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Assorted Map Data

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This is a sub-page of Development:The Legend of Zelda: Link's Awakening (Game Boy).

Altered Locations#

Fountain#

Overworld map square 92 is the weathervane bird statue in Mabe Village. However, in both the code of GIRL0 (Marin's entity) in ZE3.DMG and the code of KODOMO (the entity of the kids playing catch) in ZE4.DMG, it is referred to as having a fountain. Kakariko Village in A Link to the Past once had a fountain and then two fountains at its center, but these were removed. (The Dark World version of Kakariko, the Village of Outcasts, still has two fountains.)

Phone Booths#

According to D1A0.DAT, the phone booth at Mabe Village used to be in overworld map square B3. In the final game, it's in square B2.

Koholint#

1998-08-27

1998-09-01

1998-09-21

1998-10-14

1998-10-27

1998-11-04

000C : Tal Tal Mountain Range#

Prototype

Final

000D : Tal Tal Mountain Range#

Prototype

Final

001E : Tal Tal Mountain Range#

Prototype

Final

Original version

DX version

Original version

DX prototype

GB01E
    DB  CTRB
        DB      NUKI0
;
    DB  %11000010,$00,GAK18
    DB  $20,GAK13
    DB  %11000011,$01,GAK18
    DB  $31,GAK13
    DB  %10001000,$02,GAK14
    DB  $12,GAK10
    DB  $22,GAK03
    DB  $32,GAK18
    DB  $42,GAK13
    DB  $03,ANA00
;
    DB  NXGO+DNJ,$0A,$80,$20,$7C
;
    DB  $13,NUKI0
    DB  %11000011,$23,HASG0
    DB  $14,GAK12
    DB  $24,GAK31
    DB  $34,GAK19
    DB  $44,GAK15
    DB  $16,GAK10
    DB  $26,GAK03
    DB  $36,GAK18
    DB  $46,GAK13
    DB  %10000011,$27,GAK04
    DB  %10000011,$17,NUKI0
    DB  $07,ANA00
;
    DB  NXGO+DNJ,$0A,$83,$80,$7C
;
    DB  $37,GAK10
    DB  $47,GAK03
    DB  $57,GAK13
    DB  %10000010,$48,GAK04
    DB  %10000010,$58,GAK14
    DB  $39,NUKI0
;;;;;   DB  $38,KNBAN
    DB  %10001010,$60,GAK04
    DB  %10001010,$70,GAK14
;- - - - - - - - - - - - - -
    DB  %11000011,$15,GAK14
;
    DB  $45,ANA00
    DB  NXGO+DNJ,$1F,$F2,$48,$40
    DB  $45,ANA03
    DB  $16,GAK51
    DB  $37,GAK51
    DB  $12,GAK51
    DB  $14,GAK50
;
        DB      BEND
;*END
GB01E
    DB  CTRB
        DB      NUKI0
;
    DB  %11000010,$00,GAK18
    DB  $20,GAK13
    DB  %11000011,$01,GAK18
    DB  $31,GAK13
    DB  %10001000,$02,GAK14
    DB  $12,GAK10
    DB  $22,GAK03
    DB  $32,GAK18
    DB  $42,GAK13
    DB  $03,ANA00
;
    DB  NXGO+DNJ,$0A,$80,$20,$7C
;
    DB  $13,NUKI0
    DB  %11000011,$23,HASG0
    DB  $14,GAK12
    DB  $24,GAK31
    DB  $34,GAK19
    DB  $44,GAK15
    DB  $16,GAK10
    DB  $26,GAK03
    DB  $36,GAK18
    DB  $46,GAK13
    DB  %10000011,$27,GAK04
    DB  %10000011,$17,NUKI0
    DB  $07,ANA00
;
    DB  NXGO+DNJ,$0A,$83,$80,$7C
;
    DB  $37,GAK10
    DB  $47,GAK03
    DB  $57,GAK13
    DB  %10000010,$48,GAK04
    DB  %10000010,$58,GAK14
    DB  $39,NUKI0
;;;;;   DB  $38,KNBAN
    DB  %10001010,$60,GAK04
    DB  %10001010,$70,GAK14
;- - - - - - - - - - - - - -
    DB  %11000011,$15,GAK14
;
    DB  $45,ANA00
    DB  NXGO+DNJ,$1F,$F2,$48,$40
    DB  $45,ANA03
    DB  $16,GAK51
    DB  $37,GAK51
    DB  $12,GAK51
    DB  $14,GAK50
;
    DB  $41,FUKRO   ;(CGB)フクロウBG 追加
;
        DB      BEND
;*END

