The Zelda Links Awakening source code was released in the original Gigaleak inside dmg.7z which was inside Other.7z.
The DMG folder is the main location for all the assembly language source code that makes up the original Game Boy version of The Legend of Zelda: Link’s Awakening.
This folder contains the source code for the Japanese version of Links Awakening by Systems Research and Development (SRD) where helped Nintendo work on various titles.
We are starting with this folder as it seems to be the original and the other folders are just localised changes to the files in this folder, so this is the most important folder in the whole leak.
When they were preserving the source code to Zelda Links Awakening they used 3 Floppy Disks for the source code and another for the Game Boy SDK and finally one for the documentation and other documents that they decided to call face.
The first disk containes the files described in the table below:
File Name | Extension | Description |
---|---|---|
ZE8 | .DMG | Game Boy Z80 Assembly file for Enemy Data (it is only here because it couldn’t fit on Disk 3) |
ZEND | .DMG | Game Boy Z80 Assembly file for the Ending Sequence, e.g Credits |
ZES | .DMG | Game Boy Z80 Assembly file for the Enemy main logic |
ZEX | .DMG | Game Boy Z80 Assembly file for extra subroutines |
ZMA | .DMG | Game Boy Z80 Assembly file for Main game loop |
ZPL | .DMG | Game Boy Z80 Assembly file for player control |
ZRAM | .DMG | Game Boy Z80 Assembly file for RAM handling |
ZROM | .DMG | Game Boy Z80 Assembly file for ROM handling |
The second disk containes the files described in the table below:
File Name | Extension | Description |
---|---|---|
BGM_1 | .HEX | Background Music Data 1 |
BGM_2 | .HEX | Background Music Data 2 |
GBMSDT | .DMG | Game Boy Z80 Assembly file for Message Data |
SE | .HEX | Sound Effects Data |
ZBD | .DMG | Game Boy Z80 Assembly file for Background Character Bank data |
ZBN | .DMG | Game Boy Z80 Assembly file for Background Character Number data |
ZBS | .DMG | Game Boy Z80 Assembly file for Resident Subroutine 2 |
ZCO | .DMG | Game Boy Z80 Assembly file for Resident Subroutine 1 |
ZDB | .DMG | Game Boy Z80 Assembly file for Dungeon Background Data |
ZED | .DMG | Game Boy Z80 Assembly file for Enemy Set Data |
ZGB | .DMG | Game Boy Z80 Assembly file for Ground Background Data Address |
ZGD | .DMG | Game Boy Z80 Assembly file for Ground Background Data |
ZMS | .DMG | Game Boy Z80 Assembly file for Message Control Data |
ZS1 | .DMG | Game Boy Z80 Assembly file for Title Sequence 2 |
ZSD | .DMG | Game Boy Z80 Assembly file for Sound control |
ZTI | .DMG | Game Boy Z80 Assembly file for Title Sequence 1 |
ZVD | .DMG | Game Boy Z80 Assembly file for Demo Background VRAM Data |
The third disk containes the files for enemy logic described in the table below:
File Name | Extension | Description |
---|---|---|
ZE2 | .DMG | Game Boy Z80 Assembly file for Enemy Data 2 |
ZE3 | .DMG | Game Boy Z80 Assembly file for Enemy Data 3 |
ZE4 | .DMG | Game Boy Z80 Assembly file for Enemy Data 4 |
ZE5 | .DMG | Game Boy Z80 Assembly file for Enemy Data 5 |
ZE6 | .DMG | Game Boy Z80 Assembly file for Enemy Data 6 |
ZE7 | .DMG | Game Boy Z80 Assembly file for Enemy Data 7 |
ZEN | .DMG | Game Boy Z80 Assembly file for Enemy Data 1 |
Not sure why this folder is called “FACE”, it seems to contain misc documentation information for developers, even includes a document planning a fishing trip! I am not quite sure what the 21-48 DAT files are however.
