This is a sub-page of Development:The Legend of Zelda: A Link to the Past.
Reference Maps
Rooms on this page refer to "map square xx". You can look at the following grid maps with hex values displayed in the upper left corner of each map quadrant to determine which map square the variable is referring to:
(Source: GlitterBerri - Creation of the grid maps, research into the map and interior location data)
Dungeon Layouts
| To do: Someone should write some notes about how the early dungeons compare with their final versions. |
These early dungeon layouts can be found in numeric form in under the "FLOOR DATA 1" section of 日本_Ver3\asm\zel_bg3.asm, which contains minimap data for how the map squares of the underworld are laid out for each dungeon.
Of the three versions of the underworld map we have (Super Donkey, August '91, and final), the map ID numbers most closely correspond to the version found in the Super Donkey proto, which dates from early June, 1991. This suggests that the layout data may be earlier than the earliest graphical underworld data to which we have access.
You can compare them to the layouts in the final game here (this link only goes up to the Swamp Palace) and here.
(Source: Dark Linkaël - Super Donkey Proto Underworld Map, GlitterBerri - Layout Reconstructions, mdta - Logistical Support)
00: Sanctuary
The Sanctuary dungeon in the early minimap data and the Super Donkey prototype comprises the rooms between the Throne room of Hyrule Castle and the Sanctuary church proper where the sage resides. These do not count the church itself as part of the dungeon data, but instead as a normal interior room, unlike the final game which considers it part of the dungeon.
SC: B1
SC: 1F
SC: 2F
SC: 3F - 7F
While there is placeholder data for floors 3F to 7F, there are no room numbers associated with them.
02: Hyrule Castle
HC: B4
HC: B3
HC: B2
HC: B1
HC: 1F
- Usually, map squares that span two floors reuse the same map ID on each floor, but this isn't the case with the throne room. There's a duplicate throne room at map squares 41 and 51, and both are used in this version of Hyrule Castle.
- There's a regular dungeon door behind the thrones instead of an ornamental monument to push to gain access to the route to the Sanctuary.
HC: 2F
04: Eastern Palace
While this dungeon has map square numbers nicely arranged, it doesn't play nicely with the graphical data from the underworld map in the Super Donkey proto. This suggests that the minimap data in zel_bg3.asm and the Super Donkey proto are from slightly different eras. (The proto does have graphical data for the Eastern Palace, which is documented here. However, the graphical data doesn't entirely match up with this minimap data.)
EP: B1
EP: 1F
EP: 2F
06: Desert Palace
DP: B1
- The basement somewhat resembles the first floor of the Spirit Temple in Ocarina of Time.
DP: 1F
DP: 2F
08: Agahnim's Tower
AT: 1F
The label for this floor describes it as "DUMMY 1F". Accordingly, it's empty.
AT: 2F
AT: 3F
AT: 4F
AT: 5F
AT: 6F
AT: 7F
AT: 8F
0A: Swamp Palace
SP: B3
SP: B2
SP: B1
SP: 1F
0C: Palace of Darkness
PD: B1
PD: 1F
0E: Misery Mire
MM: B3
MM: B2
MM: B1
MM: 1F
10: Skull Woods
SW: B2
SW: B1
12: Ice Palace
IP: B7
IP: B6
IP: B5
IP: B4
IP: B3
IP: B2
IP: B1
IP: 1F
Dungeons Without Layout Data
The following dungeons have map squares associated with them in the Super Donkey proto version of the underworld map, there no associated minimap data in zel_bg3.asm, meaning that they may post-date the minimap data.
Hyrule Castle Shortcut
Perhaps because the method of entering Hyrule Castle was undergoing changes around this time (as evidenced by early script data dating from a similar era, the room of Hyrule Castle's sewer that Link drops into using the shortcut by the castle moat isn't included on the minimap data for Hyrule Castle, despite being present on the Super Donkey underworld map.
One caveat, however - according to "DMPDNRM" in the "Initial RAM set [Ground]" section of 日本_Ver3\asm\zel_isub0.asm, it was located at Light World square 1B, rather than 1C, like it is in the final game.
Eastern Palace
EP2: B1
EP2: 1F
EP2: 2F
Tower of Hera
TH: 2F
TH: 3F
TH: 4F
TH: 5F
Thieves' Town
TT: B1
Interiors
Houses and Buildings
Sanctuary
011
|
|
Mayor's Office
F2 |
F3
|
|
|
In the early script file zel_msge.asm, the reverend at the Sanctuary instructs Link to visit the mayor to find out more information about the Master Sword.