002B : Tal Tal Heights#

Prototype

Final

0030 : Goponga Swamp#

Prototype

Final

0037 : Tal Tal Heights#

Original version

DX version

Original version

DX version

Translation

GB037
    DB  CTRB
        DB      KUSA0
;
    DB  %10000110,$7F,BWOD0
    DB  $5F,BWOD0
    DB  %11000010,$06,GAK10
    DB  %11000010,$37,GAK10
    DB  $26,GAK03
    DB  $36,GAK13
    DB  $27,GAK16
    DB  $57,GAK03
    DB  $67,GAK13
    DB  %10000010,$58,GAK04
    DB  %10000010,$68,GAK14
    DB  $09,STON2
    DB  $28,STON2
    DB  $09,GAK10
    DB  $19,GAK03
    DB  $29,GAK13
;
        DB      BEND
;*END
GB037
    DB  CTRB
        DB      KUSA0
;
    DB  %10000110,$7F,BWOD0
    DB  $5F,BWOD0
    DB  %11000010,$06,GAK10
    DB  %11000010,$37,GAK10
    DB  $26,GAK03
    DB  $36,GAK13
    DB  $27,GAK16
    DB  $57,GAK03
    DB  $67,GAK13
    DB  %10000010,$58,GAK04
    DB  %10000010,$68,GAK14
    DB  $09,STON2
    DB  $28,STON2
    DB  $09,GAK10
    DB  $19,GAK03
    DB  $29,GAK13
;-----------------------------------------------------
;   (CGB)新規オープン!カメラ屋さん
;-----------------------------------------------------
    DB  $13,HOUS2       ; 家本体
    DB  $14,IDO00       ; かんばん
    DB  $23,YKN00       ;   ”
    DB  $24,ISID1       ;   ”
    DB  $25,YKN02       ;   ”
    DB  $44,TURO0       ; 石畳
        DB  %11000010,$22,POLE0 ; 杭
    DB  NXGO+DNJ,$10,$B5,$50,$7C
;
        DB      BEND
;*END
GB037
  DB  CTRB
        DB      KUSA0
;
  DB  %10000110,$7F,BWOD0
  DB  $5F,BWOD0
  DB  %11000010,$06,GAK10
  DB  %11000010,$37,GAK10
  DB  $26,GAK03
  DB  $36,GAK13
  DB  $27,GAK16
  DB  $57,GAK03
  DB  $67,GAK13
  DB  %10000010,$58,GAK04
  DB  %10000010,$68,GAK14
  DB  $09,STON2
  DB  $28,STON2
  DB  $09,GAK10
  DB  $19,GAK03
  DB  $29,GAK13
;-----------------------------------------------------
; (GBC) Newly Open! Camera Shop
;-----------------------------------------------------
  DB  $13,HOUS2   ; House Itself
  DB  $14,IDO00   ; Sign
  DB  $23,YKN00   ;   ”
  DB  $24,ISID1   ;   ”
  DB  $25,YKN02   ;   ”
  DB  $44,TURO0   ; Flagstone
      DB  %11000010,$22,POLE0 ; Pole
  DB  NXGO+DNJ,$10,$B5,$50,$7C
;
        DB      BEND
;*END

0038 : Tal Tal Heights#

Secret Passage

Secret Cave

GB038
    DB  CTRB
        DB      KUSA0
;
    DB  %11000010,$04,GAK12
    DB  %10000011,$05,GAK14
    DB  $08,GAK18
    DB  %11000010,$09,GAK14
    DB  $15,GAK14
    DB  $18,GAK13
    DB  $23,GAK17
    DB  $24,GAK31
    DB  %11000010,$33,GAK12
    DB  $53,GAK31
    DB  %10000011,$50,GAK04
    DB  %10000011,$60,GAK14
    DB  $34,GAK19
    DB  $44,GAK15
    DB  $63,GAK19
    DB  $73,GAK19
    DB  $7F,BWOD0
    DB  $72,GAK12
    DB  %11000011,$16,GAK10
    DB  $46,GAK08
    DB  $47,GAK16
    DB  $57,GAK08
    DB  %10000010,$58,GAK04
    DB  %10000010,$28,KUSA2
    DB  %11000011,$25,MIZU0
    DB  %10000011,$54,MIZU0
    DB  %10000110,$64,MIZU0
    DB  $74,MIZU0
    DB  $75,GAK00
    DB  %10000100,$76,GAK01
    DB  $00,GAK12
    DB  $10,GAK31
    DB  $20,GAK15
    DB  $16,GAK51
    DB  $72,GAK50
;
;   秘密の部屋
;
;;;;;;  DB  $25,SINDO
;;;;;;  DB  $25,MIZU0
;;;;;;  DB  NXGO+DNJ,$1F,$FC,$50,$7C
;
        DB      BEND
;*END

