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| The underworld refers to all indoor locations; including dungeons, caves, and houses. | | The underworld refers to all indoor locations; including dungeons, caves, and houses. |
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− | ==Important Hex Addresses==
| + | {{box|[[Underworld:Important Hex Addresses|Important Hex Addresses]]}} |
− | ===Room Data===
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− | ====Room Headers====
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− | *{{$|027502}} to {{$|027781}} = Pointer Table, {{hex|2}} byte local addresses, indexed by room ID.
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− | *{{$|027781}} to {{$|027FEF}} = Data
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− | | |
− | <blockquote>
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− | Headers are {{$|0E}} (Decimal: 14) bytes formatted thusly:
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− | *Byte {{hex|0}}: {{red|aaa}}{{blue|b bb}}{{green|c}}{{purple|d}}
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− | **The {{red|a}} bits are transformed into {{hex|0000 0}}{{red|aaa}} and stored to {{$|0414}} ("BG2" in Hyrule Magic)
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− | **The {{blue|b}} bits are transformed into {{hex|0000 0}}{{blue|bbb}} and stored to {{$|046C}} ("Collision" in Hyrule Magic)
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− | **The {{green|c}} bit is unused
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− | **The {{purple|d}} bit is stored to {{$|7EC005}} (If set, use a lights out routine in the room transition)
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− |
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− | *Byte {{hex|1}}: {{red|aa}}{{blue|bb bbbb}}
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− | **The {{red|a}} bits are unused
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− | **The {{blue|b}} bits are transformed into {{blue|bbbb bb}}{{hex|00}}, thus making them a multiple of 4.
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− | This value is used to load 4 different palettes for the dungeon, and corresponds to, you guessed it, Palette # in Hyrule Magic!
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− | | |
− | The resulting index is used to load values for {{$|0AB6}}, {{$|0AAC}}, {{$|0AAD}}, and {{$|0AAE}}
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− |
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− | *Byte {{hex|2}}: gets stored to {{$|0AA2}} (GFX # in Hyrule Magic)
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− | *Byte {{hex|3}}: value + #$40 gets stored to {{$|0AA3}} (Sprite GFX # in Hyrule Magic)
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− | *Byte {{hex|4}}: gets stored to {{$|00AD}} ("[[Room Effects|Effect]]" in Hyrule Magic)
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− | *Byte {{hex|5}}: {{red|aa}}{{blue|bb bbbb}}
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− | **{{red|a}} = ?
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− | **The {{blue|b}} bits are "[[Room Tags|Tag1]]" in Hyrule Magic and gets stored to {{$|00AE}}.
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− | *Byte {{hex|6}}: {{red|aa}}{{blue|bb bbbb}}
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− | **{{red|a}} = ?
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− | **The {{blue|b}} bits are "[[Room Tags|Tag2]]" in Hyrule Magic and get stored to {{$|00AF}}
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− |
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− | These are the planes to use for bytes {{hex|9}} through {{hex|D}}. This determines which
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− | BG you appear on, and possibly more.
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− |
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− | *Byte {{hex|7}}: {{red|aa}}{{blue|bb}} {{green|cc}}{{purple|dd}}
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− | **The {{red|a}} bits are transformed into {{hex|0000 00}}{{red|aa}} and stored to {{$|063F}}
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− | **The {{blue|b}} bits are transformed into {{hex|0000 00}}{{blue|bb}} and stored to {{$|063E}}
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− | **The {{green|c}} bits are transformed into {{hex|0000 00}}{{green|cc}} and stored to {{$|063D}}
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− | **The {{purple|d}} bits are transformed into {{hex|0000 00}}{{purple|dd}} and stored to {{$|063C}}
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− |
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− | Note, the only safe values for a plane seem to be {{hex|0}},{{hex|1}}, or {{hex|2}}. Hyrule Magic
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− | appears to violate this rule by letting you put {{hex|3}} down, but nothing higher.
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− |
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− | *Byte {{hex|8}}: {{red|aaaa aa}}{{blue|bb}}
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− | **The {{red|a}} bits are unused
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− | **The {{blue|b}} bits are transformed into {{hex|0000 00}}{{blue|bb}} and stored to {{$|0640}}
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− |
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− | *Byte {{hex|9}}: stored to {{$|7EC000}} These are all room numbers that you could possibly exit to.
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− | *Byte {{hex|A}}: stored to {{$|7EC001}}
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− | *Byte {{hex|B}}: stored to {{$|7EC002}}
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− | *Byte {{hex|C}}: stored to {{$|7EC003}}
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− | *Byte {{hex|D}}: stored to {{$|7EC004}}
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− | </blockquote>
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− | | |
− | ====Sprite Data====
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− | * {{$|04D62E}} to {{$|04D92E}} = Pointer Table, 2 byte local addresses, indexed by room.
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− | * {{$|04D92E}} to {{$|04EC9D}} = Data
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− | | |
− | <blockquote>
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− | Sprite data is formatted thusly:
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− | *Byte {{hex|0}}: Stored to {{$|0FB3}}. Corresponds with "Sort Spr" in Hyrule Magic. In a layered room this indicates sprites in the foreground are to be drawn on top of sprites in the background.
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− | **Bit {{hex|0}} - If {{hex|0}}, sprites will sort
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− | **Bits {{hex|7,6,5,4,3,2,1}} - Unknown, should all be {{hex|1}}
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− | After the byte {{hex|0}}, you will see 3 byte clusters that break down thus:
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− | | |
− | *Byte {{hex|0}}:
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− | **Bits {{hex|4,3,2,1,0}} - Y coordinate (in pixels from the top, starting at {{hex|0}}) of the sprite divided by 16.
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− | **Bits {{hex|6,5}} - If these are set, they will be used to generate a subtype, stored to {{$|0E30}}, X.
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− | **Bit {{hex|7}} - If set, the sprite is on BG2, if not it's on BG1
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− | * Byte {{hex|1}}:
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− | ** Bits {{hex|4,3,2,1,0}} - X coordinate (in pixels from the far left, starting at {{hex|0}}) of the sprite divided by 16.
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− | ** Bits {{hex|7,6,5}} - If all these bits are set then this is an Overlord, otherwise it's a normal sprite. If only some of them are set they can be used to generate a subtype, stored at {{$|0E30}}, X
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− | * Byte {{hex|2}}: Sprite or Overlord type. If a sprite, this will get loaded into a slot at {{$|0E20}}, X. If an Overlord, will get loaded to {{$|0B00}}, X.
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− |
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− | The array is terminated with a byte of {{$|FF}}.
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− | </blockquote>
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− | | |
− | ====Object Data====
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− | * {{$|0F8000}} to {{$|0F83BF}} = Pointer Table, 3 byte long addresses, indexed by room ID.