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
21 | .DAT | |
22 | .DAT | |
23 | .DAT | |
24 | .DAT | |
25 | .DAT | |
26 | .DAT | |
27 | .DAT | |
28 | .DAT | |
31 | .DAT | |
32 | .DAT | |
33 | .DAT | |
34 | .DAT | |
35 | .DAT | |
36 | .DAT | |
37 | .DAT | |
38 | .DAT | |
41 | .DAT | |
42 | .DAT | |
43 | .DAT | |
44 | .DAT | |
45 | .DAT | |
46 | .DAT | |
47 | .DAT | |
48 | .DAT | |
BOM2 | .DAT | The game credits in French |
BOM3 | .DAT | Dungeon room list e.g Tail Cave |
BOM4 | .DAT | A lisgt of PC-98 games that it looks like they were going to share with each other (piracy?!) |
BOMB | .DAT | list of instructions for finding seashells in the game |
D1A0 | .DAT | List of all the Cave rooms e.g Fairy Fountain Cave, House of the Quadruplets |
MRT | .DAT | A note titled “The Old Man with a Beard” about being an Older programmer by Kazuaki Morita |
MRT2 | .DAT | Schedule for a 1993 Fishing Trip to Nanakawa Dam in Wakayama Prefecture |
MRTX | .DAT | French translations of some of the in-game dialog |
SA | .DAT | The game credits in English |
SA2 | .DAT | The game credits in German |
SA3 | .DAT | Code for special effects such as smoke and water splashes |
SBA | .DAT | List of convenient subroutines for enemy use |
SPECIAL | .TXT | Defines the Alphabet including German special characters |
TEST | N/A | Seems to be the same as ZMA.DMG but with a bunch of modifications |
ZCPG | .BAT | Not a real batch file its actually just text explaining the files for the German Translation |
ZCPS | .BAT | Not a real batch file its actually just text explaining the files for the French Translation |
ZE2 | .DMG | Game Boy Z80 Assembly file for Enemy 2 |
ZED | .DMG | Game Boy Z80 Assembly file for Enemy set data |
The file MRT.DAT
is a note written by Kazuaki Morita about being an older programmer in the Industry:
When someone starts fishing, the first catch is said to be a memorable one regardless of its size. Similarly, there are irreplaceable works for game developers. For me, it’s Super Mario Bros. The program area was a huge 32 kilobytes at the time, and I think I crammed a lot into it. If there were a few bytes of memory left, there would be an uproar.
Then there were Mario’s infinite replication and the secret world… I think that’s when the term “cheat code” started to be used instead of “bug technique.” It has been about eight years since then, and I have been involved in various works, but as I age, I feel a decrease in my mental agility and memory.
However, I think I have become more skilled at finding shortcuts. It is often said that a programmer’s career lasts until they are 30 years old, but this is a social convention that says “you don’t have to program anymore” rather than “you can’t program anymore.” If I feel like I have reached my limit, I will quit this job, because there is no such thing as a “programmer who doesn’t program.”
Programmer: Kazuaki Morita
This folder contains all the Software development tools required for original Game Boy development.
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
A | .EXE | DMG Relocatable Macro Assembler Version 1.00 |
ASMB | .EXE | 6502 Assembler Version 1.10 (Famicom tool created in 1987) |
ASMD | .EXE | DMG Macro Assembler Version 1.01 |
ASMDMG | .EXE | DMG Macro Assembler Version 1.01 (Identical to ASMD.EXE) |
CGE2DMG | .EXE | Converts either CGE or DCG Character graphics to source code (.DMG) |
CGEDCG | .BAT | Batch file for running FCV with the DCG2BYT script |
DCG2BYT | .CVT | FCV Script to convert DCG Character Graphics files to assembly code (.DMG) |
DCGDMG | .BAT | Batch file for character file conversion of a .DCG file to a .DMG source file |
DMGFUNC | .TB0 | Custom binary format possibly used by ISD debugger tool contains the string “SENGOKU” at the start |
FCV | .EXE | File Convert Program Version 1.03 (Reads in .CVT files) |
FDT | .EXE | FMS Debugger Version 2.02 (Famicom Tool?) |
GENBYTE | .CVT | FCV Script to convert a .COM file to a NES/SNES .X65 source file |
HDT | .EXE | MMC/HVC Debugger Version 03.05 (Famicom/NES Dubugger) |
IS65 | .EXE | 6502,65816 Relocatable Macro Assembler version 1.00 (Why is there a SNES assembler in here?) |
ISD | .EXE | I.S. Debugger Version 1.00c |
ISDMG | .EXE | DMG Relocatable Macro Assembler Version 1.00 |
ISLINK | .EXE | ISASM Linker Version 1.00 |
L | .EXE | ISASM Linker Version 1.00 (Presumably just copied to have a shorter name) |
PW | .EXE | P-ROM Support Program Version 1.26 |
PW2 | .EXE, .TB0 | P-ROM Support Program Version 2.02d6 |
SCR2DMG | .COM | MS-DOS Command File Executable for converting .scr files to .DMG files for assembling |
SHL | .COM, .KEY | MS-DOS Command File Executable but not sure what it is for |
SHVC | .EXE | SHVC Debugger Version 1.00a |
VRAMTR | .CVT | VRAM Transfer script that converts a .SCR screen file to either a NES or SNES .X65 file |
VUP | .EXE | Version UP Program Version 2.09 |
Referenced File Formats This SDK seems to use a number of different file formats, but it is not clear what exactly is the purpose of each:
Famicom SDK Files
One interesting file is that HDT.EXE
is included here which is the NES/Famicom Debugger, as far as I know this is the first time a file from the Famicom SDK has ever been leaked. As no other official NES/Famicom SDK had been leaked this is quite remarkable. It was written by Intelligent Systems between 1986-1989 and seems to read in three file formats: CHR (Character/Tile Data), SCR (Screen data? or Source Data?) and CGD (No Idea, maybe Character Graphic Designer?).