0046 : Tabahl Wasteland#

Prototype

Final

0048 : Kanalet Castle#

Prototype

Final

004B : Kanalet Castle#

Prototype

Final

005B : Kanalet Castle#

Prototype

Final

005E : Rapids Ride#

Prototype

Final

0063 : Mysterious Forest#

Prototype

Final

Code for 0063

Code for 0051-0063

;;;GB063
;;; DB  CTR3
;;;     DB      KUSA0
;;;     DB      %10000010,$70,STB01
;;;     DB      %11000100,$10,STB03
;;;     DB      %10000100,$01,STB00
;;;     DB      $05,STB08
;;;     DB      $50,STB08
;;;     DB      %11001000,$09,STB0C
;;;     DB      %11000110,$08,STB02
;;;     DB      $68,STB07
;;; DB  $67,STB0B
;;; DB  $77,STB02
;;; DB  %10000010,$78,STB0C
;;;     DB      %11000101,$F9,BWOD0
;;;     DB      $72,STB0A
;;;     DB      $00,STB04
;;; DB  $24,ANA03
;;; DB  $42,ANA03
;;; DB  $46,ANA03
;;; DB  $64,ANA03
;;; DB  %10000011,$33,OCHBA
;;; DB  %10000011,$43,OCHBA
;;; DB  %10000011,$53,OCHBA
;;; DB  $44,FLW00
;
;;; DB  $26,HKUSA
;
;;;     DB      BEND
;*END
GB051
GB063
    DB  CTR3
        DB      KUSA0
;
    DB  $00,STB0C
    DB  $01,STB04
    DB  $02,STB08
    DB  %11000010,$06,KUSA2
    DB  $07,STB02
    DB  $08,STB0C
    DB  %11001000,$09,STB0C
    DB  %11000101,$F9,BWOD0
    DB  $10,STB04
    DB  $11,STB08
    DB  $17,STB09
    DB  $18,STB05
    DB  %11000101,$20,STB03
    DB  $21,OCHBA
    DB  %10000010,$23,FLW00
    DB  $27,HKUSA
    DB  %11000100,$28,STB02
    DB  %11000010,$32,FLW00
    DB  $33,BWOD0
    DB  %11000010,$35,FLW00
    DB  $36,HKUSA
    DB  %11000011,$37,KUSA2
    DB  %10000010,$53,FLW00
    DB  %11000010,$56,KUSA2
    DB  $63,HKUSA
    DB  $64,OCHBA
    DB  $67,STB0B
    DB  $68,STB07
    DB  $70,STB06
    DB  $71,STB01
    DB  $72,STB0A
    DB  %10000010,$75,KUSA2
    DB  $77,STB02
    DB  $78,STB0C
;
        DB      BEND
;*END

