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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.
  
==Important Hex Addresses==
+
{{box|[[Underworld:Important Hex Addresses|Important Hex Addresses]]}}
===Room Data===
 
====Room Headers====
 
*{{$|027502}} to {{$|027781}} =  Pointer Table, {{hex|2}} byte local addresses, indexed by room ID.
 
*{{$|027781}} to {{$|027FEF}} = Data
 
  
<blockquote>
+
{{box|[[Underworld:Rooms|Rooms]]}}
Headers are {{$|0E}} (Decimal: 14) bytes formatted thusly:
 
*Byte {{hex|0}}: {{red|aaa}}{{blue|b bb}}{{green|c}}{{purple|d}}
 
**The {{red|a}} bits are transformed into {{hex|0000 0}}{{red|aaa}} and stored to {{$|0414}} ("BG2" in Hyrule Magic)
 
**The {{blue|b}} bits are transformed into {{hex|0000 0}}{{blue|bbb}} and stored to {{$|046C}} ("Collision" in Hyrule Magic)
 
**The {{green|c}} bit is unused
 
**The {{purple|d}} bit is stored to {{$|7EC005}} (If set, use a lights out routine in the room transition)
 
       
 
*Byte {{hex|1}}: {{red|aa}}{{blue|bb bbbb}}
 
**The {{red|a}} bits are unused
 
**The {{blue|b}} bits are transformed into {{blue|bbbb bb}}{{hex|00}}, thus making them a multiple of 4.
 
This value is used to load 4 different palettes for the dungeon, and corresponds to, you guessed it, Palette # in Hyrule Magic!   
 
  
The resulting index is used to load values for {{$|0AB6}}, {{$|0AAC}}, {{$|0AAD}}, and {{$|0AAE}}
+
{{toc}}
       
 
*Byte {{hex|2}}: gets stored to {{$|0AA2}} (GFX # in Hyrule Magic)
 
*Byte {{hex|3}}: value + #$40 gets stored to {{$|0AA3}} (Sprite GFX # in Hyrule Magic)   
 
*Byte {{hex|4}}: gets stored to {{$|00AD}} ("[[Room Effects|Effect]]" in Hyrule Magic) 
 
*Byte {{hex|5}}: gets stored to {{$|00AE}} ("[[Room Tags|Tag1]]" in Hyrule Magic)
 
*Byte {{hex|6}}: gets stored to {{$|00AF}} ("Tag2" in Hyrule Magic)
 
       
 
These are the planes to use for bytes {{hex|9}} through {{hex|D}}. This determines which
 
BG you appear on, and possibly more.
 
       
 
*Byte {{hex|7}}: {{red|aa}}{{blue|bb}} {{green|cc}}{{purple|dd}}
 
**The {{red|a}} bits are transformed into {{hex|0000 00}}{{red|aa}} and stored to {{$|063F}}
 
**The {{blue|b}} bits are transformed into {{hex|0000 00}}{{blue|bb}} and stored to {{$|063E}}
 
**The {{green|c}} bits are transformed into {{hex|0000 00}}{{green|cc}} and stored to {{$|063D}}
 
**The {{purple|d}} bits are transformed into {{hex|0000 00}}{{purple|dd}} and stored to {{$|063C}}
 
       
 
Note, the only safe values for a plane seem to be {{hex|0}},{{hex|1}}, or {{hex|2}}. Hyrule Magic
 
appears to violate this rule by letting you put {{hex|3}} down, but nothing higher.
 
       
 
*Byte {{hex|8}}: {{red|aaaa aa}}{{blue|bb}}
 
**The {{red|a}} bits are unused
 
**The {{blue|b}} bits are transformed into {{hex|0000 00}}{{blue|bb}} and stored to {{$|0640}}
 
       
 
*Byte {{hex|9}}: stored to {{$|7EC000}} These are all room numbers that you could possibly exit to.
 
*Byte {{hex|A}}: stored to {{$|7EC001}}
 
*Byte {{hex|B}}: stored to {{$|7EC002}}
 
*Byte {{hex|C}}: stored to {{$|7EC003}}
 
*Byte {{hex|D}}: stored to {{$|7EC004}}
 
</blockquote>
 
 
 
====Sprite Data====
 
* {{$|04D62E}} to {{$|04D92E}} = Pointer Table, 2 byte local addresses, indexed by room.
 
* {{$|04D92E}} to {{$|04EC9D}} = Data
 
 
 
<blockquote>
 
Sprite data is formatted thusly:
 
*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.
 