SNES Assembler
Another interesting file is that IS65.EXE
is included here which is the Official Super Nintendo Entertainment System assembler created by Intelligent Systems in 1990. It seems to have been written by the developer Toshio Sengoku.
The file VRAMTR.CVT
which is a script in a custom programming langauge that is parsed by the FCV
program. The comments at the beginning of the file indicate that it takes an input file with a “.SCR” extension and outputs a file with a “.X65” extension.
File Convert Program
The File Convert Program (FCV
) tool was created in 1987 by Intelligent Systems so it is likely it was also part of the Famicom Software Development Kit.
The commands in the script appear to be performing various operations related to transferring data to VRAM. For example, the “VRAD=$2000” command sets the screen address, and the “DTPT=0” command initializes the data pointer. The script also includes commands for writing screen data and attribute data to VRAM.
Character conversion
The Bash script DCGDMG.BAT
is used to convert a file with the extension “.DCG” (presumably containing character graphics) from the FM-R50 system (a Japanese computer system from the 80s) to a source code file with the extension “.DMG”.
The script assumes that the FM-R50 file is inserted into Drive A of the computer. The script then uses the FCV
tool to do the conversion.
This potentially means that developers for Nintendo were using the Fujitsu FM-R50 or a compatible system to develop Game Boy games and possibly NES and SNES games too.
This folder contains the following sub-directories:
Since this is technically the second version of Disk 2 (with the SPD folder being the first version) we will only cover the changes made from SPD to save re-covering the same files.
The changes made to this version are mainly small code comment changes and are described in the table below:
File Name | Extension | Changes made comapred to previous version |
---|---|---|
ZBD | .DMG | Differences to BG Bank Data Comments for: Clerk 1/2, Boomerang, Rotating Turret, Test Marine, Fishing Clerk, Fishes |
ZBN | .DMG | Differences to two comments from “使ってねー” to “使ってねーよ” which both mean “Don’t use it”, the final particle “よ” adds a more forceful tone |
ZDB | .DMG | Change to one comment that reads “This is the entrance above! You baldy!” The Baldy part was added as an insult in this version |
ZED | .DMG | HART1 was commented out and a few code comments were changed such as saying “Mr. Noto can warp to the opposite platform at the Toba Kaido Station.” |
ZGD | .DMG | Added a comment to BOMGZ to say “Fold in half to make an even number!” |
ZTI | .DMG | Just added a comment that says “Use Shibahara!” |
ZVD | .DMG | Just added a comment that says “Nausicaa Leaf” |
“その他” (pronounced “sono ta”) is a Japanese phrase that means “other” or “miscellaneous”. It is often used to refer to something that does not fit into a specific category or is not included in a list of specified items.
This folder just contains the following sub-directories:
This folder in turn just contains the following sub-directories:
This folder just contains the following sub-directories:
Which in turn just contains graphics data created using the IS-Character development kit which was the official development kit used for graphics development on the original Game Boy.
All the .chr
files can be opened in a tool like Tile Molester
with the Codec set to 2bpp planar
(2-bit per pixel is Game Boy Tile format.)