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− | * {{$|01EBA0}} to {{$|01FFF4}} = Data
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− | * {{$|050000}} to {{$|053729}} = Data
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− | * {{$|0F8780}} to {{$|0FFF4D}} = Data
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− | <blockquote>
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− | Byte layout:
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− | | |
− | * Byte 0: {{red|aaaa}} {{blue|bbbb}}.
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− | **The a bits are transformed to {{red|aaaa}}{{hex|0000}} and select the type of empty space to fill in. Hyrule Magic calls this 'Floor 1' - Gets stored to {{$|7E0490}}
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− | **The b bits are transformed to {{blue|bbbb}}{{hex|0000}} and are the what Hyrule Magic calls 'Floor 2' - Gets stored to {{$|7E046A}}
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− | | |
− | * Byte {{hex|1}}: {{red|aaa}}{{blue|b bb}}{{green|c}}{{purple|d}}
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− | ** The {{red|a}} bits are unused and should not be used
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− | ** The {{blue|b}} bits determine the room's layout type, ranging from {{hex|0}} to {{hex|7}}.
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− | ** The {{green|c}} and {{purple|d}} bits are unknown, but I have a feeling it's related to {{$|AA}} and {{$|A9}}
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− | | |
− | After that the bytes come in {{hex|3}} or {{hex|2}} byte object structures, used by routine {{$|01:88E4}}. Objects are loaded until an object with value {{0x|FFFF}} occurs. If a value {{0x|FFF0}} is loaded, the game will start loading Type 2 objects and will not go back to loading Type 1 objects until it is time to load the next layer. (Layer as in HM, not to be confused with the SNES' Backgrounds.) A value of {{0x|FFFF}} will also terminate the loading of Type 2 objects. The routine immediately terminates if that happens during the loading of either object type.
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− | | |
− | Type 1 Object structure: (3 bytes):
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− | | |
− | * Byte {{hex|3}}: Routine to use. If this byte is ≥ {{0x|F8}} and < {{0x|FC}}, then it is a subtype 3 object. If the index is ≥ {{hex|FC}}, it is a subtype 2 object. If not, it is a subtype 1 object.
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− | | |
− | * Subtype 1 Objects, first and second byte
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− | ** High Byte: {{brown|yyyy yy}}{{green|cc}}
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− | ** Low Byte: {{grey|xxxx xx}}{{red|aa}}
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− | *** The {{red|a}} bits are stored to {{$|B2}}
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− | *** The {{green|c}} bits are stored to {{$|B4}}
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− | *** The {{grey|x}} and {{brown|y}} bits are transformed into: {{hex|000}}{{brown|y yyyy y}}{{grey|xxx xxx}}{{hex|0}} - This is a tilemap address that indexes into {{$|7E2000}} and / or {{$|7E4000}}
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− | | |
− | Use Byte {{hex|3}} * 2 as an index into the table at {{$|8200}}. This is the routine that is used to draw and otherwise handle the object. Subtype 1 objects have a maximum width and height of 4. Width and height are measured in terms of 32 {{x}} 32 pixels. (⟸ last part is questionable)
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− | | |
− | *Subtype 2 Objects, 1st, 2nd, & 3rd bytes:
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− | ** Byte {{hex|3}}: {{white|ff}}{{purple|dd dddd}}
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− | ** Byte {{hex|2}}: {{pink|eeee}} {{green|cccc}}
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− | ** Byte {{hex|1}}: {{red|aaaa aa}}{{blue|bb}}
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− | ***The {{red|a}} bits are unused, but after all they are the marker for this type of object subtype.
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− | ***The {{blue|b}}, {{green|c}}, {{pink|e}}, and {{white|f}} bits are transformed into a VRAM tilemap address: {{hex|000}}{{green|c ccc}}{{white|f}} {{white|f}}{{blue|bb}}{{pink|e eee}}{{hex|0}}
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− | | |
− | Might I add this is one messed up format? The {{purple|d}} bits are used as an index into the table at {{$|8470}}. Since such indices are going to be even, the {{purple|d}} bits are transformed into: {{hex|0000 0000 0}}{{purple|ddd ddd}}{{hex|0}}.
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− | | |
− | *Subtype 3 Objects
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− | **Similar to Subtype 1, with a few small exceptions.
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− | **The vram address is calculated the same way. However, {{$|B2}} and {{$|B4}} are not used as length or width dimensions here. The routine that is used is determined as follows:
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− | **Take the original index (times two) that a Subtype 1 would have used. AND that with {{0x|000E}}. Then shift left 3 times to produce {{hex|0000 0000 0}}{{pink|eee}} {{hex|0000}}. Then, OR in {{$|B2}} and {{$|B4}} and shift left once, so the final result is: {{hex|0000 0000}} {{pink|eee}}{{red|a a}}{{blue|bb}}{{hex|0}}.
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− | **Also, this value indexes into {{$|85F0}} instead of {{$|8200}}.
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− | | |
− | Type 2 Object Structure: (2 bytes)
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− | *High Byte: {{green|cccc cccc}}
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− | *Low Byte: {{blue|bbbb}} {{purple|dd}}{{red|aa}}
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− | **The {{red|a}} bits form a 2-bit value ({{hex|0000 0}}{{red|aa}}{{hex|0}}) that determines the routine to use for the object. In Hyrule Magic, corresponds to the "direction" of the door.
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− | **The {{blue|b}} bits are transformed into {{hex|000}}{{blue|b bbb}}{{hex|0}} and stored to {{$|02}} ⟹ X. Corresponds to "Pos" of door objects in the Hyrule Magic. Note that these range from {{0x|00}} to {{0x|16}} (always even) which if you halve those values is 0 - 11 in decimal. This is easily verifiable in Hyrule Magic.
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− | **The {{green|c}} bits are shifted into the lower byte and stored to {{$|04}} ⟹ A and {{$|0A}}. This is later used to grab the tiles used to draw the door and the area below it. In Hyrule Magic, corresponds to "type". Note the type is 1/2 of the number listed here. This is because to avoid using an ASL A command, the {{green|c}} bits are always even.
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− | **The {{purple|d}} bits are unused.
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− | | |
− | Next I'll go into the nitty gritty of the various types (the value of {{$|04}}). Again note that we'll only be dealing with even values {{blue|b}}/{{green|c}} that's what you'll see in the code. To convert between here [as well as the code] and Hyrule Magic, take the hex value here and divide by two. Convert to decimal and that's your Hyrule Magic "type."
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− | | |
− | *Types:
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− | {|{{Prettytable}}
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− | ! ID
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− | ! Description
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− | |-
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− | |{{0x|00}}
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− | |Basic door. Index = {{$|0460}}
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− | |-
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− | |{{0x|02}}
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− | |Normal door?
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− | |-
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− | |{{0x|04}}
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− | |???