0066 : Cemetery#

Prototype

Final

0074 : Koholint Prairie#

Prototype

Final

0077 : Cemetery#

Original version

DX version

Original version

DX prototype

GB077
    DB  CTR3
        DB      KUSA2
;
    DB  $FF,BWOD0
    DB  $01,STON2
    DB  %10000010,$02,NUKI0
    DB  %11000100,$09,IWA01
    DB  $12,NUKI0
    DB  $13,OHAKA
    DB  $14,STON2
    DB  $15,OHAKA
    DB  $16,NUKI0
    DB  $17,OHAKA
    DB  $21,NUKI0
    DB  %10000010,$22,STON2
    DB  $26,STON2
    DB  $27,NUKI0
    DB  $32,NUKI0
    DB  $33,OHAKA
    DB  $35,OHAKA
    DB  $36,NUKI0
    DB  %10000010,$44,NUKI0
    DB  %10000100,$46,IWA01
    DB  %10000101,$50,IWA01
;
    DB  %10000101,$60,GAK04
    DB  $65,GAK31
    DB  $55,GAK17
    DB  $56,GAK0A
    DB  %10000101,$70,GAK14
    DB  $75,GAK19
    DB  %10000010,$68,KUSA0
    DB  %10000100,$76,KUSA0
    DB  $68,BWOD0
    DB  $76,BWOD0
    DB  $00,UWOD1
    DB  $10,UWOD3
;
        DB      BEND
;*END
GB077
    DB  CTR3
        DB      KUSA2
;
    DB  $FF,BWOD0
    DB  $01,STON2
    DB  %10000010,$02,NUKI0
    DB  %11000100,$09,IWA01
    DB  $12,NUKI0
;;;CGB;;;   DB  $13,OHAKA
    DB  $13,OHAMV
    DB  $14,STON2
;;;CGB;;;   DB  $15,OHAKA
    DB  $15,OHAMV
    DB  $16,NUKI0
;;;CGB;;;   DB  $17,OHAKA
    DB  $21,NUKI0
    DB  %10000010,$22,STON2
    DB  $26,STON2
    DB  $27,NUKI0
    DB  $32,NUKI0
;;;CGB;;;   DB  $33,OHAKA
    DB  $33,OHAMV
;;;CGB;;;   DB  $35,OHAKA
    DB  $35,OHAMV
    DB  $17,OHAMV
;
    DB  NXGO+DNJ,$FF,$12,$50,$5C  ;レベル1ダンジョン入口(テスト)
    DB  NXGO+DNJ,$FF,$12,$50,$5C  ;レベル1ダンジョン入口(テスト)
    DB  NXGO+DNJ,$FF,$12,$50,$5C  ;レベル1ダンジョン入口(テスト)
    DB  NXGO+DNJ,$FF,$12,$50,$5C  ;レベル1ダンジョン入口(テスト)
;
    DB  $36,NUKI0
    DB  %10000010,$44,NUKI0
    DB  %10000100,$46,IWA01
    DB  %10000101,$50,IWA01
;
    DB  %10000101,$60,GAK04
    DB  $65,GAK31
    DB  $55,GAK17
    DB  $56,GAK0A
    DB  %10000101,$70,GAK14
    DB  $75,GAK19
    DB  %10000010,$68,KUSA0
    DB  %10000100,$76,KUSA0
    DB  $68,BWOD0
    DB  $76,BWOD0
    DB  $00,UWOD1
    DB  $10,UWOD3
;
        DB      BEND
;*END

007E : Rapids Ride#

Prototype

Final

0080 : Mysterious Forest#

Original version

DX prototype

DX version

Original version

DX prototype

DX version

GB080
    DB  CTR3
        DB      KUSA0
;
    DB  $F0,BWOD0
    DB  $F2,BWOD0
    DB  $01,BWOD0
    DB  $21,BWOD0
    DB  %11000100,$09,BWOD0
    DB  %11000101,$F8,BWOD0
    DB  %11000010,$47,BWOD0
    DB  %11000010,$42,BWOD0
    DB  %11000011,$33,BWOD0
    DB  %11000010,$44,BWOD0
    DB  $10,BWOD0
    DB  $20,GAK16
    DB  $30,GAK10
    DB  $40,GAK03
    DB  $41,GAK16
    DB  %11000011,$51,GAK10
    DB  $50,GAK18
    DB  $60,GAK13
    DB  $70,MIZU0
    DB  $16,KUSA2
    DB  %11000100,$07,KUSA2
;
    DB  $07,HKUSA
    DB  $35,HKUSA
;
        DB      BEND
;*END
GB080
    DB  CTR3
        DB      KUSA0
;
;てすと;   DB  $F0,BWOD0
    DB  $F2,BWOD0
    DB  $01,BWOD0
    DB  $21,BWOD0
;てすと;   DB  %11000100,$09,BWOD0
    DB  %11000101,$F8,BWOD0
    DB  %11000010,$47,BWOD0
    DB  %11000010,$42,BWOD0
    DB  %11000011,$33,BWOD0
    DB  %11000010,$44,BWOD0
    DB  $10,BWOD0
    DB  $20,GAK16
    DB  $30,GAK10
    DB  $40,GAK03


    DB  $41,GAK16
    DB  %11000011,$51,GAK10
    DB  $50,GAK18
    DB  $60,GAK13
    DB  $70,MIZU0
    DB  $16,KUSA2
    DB  %11000100,$07,KUSA2
;
    DB  $07,HKUSA
    DB  $35,HKUSA
;
        DB      BEND
;*END
GB080
; 新コースデータ
    DB  CTR3
        DB      KUSA0
;
    DB  $F0,BWOD0
    DB  $F2,BWOD0
    DB  $01,BWOD0
    DB  $21,BWOD0
    DB  %11000100,$09,BWOD0
    DB  %11000101,$F8,BWOD0
    DB  %11000010,$47,BWOD0
    DB  %11000010,$42,BWOD0
    DB  %11000011,$33,BWOD0
    DB  %11000010,$44,BWOD0
;(CGB)  DB  $10,BWOD0       ; 消去
;(CGB)  DB  $20,GAK16       ; 消去
    DB  $10,GAK16       ; 移動
;(CGB)  DB  $30,GAK10       ; 消去
    DB  %11000010,$20,GAK10 ; 移動+追加
    DB  $40,GAK03