**Bit {{hex|0}} - If {{hex|0}}, sprites will sort
 
**Bits {{hex|7,6,5,4,3,2,1}} - Unknown, should all be {{hex|1}}
 
After the byte {{hex|0}}, you will see 3 byte clusters that break down thus: 
 
 
 
*Byte {{hex|0}}:
 
**Bits {{hex|4,3,2,1,0}} - Y coordinate (in pixels from the top, starting at {{hex|0}}) of the sprite divided by 16.
 
**Bits {{hex|6,5}} - If these are set, they will be used to generate a subtype, stored to {{$|0E30}}, X.
 
**Bit {{hex|7}} - If set, the sprite is on BG2, if not it's on BG1
 
* Byte {{hex|1}}:
 
** 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.
 
** 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
 
* 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.
 
   
 
The array is terminated with a byte of {{$|FF}}.
 
</blockquote>
 
 
 
====Object Data====
 
* {{$|0F8000}} to {{$|0F83BF}} = Pointer Table, 3 byte long addresses, indexed by room ID.
 
* {{$|01EBA0}} to {{$|01FFF4}} = Data
 
* {{$|050000}} to {{$|053729}} = Data
 
* {{$|0F8780}} to {{$|0FFF4D}} = Data
 
<blockquote>
 
Byte layout:
 
 
 
* Byte 0: {{red|aaaa}} {{blue|bbbb}}.
 
**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}}
 
**The b bits are transformed to {{blue|bbbb}}{{hex|0000}} and are the what Hyrule Magic calls 'Floor 2' - Gets stored to {{$|7E046A}}
 
 
 
* Byte {{hex|1}}: {{red|aaa}}{{blue|b bb}}{{green|c}}{{purple|d}}
 
** The {{red|a}} bits are unused and should not be used
 
** The {{blue|b}} bits determine the room's layout type, ranging from {{hex|0}} to {{hex|7}}.
 
** The {{green|c}} and {{purple|d}} bits are unknown, but I have a feeling it's related to {{$|AA}} and {{$|A9}}
 
 
 
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.
 
 
 
Type 1 Object structure: (3 bytes):
 
 
 
* 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.
 
 
 
* Subtype 1 Objects, first and second byte
 
** High Byte: {{brown|yyyy yy}}{{green|cc}}
 
** Low Byte: {{grey|xxxx xx}}{{red|aa}}
 
*** The {{red|a}} bits are stored to {{$|B2}}
 
*** The {{green|c}} bits are stored to {{$|B4}}
 
*** 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}}
 
 
 
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)
 
 
 
*Subtype 2 Objects, 1st, 2nd, & 3rd bytes:
 
** Byte {{hex|3}}: {{white|ff}}{{purple|dd dddd}}
 
** Byte {{hex|2}}:  {{pink|eeee}} {{green|cccc}}
 
** Byte {{hex|1}}: {{red|aaaa aa}}{{blue|bb}}
 
***The {{red|a}} bits are unused, but after all they are the marker for this type of object subtype.
 
***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}}
 
 
 
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}}.
 
 
 
*Subtype 3 Objects
 
**Similar to Subtype 1, with a few small exceptions.
 
**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:
 
**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}}.
 
**Also, this value indexes into {{$|85F0}} instead of {{$|8200}}.
 
 
 
Type 2 Object Structure: (2 bytes)
 
*High Byte: {{green|cccc cccc}}
 
*Low Byte: {{blue|bbbb}} {{purple|dd}}{{red|aa}}
 
**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.
 
**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.
 
**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.
 
**The {{purple|d}} bits are unused.
 
 
 
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."
 
 
 
*Types:
 
{| border="1" align="center" cellpadding="4" cellspacing="0" style="margin: 0 0 1em 1em; background: #f7f8ff; border: 1px #8888cc solid; border-collapse: collapse; font-size: 95%"
 
|- style=background:#ccccff
 
! ID
 
! Description
 
|-
 
|{{0x|00}}
 
|Basic door. Index = {{$|0460}}
 
|-
 
|{{0x|02}}
 
|Normal door?
 
|-
 
|{{0x|04}}
 
|???
 
|-
 
|{{0x|06}}
 
|???
 
|-
 
|{{0x|08}}
 
|Waterfall door (only used in Swamp palace; in one room at that!)
 
|-
 
|{{0x|0A}}
 
|???
 
