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Development:The Legend of Zelda: A Link to the Past/Link's Awakening Files

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This is a sub-page of Development:The Legend of Zelda: A Link to the Past.

For some reason, there are multiple files in the A Link to the Past code that pertain to Link's Awakening. Perhaps the latter started life in the A Link to the Past directory, as Majora's Mask seems to have started life in the directory of Ocarina of Time?

Data Files

bom.lst

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: What does the code do? How does it compare to the code in the released version of Link's Awakening?

This file, found in the graphics subdirectory at 日本_Ver3\char\bom.lst. contains code for a fairy.

ENNO.DAT

This file contains an early list of enemies for Link's Awakening. It's only present in the 日本_Ver3 (Japan - Version 3) directory, at 日本_Ver3\asm\ENNO.DAT.

Content

;****************************************
;*      Enemy                           *
;****************************************
;- - Kind of enemy - - 
PYAAA	EQU	$0
BUMER	EQU	$1
BOMBR	EQU	$2
KTOBJ	EQU	$3 
OCTA1	EQU	$4 ; TAKO
OCTAM	EQU	$5
MORI1	EQU	$6 ; MORIBURIN
MORYA	EQU	$7
TEKTA	EQU	$8 ; TEKTAIT
RIVER	EQU	$9 ; RIVER
KUZUH	EQU	$A
GHOST	EQU	$B ; OBAKE
BOMBO	EQU	$C
;- - - - - - - - - - 
HART1	EQU	$D
RUPY1	EQU	$E
YOSEI	EQU	$F
MSTEST	EQU	$10
MSTES2	EQU	$11
;---------------------------------------------------

Analysis

# Name Translation Identification Notes
$0 PYAAA Pewww Arrow An arrow projectile shot by Link. It uses the same number in the final game.
$1 BUMER Boomerang Boomerang This entity uses the same number in the final game.
$2 BOMBR Bomber Bomb This entity uses the same number in the final game.
$3 KTOBJ Fragmented Object Liftable Rock This entity is number 05 in the final game.

03 is used by the Hookshot chain, and 04 is used by the fireball shot by the Magic Rod, which were evidentially added into the list after this one was created.

$4 OCTA1 Octorok 1 Octorok This entity is number 09 in the final game.

The note beside it, "TAKO", means octopus.

$5 OCTAM Octorok Ball Octorok Projectile This entity is number 0A in the final game.
$6 MORI1 Moblin 1 Moblin This entity is number 0B in the final game.

The note beside it, "MORIBURIN", is the Japanese name for Moblins.

$7 MORYA Moblin: Arrow Moblin's Arrow This entity is number 0C in the final game.
$8 TEKTA Tektite Tektite This entity is number 0D in the final game.

The note beside it, "TEKTAIT", is an alternate way to romanize Tektite.

$9 RIVER Leever Leever This entity is number 0E in the final game.

The note beside it, "RIVER", is an alternate way to romanize Leever. The intended romanization of Leever is unclear. It may even be "Reaver".

$A KUZUH Kuzuhara Armos Statue This entity is number 0F in the final game.

Kuzuhara is a reference to Takamitsu Kuzuhara, one of the programmers.

$B GHOST Ghost Hiding Ghini This entity is number 10 in the final game.

The note beside it, "OBAKE", means ghost.

$C BOMBO Bombo [?] [Unknown] This entity is number 13 in the final game, but it's unused and broken.

11 is used by the Giant Ghini, and 12 is used by the regular Ghini, which were evidentially added into the list after this one was created.

$D HART1 Heart 1 Heart Drop This entity is number 2D in the final game.
$E RUPY1 Rupee 1 Rupee Drop This entity is number 2E in the final game.
$F YOSEI Fairy Fairy Drop This entity is number 2F in the final game.
$10 MSTEST Message Test Message Test This entity originally used number 37.

It was overwritten by the arrow drop in the final game.

$11 MSTES2 Message Test 2 [Unknown] This entity is absent from the final game.