    DB  $41,GAK16
    DB  %11000011,$51,GAK10
    DB  $50,GAK18
    DB  $60,GAK13
    DB  $70,MIZU0
    DB  $16,KUSA2
    DB  %11000100,$07,KUSA2
;
    DB  $07,HKUSA
    DB  $35,HKUSA
;
        DB      BEND
;*END

008A : Ukuku Prairie#

Prototype

Final

008C : Face Shrine#

Prototype

Final

0092 : Mabe Village#

Prototype

Final

00AC : Face Shrine#

Prototype

Final

00B1 : Mabe Village#

Original version

DX version

Original version

DX prototype

DX version

GB0B1
;       Back BG
    DB  CTR3
    DB  KUSA0
;
    DB  %11000100,$FF,BWOD0
    DB  $60,BWOD0
    DB  %10000110,$7F,BWOD0
    DB  %10000111,$21,ISID1
    DB  $21,ISID0
    DB  $27,ISID0
    DB  $31,ISID1
    DB  $37,ISID1
    DB  %11000011,$32,KUSA2
    DB  %11000011,$36,KUSA2
;
    DB  $33,HOUS2
    DB  NXGO+DNJ,$10,$A9,$50,$7C
;
    DB  $07,HKUSA
    DB  $13,HKUSA
    DB  $39,HKUSA
    DB  $68,HKUSA
;
    DB  BEND
;
GB0B1
;       Back BG
    DB  CTR3
    DB  KUSA0
;
    DB  %11000100,$FF,BWOD0
    DB  $60,BWOD0
    DB  %10000110,$7F,BWOD0
    DB  %10000111,$21,ISID1
    DB  $21,ISID0
    DB  $27,ISID0
    DB  $31,ISID1
    DB  $37,ISID1
    DB  %11000011,$32,KUSA2
    DB  %11000011,$36,KUSA2
;
    DB  $33,HOUS2
    DB  NXGO+DNJ,$10,$A9,$50,$7C
;
    DB  $07,HKUSA
    DB  $13,HKUSA
    DB  $39,HKUSA
    DB  $68,HKUSA
;
    DB  $34,IDO00       ; (CGB) てすと 煙突
;
    DB  BEND
;
GB0B1
;       Back BG
    DB  CTR3
    DB  KUSA0
;
    DB  %11000100,$FF,BWOD0
    DB  $60,BWOD0
    DB  %10000110,$7F,BWOD0
    DB  %10000111,$21,ISID1
    DB  $21,ISID0
    DB  $27,ISID0
    DB  $31,ISID1
    DB  $37,ISID1
    DB  %11000011,$32,KUSA2
    DB  %11000011,$36,KUSA2
;
    DB  $33,HOUS2
    DB  NXGO+DNJ,$10,$A9,$50,$7C
;
    DB  $07,HKUSA
    DB  $13,HKUSA
    DB  $39,HKUSA
    DB  $68,HKUSA
;
    DB  $34,IDO00   ; (CGB) じじいの家の煙突
;
    DB  BEND
;

00C3 : South of the Village#

Prototype

Final

00D5 : Signpost Maze#

Prototype

Final

00DA : Martha's Bay#

Prototype

Final

00E1 : Toronbo Shores#

Prototype

Final

00E7 : Martha's Bay#

Prototype

Final

Unused Rooms#

00FC : Tal Tal Heights secret cave#

Room 00FC is still present in the final game. The D1A0.DAT document lists it in a section called "Other Leftover Rooms", but claims it is "in use". The same document indicates that it is "Ulrira's Secret Room 1: (Shibahara)". Shibahara refers to programmer Takamitsu Kuzuhara. It would have been entered from overworld map square 38, the square to the right of the Camera Shop.

0100 : Empty room#

Room 0100

Room 0101

DB100
;;;;    DB  CTR0
;;;;    DB      DROM0+DTU08
;;;;    DB  BEND
;*END
;********************LV.7*************************
DB101
    DB  CTR4
    DB  DROM8+DTU08
;
    DB  $19,DTURR
    DB  $75,DTURD
;
    DB  %10001001,$11,DTU09
    DB  %11000110,$21,DTU09
    DB  $22,DNC04
    DB  %10000111,$23,DNC00
    DB  %11000101,$32,DNC02
    DB  %10000110,$44,DBL01
    DB  %11000011,$54,DBL01
    DB  $24,DKLU0
    DB  $27,DKLU0
    DB  $42,DKLL0
    DB  $75,DTU08
    DB  $76,DNC0B
    DB  %10000011,$77,DNC01
;
    DB  $11,DTRE0
;
    DB  BEND
;
;*END

