Name: The Legend of Zelda Console: Nintendo Version 2.0 05/July/2025 Written by: samurai goroh samuraigoroh@gmail.com ******************************************************************************* _____ _ _ ___ _ ___ ____ ___ __ _ ___ (_ _) | |_| | | __) | | | __) | __| | __) | \| | | \ | | | _ | | _) | |_ | _) | __ \ | _) | . ' | | | | |_| |_| |_| |___) |___) |___) \__| | |___) |_|\__| |___/ \_| ___ ___ ____ ___ _ ___ __ | | | __) |_ / | __) | | | \ / \ | | | | _) / /_ | _) | |_ | | | | ^^ | |___| |_| |____| |___) |___) |___/ |_/\_| ******************************************************************************* 1.0 Flags 2.0 Hex Numbers 3.0 Bitwise Values 3.1 Direction 3.2 Controller Buttons 4.0 Lists ------------------------------------------------------------------------------- SORTED CODES ------------------------------------------------------------------------------- 0000 XX Multiple functions (X-coords of sprite, ...) 0001 XX Multiple functions (Y-coords of sprite, ...) 0002 XX Multiple functions (Tile # for sprite (Left Half), ...) 0003 XX Multiple functions (Tile # for sprite (Right Half), ...) 0004 XX Multiple functions (Attributes for sprite (Left Half), ...) 0005 XX Multiple functions (Attributes for sprite (Right Half), ...) 0006 XX ? 0007 XX Multiple functions 000D XX Multiple functions (Full Hearts Damage taken, ...) 000E XX Multiple functions (Partial Heart Damage taken, ...) 000F XX Multiple functions (Link's Move Direction (01,FF), ...) 0010 XX Dungeon (00=Overword, 01=Level 1, 02=Level2, ..., 09=Level 9) 0012 XX Game Mode 00 Title / Transitory 01 File select/title 02 Loading 03 Also loading 04 Entering overworld via door 05 In overworld OR dungeon 06 Preparing Scrolling 07 Scrolling 08 Game over 09 In basement room in dungeon (down stairs) 0A ? 0B In Cave 0C ? 0D ? 0E Name registration 0F Elimination 10 Walking into a door 11 Dying animation 0013 XX Routine Index 0014 XX PPU Loading Index 0015 XX Frame counter 0016 XX Current save slot 00 First 01 Second 02 Third 03 *Fourth option; On selection/registration/elimination screens 04 *Fifth option; same as above 0017 to 0023 Individual Randomizer 0028 XX (X to update $00, ...) 0029 XX Used for dialog text and also a Countdown until Enemy #1 can do their action 002A XX Countdown until Enemy #2 can do his main action (same as above) 002B XX Countdown until Enemy #3 can do his main action (same as above) 002C XX Countdown until Enemy #4 can do his main action (same as above) 002D XX Countdown until Enemy #5 can do his main action (same as above) 002E XX Countdown until Enemy #6 can do his main action (same as above) 002F XX ? 0030 XX Countdown until Rock #1 and Zora's Fireball start to move 0031 XX Countdown until Rock #2 and Zora's Fireball start to move 0032 XX Countdown until Rock #3 and Zora's Fireball start to move and until Zora start its next animation 0033 XX Countdown until Zora start his next animation 0037 XX Countdown until bait disappears (3-cycle before disappearence) 0038 XX Countdown until bomb explode or flame (Magical Rod or Candle) disappears 003C XX Countdown until Link and enemies can move again after the recorder was use 004C XX Countdown until Link can use his sword again after touching a White Bubble 0050 XX Enemies killed without taking damage counter, resets to 0 once it reaches 10 ("10th enemy has the bomb") 005C XX Vertical Scrolling Offset (high byte) 0065 XX Colliding Tile and various related functions (such as whether link entered a cave instantly or with an animation) 0066 XXXX ROM Offset for start of current Song Data 006A XX Pulse-2 Channel Frequency Offset 006B XX Pulse-1 Channel Frequency Offset 006C XX Offset related to Music Pointers 006D XX ? 