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− | |-
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− | |{{0x|06}}
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− | |???
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− | |-
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− | |{{0x|08}}
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− | |Waterfall door (only used in Swamp palace; in one room at that!)
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− | |-
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− | |{{0x|0A}}
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− | |???
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− | |-
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− | |{{0x|0C}}
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− | |Trap door (probably other types but this seems to be most common)
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− | |-
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− | |{{0x|12}}
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− | |Adds a property to some doors allowing you to exit to the overworld (this is accomplished by writing to the tile attribute map)
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− | |-
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− | |{{0x|14}}
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− | |Transition to dark room?
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− | |-
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− | |{{0x|16}}
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− | |Toggles the target BG Link will emerge on. '''Ex.''' if Link starts on BG0 in the next room he'll be on BG1.
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− | |-
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− | |{{0x|20}}
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− | | rowspan="2"|Locked door specifically for BG0.
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− | |-
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− | |{{0x|22}}
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− | |-
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− | |{{0x|24}}
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− | | rowspan="2"|Locked door for either BG0 or BG1
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− | |-
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− | |{{0x|26}}
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− | |-
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− | |{{0x|30}}
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− | |Large exploded pathway resulting from a switch being pulled (unusual to have as a door as it's huge)
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− | |-
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− | |{{0x|32}}
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− | |Sword activated door. '''Ex.''' Agahnim's room with the curtain door you have to slash.
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− | |-
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− | |{{0x|46}}
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− | |warp door?
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− | |}
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− | </blockquote>
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− | | |
− | ====Dungeon Secrets Data====
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− | * {{$|00DB69}} to {{$|00DDE8}} = Pointer Table, 2 byte local addresses, indexed by room ID.
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− | * {{$|00DDE9}} to {{$|00E6B1}} = Data
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− | <blockquote>
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− | Data comes in 3 byte chunks and is terminated by an instance of {{$|FFFF}}
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− | | |
− | * Bytes {{hex|0}}, {{hex|1}}: A word that denotes the VRAM address that the item is found at. This identifies the item as belonging to that part of the screen.
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− | * Byte {{hex|2}}: Identifies the type of item that is hiding there. E.g. {{$|08}} is a key
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− | </blockquote>
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− | | |
− | ====Push Block Data====
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− | * {{$|0271DE}} to {{$|027369}} = Data
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− | <Blockquote>
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− | 4 bytes per entry:
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− | {{red|a a }}{{blue|x }} {{green|y}}
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− | | |
− | *{{red|a}}: Room number (byte swapped)
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− | *{{blue|x}}: X Position of the block (expressed as tilemap coordinate)
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− | *{{green|y}}: Y Position of the block (expressed as tilemap coordinate)
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− | </blockquote>
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− | | |
− | ====(Inter Room) Torch Data====
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− | * {{$|02736A}} to {{$|027489}} = Data
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− | <Blockquote>
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− | Consists of variable length segments consisting of:
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− | | |
− | {{red|a a }}{{blue|x }}{{green|y }}{{blue|x }}{{green|y }}{{hex|... }}{{$|FFFF}}
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− | | |
− | *{{red|a}}: Room number (byte swapped)
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− | *{{blue|x}}: X Position of the torch (expressed as tilemap coordinate)
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− | *{{green|y}}: Y Position of the torch (expressed as tilemap coordinate)
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− | *{{$|FFFF}}: Delimeter
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− | </blockquote>
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− | | |
− | ====Chest Contents====
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− | *{{$|00E96E}} to {{$|00EB65}} = Data
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− | <blockquote>
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− | Array of chest information in 3 byte chunks. 168 entries in all ({{0x|A8}})
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− | | |
− | *First word - Room number it is located in. MSB determines whether it is a big chest or not. (big chest if set)
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− | *Last byte - index of the type of item contained in the chest.
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− | </blockquote>
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− | | |
− | ===Entrance Data===
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− | There are {{$|85}} (Decimal: 133) normal entrances to the underworld from the overworld, and {{$|7}} (Decimal: 7) starting locations.
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− | Normal entrances and starting locations use mostly the same types of data formatted the same, however they are located in different places in the ROM.
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− | They are located and formatted thus:
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− | | |
− | ====Entrance Room====
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− | *{{$|014813}} to {{$|01491C}} = Normal Entrance Data
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− | *{{$|015B6E}} to {{$|015B7B}} = Starting Location Data
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− | <blockquote>
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− | Each entry is a 2 byte Room ID where the player is placed after using an entrance.
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− | </blockquote>
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− | | |
− | ====Scroll Edges====
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− | *{{$|01491D}} to {{$|014D44}} = Normal Entrance Data
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− | *{{$|015B7C}} to {{$|015BB3}} = Starting Location Data
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− | <blockquote>
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− | Unsure about what these do exactly.
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− | Each entry is 8 bytes long.
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− | *Format: 1 byte each. Corresponds to hyrule magic values in the "More" aka Entrance Properties dialog box.
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− | **HU -
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− | **FU -
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− | **HD -
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− | **FD -
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− | **HL -
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− | **FL -
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− | **HR -
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− | **FR -
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− | </blockquote>
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− | | |
− | ====X Scroll====
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− | *{{$|014D45}} to {{$|014E4E}} = Normal Entrance Data
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− | *{{$|015BB4}} to {{$|015BC1}} = Starting Location Data
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− | <blockquote>
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− | | |
− | </blockquote>
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− | | |
− | ====Y Scroll====
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− | *{{$|014E4F}} to {{$|014F58}} = Normal Entrance Data
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− | *{{$|015BC2}} to {{$|015BCF}} = Starting Location Data
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− | <blockquote>
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− | | |
− | </blockquote>
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− | | |
− | ====X Coordinate====
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− | *{{$|014F59}} to {{$|015062}} = Normal Entrance Data
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− | *{{$|015BD0}} to {{$|015BDD}} = Starting Location Data
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− | <blockquote>
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− | Each entry is a 2 byte X coordinate where the player starts after using the corresponding entrance.
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− | </blockquote>
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− | | |
− | ====Y Coordinate====
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− | *{{$|015063}} to {{$|01516C}} = Normal Entrance Data
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− | *{{$|015BDE}} to {{$|015BEB}} = Starting Location Data
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− | <blockquote>
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− | Each entry is a 2 byte y coordinate where the player starts after using the corresponding entrance.
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− | </blockquote>
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− | | |
− | ====X Camera Coordinate====
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− | *{{$|01516D}} to {{$|015276}} = Normal Entrance Data
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− | *{{$|015BEC}} to {{$|015BF9}} = Starting Location Data
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− | <blockquote>
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− | Lower bounds for scrolling (upper bounds = this plus 2)
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− | 2 bytes each.