0123 : Eagle's Tower#

Prototype

Final

DB123
    DB  CTR4
    DB  DROM7+DTU08
;
;   DB  %10001001,$10,DBETD
;   DB  %10001001,$20,DBETD
;   DB  %10001001,$30,DBETD
;   DB  %10001001,$40,DBETD
;;  DB  %10001001,$50,DBETD
;   DB  %10001001,$60,DBETD
;   DB  %10001001,$70,DBETD
;
;   DB  NXGO+DNJ,$06,$15,$00,$00
;
    DB  $34,DTKD0
    DB  NXGO+DNJ,$06,$2B,$18,$10
    DB  BEND
;
;*END

Prototype : $06,$15,$00,$00

Final : $06,$2B,$18,$10

01C4 & 01D4 : Kanalet Castle secret passage#

01C4

01D4

Rooms 01C4 and 01D4 are unused but still present in the final game. ZDB.DMG has code for constructing them out of tiles, along with developer comments indicating that they were previously the upper and lower part of an underground passage for infiltrating the castle that is no longer used. The passage would have been entered from overworld map square 4A, the top right corner of the castle courtyard.

DB1C4  ;(以前)城侵入用地下道上(今)使ってない!どんどん壊してくれたまへ!
DB1D4  ;(以前)城侵入用地下道下(今)使ってない!どんどん壊してくれたまへ!

Others#

00CC : Face Shrine room#

JP Final

US Prototype

US Final

Code

Translation

DB0CC
    DB  CTR4
    DB  DROM0+DTU08
;
    DB  $04,DBOMU
    DB  $74,DKEYD
;
;;  DB  $03,DKLU0
;;  DB  $05,DKLU0
    DB  $11,DSOK1
    DB  $18,DSOK1
    DB  $61,DSOK1
    DB  $68,DSOK1
;;  DB  $14,DTU09
;;  DB  %10000010,$14,DTU09 ;どっかの誰かが
;;  DB  %10000100,$23,DTU09 ;見えない爆弾壁
;;  DB  %10000110,$32,DTU09 ;判らんと言ったので
;;  DB  %10000010,$44,DTU09 ;親切につけてやった
;;  DB  %10000010,$54,DTU09 ;にもかかわらず
;;  DB  %10000010,$64,DTU09 ;抹消された床矢印
;
    DB  $04,DTUBU ; 見た目で判断すんなよ壁
;
    DB  %11000010,$32,IWA00
    DB  %11000010,$37,IWA00
;
    DB  BEND
;*END














Floor arrows that were deleted
even though I lovingly placed them
because somebody somewhere once
said that you'll never figure out
something's a bombable wall if it
isn't visible.

A wall that shouldn't be judged by its cover.

01A3 : Marin's House#

Original version

DX version

Original version

DX version

DB1A3   ;マリン&タリン家(スタート)
    DB  CTR4
        DB      DROM0+DTU08
;
    DB  %10000101,$11,DTU09
    DB  %10000101,$21,DTU09
    DB  %10000101,$31,DTU09
    DB  %10000101,$41,DTU09
    DB  $21,DHBTU
    DB  $31,DHBTD
    DB  $23,DHBTU
    DB  $33,DHBTD
    DB  %11000010,$18,DBLMV
    DB  %10000010,$61,IWA00
    DB  $48,DKNHT
    DB  $68,DKNHT
    DB  $57,DLGDK
    DB  $58,DRGDK
    DB  $07,DHTN0
    DB  $17,DHTN1
;
    DB  $74,DHEXT
;
    DB  NXGO+GRD,$00,$A2,$58,$52
        DB      BEND
;*END
DB1A3   ;マリン&タリン家(スタート)
    DB  CTR4
        DB      DROM0+DTU08
;
    DB  %10000101,$11,DTU09 ;床(特殊)
    DB  %10000101,$21,DTU09 ; ベットの周りの床
    DB  %10000101,$31,DTU09 ;
    DB  %10000101,$41,DTU09 ;
    DB  $21,DHBTU       ;ベット上
    DB  $31,DHBTD       ;ベット下
    DB  $23,DHBTU       ;ベット上(リンク寝てる)
    DB  $33,DHBTD       ;ベット下(リンク寝てる)
;(CGB)  DB  %11000010,$18,DBLMV ;ブロック(動く)
;
;   動くのはヤバイので下記に変更
;
        DB  %11000010,$18,DBL00 ;ブロック(動かない)