006E XX Rhythmic Offset; For current note of Pulse 2 Incidental Music 006F XX Rhythmic Countdown, For Pulse 2 incidental music (Uses value at $6E) 0070 XX X coord (on screen) - Link 2.0 0071 XX X coord (on screen) - Enemy #01 ; Also used for dropped enemy item 0072 XX X coord (on screen) - Enemy #02 ; Also used for dropped enemy item 0073 XX X coord (on screen) - Enemy #03 ; Also used for dropped enemy item 0074 XX X coord (on screen) - Enemy #04 ; Also used for dropped enemy item 0075 XX X coord (on screen) - Enemy #05 ; Also used for dropped enemy item 0076 XX X coord (on screen) - Enemy #06 ; Also used for dropped enemy item 0077 XX X coord - Projectile (Enemy #01) 2.0 0078 XX X coord - Projectile (Enemy #02) 2.0 0079 XX X coord - Projectile (Enemy #03) 2.0 007A XX X coord - Projectile (Enemy #04) and Zora (On Some Screen) 2.0 007B XX X coord - Projectile (Enemy #05) and Zora (On Some Screen) 2.0 007C XX X coord - Projectile (Enemy #06) 2.0 007D XX X coord - Link's Sword (Melee weapon) 2.0 007E XX X coord - Link's Sword (Projectile) 2.0 007F XX X coord - Boomerang / Bait 2.0 0080 XX X coord - Flame / Bomb #01 2.0 0081 XX X coord - Flame / Bomb #02 2.0 0082 XX X coord - Link's Arrow 2.0 0083 XX ? 0084 XX Y coord (on screen) - Link 2.0 0085 XX Y coord (on screen) - Enemy #01 ; Also used for dropped enemy item 0086 XX Y coord (on screen) - Enemy #02 ; Also used for dropped enemy item 0087 XX Y coord (on screen) - Enemy #03 ; Also used for dropped enemy item 0088 XX Y coord (on screen) - Enemy #04 ; Also used for dropped enemy item 0089 XX Y coord (on screen) - Enemy #05 ; Also used for dropped enemy item 008A XX Y coord (on screen) - Enemy #06 ; Also used for dropped enemy item 008B XX Y coord - Projectile (Enemy #01) 2.0 008C XX Y coord - Projectile (Enemy #02) 2.0 008D XX Y coord - Projectile (Enemy #03) 2.0 008E XX Y coord - Projectile (Enemy #04) and Zora (On Some Screen) 2.0 008F XX Y coord - Projectile (Enemy #05) and Zora (On Some Screen) 2.0 0090 XX Y coord - Projectile (Enemy #06) 2.0 0091 XX Y coord - Link's Sword (Melee weapon) 2.0 0092 XX Y coord - Link's Sword (Projectile) 2.0 0093 XX Y coord - Boomerang / Bait 2.0 0094 XX Y coord - Flame / Bomb #01 2.0 0095 XX Y coord - Flame / Bomb #02 2.0 0096 XX Y coord - Link's Arrow 2.0 0097 XX Dungeon Floor Item 0098 XX Sprite Direction - Link 3.1 0099 XX Sprite Direction - Enemy #01 3.1 009A XX Sprite Direction - Enemy #02 3.1 009B XX Sprite Direction - Enemy #03 3.1 009C XX Sprite Direction - Enemy #04 3.1 009D XX Sprite Direction - Enemy #05 3.1 009E XX Sprite Direction - Enemy #06 3.1 009F XX Sprite Direction - Projectile (Enemy #01) 3.1 00A0 XX Sprite Direction - Projectile (Enemy #02) 3.1 00A1 XX Sprite Direction - Projectile (Enemy #03) 3.1 00A2 XX Sprite Direction - Projectile (Enemy #04) 3.1 00A3 XX Sprite Direction - Projectile (Enemy #05) 3.1 00A4 XX Sprite Direction - Projectile (Enemy #06) 3.1 00A5 XX Sprite Direction - Link's Sword (Melee weapon) 3.1 00A6 XX Sprite Direction - Link's Sword (Projectile) 3.1 00A7 XX Sprite Direction - Boomerang / Bait 3.1 00A8 XX Sprite Direction - Flame #01 (Candle or Magic Rod), bomb? 3.1 00A9 XX Sprite Direction - Flame #02 3.1 00AA XX Sprite Direction - Arrow / Magic Rod 3.1 00AB XX Type of item in screen (Bomb, Heart, Rupee, etc) 00AC XX Link's Animation 00AD XX Enemy dropped item - #01 00AE XX Enemy dropped item - #02 00AF XX Enemy dropped item - #03 00B0 XX Enemy dropped item - #04 00B1 XX Enemy dropped item - #05 00B2 XX Enemy dropped item - #06 00B3 XX Projectile Status - Enemy #01 00B4 XX Projectile Status - Enemy #02 00B5 XX Projectile Status - Enemy #03 00B6 XX Projectile Status - Enemy #04 00B7 XX Projectile Status - Enemy #05 00B8 XX Projectile Status - Enemy #06 00 Not Existant 10 In Movement 20 Start of Blowing Animation 28 End of Blowing Animation 30 Being Deflected by Shield 00B9 XX