|-
 
|{{0x|0C}}
 
|Trap door (probably other types but this seems to be most common)
 
|-
 
|{{0x|12}}
 
|Adds a property to some doors allowing you to exit to the overworld (this is accomplished by writing to the tile attribute map)
 
|-
 
|{{0x|14}}
 
|Transition to dark room?
 
|-
 
|{{0x|16}}
 
|Toggles the target BG Link will emerge on. '''Ex.''' if Link starts on BG0 in the next room he'll be on BG1.
 
|-
 
|{{0x|20}}
 
| rowspan="2"|Locked door specifically for BG0.
 
|-
 
|{{0x|22}}
 
|-
 
|{{0x|24}}
 
| rowspan="2"|Locked door for either BG0 or BG1
 
|-
 
|{{0x|26}}
 
|-
 
|{{0x|30}}
 
|Large exploded pathway resulting from a switch being pulled (unusual to have as a door as it's huge)
 
|-
 
|{{0x|32}}
 
|Sword activated door. '''Ex.''' Agahnim's room with the curtain door you have to slash.
 
|-
 
|{{0x|46}}
 
|warp door?
 
|}
 
</blockquote>
 
 
 
====Dungeon Secrets Data====
 
* {{$|00DB69}} to {{$|00DDE8}} = Pointer Table, 2 byte local addresses, indexed by room ID.
 
* {{$|00DDE9}} to {{$|00E6B1}} = Data
 
<blockquote>
 
Data comes in 3 byte chunks and is terminated by an instance of {{$|FFFF}}
 
 
 
* 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.
 
* Byte {{hex|2}}: Identifies the type of item that is hiding there. E.g. {{$|08}} is a key
 
</blockquote>
 
 
 
====Push Block Data====
 
*$0271DE-$027369 - Data
 
<Blockquote>
 
4 bytes per entry
 
 
 
*1st word: Room that the block exists in.
 
*2nd word: Position of the block (expressed as tilemap coordinate)
 
</blockquote>
 
 
 
====(Inter Room) Torch Data====
 
*$02736A-$027489 - Data
 
<blockquote>
 
Consists of variable length segments consisting of:
 
 
 
*1st word: Room that the torches belong in
 
*After this is a series of words, each one being a tilemap address for a torch.
 
This list of torches is terminated by the word value 0xFFFF
 
</blockquote>
 
 
 
====Chest Contents====
 
*$00E96E - $00EB65 - Data
 
<blockquote>
 
Array of chest information in 3 byte chunks. 168 entries in all (0xA8)
 
 
 
*First word - Room number it is located in. MSB determines whether it is a big chest or not. (big chest if set)
 
*Last byte - index of the type of item contained in the chest.
 
</blockquote>
 
===Entrance Data===
 
There are $85 (Decimal: 133) normal entrances to the underworld from the overworld, and $7 (Decimal: 7) starting locations.
 
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.
 
They are located and formatted thus:
 
 
 
====Entrance Room====
 
*$014813-$01491C - Normal Entrance Data
 
*$015B6E-$015B7B - Starting Location Data
 
<blockquote>
 
Each entry is a 2 byte Room ID where the player is placed after using an entrance.
 
</blockquote>
 
 
 
====Scroll Edges====
 
*$01491D-$014D44 - Normal Entrance Data
 
*$015B7C-$015BB3 - Starting Location Data
 
<blockquote>
 
Unsure about what these do exactly.
 
Each entry is 8 bytes long.
 
*Format: 1 byte each. Corresponds to hyrule magic values in the "More" aka Entrance Properties dialog box.
 
**HU -
 
**FU -
 
**HD -
 
**FD -
 
**HL -
 
**FL -
 
**HR -
 
**FR -
 
</blockquote>
 
 
 
====X Scroll====
 
*$014D45-$014E4E - Normal Entrance Data
 
*$015BB4-$015BC1 - Starting Location Data
 
<blockquote>
 
 
 
</blockquote>
 
 
 
====Y Scroll====
 
*$014E4F-$014F58 - Normal Entrance Data
 
*$015BC2-$015BCF - Starting Location Data
 
<blockquote>
 
 
 
</blockquote>
 
 
 
====X Coordinate====
 
*$014F59-$015062 - Normal Entrance Data
 
*$015BD0-$015BDD - Starting Location Data
 
<blockquote>
 
Each entry is a 2 byte X coordinate where the player starts after using the corresponding entrance.
 
</blockquote>
 
 
 
====Y Coordinate====
 
*$015063-$01516C - Normal Entrance Data
 
*$015BDE-$015BEB - Starting Location Data
 
<blockquote>
 
Each entry is a 2 byte y coordinate where the player starts after using the corresponding entrance.
 