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− | </blockquote>
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− | | |
− | ====Y Camera Coordinate====
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− | *{{$|015277}} to {{$|015380}} = Normal Entrance Data
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− | *{{$|015BFA}} to {{$|015C07}} = Starting Location Data
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− | <blockquote>
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− | Lower bounds for scrolling (upper bounds = this plus 2)
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− | 2 bytes each.
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− | </blockquote>
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− | | |
− | ====Entrance Blockset====
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− | *{{$|015381}} to {{$|015405}} = Normal Entrance Data
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− | *{{$|015C08}} to {{$|015C0E}} = Starting Location Data
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− | <blockquote>
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− | 1 byte each. This blockset affects walls and a few other things and persists through all rooms the player accesses from this entrance.
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− | </blockquote>
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− | | |
− | ====Floor Values====
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− | *{{$|015406}} to {{$|01548A}} = Normal Entrance Data
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− | *{{$|015C0F}} to {{$|015C15}} = Starting Location Data
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− | <blockquote>
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− | This tells us what kind of properties the floor has. 1 byte each:
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− | *If 1, then it has floors that you can fall through to the next level
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− | *If 0, I think it means it can be fallen down to
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− | *If -1, has no pits
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− | *If -2, ????
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− | </blockquote>
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− | | |
− | ====Dungeon Values====
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− | *{{$|01548B}} to {{$|01550F}} = Normal Entrance Data
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− | *{{$|015C16}} to {{$|015C1C}} = Starting Location Data
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− | <blockquote>
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− | 1 Byte each.
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− | Dungeons actually in the game are numbered like so {{$|00}}, {{$|02}}, {{$|04}}, ..., {{$|18}}, {{$|1A}}.
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− | {{$|1C}} and {{$|1E}} are unused (and hence could potentially be added.) Notice they are all even numbers.
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− | In asm routines these values are divided by two sometimes to provide an index into other arrays.
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− | That's why. The definition of a "dungeon" is something with a key, compass, and map.
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− | | |
− | A value of {{$|FF}} (-1) denotes it doesn't belong to a dungeon.
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− | </blockquote>
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− | | |
− | ====Doorway Type====
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− | *{{$|015510}} to {{$|015594}} = Normal Entrance Data
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− | *{{$|015C2B}} to {{$|015C31}} = Starting Location Data
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− | <blockquote>
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− | This is used only when you exit the given room. For example, let's say you enter through a skull doorway in Skullwoods.
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− | But that's not really a door way, it's just a set of tiles that are no different from a hole you might create after picking
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− | up a big rock. But if you entered from a building door, the game has to know whether to put the door frame when you exit.
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− | *1 byte:
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− | **{{hex|0}} = no doorway when exiting
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− | **{{hex|1}} = draws a door frame upon exiting
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− | **{{hex|2}} = ???? HM says vertical doorframe. But in the original game, no doorway is vertical.
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− | | |
− | </blockquote>
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− | | |
− | ====Ladder And BG Settings====
| |
− | *{{$|015595}} to {{$|015619}} = Normal Entrance Data
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− | *{{$|015C1D}} to {{$|015C23}} = Starting Location Data
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− | <blockquote>
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− | *1 byte each, with the following 2 bit layout: {{hex|xxx}}{{red|a}}{{pink|xxx}}{{blue|b}}
| |
− | **{{hex|x}} - unimportant
| |
− | **{{red|a}} - if set, then Link enters on the lower level (BG2)
| |
− | **{{blue|b}} - if set... not sure what happens exactly. Check the game engine to be sure.
| |
− | </blockquote>
| |
− | | |
− | ====Horizontal And Vertical Scroll Properties====
| |
− | *{{$|01561A}} to {{$|01569E}} = Normal Entrance Data
| |
− | *{{$|015C24}} to {{$|015C2A}} = Starting Location Data
| |
− | <blockquote>
| |
− | For these, I guess if the flags in the appropriate places are set, then the room will be able to scroll in those directions.
| |
− | | |
− | *1 byte each, with the following layout: {{hex|xx}}{{red|a}}{{hex|xxx}}{{blue|b}}{{hex|x}}
| |
− | **{{red|a}} - Horizontal flag
| |
− | **{{blue|b}} - Vertical flag
| |
− | </blockquote>
| |
− | | |
− | ====Scroll Quadrant====
| |
− | *{{$|01569F}} to {{$|015723}} = Normal Entrance Data
| |
− | <blockquote>
| |
− | *1 byte each, has four different expected values:
| |
− | **0h, 2h, 10h, 12h
| |
− | </blockquote>
| |
− | | |
− | ====Exit Door Location====
| |
− | *{{$|015724}} to {{$|01582D}} = Normal Entrance Data
| |
− | *{{$|015C32}} to {{$|015C3F}} = Starting Location Data
| |
− | <blockquote>
| |
− | 1 word each. Denotes X and Y coordinates for overworld?
| |
− | </blockquote>
| |
− | | |
− | ====Music====
| |
− | *{{$|01582E}} to {{$|0158B2}} = Normal Entrance Data (JP: 15592 - 15616)
| |
− | *{{$|015C4E}} to {{$|015C54}} = Starting Location Data
| |
− | <blockquote>
| |
− | 1 byte each. A value of {{$|FF}} plays the same music as the overworld screen from which the player entered.
| |
− | </blockquote>
| |
− | | |
− | ====Entrance Values====
| |
− | *{{$|015C40}} to {{$|015C4D}} = Starting Location Data
| |
− | <blockquote>
| |
− | 1 word each. Since the starting locations have to reference an entrance, this is necessary.
| |
− | </blockquote>
| |
− | | |
− | ==Rooms==
| |
− | Tiles on the underworld maps are referred to as "super-rooms" and can contain 1-4 "sub-rooms."
| |
− | | |
− | ===Primary Map===
| |
− | The primary underworld map consists of {{$|FF}} (decimal: 256) super-rooms arranged in a {{$|10}} {{x}} {{$|10}} (decimal: 16 {{x}} 16) square.