Link's Sword Animation 00BA XX State of Link's Sword(As a Projectile) and Magic 00 Not Existant 10 In Movement 11 Blowing Animation 80 Magic Onscreen 00BB XX State of Bait and Link's Boomerang 10-17 Rotation of boomerang when going away 24 Turnaround of Boomerang 28 Blowing Animation of Boomerang 50-57 Rotation of boomerang when coming back 80 Bait Onscreen(1st cycle of 0x0037) 81 Bait Onscreen(2nd cycle of 0x0037) 82 Bait Onscreen(3rd cycle of 0x0037) 00BC XX State of Link's Bomb and Flame #1 00BD XX State of Link's Flame #2 12 Bomb Onscreen 13 Bomb's Smoke Onscreen 14 Bomb's Smoke Dissappearing 21 Flame is Moving 22 Flame is Static 00BE XX State of Link's Arrow and Magical rod animation 00 Not Existant 10 In Movement 20 Start of Blowing Animation 28 End of Blowing Animation 31-35 Magical Rod Animation 00C2 XX Dropped Enemy Item 01 00C3 XX Dropped Enemy Item 02 00C4 XX Dropped Enemy Item 03? 00C5 XX Dropped Enemy Item 04? 00C6 XX Dropped Enemy Item 05? 00C7 XX Dropped Enemy Item 06? 00E0 XX Game Paused flag 1.0 00E1 XX Item Menu Scrolling Animation 00E7 XX Screen transition direction? 3.1 00E8 XX Screen Scrolling 3.1 00EB XX Map location - Value equals Map X location + 0x10 * Map Y location 00EC XX Next Location 00F8 XX Controller 1 Buttons (Last Frame) 3.2 00F9 XX Controller 2 Buttons (Last Frame) 3.2 00FA XX Controller 1 Buttons Pressed 3.2 00FB XX Controller 2 Buttons Pressed 3.2 00FC XX Subscreen Y-scroll position Used for storyboard text and subscreen position 00FD XX Subscreen X-scroll position This is always zero when not scrolling. 00FE XX The PPU mask value is set to the value of this address (it's always $1E during gameplay but takes on different values in screen changes of the title screen). 0301 XX PPU updates editing index 0302 to 033F PPU updates 034D XX Room Clear - constantly increments if 0350-035B are all 0 in dungeons 034E XX Enemies spawned in current room 034F XX Enemies killed in current room 0350 to 035B Enemy Types 035F XX Room Enemy (Same as 0350 on room entry) 0394 XX Link's Sub-tile - Used for 8 pixel grid for all directions 03A8 XX Link's Subpixel - Used for all directions 03D0 XX Link's walking Animation Timer 2.0 03E4 XX Link's Walking Animation State 0430 XX Cave Shop Price - Item 1 (Left) 2.0 0431 XX Cave Shop Price - Item 2 (Middle) 2.0 0432 XX Cave Shop Price - Item 3 (Right) 2.0 046C XX Money making game results (00=Big loss, 01=Loss, 02=Win) 0486 XX Enemy 01 - HP? 049E XX Link's Current Colliding Tile (26 is empty) 04CD XX Screen options - The entry from ROM:0x18680 for the current room Overworld: stair placement, quest secrets, Link's V placement, monster entry 0505 XX Item being held up 0513 XX Candle used on the current screen flag 1.0 0521 XX Dungeon Room 0523 XX Whistle Screen Index (logical AND with 7) 0524 XX Controls Room Spawn Positions. 0526 XX Overworld room to return to when exiting the underworld 052A XX Enemies Killed (Resets after 9) 2.0 052E XX Sword disabled toggle (by a Red Bubble) 1.0 052F XX Maze counter - Used for screens 0x61 (forest maze) and 0x1B (mountain room south of level 5) 05F0 XX Related to current frequency being played by Triangle channel 05F1 XX Triangle Reverb toggle for Triangle on current song 05F4 XX Rhythm table pointer for current song 0600 XX Song Trigger - Song ID#'s are written here to activate; value is copied over to $0609 within a frame. $0600 is then zeroed-out. 0602 XX Pulse 2 I.M. Trigger - Incidental Music ID#'s for Pulse 2 are written here; value is copied over to $0607 within a frame. 01 Rupee Taken 02 Object Appears 04 Secret Found 08 Object Taken 10 Flute Chime 20 Enemy Killed 40 Game Over Tune 80 Link Death 0604 XX Pulse 1 I.M. Trigger - Incidental Music ID#'s for Pulse 1 are written here; value is copied over to $0605 within a frame. 