Eye wunna go
HOME
This is put together from DarKnight13's,
Jay
McGavren, and whoever else's
Zelda ROM info. Eye also added a little of my own info. A lot of this
stuff was
copied and pasted with some rearanging. Blah.
You you don't know how to use a Hex Editor, you probably won't know
what
all of this will mean.
Eye wanted 2 post some Zelda ROM info 4 those of you who want to work
on
ZELDIT, or just simply want make your own Zelda Game in a Hex Editor.
Bla bla bla... here's theee info:
MUSIC
Music Pointers: around D70
Main Istrument in Game (Square): 1FA0
Adds to the effect of the Square: 1F9F
Intro Music (weird): 1F92
Another square instrument effect: 1F95
Music Layout, Tempos, and all that good stuff is all
before all of the Fs on line 2010.
Eye found that changing all of the 0's in the 1F40 line gives the game a morbid sound.
TITLE SCREEN
Eye haven't messed with this much, butt eye have found some info:
Screen Layout: 9500
Wave of Waterfall: 9940
Waterfall Color: 9938
Title Shield: 9933
Flashing: Value of 18
No Flash: Value of 28
1A87A: Wuz this?
1A87C: And this?
GamePlay LAYOUT
Hearts' Possition: 6523
Rupees' "x0" possition: 652E
Keys' "x0" possition: 6534
Now For The Actual Game
This area contains the overworld map. Each byte refers to one of 256
vertical columns defined elsewhere in the ROM. 15429-15BD8
The data for the vertical columns used in the overworld map. 15BE8-?????
The data for dungeon rooms, in groups of 12 bytes. Each byte refers
to a
preset column defined elsewhere in the ROM. Values above BF seem to
crash
the game. 160EE-162E5
Overworld
BOARDER COLORS AND COLOUMN YOU COME OUT OF CAVE= 18410-1848F
Bit 1-2 specifies border palette. Set Bit 3 for surf sound. Set Bit
4 for
Zora. Bit 5-8 specify column to emerge.
CENTER COLOR AND CAVE/ SHOP= 18490-1850F
color order
0 WHITE
1 RED
2 GREEN
3 BROWN
00-03= ????
04-07= LEVEL 1
08-0B= LEVEL 2
0C-0F= LEVEL 3
10-13= LEVEL 4
14-17= LEVEL 5
18-1B= LEVEL 6
1C-1F= LEVEL 7
20-23= LEVEL 8
24-27= LEVEL 9
28-2B= LEVEL L?
2C-2F= LEVEL ???
30-33= GLITCH
34-37= GLITCH
38-3B= GLITCH
3C-3F= GLITCH
40-43= SWORD
44-47= POTION OR HEART
48-4B= WHITE SWORD
4C-4F= MAGIC SWORD
50-53= SHORTCUT
54-57= TREE DEAD END CLUE
58-5B= GAMBLING
5C-5F= DOOR REPAIR CHARGE
60-63= NOTE
64-67= MEET OLD MAN CLUE
68-6B= POTION SHOP
6C-6F= PAY FOR CLUE
70-73= PAY FOR CLUE 2
74-77= SHIELD 130, BOMB 20, ARROW 80
78-7B= SHIELD 160, KEY 100, B CANDLE 60
7C-7F= SHIELD 90, BAIT 100, HEART 10
80-83= KEY 80, B RING 250, BAIT 60
84-87= 30 RUPIES
88-8B= 100 RUPIES
8C-8F= 10 RUPIES
BADDIES= 18510-1858F
CYCLES 1ST=1 2ND=4 3RD=5 4TH=6
00= NOTHING
01= B. LION GUYS
02= R. LION GUYS
03= B. MOBLINS
04= R. MOBLINS
05= B. RATS
06= R. RATS
07= SLOW R. OCTOROCKS
08= FAST R. OCTOROCKS
09= SLOW B. OCTOROCKS
0A= FAST B. OCTOROCKS
0B= R. DARKNUTS
0C= B. DARKNUTS
0D= B. TECHTIKES
0E= R. TECHTIKES
0F= R. LEVERS
10= B. LEVERS
11= ZORAS
12= VAMPIERS
13= BIG SLIMES
14= LIL, SLIMES
15= LIL, SLIMES
16= POLS VOICES
17= LIKE LIKES
18= ????
19= ???
1A= PEAHATS
1B= B.BATS
1C= R. BATS
1D= B. BATS
1E= ????
1F= FALLING ROCKS
20= R. LEVERS
21= MUMMIES
22= ????
23= B. WIZROBES
24= R. WIZROBES
25= ????
26= ????
27= WALL MASTERS
28= ROPES (SNAKES)
29= ????
2A= STALFOSE
2B= BUBBLES
2C= B. BUBBLES
2D= R. BUBBLES
2E= ????
2F= FAIRY AT POND
30= ????
31= 3 DODONGOS
32= 1 DODONGO
33= B. GHOMA
34= R. GHOMA
35= RUPIE STASH
36= GRUMBLE
37= ZELDA
38= DIGDOGER?
39= DIGDOGER?
3A= 2 R. WORMS
3B= 2 B. WORMS
3C= MANHANDELA
3D= AQUAMENTIS
3E= GANNON
3F= FIRE
SCREEN LAYOUT= 18590-1860F
Set bit 8 to cause a single fire "enemy" to appear. What is this?
Items in caves= 18610-1868F
In sets of 3 - 3F and 7F are blank spaces, other values are items.