| |
− | | |
− | {|{{Prettytable}}
| |
− | ! ID
| |
− | ! Description
| |
− | |-
| |
− | |[[Room $00|Room {{$|00}}]]
| |
− | |Ganon
| |
− | |-
| |
− | |[[Room $01|Room {{$|01}}]]
| |
− | |Hyrule Castle (North Corridor)
| |
− | |-
| |
− | |[[Room $02|Room {{$|02}}]]
| |
− | |Hyrule Castle (Switch Room)
| |
− | |-
| |
− | |[[Room $03|Room {{$|03}}]]
| |
− | |Houlihan Room
| |
− | |-
| |
− | |[[Room $04|Room {{$|04}}]]
| |
− | |Turtle Rock (Crysta-roller Room)
| |
− | |-
| |
− | |[[Room $05|Room {{$|05}}]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $06|Room {{$|06}}]]
| |
− | |Swamp Palace (Arrghus[Boss])
| |
− | |-
| |
− | |[[Room $07|Room {{$|07}}]]
| |
− | |Tower of Hera (Moldorm[Boss])
| |
− | |-
| |
− | |[[Room $08|Room {{$|08}}]]
| |
− | |Cave (Healing Fairy)
| |
− | |-
| |
− | |[[Room $09|Room {{$|09}}]]
| |
− | |Palace of Darkness
| |
− | |-
| |
− | |[[Room $0A|Room {{$|0A}}]]
| |
− | |Palace of Darkness (Stalfos Trap Room)
| |
− | |-
| |
− | |[[Room $0B|Room {{$|0B}}]]
| |
− | |Palace of Darkness (Turtle Room)
| |
− | |-
| |
− | |[[Room $0C|Room {{$|0C}}]]
| |
− | |Ganon's Tower (Entrance Room)
| |
− | |-
| |
− | |[[Room $0D|Room {{$|0D}}]]
| |
− | |Ganon's Tower (Agahnim2[Boss])
| |
− | |-
| |
− | |[[Room $0E|Room {{$|0E}}]]
| |
− | |Ice Palace (Entrance Room)
| |
− | |-
| |
− | |[[Room $0F|Room {{$|0F}}]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $10|Room {{$|10}}]]
| |
− | |Ganon Evacuation Route
| |
− | |-
| |
− | |[[Room $11|Room {{$|11}}]]
| |
− | |Hyrule Castle (Bombable Stock Room)
| |
− | |-
| |
− | |[[Room $12|Room {{$|12}}]]
| |
− | |Sanctuary
| |
− | |-
| |
− | |[[Room $13|Room {{$|13}}]]
| |
− | |Turtle Rock (Hokku-Bokku Key Room 2)
| |
− | |-
| |
− | |[[Room $14|Room {{$|14}}]]
| |
− | |Turtle Rock (Big Key Room)
| |
− | |-
| |
− | |[[Room $15|Room {{$|15}}]]
| |
− | |Turtle Rock
| |
− | |-
| |
− | |[[Room $16|Room {{$|16}}]]
| |
− | |Swamp Palace (Swimming Treadmill)
| |
− | |-
| |
− | |[[Room $17|Room {{$|17}}]]
| |
− | |Tower of Hera (Moldorm Fall Room)
| |
− | |-
| |
− | |[[Room $18|Room {{$|18}}]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $19|Room {{$|19}}]]
| |
− | |Palace of Darkness (Dark Maze)
| |
− | |-
| |
− | |[[Room $1A|Room {{$|1A}}]]
| |
− | |Palace of Darkness (Big Chest Room)
| |
− | |-
| |
− | |[[Room $1B|Room {{$|1B}}]]
| |
− | |Palace of Darkness (Mimics / Moving Wall Room)
| |
− | |-
| |
− | |[[Room $1C|Room {{$|1C}}]]
| |
− | |Ganon's Tower (Ice Armos)
| |
− | |-
| |
− | |[[Room $1D|Room {{$|1D}}]]
| |
− | |Ganon's Tower (Final Hallway)
| |
− | |-
| |
− | |[[Room $1E|Room {{$|1E}}]]
| |
− | |Ice Palace (Bomb Floor / Bari Room)
| |
− | |-
| |
− | |[[Room $1F|Room {{$|1F}}]]
| |
− | |Ice Palace (Pengator / Big Key Room)
| |
− | |-
| |
− | |[[Room $20|Room {{$|20}}]]
| |
− | |Agahnim's Tower (Agahnim[Boss])
| |
− | |-
| |
− | |[[Room $21|Room {{$|21}}]]
| |
− | |Hyrule Castle (Key-rat Room)
| |
− | |-
| |
− | |[[Room $22|Room {{$|22}}]]
| |
− | |Hyrule Castle (Sewer Text Trigger Room)
| |
− | |-
| |
− | |[[Room $23|Room {{$|23}}]]
| |
− | |Turtle Rock (West Exit to Balcony)
| |
− | |-
| |
− | |[[Room $24|Room {{$|24}}]]
| |
− | |Turtle Rock (Double Hokku-Bokku / Big chest Room)
| |
− | |-
| |
− | |[[Room $25|Room {{$|25}}]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $26|Room {{$|26}}]]
| |
− | |Swamp Palace (Statue Room)
| |
− | |-
| |
− | |[[Room $27|Room {{$|27}}]]
| |
− | |Tower of Hera (Big Chest)
| |
− | |-
| |
− | |[[Room $28|Room {{$|28}}]]
| |
− | |Swamp Palace (Entrance Room)
| |
− | |-
| |
− | |[[Room $29|Room {{$|29}}]]
| |
− | |Skull Woods (Mothula[Boss])
| |
− | |-
| |
− | |[[Room $2A|Room {{$|2A}}]]
| |
− | |Palace of Darkness (Big Hub Room)
| |
− | |-
| |
− | |[[Room $2B|Room {{$|2B}}]]
| |
− | |Palace of Darkness (Map Chest / Fairy Room)
| |
− | |-
| |
− | |[[Room $2C|Room {{$|2C}}]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $2D|Room {{$|2D}}]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $2E|Room {{$|2E}}]]
| |
− | |Ice Palace (Compass Room)
| |
− | |-
| |
− | |[[Room $2F|Room {{$|2F}}]]
| |
− | |Cave (Kakariko Well HP)
| |
− | |-
| |
− | |[[Room $30|Room {{$|30}}]]
| |
− | |Agahnim's Tower (Maiden Sacrifice Chamber)
| |
− | |-
| |
− | |[[Room $31|Room {{$|31}}]]
| |
− | |Tower of Hera (Hardhat Beetles Room)
| |
− | |-
| |
− | |[[Room $32|Room {{$|32}}]]
| |
− | |Hyrule Castle (Sewer Key Chest Room)
| |
− | |-
| |
− | |[[Room $33|Room {{$|33}}]]
| |
− | |Desert Palace (Lanmolas[Boss])
| |
− | |-
| |
− | |[[Room $34|Room {{$|34}}]]
| |
− | |Swamp Palace (Push Block Puzzle / Pre-Big Key Room)
| |
− | |-
| |
− | |[[Room $35|Room {{$|35}}]]
| |
− | |Swamp Palace (Big Key / BS Room)
| |
− | |-
| |
− | |[[Room $36|Room {{$|36}}]]
| |
− | |Swamp Palace (Big Chest Room)
| |
− | |-
| |
− | |[[Room $37|Room {{$|37}}]]
| |
− | |Swamp Palace (Map Chest / Water Fill Room)
| |
− | |-
| |
− | |[[Room $38|Room {{$|38}}]]