    DB  %10000010,$61,IWA00 ;壷(横に2個並べる)
    DB  $48,DKNHT       ;木株の椅子
    DB  $68,DKNHT       ;木株の椅子
    DB  $57,DLGDK       ;タリン家用長机左
    DB  $58,DRGDK       ;タリン家用長机右
    DB  $07,DHTN0       ;タンス(上)
    DB  $17,DHTN1       ;タンス(下)
;
    DB  $74,DHEXT
;
    DB  NXGO+GRD,$00,$A2,$58,$52
        DB      BEND
;*END

01E1 : Moblin Cave boss room#

Prototype

Final

;
DB1E1   ;モリブリンの住処(寝室)
    DB  CTR4
    DB  DROM0+DTU08
;
;;; DB  $30,DTURL
    DB  $30,DSHIL
    DB  $39,DSHIR
;
    DB  $03,DKLU0
    DB  $06,DKLU0
    DB  $73,DKLD0
    DB  $76,DKLD0
;
    DB  $00,DBET0
    DB  $09,DBET0
    DB  $70,DBET0
    DB  $79,DBET0
    DB  $10,DNC04
    DB  $11,DNC08
    DB  $01,DNC04
    DB  $08,DNC05
    DB  $18,DNC09
    DB  $19,DNC05
    DB  $60,DNC06
    DB  $61,DNC0A
    DB  $71,DNC06
    DB  $68,DNC0B
    DB  $69,DNC07
    DB  $78,DNC07
;
;   DB  $13,DHBTU
;   DB  $15,DHBTU
;   DB  $17,DHBTU
;   DB  $43,DHBTU
;   DB  $45,DHBTU
;   DB  $47,DHBTU
;;
;   DB  $23,DHBTD
;   DB  $25,DHBTD
;   DB  $27,DHBTD
;   DB  $53,DHBTD
;   DB  $55,DHBTD
;   DB  $57,DHBTD
;
    DB  BEND
;*END

01B5 : Camera Shop#

Original version

DX version

Original version

DX version

Translation

DB1B5
    DB  CTR4
        DB      DROM0+DTU08
;
        DB      BEND
;*END
;-----------------------------------------------------
;   (CGB)新規オープン!カメラ屋さん
;-----------------------------------------------------
;(CGB)DB1B5
;(CGB)  DB  CTR4
;(CGB)        DB      DROM0+DTU08
;(CGB);
;(CGB)        DB      BEND
;(CGB);*END

DB1B5
    DB  CTR4
        DB      DROM0+DTU08
;
    DB  %10000100,$03,DLGDK ;暗幕
;
    DB  %11000010,$13,DEXT0 ;カーペット
    DB  %10000010,$14,DBET3 ;
    DB  %11000010,$16,DEXT2 ;
    DB  %10000010,$24,DEXT1 ;

    DB  $20,DKLL0       ;壁明かり(左上)
    DB  $50,DKLL0       ;壁明かり(左下)
    DB  $29,DKLR0       ;壁明かり(右上)
    DB  $59,DKLR0       ;壁明かり(右下)

    DB  $22,DRGDK       ;机(小)
    DB  $61,DRGDK       ;机(小)

    DB  $47,DHREG       ;レジ

    DB  %10000100,$53,DTU09 ;床(特殊)
    DB  %10000100,$63,DTU09 ;床(特殊)

    DB  $74,DHEXT       ;出口

    DB  NXGO+GRD,$00,$37,$48,$42
        DB      BEND
;*END
;-----------------------------------------------------
;   (GBC) Newly Open! Camera Shop
;-----------------------------------------------------
;(CGB)DB1B5
;(CGB)  DB  CTR4
;(CGB)        DB      DROM0+DTU08
;(CGB);
;(CGB)        DB      BEND
;(CGB);*END

DB1B5
    DB  CTR4
        DB      DROM0+DTU08
;
    DB  %10000100,$03,DLGDK ;Blackout Curtain
;
    DB  %11000010,$13,DEXT0 ;Carpet
    DB  %10000010,$14,DBET3 ;
    DB  %11000010,$16,DEXT2 ;
    DB  %10000010,$24,DEXT1 ;

    DB  $20,DKLL0       ;Wall Glow (Upper Left)
    DB  $50,DKLL0       ;Wall Glow (Lower Left)
    DB  $29,DKLR0       ;Wall Glow (Upper Right)
    DB  $59,DKLR0       ;Wall Glow (Lower Right)

    DB  $22,DRGDK       ;Desk (Small)
    DB  $61,DRGDK       ;Desk (Small)

    DB  $47,DHREG       ;Register

    DB  %10000100,$53,DTU09 ;Floor (Special)
    DB  %10000100,$63,DTU09 ;Floor (Special)

    DB  $74,DHEXT       ;Exit

    DB  NXGO+GRD,$00,$37,$48,$42
        DB      BEND
;*END

Dungeon Background Character Table#

The bottom of ZBS.DMG contains an older version of the DJBGCR label data after the end of the file is defined. The final version of this table is in ZDB.DMG.