ROW YOU COME OUT OF CAVE= 18690-1870F
Bit 1-3 is the row you'll emerge on. Set Bit 4 to have enemies emerge
from sides of screen. Set Bit 7 to turn off the screen's secret for
the
first quest, and Bit 8 for the second.
Dungeons
Doors
Doors UD 1st 1-6=18710-1878F 7-9=18A10-18A8F
2nd 1-6=18D10-18D8F 7-9=19010-1908F
Up first
Doors LR 1st 1-6=18790-1880F 7-9=18A90-18B0F
2nd 1-6=18D90-18E0F 7-9=19190-1920F
Left first
Up and Left
00-10's place
00-1F=Open
20-3F=Wall
40-5F=Secret
60-7F=Silent
80-9F=Bomb
A0-BF=Locked
C0-DF=Locked
E0-FF=Shutters
Down and Right
00-0F= 00, 20, 40 ect.
10-1F= 10, 30, 50 ect.
color 0 00= Open
04= Wall
08= Secret
0C= Silent Secret
10= Bomb
14= Locked
18= Locked
1C= Shutters
color 1 01= Open
05= Wall
09= Secret
0D= Silent Secret
11= Bomb
15= Locked
19= Locked
1D= Shutters
color 2 02= Open
06= Wall
0A= Secret
0E= Silent Secret
12= Bomb
16= Locked
1A= Locked
1E= Shutters
color 3 03= Open
07= Wall
0B= Secret
0F= Silent Secret
13= Bomb
17= Locked
1B= Locked
1F= Shutters
One more thing. If you want a tunnel.
If you want a tunnel to be at a stairs at 01 (row first) nad exit at
6f.
enter it as is.
row/ coloumn >
\/
0 1 2 3 4 5 6 7 8 9 a b c d e f
0
1
2
3
4
5
6
7
Baddies 1st 1-6=18810-1888F 7-9=18B10-18B8F
2nd 1-6=18E10-18E8F 7-9=19210-1928F
CYCLES 1ST=3 2ND=5 3RD=6 4TH=8
The enemies are the same values as the Overworld's,
it's just that some of them won't display right. Certain
enemies can be put in certain floor layouts. Bats can,
pretty much, be put anywhere (PRETTY MUCH).
Room layout 1st 1-6=18890-1890F 7-9=18B90-18C0F
2nd 1-6=18E90-18F0F 7-9=19290-1930F
Object 1st 1-6=18910-1898F 7-9=18C10-18C8F
2nd 1-6=18F10-18F8F 7-9=19310-1938F
Bright Room
00-10= No Roar
20-30= Auquamentis\ Gleeock
40-50= Ghoma\ Dodongo
60-70= Diggdoger\ Manhandela
Dark Room
80-90= No Roar
A0-B0= Auquamentis\ Gleeock
C0-D0= Ghoma\ Dodongo
E0-F0= Diggdoger\ Manhandela
00= BOMBS
01= W. SWORD
02= Wh. SWORD
03= Sometimes nothing some times Magic Sword
04= BAIT
05= FLUTE
06= B. CANDLE
07= R. CANDLE
08= W. ARROWS
09= S. ARROWS
0A= BOW
0B= MAGIC KEY
0C= RAFT
0D= LADDER
0E= TRI- POW
0F= 5 RUPIES
10= WAND
11= M. BOOK
12= B. RING
13= R. RING
14= P. BRACLET
15= LETTER
16= COMPASS
17= MAP
18= 1 RUPIE
19= KEY
1A= HEART C.
1B= TRIFORCE
1C= M. SHIELD
1D= BOOMERANG
1E= M. BOOMERANG
1F= B. POTION
Unknown 1st 1-6=18990-18A0F 7-9=18C90-18D0F
2nd 1-6=18F90-1900F 7-9=19390-1940F
Start is the room on the 8X16 map. If level 1 starts on row 7 column
coloumn
3, then the hex value would be 73.
row/ coloumn >
\/
0 1 2 3 4 5 6 7 8 9 a b c d e f
0
1
2
3
4
5
6
7
Compass pointer is where the flashing red dot for the Triforce appears.
Map is a little bit more complex.
20 xx yy zz+
xx= Coloumn, it effects how it lines up with the others.
yy= I think it is how many before the next line.
zz= 67= High room, FB= Low room, FF= Two rooms.
I think 20 signals begaining of next row.
Level 1
Start= 1943B
Compass pointer= 1943C
Map= 1944A
Level 2
Start= 1943B
Compass pointer= 1943C
Map= 19557
Level 3
Start= 19633
Compass pointer= 19634
Map= 19653
Level 4
Start= 1972F
Compass pointer= 19730
Map= 1974F
Level 5
Start= 1982B
Compass pointer= 1982C
Map= 19852
Level 6
Start= 19927
Compass pointer= 19928
Map= 19947
Level 7
Start= 19A23
Compass pointer= 19A24
Map= 19A43
Level 8
Start= 19B1F
Compass pointer= 19B20
Map= 19B3F
Level 9
Start= 19C1B
Compass pointer= 19C1C
Map= 19C3B
The intro story text. 1A450-1A7CB
The color info for the intro story text. Not all data within this area
applies to the colors, though. Try setting bytes to '00' to turn the
text
white. 1A834-1A87A
The area for the title screen data. 1A930?-1AB8F?
Coordinates for screens where ladder can be used: 1F20D
Well, that should be it. When eye find more info, eye'll post it up here.