| |
− | |Swamp Palace (Key Pot Room)
| |
− | |-
| |
− | |[[Room $39|Room {{$|39}}]]
| |
− | |Skull Woods (Gibdo Key / Mothula Hole Room)
| |
− | |-
| |
− | |[[Room $3A|Room {{$|3A}}]]
| |
− | |Palace of Darkness (Bombable Floor Room)
| |
− | |-
| |
− | |[[Room $3B|Room {{$|3B}}]]
| |
− | |Palace of Darkness (Spike Block / Conveyor Room)
| |
− | |-
| |
− | |[[Room $3C|Room {{$|3C}}]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $3D|Room {{$|3D}}]]
| |
− | |Ganon's Tower (Torch Room 2)
| |
− | |-
| |
− | |[[Room $3E|Room {{$|3E}}]]
| |
− | |Ice Palace (Stalfos Knights / Conveyor Hellway)
| |
− | |-
| |
− | |[[Room $3F|Room {{$|3F}}]]
| |
− | |Ice Palace (Map Chest Room)
| |
− | |-
| |
− | |[[Room $40|Room {{$|40}}]]
| |
− | |Agahnim's Tower (Final Bridge Room)
| |
− | |-
| |
− | |[[Room $41|Room {{$|41}}]]
| |
− | |Hyrule Castle (First Dark Room)
| |
− | |-
| |
− | |[[Room $42]]
| |
− | |Hyrule Castle (6 Ropes Room)
| |
− | |-
| |
− | |[[Room $43]]
| |
− | |Desert Palace (Torch Puzzle / Moving Wall Room)
| |
− | |-
| |
− | |[[Room $44]]
| |
− | |Thieves Town (Big Chest Room)
| |
− | |-
| |
− | |[[Room $45]]
| |
− | |Thieves Town (Jail Cells Room)
| |
− | |-
| |
− | |[[Room $46]]
| |
− | |Swamp Palace (Compass Chest Room)
| |
− | |-
| |
− | |[[Room $47]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $48]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $49]]
| |
− | |Skull Woods (Gibdo Torch Puzzle Room)
| |
− | |-
| |
− | |[[Room $4A]]
| |
− | |Palace of Darkness (Entrance Room)
| |
− | |-
| |
− | |[[Room $4B]]
| |
− | |Palace of Darkness (Warps / South Mimics Room)
| |
− | |-
| |
− | |[[Room $4C]]
| |
− | |Ganon's Tower (Mini-Helmasaur Conveyor Room)
| |
− | |-
| |
− | |[[Room $4D]]
| |
− | |Ganon's Tower (Moldorm Room)
| |
− | |-
| |
− | |[[Room $4E]]
| |
− | |Ice Palace (Bomb-Jump Room)
| |
− | |-
| |
− | |[[Room $4F]]
| |
− | |Ice Palace Clone Room (Fairy Room)
| |
− | |-
| |
− | |[[Room $50]]
| |
− | |Hyrule Castle (West Corridor)
| |
− | |-
| |
− | |[[Room $51]]
| |
− | |Hyrule Castle (Throne Room)
| |
− | |-
| |
− | |[[Room $52]]
| |
− | |Hyrule Castle (East Corridor)
| |
− | |-
| |
− | |[[Room $53]]
| |
− | |Desert Palace (Popos 2 / Beamos Hellway Room)
| |
− | |-
| |
− | |[[Room $54]]
| |
− | |Swamp Palace (Upstairs Pits Room)
| |
− | |-
| |
− | |[[Room $55]]
| |
− | |Castle Secret Entrance / Uncle Death Room
| |
− | |-
| |
− | |[[Room $56]]
| |
− | |Skull Woods (Key Pot / Trap Room)
| |
− | |-
| |
− | |[[Room $57]]
| |
− | |Skull Woods (Big Key Room)
| |
− | |-
| |
− | |[[Room $58]]
| |
− | |Skull Woods (Big Chest Room)
| |
− | |-
| |
− | |[[Room $59]]
| |
− | |Skull Woods (Final Section Entrance Room)
| |
− | |-
| |
− | |[[Room $5A]]
| |
− | |Palace of Darkness (Helmasaur King[Boss])
| |
− | |-
| |
− | |[[Room $5B]]
| |
− | |Ganon's Tower (Spike Pit Room)
| |
− | |-
| |
− | |[[Room $5C]]
| |
− | |Ganon's Tower (Ganon-Ball Z)
| |
− | |-
| |
− | |[[Room $5D]]
| |
− | |Ganon's Tower (Gauntlet 1/2/3)
| |
− | |-
| |
− | |[[Room $5E]]
| |
− | |Ice Palace (Lonely Firebar)
| |
− | |-
| |
− | |[[Room $5F]]
| |
− | |Ice Palace (Hidden Chest / Spike Floor Room)
| |
− | |-
| |
− | |[[Room $60]]
| |
− | |Hyrule Castle (West Entrance Room)
| |
− | |-
| |
− | |[[Room $61]]
| |
− | |Hyrule Castle (Main Entrance Room)
| |
− | |-
| |
− | |[[Room $62]]
| |
− | |Hyrule Castle (East Entrance Room)
| |
− | |-
| |
− | |[[Room $63]]
| |
− | |Desert Palace (Final Section Entrance Room)
| |
− | |-
| |
− | |[[Room $64]]
| |
− | |Thieves Town (West Attic Room)
| |
− | |-
| |
− | |[[Room $65]]
| |
− | |Thieves Town (East Attic Room)
| |
− | |-
| |
− | |[[Room $66]]
| |
− | |Swamp Palace (Hidden Chest / Hidden Door Room)
| |
− | |-
| |
− | |[[Room $67]]
| |
− | |Skull Woods (Compass Chest Room)
| |
− | |-
| |
− | |[[Room $68]]
| |
− | |Skull Woods (Key Chest / Trap Room)
| |
− | |-
| |
− | |[[Room $69]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $6A]]
| |
− | |Palace of Darkness (Rupee Room)
| |
− | |-
| |
− | |[[Room $6B]]
| |
− | |Ganon's Tower (Mimics Rooms)
| |
− | |-
| |
− | |[[Room $6C]]
| |
− | |Ganon's Tower (Lanmolas Room)
| |
− | |-
| |
− | |[[Room $6D]]
| |
− | |Ganon's Tower (Gauntlet 4/5)
| |
− | |-
| |
− | |[[Room $6E]]
| |
− | |Ice Palace (Pengators Room)
| |
− | |-
| |
− | |[[Room $6F]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $70]]
| |
− | |Hyrule Castle (Small Corridor to Jail Cells)
| |
− | |-
| |
− | |[[Room $71]]
| |
− | |Hyrule Castle (Boomerang Chest Room)
| |
− | |-
| |
− | |[[Room $72]]
| |
− | |Hyrule Castle (Map Chest Room)
| |
− | |-
| |
− | |[[Room $73]]
| |
− | |Desert Palace (Big Chest Room)
| |
− | |-
| |
− | |[[Room $74]]
| |
− | |Desert Palace (Map Chest Room)
| |
− | |-
| |
− | |[[Room $75]]
| |
− | |Desert Palace (Big Key Chest Room)
| |
− | |-
| |
− | |[[Room $76]]
| |
− | |Swamp Palace (Water Drain Room)
| |
− | |-
| |
− | |[[Room $77]]