0605 XX Pulse 1 I.M. Type 01 Arrow Deflected 02 Boomerang Stun 04 Magic Cast 08 Key Pickup 10 Small Heart Pickup 20 Set Bomb 40 1 Heart remaining Warning 80 ? 0606 XX Sound Effects 0607 XX Pulse 2 I.M. Type 01 Rupee Pickup 02 Key Appears 04 Secret Revealed 08 Bomb Pickup 10 Whistle 20 Enemy Burst 40 Continue Screen 80 Death Spiral 0609 XX Songtype currently active 01 Overworld 02 Ganon 04 Triforce 08 Item 10 Ending 20 Level 9 40 Dungeon 80 Title 060A XX Pulse 2 current position (with respect to overall music program) 060B XX Pulse 1 current position (with respect to overall music program) 060C XX Triangle current position (with respect to overall music program) 060D XX Noise current position (with respect to overall music program) 060E XX Pulse 1 I.M. offset? 060F XX Pulse 1 cycle - Current cycle duration for notes played on Pulse 1 channel. Uses value from rhythm LUT 0610 XX Pulse 2 cycle (same as above) 0611 XX Pulse 2 rhythm - Countdown from Pulse 2's current rhythm offset. Uses value from rhythm LUT 0612 XX Pulse 2 countdown - volume fade 0613 XX Pulse 1 rhythm - Countdown from Pulse 1's current rhythm offset. Uses value from rhythm LUT 0614 XX Pulse 1 countdown - volume fade 0615 XX Triangle cycle - Current cycle duration for notes played on Triangle channel. Uses value from rhythm LUT 0616 XX Note countdown - Countdown from value in $0615 until next note is to be played 0617 XX Noise Timer Countdown 0618 XX Pulse 2 I.M. offset - Offset into Pulse 2 Incidental Music data 0619 XX Pulse reverb - Reverb on/off status for BOTH Pulse channels on current song ($80=on, $01=off) 061A XX ? 061B XX Pulse 2 rhythm counter - Countup to Pulse 2 rhythm offset 061C XX Pulse 1 rhythm counter - Countup to Pulse 1 rhythm offset 061D XX Value is always [$0615] - [$0616] + 1. 061E XX Triangle repeat counter - Number of repeats remaining if in Triangle repeat cycle 061F XX Triangle Song pos - Position within song program of current Triangle repeat coda (return point) 0620 XX Screen history write index Contains the index of the next screen history slot to write to (see below) 0621 XX Screen history 1 (One of five recently visited map locations) 0622 XX Screen history 2 (One of five recently visited map locations) 0623 XX Screen history 3 (One of five recently visited map locations) 0624 XX Screen history 4 (One of five recently visited map locations) 0625 XX Screen history 5 (One of five recently visited map locations) 0627 XX Number of killed enemies in current screen 2.0 062D XX Save slot 1 - 2nd quest toggle (00=First quest, $01=Second quest) 1.0 062E XX Save slot 2 - 2nd quest toggle 1.0 062F XX Save slot 3 - 2nd quest toggle 1.0 0630 XX Save slot 1 - Number of deaths 2.0 0631 XX Save slot 2 - Number of deaths 2.0 0632 XX Save slot 3 - Number of deaths 2.0 0633 XX Save Slot 1 is present (Cursor will bypass Slot if set to $00) 0634 XX Save Slot 2 is present (same as above) 0635 XX Save Slot 3 is present (same as above) 0636 XX Register Your Name option present (Cursor will bypass "Register Your Name" if set to $00) 0637 XX Elimination Mode option present (Cursor will bypass "Elimination Mode" if set to $00) 0638 to 063F Slot 1 - Player name 0640 to 0647 Slot 2 - Player name 0648 to 064F Slot 3 - Player name 0650 XX Heart container (File Select) Low Nibble = how many hearts are filled (0 based) High Nybble = No. of heart containers (0 based) 0651 XX Fill hearts (File Select) 0652 XX Heart Cont. (File Select) 0653 XX Fill hearts (File Select) 0654 XX Heart Cont. (File Select) 0655 XX Fill hearts (File Select) 0656 XX Cursor position for selecting Link's B item 0657 XX Item - Sword level ($00=None, $01=Regular, $02=White, $03=Magical) 0658 XX Item - Number of Bombs 2.0 0659 XX Item - Arrow level ($00=None, $01=Regular, $02=Silver) 065A XX