This is a sub-page of Development:The Legend of Zelda: Link's Awakening (Game Boy).
All the text for the original Game Boy version is located in the file GBMSDT.DMG (Game Boy Message Data).
(Translations: GlitterBerri)
Message Icons
Several versions of the list of icons used in dialogue boxes exist. In the English version of Link's Awakening DX, the font looks like this.
As you can see, the pictographs go in the order below.
Keep in mind that the letter icon is the headshot of Christine, referred to internally as a bromide, and that the necklace is the censored version of the brassiere that appeared in the Japanese versions.
NEWS#
The recovered NEWS tapes found in other.7z contain at least two earlier versions of the graphics file for dialogue boxes. While the file NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\moji.CGX contains only text characters (hiragana, katakana, alphabetical characters, and the like), NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\moji.CGX.BAK has some icons, as well.
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moji.CGX
moji.CGX.BAK
Unlike the final list of icons, it has a hand, a leaf, and what looks to be an enlarged view of part of the stick.
It's missing the skull, the X symbol that serves as a censorship mark, and the bananas.
ZMS.DMG#
The following list is found in the file Source\Disk3\gbzelda\ZMS.DMG.
Unlike the final list of icons, it has a hand, a leaf, and an "R" ocarina (it's unclear what the R refers to).
It's missing the skull and the X symbol that serves as a censorship mark.
Content |
Translation |
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DEMO_zelda#
Meanwhile, several versions of the icon list that exist in various files in the DEMO_zelda sub-directory have slightly different contents compared to above. The list below is from Source\Disk1\ゼルダの伝説_JP3_US3_EU2\DEMO_zelda\code.txt.
Unlike the final list of icons, it has an ocarina and a fishing rod.
Compared to the icon list in ZMS.DMG, it's missing the hand and the leaf, but it has the skull and the X symbol that serves as a censorship mark. It also dropped the "R" from the name of the ocarina.
Content |
Translation |
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Cut Text
Several text IDs in the retail versions are completely empty, but have text written for them in the Japanese source code. GBMSDT.DMG files in localizations have these lines completely blank and noted as unused.
Shop#
Text 2B#
The Fire Rod used rods as ammunition at some point in development. After the idea was abandoned, there was no need for this text anymore.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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2B |
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Text 37#
Presumably this would've been used after buying the Bow. Was it possible to steal without repercussion?
ID |
Japanese |
Translation |
Developer Comment, Translation |
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37 |
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Text 3A#
The shop sells 10 Bombs for 10 Rupees so this was probably removed for being redundant.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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3A |
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Map Names#
Text 5F#
For some reason the Tail Key was a map location.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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5F |
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Obtaining Item#
Text 9E#
An alternate line for getting the Yoshi Doll. The text ID for the one used in the game is $44. The line is a pun that is formed by combining "yossha" (alright) with Yoshi.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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9E |
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Bosses#
Text B8#
This seems to be an alternate intro line for the first encounter with Grim Creeper. The line used in the game is $25. Curiously, a table for boss intro dialogs references this old ID in the retail versions.
ID |
Japanese |
Translation |
Developer Comment, Translation |
|---|---|---|---|
B8 |
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Text BB#
An alternate defeat line for the second fight with Grim Creeper that is very similar to $29, the one used in the game. The final line has him speak slower at the end and the laugh is missing.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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BB |
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Text BE-BF#
Intro and defeat lines for presumably the second form of Hot Head.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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BE |
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BF |
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Owl & Wind Fish#
Text D1#
This line is very slightly different from the one used in the game, $D2.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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D1 |
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Text D3#
Apparently you had the option to decline ending the game immediately and could instead leave the Egg!?
ID |
Japanese |
Translation |
Developer Comment, Translation |
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D3 |
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Text CE#
This would've presumably been said by the Owl when returning to the Egg afterwards.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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CE |
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Text D4#
A dialog for the Owl in an unknown location.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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D4 |
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Text D6#
A dialog for the Owl after completing Bottle Grotto. The area can be left from three different directions, so it's unclear where or how this encounter would've been seen. You're also directed towards the Prairie after obtaining the Conch Horn, which makes this line rather redundant anyway.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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D6 |
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Misc. Items#
Text EA-EB#
Two very similar lines for some sort of "pitari/pittari award". Pitari can mean "precise" or "exactly" so these were likely for the Seashell Mansion, which awards a Secret Seashell when entering with exactly 5 Shells and another for entering with exactly 10 Shells.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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EA |
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EB |
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Dungeon Clear Text#
Text 158#
A hint as to where to go next is given after completing a dungeon. A blank but commented entry is present for a Level 9, presumably the Egg. This is of course unused.
ID |
Developer Comment, Translation |
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158 |
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Signposts#
Text 19F#
An earlier version of the inscription in the Southern Face Shrine? Who knows.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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D6 |
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Text 1C4#
Instructions on how to view and use the map. This is also explained by the quadruplets and a library book, so it's unclear where this would've been used. Clearly much effort was put into teaching this though.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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1C4 |
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Tarin at Beehive#
Text 1BF#
Text for Tarin if you spoke to him without the Stick. The Stick is placed right on top of the bridge built by the monkeys so it's impossible to avoid. Even if the Stick is avoided by alternate means, the game code still assumes it was obtained when talking to Tarin.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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1BF |
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Town Library#
20F#
Text for reading the book with tiny print with the Magnifying Lens. The hint itself may have been undecided at this point, so this was probably used as a placeholder.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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20F |
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Tarin in Treasure Chest#
Text 22F#
Apparently Tarin would've been inside a treasure chest somewhere. This was mentioned by Yoshinori Tsuchiyama, the director of the DX version, in a staff questionnaire, and code exists in the final game for a treasure chest containing Tarin.
ID |
Japanese |
Translation |
Developer Comment, Translation |
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22F |
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Early English Localizations
Early and/or "uncensored" English translations are present for several lines by being commented out instead of deleted.
Hippo#
ID |
Early |
Retail |
Developer Comment |
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AF |
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Facade#
ID |
Early |
Retail |
Developer Comment |
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B6 |
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Whoops! There I go, talking too much again... |
Shadow Nightmares#
ID |
Early |
Retail |
Developer Comment |
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F5 |
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Stone Slab#
ID |
Early |
Retail |
Developer Comment |
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109 |
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Quadruplet#
ID |
Early |
Retail |
Developer Comment |
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122 |
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Owl Statues#
ID |
Early |
Retail |
Developer Comment |
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1B6 |
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ID |
Early |
Retail |
Developer Comment |
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1B8-1B9 |
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Mermaid#
ID |
Early |
Retail |
Developer Comment |
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1EC |
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1F0 |
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1F1 |
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1F2 |
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1F3 |
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1F4 |
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1F4 |
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Ghost#
ID |
Early |
Retail |
Developer Comment |
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210 |
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Rabbit#
ID |
Early |
Retail |
Developer Comment |
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24C |
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Early French Localizations
Some early translations of lines are present in the folder `Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaFRANCE/cgb_f/Text`.
Early German Localizations
Some early translations of lines are present in the folder `Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaDOITU/cgb_d/TEXT`.