| |
− | |Tower of Hera (Entrance Room)
| |
− | |-
| |
− | |[[Room $78]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $79]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $7A]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $7B]]
| |
− | |Ganon's Tower
| |
− | |-
| |
− | |[[Room $7C]]
| |
− | |Ganon's Tower (East Side Collapsing Bridge / Exploding Wall Room)
| |
− | |-
| |
− | |[[Room $7D]]
| |
− | |Ganon's Tower (Winder / Warp Maze Room)
| |
− | |-
| |
− | |[[Room $7E]]
| |
− | |Ice Palace (Hidden Chest / Bombable Floor Room)
| |
− | |-
| |
− | |[[Room $7F]]
| |
− | |Ice Palace ( Big Spike Traps Room)
| |
− | |-
| |
− | |[[Room $80]]
| |
− | |Hyrule Castle (Jail Cell Room)
| |
− | |-
| |
− | |[[Room $81]]
| |
− | |Hyrule Castle
| |
− | |-
| |
− | |[[Room $82]]
| |
− | |Hyrule Castle (Basement Chasm Room)
| |
− | |-
| |
− | |[[Room $83]]
| |
− | |Desert Palace (West Entrance Room)
| |
− | |-
| |
− | |[[Room $84]]
| |
− | |Desert Palace (Main Entrance Room)
| |
− | |-
| |
− | |[[Room $85]]
| |
− | |Desert Palace (East Entrance Room)
| |
− | |-
| |
− | |[[Room $86]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $87]]
| |
− | |Tower of Hera (Tile Room)
| |
− | |-
| |
− | |[[Room $88]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $89]]
| |
− | |Eastern Palace (Fairy Room)
| |
− | |-
| |
− | |[[Room $8A]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $8B]]
| |
− | |Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room)
| |
− | |-
| |
− | |[[Room $8C]]
| |
− | |Ganon's Tower (East and West Downstairs / Big Chest Room)
| |
− | |-
| |
− | |[[Room $8D]]
| |
− | |Ganon's Tower (Tile / Torch Puzzle Room)
| |
− | |-
| |
− | |[[Room $8E]]
| |
− | |Ice Palace
| |
− | |-
| |
− | |[[Room $8F]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $90]]
| |
− | |Misery Mire (Vitreous[Boss])
| |
− | |-
| |
− | |[[Room $91]]
| |
− | |Misery Mire (Final Switch Room)
| |
− | |-
| |
− | |[[Room $92]]
| |
− | |Misery Mire (Dark Bomb Wall / Switches Room)
| |
− | |-
| |
− | |[[Room $93]]
| |
− | |Misery Mire (Dark Cane Floor Switch Puzzle Room)
| |
− | |-
| |
− | |[[Room $94]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $95]]
| |
− | |Ganon's Tower (Final Collapsing Bridge Room)
| |
− | |-
| |
− | |[[Room $96]]
| |
− | |Ganon's Tower (Torches 1 Room)
| |
− | |-
| |
− | |[[Room $97]]
| |
− | |Misery Mire (Torch Puzzle / Moving Wall Room)
| |
− | |-
| |
− | |[[Room $98]]
| |
− | |Misery Mire (Entrance Room)
| |
− | |-
| |
− | |[[Room $99]]
| |
− | |Eastern Palace (Eyegore Key Room)
| |
− | |-
| |
− | |[[Room $9A]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $9B]]
| |
− | |Ganon's Tower (Many Spikes / Warp Maze Room)
| |
− | |-
| |
− | |[[Room $9C]]
| |
− | |Ganon's Tower (Invisible Floor Maze Room)
| |
− | |-
| |
− | |[[Room $9D]]
| |
− | |Ganon's Tower (Compass Chest / Invisible Floor Room)
| |
− | |-
| |
− | |[[Room $9E]]
| |
− | |Ice Palace (Big Chest Room)
| |
− | |-
| |
− | |[[Room $9F]]
| |
− | |Ice Palace
| |
− | |-
| |
− | |[[Room $A0]]
| |
− | |Misery Mire (Pre-Vitreous Room)
| |
− | |-
| |
− | |[[Room $A1]]
| |
− | |Misery Mire (Fish Room)
| |
− | |-
| |
− | |[[Room $A2]]
| |
− | |Misery Mire (Bridge Key Chest Room)
| |
− | |-
| |
− | |[[Room $A3]]
| |
− | |Misery Mire
| |
− | |-
| |
− | |[[Room $A4]]
| |
− | |Turtle Rock (Trinexx[Boss])
| |
− | |-
| |
− | |[[Room $A5]]
| |
− | |Ganon's Tower (Wizzrobes Rooms)
| |
− | |-
| |
− | |[[Room $A6]]
| |
− | |Ganon's Tower (Moldorm Fall Room)
| |
− | |-
| |
− | |[[Room $A7]]
| |
− | |Tower of Hera (Fairy Room)
| |
− | |-
| |
− | |[[Room $A8]]
| |
− | |Eastern Palace (Stalfos Spawn Room)
| |
− | |-
| |
− | |[[Room $A9]]
| |
− | |Eastern Palace (Big Chest Room)
| |
− | |-
| |
− | |[[Room $AA]]
| |
− | |Eastern Palace (Map Chest Room)
| |
− | |-
| |
− | |[[Room $AB]]
| |
− | |Thieves Town (Moving Spikes / Key Pot Room)
| |
− | |-
| |
− | |[[Room $AC]]
| |
− | |Thieves Town (Blind The Thief[Boss])
| |
− | |-
| |
− | |[[Room $AD]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $AE]]
| |
− | |Ice Palace
| |
− | |-
| |
− | |[[Room $AF]]
| |
− | |Ice Palace (Ice Bridge Room)
| |
− | |-
| |
− | |[[Room $B0]]
| |
− | |Agahnim's Tower (Circle of Pots)
| |
− | |-
| |
− | |[[Room $B1]]
| |
− | |Misery Mire (Hourglass Room)
| |
− | |-
| |
− | |[[Room $B2]]
| |
− | |Misery Mire (Slug Room)
| |
− | |-
| |
− | |[[Room $B3]]
| |
− | |Misery Mire (Spike Key Chest Room)
| |
− | |-
| |
− | |[[Room $B4]]
| |
− | |Turtle Rock (Pre-Trinexx Room)
| |
− | |-
| |
− | |[[Room $B5]]
| |
− | |Turtle Rock (Dark Maze)
| |
− | |-
| |
− | |[[Room $B6]]
| |
− | |Turtle Rock (Chain Chomps Room)
| |
− | |-
| |
− | |[[Room $B7]]
| |
− | |Turtle Rock (Map Chest / Key Chest / Roller Room)
| |
− | |-
| |
− | |[[Room $B8]]
| |
− | |Eastern Palace (Big Key Room)
| |
− | |-
| |
− | |[[Room $B9]]
| |
− | |Eastern Palace (Lobby Cannonballs Room)
| |
− | |-
| |
