ROM Adresses ============ A479: Map Piece Display for each dungeon's Room 8000: Music Track for each Overworld Screen 8100: Music Track for each Level 203B0: Block TSA 20C00: Block Type Attributes 2668E-27FFF: Text Dialogue 24000: Room Data Bank 0 28000: Room Data Bank 1 2BB77-2BBB6: Color Dungeon Room Pointers 2BBB7-2BFFF: Color Dungeon Room Data 2C000: Room Data Bank 2 30000-4FFFF: Old Zelda 4 CHR 50000: Event data for each Room (Levels 1-6) 50220: Level 1 Map (Room Pointer Usage) 50660: Chest data for each Room (Levels 1-6) 50510: Event data for each Room (Levels 7-9) 50560: Chest data for each Room (Levels 7-9) 50917: Wall Templates 58000: Enemy Data 58000-581FF: Overworld Pointers 58200-583FF: Dungeon Pointers (Bank 1) 58400-585FF: Dungeon Pointers (Bank 2) 58600-5863F: Enemy Pointers (Unknown Usage) 58640-59700: Enemy Data 59701-5BFA8: Chest Messages 5BFA9-5BFFF: Blank, can be used for enemy data 60A77: Level 1 Block Attribute Pointer? 80589: Floor tile set for each Level (CHR Offset = (B0000 + ([val] * 100))) 805A9: Wall tile set for each Level (CHR Offset = (B0000 + ([val] * 100))) 805CA: Block tile set for each Level (CHR Offset = (C4000 + ([val] * 100))) 80675?: Messes up enemy graphics. Enemy tile set for each Level? 7014A: 16-bit Pointer for each Chest Message 82EB3-82FB2: Special Object Graphics for each Room (Level Bank 1) 82FB3-830B2: Special Object Graphics for each Room (Level Bank 2) 831D3-832D2: Enemy Graphics for each Room (Level Bank 1) 842B1-842EE: Overworld Palette Pointers 842EF-843EE: Overworld Palette for Each Screen 843F1: Level 2 DEP2BP (Dungeon Entrace Palette 2-Byte Pointer) 843F5: Level 4 DEP2BP 843F9: Level 6 DEP2BP 851F8: Level 1 DEP2BP 851FC: Level 3 DEP2BP 85200: Level 5 DEP2BP 85518: Palette Data Start? 85518: Link's Palette 85FE0: Level 1 Palette 2 86080: Level 1 Palette 1 86120: Level 2 Palette 86270: Level 3 Palette 862C0: Level 4 Palette 86450: Level 5 Palette 86500: Level 6 Palette 87400: Something weird with palettes to do 8C000: Level 1 BPA (Block Palette Attributes) 8C400: Level 2 BPA 8C800: Level 4 BPA 8CC00: Level 6 BPA 8D000: Level 8 BPA 8D400: Level 3 BPA 8D800: Level 5 BPA 8DC00: Level 7 BPA A4000-D7FFF: New Zelda 4 DX CHR E0000-F1FFF: CHR Format Notes ============ Template 8: 11:Upper + Left 50A8D / 176 Size of Room Data Bank 1: $3E00 ($3D50) Room Data: 00-7F>[YX] Y = Y Position of Block X = X Position of Block +[BB] BB = Block ID 80-8F>[8T] T = Times to repeat block Right +[YX]+[BB] C0-CF>[CT] T = Times to repeat block Down +[YX]+[BB] E0-E2=[ET] T = Warp Map Type +[DM] +[SD] +[EX] +[EY] DM = Dungeon Map SD = Screen Destination EX = Location X EY = Location Y Dungeon Level Tile Usage Table ============================== 80-BF: $B0800 (common) C0-CF: $CBD00 (common) D0-EF: Dialogue Text Tiles F0-FF: Blocks tile set 00-0F: Special Object Graphics 10-1F: Floor tile set 20-3F: Walls tile set 40-7F: $B4200 (common?) 6C-6F: Animation Tiles Overworld Tile Usage Table ========================== F0-FF: $30F00 (probably not common?) 00-1F: Overworld Tileset ($3DA00 ++ ?) 20-5F: $31200 (probably common) 60-7F: $B1600 ? Nephi/View Level RAM Table ========================== Room Editor 00: 00-3F: BG Palette 01: 40: Floor tile set 02: 41: Wall tile set 03: 42: Block tile set 04: 50-44F: Block TSA 05: 450-E5F: Wall Templates 06: E60-125F: Block Palette Attributes 07: 1260-129F: Level Map 08: 12A0-149F: Room Data Pointers 09: 14A0-529F: Room Data Space 10: 52A0-539F: Special Object Graphics for Each Room 11: 53A0-53DF: Map Piece Display Enemy Editor 12: 4FA1-55E0: Enemy Pointers 13: 55E1-66A0: Enemy Data 14: 66A1-67A0: Enemy Graphics for Each Room Animation Tiles: ================ 00: - 01: - 02: B2B00 03: B2C00 04: B2D00 05: B2E00 06: B2F00 07: B2F00 08: B3000 09: B3100 0A: B3200 0B: B2A00 0C: B3300 0D: B3500 0E: B3600 0F: B3400 10: B3700