</blockquote>
 
 
 
====X Camera Coordinate====
 
*$01516D-$015276 - Normal Entrance Data
 
*$015BEC-$015BF9 - Starting Location Data
 
<blockquote>
 
Lower bounds for scrolling (upper bounds = this plus 2)
 
2 bytes each.
 
</blockquote>
 
 
 
====Y Camera Coordinate====
 
*$015277-$015380 - Normal Entrance Data
 
*$015BFA-$015C07 - Starting Location Data
 
<blockquote>
 
Lower bounds for scrolling (upper bounds = this plus 2)
 
2 bytes each.
 
</blockquote>
 
 
 
====Entrance Blockset====
 
*$015381-$015405 - Normal Entrance Data
 
*$015C08-$015C0E - Starting Location Data
 
<blockquote>
 
1 byte each. This blockset affects walls and a few other things and persists through all rooms the player accesses from this entrance.
 
</blockquote>
 
 
 
====Floor Values====
 
*$015406-$01548A - Normal Entrance Data
 
*$015C0F-$015C15 - Starting Location Data
 
<blockquote>
 
This tells us what kind of properties the floor has. 1 byte each:
 
*If 1, then it has floors that you can fall through to the next level
 
*If 0, I think it means it can be fallen down to
 
*If -1, has no pits
 
*If -2, ????
 
</blockquote>
 
 
 
====Dungeon Values====
 
*$01548B-$01550F - Normal Entrance Data
 
*$015C16-$015C1C - Starting Location Data
 
<blockquote>
 
1 Byte each.
 
Dungeons actually in the game are numbered like so $00, $02, $04, ..., $18, $1A.
 
1C and 1E are unused (and hence could potentially be added.) Notice they are all even numbers.
 
In asm routines these values are divided by two sometimes to provide an index into other arrays.
 
That's why. The definition of a "dungeon" is something with a key, compass, and map.
 
 
 
A value of $FF (-1) denotes it doesn't belong to a dungeon.
 
</blockquote>
 
 
 
====Doorway Type====
 
*$015510-$015594 - Normal Entrance Data
 
*$015C2B-$015C31 - Starting Location Data
 
<blockquote>
 
This is used only when you exit the given room. For example, let's say you enter through a skull doorway in Skullwoods.
 
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
 
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.
 
*1 byte:
 
**0 = no doorway when exiting
 
**1 = draws a door frame upon exiting
 
**2 = ???? HM says vertical doorframe. But in the original game, no doorway is vertical.
 
 
 
</blockquote>
 
 
 
====Ladder And BG Settings====
 
*$015595-$015619 - Normal Entrance Data
 
*$015C1D-$015C23 - Starting Location Data
 
<blockquote>
 
*1 byte each, with the following 2 bit layout: xxxaxxxb
 
**x - unimportant
 
**a - if set, then Link enters on the lower level (BG2)
 
**b - if set... not sure what happens exactly. Check the game engine to be sure.
 
</blockquote>
 
 
 
====Horizontal And Vertical Scroll Properties====
 
*$01561A-$01569E - Normal Entrance Data
 
*$015C24-$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: xxaxxxbx
 
**a - Horizontal flag
 
**b - Vertical flag
 
</blockquote>
 
 
 
====Scroll Quadrant====
 
*$01569F-$015723 - Normal Entrance Data
 
<blockquote>
 
*1 byte each, has four different expected values:
 
**0h, 2h, 10h, 12h
 
</blockquote>
 
 
 
====Exit Door Location====
 
*$015724-$01582D - Normal Entrance Data
 
*$015C32-$015C3F - Starting Location Data
 
<blockquote>
 
1 word each. Denotes X and Y coordinates for overworld?
 
</blockquote>
 
 
 
====Music====
 
*$01582E-$0158B2 - Normal Entrance Data
 
*$015C4E-$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-$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 by $10 (decimal: 16 by 16) square.
 