There was another message test called MSTESF that used number 4B, before it was overwritten by the pot entity.

GBENMY.DMG

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: What does the code do? How does it compare to the code in the released version of Link's Awakening? What other noteworthy things are in this file?

This file is, as titled, a list of "Game Boy Enemies". (The .DMG extension stands for Dot Matrix Game, which refers to Game Boy software.) It's found in the graphics subdirectory at 日本_Ver3\char\GBENMY.DMG. It also contains an early list of enemies for Link's Awakening, as well as a bunch of code.

It's missing entries for KUZUH, GHOST, BOMBO, MSTEST, and MSTES2, so it may be even older than the list found in ENNO.DAT.

;****************************************
;*      Enemy                           *
;****************************************
;- - Kind of enemy - - 
PYAAA	=	$0
BUMER	=	$1
BOMBR	=	$2
KTOBJ	=	$3
OCTA1	=	$4
OCTAM	=	$5
MORI1	=	$6
MORYA	=	$7
TEKTA	=	$8
RIVER	=	$9
;- - - - - - - - - - 
HART1	=	$A
RUPY1	=	$B
YOSEI	=	$C

SUB.TXT

This file is a handy collection of enemy-related subroutines such as the ones that appear in GBENMY.DMG. It's found in the graphics subdirectory at 日本_Ver3\char\SUB.TXT.

Japanese Translation
====================================
	敵用便利サブル-チン集
------------------------------------
1
	EPXYCK	: その敵からのプレイヤ-の4方向チェック
	  入力 : なし
	  出力 : (A),(E) 
		0 右にプレイヤ-がいる
		1 左
		2 上
		3 下
------------------------------------
2
	EPXCHK	: その敵からのプレイヤ-の(X)方向チェック
	  入力 : なし
	  出力1: (A),(D)
		距離 (PLXPSL-ENXPSL) 

	  出力2: (E)
		0 右にプレイヤ-がいる
		1 左
------------------------------------
3
	EPYCHK	: その敵からのプレイヤ-の(Y)方向チェック
	  入力 : なし
	  出力1: (A),(D)
		距離 (PLYPSL-ENYPSL) 

	  出力2: (E)
		0 上にプレイヤ-がいる
		1 下
------------------------------------
4
	PSERCH	:その敵からプレイヤ-への移動スピ-ド計算1
	  入力 : (A)基本スピ-ド
	  出力 : ENYSPD+BC <- (Y)スピ-ド
	       ENXSPD+BC <- (X)スピ-ド
------------------------------------
5
	PSERCH2	:その敵からプレイヤ-への移動スピ-ド計算2
	  入力 : (A)基本スピ-ド
	  出力 : WORK0 <- (Y)スピ-ド
	       WORK1 <- (X)スピ-ド
------------------------------------
6
	ENBGCK	:地形チェツク
	  入力 : なし
	  出力 : ENCBFG+BC
		00000000
		未使用	||||-右側が障害物にHIT!
			|||--左
			||---上
			|----下
------------------------------------
7
	RNDSUB
	  入力 : なし
	  出力 : (A)乱数0-FF
====================================
	敵用汎用RAM

	ENSTAT
	ENCONT
	ENWRK0
	ENWRK1
	ENWRK2
-- 自動タイマー --
	ENTIM0
	ENTIM1
	ENTIM2



		GOOD LUCK !
====================================
	Collection of Useful Enemy Subroutines
------------------------------------
1
	EPXYCK	: Four-Directional Player Check from Specified Enemy
	  Input : Nothing
	  Output : (A),(E) 
		0 Player at Right
		1 Left
		2 Up
		3 Down
------------------------------------
2
	EPXCHK	: Player (X) Direction Check from Specified Enemy
	  Input : Nothing
	  Output 1: (A),(D)
		Range (PLXPSL-ENXPSL) 