Item - Bow toggle 1.0 065B XX Item - Candle level ($00=None, $01=Blue, $02=Red) 065C XX Item - Whistle toggle 1.0 065D XX Item - Food toggle 1.0 065E XX Item - Potion level ($00=None/Letter, $01=Life Potion, $02=2nd Potion) 065F XX Item - Magical Rod toggle 1.0 0660 XX Item - Raft toggle 1.0 0661 XX Item - Magic Book toggle 1.0 0662 XX Item - Ring level ($00-None, $01-Blue, $02-Red) 0663 XX Item - Step Ladder toggle 1.0 0664 XX Item - Magical Key toggle 1.0 0665 XX Item - Power Bracelet toggle 1.0 0666 XX Item - Letter ($00=False, $01=True, $02=Link can buy potions from the old woman) 0667 XX Item - Compass One bit per level 3.0 0668 XX Item - Map One bit per level 3.0 0669 XX Item - Compass (Level 9) 3.0 066A XX Item - Map (Level 9) 3.0 066C XX Item - Clock toggle 1.0 066D XX Item - Rupees 2.0 066E XX Item - Keys 2.0 066F XX Heart Containers Low Nibble = how many hearts are filled (0 based) High Nybble = No. of heart containers (0 based) 0670 XX Partial heart $00 = empty, $01 to $7F = half full, $80 to $FF = full. 0671 XX Triforce pieces (bits) 3.0 0672 XX Bit 0 - Collected Triforce of Power 0673 XX N/U? 0674 XX Item - Boomerang toggle. Note: 0x0675 overrides this variable. 0675 XX Item - Magical Boomerang toggle 1.0 0676 XX Item - Magic Shield toggle 1.0 067C XX Item - Maximum number of bombs (Starts out as $08, max upgrades is $10) 067D XX Number of rupees to add 067E XX Number of rupees to subtract 067F to 06FE Events - Overworld Screen State (bits) Ss_I _EEE S Secret discovered s Pushable rock stairs found I Item obtained E Enemies killed 06FF to 077E Events - Levels 1-6 Screen State (bits) EEMI LLLL E Related to enemies killed M Room mapped I Item obtained L Locked doors/bombable walls opened (up-down-left-right) 077F to 07FE Events - Levels 7-9 Screen State (bits) EEMI LLLL E Related to enemies killed M Room mapped I Item obtained L Locked doors/bombable walls opened (up-down-left-right) -------------------------------------------------------------------------------- Description -------------------------------------------------------------------------------- 1.0 Flags +--+---+ |00|Off| |01|On | +--+---+ 2.0 Hex Numbers +----+----+-----+ +--------+----+-----+ +----------------+----+-----+ | Bin| Hex| Dec | | Bin | Hex| Dec | | Bin | Hex| Dec | +----+----+-----+ +--------+----+-----+ +----------------+----+-----+ |0000| 0| 0| |00000000| 00| 0| |0000000000000000|0000| 0| |0001| 1| 1| |00010000| 10| 16| |0001000000000000|1000| 4096| |0010| 2| 2| |00100000| 20| 32| |0010000000000000|2000| 8192| |0011| 3| 3| |00110000| 30| 48| |0011000000000000|3000|12288| |0100| 4| 4| |01000000| 40| 64| |0100000000000000|4000|16384| |0101| 5| 5| |01010000| 50| 80| |0101000000000000|5000|20480| |0110| 6| 6| |01100000| 60| 96| |0110000000000000|6000|24576| |0111| 7| 7| |01110000| 70| 112| |0111000000000000|7000|28672| |1000| 8| 8| |10000000| 80| 128| |1000000000000000|8000|32768| |1001| 9| 9| |10010000| 90| 144| |1001000000000000|9000|36864| |1010| A| 10| |10100000| A0| 160| |1010000000000000|A000|40960| |1011| B| 11| |10110000| B0| 176| |1011000000000000|B000|45056| |1100| C| 12| |11000000| C0| 192| |1100000000000000|C000|49152| |1101| D| 13| |11010000| D0| 208| |1101000000000000|D000|53248| |1110| E| 14| |11100000| E0| 224| |1110000000000000|E000|57344| |1111| F| 15| |11110000| F0| 240| |1111000000000000|F000|61440| +----+----+-----+ |11111111| FF| 255| |1111111111111111|FFFF|65535| +--------+----+-----+ +----------------+----+-----+ 3.0 Bitwise Values 3.1 Direction +--+--------+ |01| East | Right |02| West | Left |04| South | Down |08| North | Up |10| | |20| | |40| | |80| | +--+--------+ 3.2 Controller Buttons +--+--------+ |01| Right | |02| Left | |04| Down | |08| Up | |10| Start | |20| Select | |40| B | |80| A | +--+--------+ 4.0 Lists