Early

Final

;     0   1   2   3   4   5   6   7   8   9   A   B   C   D   E   F  
 DB $00,$50,$00,$00,$00,$80,$81,$80,$81,$82,$83,$82,$83,$00,$00,$81 ;0
 DB $80,$82,$83,$84,$85,$86,$87,$00,$8C,$8D,$51,$51,$51,$51,$00,$00 ;1
 DB $30,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$90,$90,$91 ;2
 DB $91,$92,$92,$93,$93,$94,$94,$95,$95,$96,$96,$97,$97,$80,$81,$80 ;3
 DB $81,$82,$83,$82,$83,$01,$01,$99,$99,$9A,$9A,$9B,$9B,$9C,$9C,$01 ;4
 DB $01,$00,$00,$B1,$B1,$00,$B0,$B0,$01,$01,$01,$01,$01,$00,$00,$00 ;5
 DB $00,$00,$00,$00,$00,$01,$01,$01,$01,$01,$00,$00,$B1,$B1,$00,$01 ;6
 DB $B1,$B1,$B0,$B0,$B0,$B0,$B1,$B0,$B0,$B0,$01,$01,$01,$01,$01,$01 ;7
;     0   1   2   3   4   5   6   7   8   9   A   B   C   D   E   F  
 DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01 ;8
 DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$00,$00,$00 ;9
 DB $01,$01,$A0,$A0,$98,$98,$01,$01,$02,$30,$00,$01,$01,$01,$50,$50 ;A
 DB $50,$80,$81,$00,$00,$00,$8B,$8A,$8B,$8A,$01,$80,$81,$01,$A0,$A0 ;B
 DB $01,$80,$81,$01,$01,$01,$01,$01,$01,$01,$01,$A0,$02,$82,$01,$F0 ;C
 DB $F1,$F2,$F3,$83,$E0,$01,$01,$01,$01,$04,$04,$04,$04,$30,$01,$00 ;D
 DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01 ;E
 DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$FE,$FF ;F
DJBGCR
;     0   1   2   3   4   5   6   7   8   9   A   B   C   D   E   F  
 DB $00,$50,$00,$00,$00,$00,$0B,$00,$7D,$7E,$7F,$7E,$7F,$00,$07,$00 ;0
 DB $81,$80,$82,$83,$84,$85,$86,$87,$00,$8C,$8D,$05,$51,$51,$51,$51 ;1
 DB $30,$D3,$D2,$D0,$D1,$01,$01,$01,$01,$01,$01,$01,$01,$90,$90,$91 ;2
 DB $91,$92,$92,$93,$93,$D3,$D3,$D2,$D2,$D0,$D0,$D1,$D1,$00,$00,$99 ;3
 DB $9A,$9B,$9C,$7C,$7D,$01,$01,$99,$9A,$9B,$9C,$B0,$00,$00,$60,$60 ;4
 DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01 ;5
 DB $01,$01,$B1,$B1,$B1,$B1,$B1,$B0,$01,$00,$00,$00,$01,$01,$00,$00 ;6
 DB $00,$00,$B0,$B0,$B0,$00,$00,$00,$00,$00,$00,$01,$00,$B0,$B0,$00 ;7
;     0   1   2   3   4   5   6   7   8   9   A   B   C   D   E   F  
 DB $B0,$B0,$00,$B0,$B0,$B0,$01,$01,$60,$00,$01,$01,$7C,$00,$30,$60 ;8
 DB $01,$01,$00,$88,$89,$8A,$8B,$0A,$02,$01,$7E,$01,$01,$00,$00,$00 ;9
 DB $60,$60,$03,$03,$98,$98,$60,$60,$03,$30,$00,$01,$01,$01,$50,$50 ;A
 DB $50,$7C,$7D,$00,$00,$00,$8B,$8A,$8B,$8A,$01,$7C,$7D,$01,$00,$00 ;B
 DB $01,$7C,$7D,$01,$01,$01,$01,$D3,$D2,$D0,$D1,$08,$09,$7E,$01,$F0 ;C
 DB $F1,$F2,$F3,$7F,$E0,$01,$01,$01,$01,$60,$00,$04,$04,$30,$01,$00 ;D
 DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$01,$01,$01,$01,$01 ;E
 DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$FE,$FF ;F