	  Output 2: (E)
		0 Player at Right
		1 Left
------------------------------------
3
	EPYCHK	: Player (Y) Direction Check from Specified Enemy
	  Input : Nothing
	  Output 1: (A),(D)
		Range (PLYPSL-ENYPSL) 

	  Output 2: (E)
		0 Player Up
		1 Down
------------------------------------
4
	PSERCH	: Movement Toward Player Speed Calculation 1 from Specified Enemy 1
	  Input : (A) Base Speed
	  Output : ENYSPD+BC <- (Y) Speed
	       ENXSPD+BC <- (X) Speed
------------------------------------
5
	PSERCH2	: Movement Toward Player Speed Calculation 2 from Specified Enemy 2
	  Input : (A) Base Speed
	  Output : WORK0 <- (Y) Speed
	       WORK1 <- (X) Speed
------------------------------------
6
	ENBGCK	: Terrain Check
	  Input : Nothing
	  Output : ENCBFG+BC
		00000000
		Unused	||||-Collision with Obstacle at Right!
			|||--Left
			||---Up
			|----Down
------------------------------------
7
	RNDSUB
	  Input : Nothing
	  Output : (A) Random Number 0-FF
====================================
	All-Purpose Enemy RAM

	ENSTAT
	ENCONT
	ENWRK0
	ENWRK1
	ENWRK2
-- Automatic Timer --
	ENTIM0
	ENTIM1
	ENTIM2



		GOOD LUCK !


(Source: Translation - GlitterBerri)

SUB.LST

This file is a handy list of enemy-related subroutines such as the ones that appear in GBENMY.DMG. It's found in the graphics subdirectory at 日本_Ver3\char\SUB.LST.

Japanese Translation
	敵効率的使用共通副処理集団

	 DE <- キャラクタ-デ-タアドレス
	EN2CST : OAM SET

	ENSTCK : スクロ-ル チェック

	ENHNSB : はねかえり処理

	CRENPL : VS プレイヤ-HIT チェック

	CRKNEN : VS プレイヤ-剣 HIT チェック

	ENBGCK : BG チェック

	ENMVCL : 移動的計算処理
	Group of Efficient Common Enemy Subroutines

	 DE <- Character Data Address
	EN2CST : OAM SET

	ENSTCK : Scroll Check

	ENHNSB : Bounce Back Processing

	CRENPL : Player Collision Check

	CRKNEN : Player Sword Collision Check

	ENBGCK : BG Check

	ENMVCL : Movement Calculation Processing


(Source: Translation - GlitterBerri)

Graphics Files

1.CGX

Hmmm...
To do:
  • Needs Description/translation
  • Compare these graphics to the final graphics files..
Original Partially Assembled
ALttP-Dev-LA-1CGX.png ALttP-1CGX FIX.png

2.CGX

Hmmm...
To do:
Compare these graphics to the final graphics files.
Original Partially Assembled
ALttP-2CGX-0.png ALttP-Dev-2CGX FIX.png
  • 壁Ⅲ: Wall III
  • 壁Ⅳ: Wall IV
  • ダンジョンイレカエ: Dungeon Changeover
  • ユカ4: Floor 4
  • ゼルダの伝説: The Legend of Zelda
  • もうひとりのシバハラ: Another Shibahara
  • The Gojuuon
  • ウラ地上(予): Dark World (Reserved)

3.CGX

Hmmm...
To do:
Compare these graphics to the final graphics files.
Original Partially Assembled
ALttP-3CGX-0.png ALttP-Dev-3CGX FIX.png
  • 敵: Enemy
  • An Armos statue and a Moblin.
  • Pol's Voice.

ABC.CGX

Hmmm...
To do:
Compare them to the final graphics files.
Original Partially Assembled
ALttP-ABCCGX-0.png ALttP-Dev-ABCCGX FIX.png

Items, including the Bomb, Boomerang, Sword, Shield, Bow, Hookshot, Rod, Boots, Map, Compass, Key, Rupee, and Heart Container. The Flippers, Powder, and Bracelet are absent.