− | |[[Room $BA]]
| |
− | |Eastern Palace (Dark Antifairy / Key Pot Room)
| |
− | |-
| |
− | |[[Room $BB]]
| |
− | |Thieves Town (Hellway)
| |
− | |-
| |
− | |[[Room $BC]]
| |
− | |Thieves Town (Conveyor Toilet)
| |
− | |-
| |
− | |[[Room $BD]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $BE]]
| |
− | |Ice Palace (Block Puzzle Room)
| |
− | |-
| |
− | |[[Room $BF]]
| |
− | |Ice Palace Clone Room (Switch Room)
| |
− | |-
| |
− | |[[Room $C0]]
| |
− | |Agahnim's Tower (Dark Bridge Room)
| |
− | |-
| |
− | |[[Room $C1]]
| |
− | |Misery Mire (Compass Chest / Tile Room)
| |
− | |-
| |
− | |[[Room $C2]]
| |
− | |Misery Mire (Big Hub Room)
| |
− | |-
| |
− | |[[Room $C3]]
| |
− | |Misery Mire (Big Chest Room)
| |
− | |-
| |
− | |[[Room $C4]]
| |
− | |Turtle Rock (Final Crystal Switch Puzzle Room)
| |
− | |-
| |
− | |[[Room $C5]]
| |
− | |Turtle Rock (Laser Bridge)
| |
− | |-
| |
− | |[[Room $C6]]
| |
− | |Turtle Rock
| |
− | |-
| |
− | |[[Room $C7]]
| |
− | |Turtle Rock (Torch Puzzle)
| |
− | |-
| |
− | |[[Room $C8]]
| |
− | |Eastern Palace (Armos Knights[Boss])
| |
− | |-
| |
− | |[[Room $C9]]
| |
− | |Eastern Palace (Entrance Room)
| |
− | |-
| |
− | |[[Room $CA]]
| |
− | |??
| |
− | |-
| |
− | |[[Room $CB]]
| |
− | |Thieves Town (North West Entrance Room)
| |
− | |-
| |
− | |[[Room $CC]]
| |
− | |Thieves Town (North East Entrance Room)
| |
− | |-
| |
− | |[[Room $CD]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $CE]]
| |
− | |Ice Palace (Hole to Kholdstare Room)
| |
− | |-
| |
− | |[[Room $CF]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $D0]]
| |
− | |Agahnim's Tower (Dark Maze)
| |
− | |-
| |
− | |[[Room $D1]]
| |
− | |Misery Mire (Conveyor Slug / Big Key Room)
| |
− | |-
| |
− | |[[Room $D2]]
| |
− | |Misery Mire (Mire02 / Wizzrobes Room)
| |
− | |-
| |
− | |[[Room $D3]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $D4]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $D5]]
| |
− | |Turtle Rock (Laser Key Room)
| |
− | |-
| |
− | |[[Room $D6]]
| |
− | |Turtle Rock (Entrance Room)
| |
− | |-
| |
− | |[[Room $D7]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $D8]]
| |
− | |Eastern Palace ("Zeldagamer Room" / Pre-Armos Knights Room)
| |
− | |-
| |
− | |[[Room $D9]]
| |
− | |Eastern Palace (Canonball Room)
| |
− | |-
| |
− | |[[Room $DA]]
| |
− | |Eastern Palace
| |
− | |-
| |
− | |[[Room $DB]]
| |
− | |Thieves Town (Main (South West) Entrance Room)
| |
− | |-
| |
− | |[[Room $DC]]
| |
− | |Thieves Town (South East Entrance Room)
| |
− | |-
| |
− | |[[Room $DD]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $DE]]
| |
− | |Ice Palace (Kholdstare[Boss])
| |
− | |-
| |
− | |[[Room $DF]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $E0]]
| |
− | |Agahnim's Tower (Entrance Room)
| |
− | |-
| |
− | |[[Room $E1]]
| |
− | |Cave (Lost Woods HP)
| |
− | |-
| |
− | |[[Room $E2]]
| |
− | |Cave (Lumberjack's Tree HP)
| |
− | |-
| |
− | |[[Room $E3]]
| |
− | |Cave (1/2 Magic)
| |
− | |-
| |
− | |[[Room $E4]]
| |
− | |Cave (Lost Old Man Final Cave)
| |
− | |-
| |
− | |[[Room $E5]]
| |
− | |Cave (Lost Old Man Final Cave)
| |
− | |-
| |
− | |[[Room $E6]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $E7]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $E8]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $E9]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $EA]]
| |
− | |Cave (Spectacle Rock HP)
| |
− | |-
| |
− | |[[Room $EB]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $EC]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $ED]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $EE]]
| |
− | |Cave (Spiral Cave)
| |
− | |-
| |
− | |[[Room $EF]]
| |
− | |Cave (Crystal Switch / 5 Chests Room)
| |
− | |-
| |
− | |[[Room $F0]]
| |
− | |Cave (Lost Old Man Starting Cave)
| |
− | |-
| |
− | |[[Room $F1]]
| |
− | |Cave (Lost Old Man Starting Cave)
| |
− | |-
| |
− | |[[Room $F2]]
| |
− | |House
| |
− | |-
| |
− | |[[Room $F3]]
| |
− | |House (Old Woman (Sahasrahla's Wife?))
| |
− | |-
| |
− | |[[Room $F4]]
| |
− | |House (Angry Brothers)
| |
− | |-
| |
− | |[[Room $F5]]
| |
− | |House (Angry Brothers)
| |
− | |-
| |
− | |[[Room $F6]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $F7]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $F8]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $F9]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $FA]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $FB]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $FC]]
| |
− | |Empty Clone Room
| |
− | |-
| |
− | |[[Room $FD]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $FE]]
| |
− | |Cave
| |
− | |-
| |
− | |[[Room $FF]]
| |
− | |Cave
| |
− | |}
| |
− | | |
− | ===Secondary Map===
| |
| | | |
| + | {{box|[[Underworld:Rooms|Rooms]]}} |
| | | |
| {{toc}} | | {{toc}} |
The underworld refers to all indoor locations; including dungeons, caves, and houses.