1

00

01

a: PLAYCG#

To do:
Add Red Mail palettes from pyramit.COL.BAK and ending-demo.COL.

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
[90-12-26]

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
[90-12-26]

zel_char1

Description

Notes

00

ALttP Proto-SD CORGENE b CHOBJ COL.png

Quake Medallion

Formerly used by removed charged Ice Rod attack

01

ALttP Proto-SD CORGENE b CHOBJ COL.png

Ether Medallion

02

ALttP Proto-SD CORGENE b CHOBJ COL.png

Bombos Medallion

03

ALttP Proto-SD CORGENE b CHOBJ COL.png

Formerly used by removed charged Fire Rod attack

04

ALttP Proto-SD CORGENE b CHOBJ COL.png

Crystal

05

ALttP Proto-SD CORGENE b CHOBJ COL.png

Game Over

06

ALttP Proto-SD CORGENE b CHOBJ COL.png

Light World

07

ALttP Proto-SD CORGENE b CHOBJ COL.png

08

ALttP Proto-SD CORGENE b CHOBJ COL.png

Dark World

09

ALttP Proto-SD CORGENE b CHOBJ COL.png

0A

ALttP Proto-SD CORGENE b CHOBJ COL.png

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

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 00EH        ; "GAME OVER"
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'

"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
[89-11-15]

zel_chra

tijo.COL
[90-04-24]

a.COL
[90-04-24]

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
Proto

zel_char1

d: TATEOBJ#

"TATE" means "shield". This label is absent in zel_chra.

zel_char

SD
Proto

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
[89-11-15]

zel_chra

muki-
muki.COL
[90-04-04]

tijo.COL
[90-04-24]

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
.COL
[89-11-15]

zel_chra

a.COL
[90-04-24]

flower.COL
[90-06-11]

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

ALttP Proto-SD CORGENE d COL.png
ALttP Proto-SD CORGENE d COL.png

d: MAPOBJ#

This label is absent in zel_chra.

zel_char

SD Proto

zel_char1

ALttP Proto-SD CORGENE d COL.png

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
[89-11-15]

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,
Hyrule Castle 2F

0.COL.BAK [90-04-24]

reba.COL [90-06-11]

zel_char

Super Donkey Proto

zel_char1

00

ALttP Proto-SD CORGENE e COL.png

Beneath Hyrule Castle, Sanctuary,
Swamp Palace

Beneath Hyrule Castle, Swamp Palace,
Swamp Palace Boss

2.COL [90-04-24]

zel_char

Super Donkey Proto

zel_char1

01

ALttP Proto-SD CORGENE e COL.png

Light World Houses, Link's House (1/2)

Light World Houses, Witch's Hut,
Link's House, Bomb Shop (1/2)

osr-minka-1.COL [90-04-24]

zel_char

Super Donkey Proto

zel_char1

02

ALttP Proto-SD CORGENE e COL.png

e: KABEBG#

The description means "wall backgrounds". This label isn't present in the later versions of the CORGENE data.

mapcolor.COL
[89-11-15]

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
[89-11-15]

zel_chra

muki-muki.COL
[90-04-04]

color-rom-f.COL#

f: DANCOR#

ID

Light World Houses, Link's House (2/2)

Light World Houses, Witch's Hut,
Link's House, Bomb Shop (2/2)

osr-minka-1.COL [90-04-24]

zel_char

Super Donkey Proto

color-rom-f.COL [90-12-26]

zel_char1

02

ALttP Proto-SD CORGENE f COL.png

Eastern Palace + Boss,
Desert Palace Boss,
Agahnim's Hideout

Eastern Palace + Boss,
Agahnim's Hideout

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

ALttP Proto-SD CORGENE f COL.png

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

ALttP Proto-SD CORGENE f COL.png

Witch's Hut, Desert Palace (1/2)

Desert Palace + Boss,
Pyramid Goddess (1/2)

zel_char

Super Donkey Proto

color-rom-f.COL [90-12-26]

zel_char1

05

ALttP Proto-SD CORGENE f COL.png

color-rom-g.COL#

g: DANCOR#

To do:
What's Copycat?