 
 
*[[Room $00]] - Ganon
 
*[[Room $01]] - Hyrule Castle (North Corridor)
 
*[[Room $02]] - Hyrule Castle (Switch Room)
 
*[[Room $03]] - Houlihan Room
 
*[[Room $04]] - Turtle Rock (Crysta-roller Room)
 
*[[Room $05]] - Empty Clone Room
 
*[[Room $06]] - Swamp Palace (Arrghus[Boss])
 
*[[Room $07]] - Tower of Hera (Moldorm[Boss])
 
*[[Room $08]] - Cave (Healing Fairy)
 
*[[Room $09]] - Palace of Darkness
 
*[[Room $0A]] - Palace of Darkness (Stalfos Trap Room)
 
*[[Room $0B]] - Palace of Darkness (Turtle Room)
 
*[[Room $0C]] - Ganon's Tower (Entrance Room)
 
*[[Room $0D]] - Ganon's Tower (Agahnim2[Boss])
 
*[[Room $0E]] - Ice Palace (Entrance Room)
 
*[[Room $0F]] - Empty Clone Room
 
*[[Room $10]] - Ganon Evacuation Route
 
*[[Room $11]] - Hyrule Castle (Bombable Stock Room)
 
*[[Room $12]] - Sanctuary
 
*[[Room $13]] - Turtle Rock (Hokku-Bokku Key Room 2)
 
*[[Room $14]] - Turtle Rock (Big Key Room)
 
*[[Room $15]] - Turtle Rock
 
*[[Room $16]] - Swamp Palace (Swimming Treadmill)
 
*[[Room $17]] - Tower of Hera (Moldorm Fall Room)
 
*[[Room $18]] - Cave
 
*[[Room $19]] - Palace of Darkness (Dark Maze)
 
*[[Room $1A]] - Palace of Darkness (Big Chest Room)
 
*[[Room $1B]] - Palace of Darkness (Mimics / Moving Wall Room)
 
*[[Room $1C]] - Ganon's Tower (Ice Armos)
 
*[[Room $1D]] - Ganon's Tower (Final Hallway)
 
*[[Room $1E]] - Ice Palace (Bomb Floor / Bari Room)
 
*[[Room $1F]] - Ice Palace (Pengator / Big Key Room)
 
*[[Room $20]] - Agahnim's Tower (Agahnim[Boss])
 
*[[Room $21]] - Hyrule Castle (Key-rat Room)
 
*[[Room $22]] - Hyrule Castle (Sewer Text Trigger Room)
 
*[[Room $23]] - Turtle Rock (West Exit to Balcony)
 
*[[Room $24]] - Turtle Rock (Double Hokku-Bokku / Big chest Room)
 
*[[Room $25]] - Empty Clone Room
 
*[[Room $26]] - Swamp Palace (Statue Room)
 
*[[Room $27]] - Tower of Hera (Big Chest)
 
*[[Room $28]] - Swamp Palace (Entrance Room)
 
*[[Room $29]] - Skull Woods (Mothula[Boss])
 
*[[Room $2A]] - Palace of Darkness (Big Hub Room)
 
*[[Room $2B]] - Palace of Darkness (Map Chest / Fairy Room)
 
*[[Room $2C]] - Cave
 
*[[Room $2D]] - Empty Clone Room
 
*[[Room $2E]] - Ice Palace (Compass Room)
 
*[[Room $2F]] - Cave (Kakariko Well HP)
 
*[[Room $30]] - Agahnim's Tower (Maiden Sacrifice Chamber)
 
*[[Room $31]] - Tower of Hera (Hardhat Beetles Room)
 
*[[Room $32]] - Hyrule Castle (Sewer Key Chest Room)
 
*[[Room $33]] - Desert Palace (Lanmolas[Boss])
 
*[[Room $34]] - Swamp Palace (Push Block Puzzle / Pre-Big Key Room)
 
*[[Room $35]] - Swamp Palace (Big Key / BS Room)
 
*[[Room $36]] - Swamp Palace (Big Chest Room)
 
*[[Room $37]] - Swamp Palace (Map Chest / Water Fill Room)
 
*[[Room $38]] - Swamp Palace (Key Pot Room)
 
*[[Room $39]] - Skull Woods (Gibdo Key / Mothula Hole Room)
 
*[[Room $3A]] - Palace of Darkness (Bombable Floor Room)
 
*[[Room $3B]] - Palace of Darkness (Spike Block / Conveyor Room)
 
*[[Room $3C]] - Cave
 
*[[Room $3D]] - Ganon's Tower (Torch Room 2)
 
*[[Room $3E]] - Ice Palace (Stalfos Knights / Conveyor Hellway)
 
*[[Room $3F]] - Ice Palace (Map Chest Room)
 
*[[Room $40]] - Agahnim's Tower (Final Bridge Room)
 
*[[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===
 

Latest revision as of 23:07, 23 December 2017

The underworld refers to all indoor locations; including dungeons, caves, and houses.

Important Hex Addresses
Rooms

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