Twins' House
F4 |
F5
|
|
|
Spooky House
100
|
|
Unknown 1
101
|
|
Unknown 2
102
|
|
Kakariko Inn
103
|
|
Link's House
104
|
|
Unknown 3
105
|
|
Unknown 4
106
|
|
Bomb Wall House
The bottom-right room appears to possibly be the hut in Kakariko Town which you have to bomb your way into, but the left is a rather indistinct house room.
107
|
|
Cucco Lady's House
This interior is quite possibly the Cucco Lady's House from Kakariko Town, as it has the same layout (if with less decoration) with the right wall able to be bombed leading to a room with a chest.
108
|
|
Witch's Hut
109
|
|
Shooting Gallery
111
|
|
Sahasrahla's Hideout
Well, technically Sahasrahla's hideout isn't really a house, but let's put it here anyway.
11A
|
|
Caves
Old Man's Cave
03
|
|
According to "DMPDNRM" in the "Initial RAM set [Ground]" section of 日本_Ver3\asm\zel_isub0.asm, these caves were both located at map square 03 of the Light World. (Though there's reason to believe that 03 refers to the general western Death Mountain region in its four-map-square entirety, rather than specifically this map square.)
Cave Exiting Death Mountain
0A |
03
|
|
|
According to "DMPDNRM" in the "Initial RAM set [Ground]" section of 日本_Ver3\asm\zel_isub0.asm, these caves were located at map squares 0A and 03 of the Light World.
E6 |
E7
|
|
|
Connecting Cave 3
05
|
|
According to "DMPDNRM" in the "Initial RAM set [Ground]" section of 日本_Ver3\asm\zel_isub0.asm, these caves were located at map square 05 of the Light World. (Though there's reason to believe that 05 refers to the general eastern Death Mountain region in its four-map-square entirety, rather than specifically this map square.)
Up & Down Connecting Cave
05
|
|
According to "DMPDNRM" in the "Initial RAM set [Ground]" section of 日本_Ver3\asm\zel_isub0.asm, these caves were located at map square 05 of the Light World.
EC
|
|
FC
|
|
Falling Hole Connecting Cave
05
|
|
According to "DMPDNRM" in the "Initial RAM set [Ground]" section of 日本_Ver3\asm\zel_isub0.asm, these caves were located at map square 05 of the Light World.
ED
|
|
FD
|
|
Spiral Cave
05
|
|
According to "DMPDNRM" in the "Initial RAM set [Ground]" section of 日本_Ver3\asm\zel_isub0.asm, these caves were located at map square 05 of the Light World.
EE
|
|
FE
|
|
Lower-Right Cave
05
|
|
According to "DMPDNRM" in the "Initial RAM set [Ground]" section of 日本_Ver3\asm\zel_isub0.asm, these caves were located at map square 05 of the Light World.
Cave Entering Death Mountain
0A |
03
|
|
|
According to "DMPDNRM" in the "Initial RAM set [Ground]" section of 日本_Ver3\asm\zel_isub0.asm, these caves were located at map squares 0A and 03 of the Light World.
F0 |
F1
|
|
|
More Caves
10C
|
|
110
|
|
120
|
|
114
|
|
114 appears to be the Waterfall of Wishing.
115
|
|
Old 116
|
|
116
|
|
11B
|
|
11C
|
|
Connecting Cave
05
|
|
According to "DMPDNRM" in the "Initial RAM set [Ground]" section of 日本_Ver3\asm\zel_isub0.asm, these caves were located at map square 05 of the Light World.
F6 |
F7
|
|
|
Risky Cave
05
|
|
According to "DMPDNRM" in the "Initial RAM set [Ground]" section of 日本_Ver3\asm\zel_isub0.asm, these caves were located at map square 05 of the Light World.
EB
|
|
FB
|
|
Spectacle Rock
03
|
|
According to "DMPDNRM" in the "Initial RAM set [Ground]" section of 日本_Ver3\asm\zel_isub0.asm, these caves were located at map square 03 of the Light World.
Aginah's Dwelling
10A
|
|
Other Maps
Great Swamp Sluice Gate
10B
|
|
Test Maps
117
|
|
118
|
|
118
|
|