ID

Witch's Hut, Desert Palace (2/2)

Desert Palace + Boss,
Pyramid Goddess (2/2)

zel_char

Super Donkey Proto

color-rom-g.COL [90-12-26]

zel_char1

05

ALttP Proto-SD CORGENE g COL.png

Tower of Hera

Tower of Hera

zel_char

Super Donkey Proto

color-rom-g.COL [90-12-26]

zel_char1

06

ALttP Proto-SD CORGENE g COL.png

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

ALttP Proto-SD CORGENE g COL.png

color-rom-h.COL#

h: DANCOR#

ID

Swamp Palace (Light World),
Palace of Darkness + Boss

Palace of Darkness + Boss

zel_char

Super Donkey Proto

color-rom-h.COL [90-12-26]

zel_char1

08

ALttP Proto-SD CORGENE h COL.png

Skull Woods + Boss

Skull Woods + Boss

zel_char

Super Donkey Proto

color-rom-h.COL [90-12-26]

zel_char1

09

ALttP Proto-SD CORGENE h COL.png

Thieves' Town + Boss (1/2)

Thieves' Town + Boss,
Thieves' Town Mice (1/2)

zel_char

Super Donkey Proto

color-rom-h.COL [90-12-26]

zel_char1

0A

ALttP Proto-SD CORGENE h COL.png

color-rom-i.COL#

i: DANCOR#

ID

Thieves' Town + Boss (2/2)

Thieves Town + Boss
, Thieves' Town Mice (2/2)

zel_char

Super Donkey Proto

color-rom-i.COL [90-12-26]

zel_char1

0A

ALttP Proto-SD CORGENE i COL.png

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

ALttP Proto-SD CORGENE i COL.png

Turtle Rock + Boss

Turtle Rock + Boss

zel_char

Super Donkey Proto

color-rom-i.COL [90-12-26]

zel_char1

0C

ALttP Proto-SD CORGENE i COL.png

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

ALttP Proto-SD CORGENE i COL.png

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

ALttP Proto-SD CORGENE j COL.png

Sanctuary

zel_char

Super Donkey Proto

color-rom-j.COL [90-12-26]

zel_char1

0E

ALttP Proto-SD CORGENE j COL.png

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

ALttP Proto-SD CORGENE j COL.png

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

ALttP Proto-SD CORGENE l COL.png

[?]

[?]

color-rom-i.COL.BAK [90-04-24]

zel_char

Super Donkey Proto

zel_char1

13

ALttP Proto-SD CORGENE l COL.png

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

ALttP Proto-SD CORGENE l COL.png

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

ALttP Proto-SD CORGENE m COL.png

01

ALttP Proto-SD CORGENE m COL.png

02

ALttP Proto-SD CORGENE m COL.png

03

ALttP Proto-SD CORGENE m COL.png

04

ALttP Proto-SD CORGENE m COL.png

05

ALttP Proto-SD CORGENE m COL.png

06

ALttP Proto-SD CORGENE m COL.png

07

ALttP Proto-SD CORGENE m COL.png

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

ALttP Proto-SD CORGENE m COL.png

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.
Discuss ideas and findings on the talk page.
Specifically: Does the "zel_char (Early)" section really correspond to TOKUSYU, or something else?

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
[89-11-15]

00

Dark World

01

Mount Hebra

02

Death Mountain

03

Triforce Room

04

[?]

05

color-rom-o.COL#

o: CIJOBG1#

  • Index: CGLPT73

To do:
Add d8.COL.BAK palettes.

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
[90-02-23]

00

Sanctuary, Graveyard

tijo.COL.BAK
[90-02-23]

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

ALttP Dev-zel comn asm TRPCGD.png

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:
Consider adding expanded documentation from zel_djdt.asm. Is c16 even used?

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