The files in the Character folder are described in the table below:
File Name | Extension | Description |
---|---|---|
C1 | .CHR | Contains the tiles for the instruments and the numbers 0-9 and others like rupees |
C2 | .CHR | Contains the tiles used for the dungeons |
C3 | .CHR | Contains tiles but unclear exactly what they are |
C4 | .CHR | Contains tiles used for the Title Screen (Japanese) |
C5 | .CHR | Contains tiles used in the opening sequence |
C6 | .CHR | Contains Non Player Character sprites |
C7 | .CHR | Unsure what these tiles are |
C8 | .CHR | Contains the tiles spelling out “PLAYER” and what could be water tiles |
GAL | .BAT | Windows Batch file for running ? |
RZ | .ICE | File is related to the In-Circuit-Emulator used for debugging Game Boy Games seems to contain a list of file names such as BGM_1.HEX |
The GAL.BAT script which is used for assembling the source code contains the comment “全アセンブル ハイパ-森田スペシャ----ル スタ-ト” which roughly translates to “All Assemble! Hyper Morita Special Start!”.
This likely means that the script is initiating a build process that is optimized for speed or efficiency, and that it was written by Kazuaki Morita.
When extracted the CGB.7z Archive contains two different games, Zelda DX and Hamtaro 2. Hamtaro 2 isn’t related to Zelda and only contains a few pre-build ROM files for various regions (PAL, NTSC, JP).
This folder contains the following sub-directories:
The text “/AZL__ゼルダの伝説 夢を見る島DX” is a Japanese text string that roughly translates to “Legend of Zelda: Dreaming Island DX” in English.
Here’s a breakdown of the text:
This folder contains the following sub-directories:
The Japanese text “ゼルダの伝説_jp3_us3_eu2” simply translates to “The Legend of Zelda_JP3_US3_EU2”. Presumably this means it is Japan version 3, USA version 3 and Europe Version 2.
This folder contains the following sub-directories:
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
azljsram | .lzh | Compressed archive version of the azljsram folder |
修正 | .txt | “修正.txt” translates to “Correction.txt” which contains a list of Bug Fixes |
The 修正.txt
file is interesting as it contains information on a few fixed bugs in the DX version of the game:
Bug fixes:
In the demo where the fishing shop owner catches the photo shop owner under the bridge, if you press the START button while the photo is being displayed, >the bug that makes it look like you took a picture of the fishing shop owner drowning is fixed. → Commented out the last nine lines of the subroutine “GEKI_8MAIN” in the ZGEKI.s file.
If the number of hearts is greater than the intended number for some reason, the bug fix that causes the game to crash or freeze when you go to the file select screen is fixed. → Added a limit check under the subroutines “HART1ST” and “SVDS010” in the ZTI.s file.
The bug fix for the name registration issue where if the total of the inputted name’s character data is 0, you can no longer copy the name. → Changed the addition of numbers in the subroutine “CP3070” in the ZTI.s file to check with an OR command whether the result is 0.”
This folder contains thr source code for the Color Game Boy version of Zelda DX, both source (.s) and compiled output (.o) are included here.
This folder contains the following sub-directories:
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
C | .isx | Game Boy Color ROM File |
cgal | .bat | Windows Batch file for assembling and linking all the assembly files together |
clink | .bat | Windows Batch file for running the linker to put all the compiled files together into a ROM |
ddd | N/A | A file used to pass arguments to the Game Boy Linker program islk32 |
gbmsdt | .s | Assembly source file containing german translations for the in game dialog |
isdwdcmd | .dat | Command Data Binary file used by ISDW VUE_DEBUGGER created on 1995-11-25 |
isdwdrng | .dat | Range Data Binary file used by ISDW created on 1995-10-19 |
isdwdsym | .dat | Debug Symbol Binary file used by ISDW created on 1995-08-16 |
zbd | .o, .s | Assembly source and compiled output for Background Character Bank Data |
zbn | .s | Assembly source file containing Background Character Number Data |
zbs | .o, .s | Assembly source and compiled output for Resident Subroutine 2 |
zchr | .o, .s | Assembly source and compiled output for |
zco | .o, .s | Assembly source and compiled output for Resident Subroutine 1 |
zdb | .o, .s | Assembly source and compiled output for Dungeon Background Data |
ze2 | .o, .s | Assembly source and compiled output for Enemy Data2 |
ze3 | .o, .s | Assembly source and compiled output for Enemy Data 3 |
ze4 | .o, .s | Assembly source and compiled output for Enemy Data 4 |
ze5 | .o, .s | Assembly source and compiled output for Enemy Data 5 |
ze6 | .o, .s | Assembly source and compiled output for Enemy Data 6 |
ze7 | .o, .s | Assembly source and compiled output for Enemy Data 7 |
ze8 | .o, .s | Assembly source and compiled output for Enemy Data 8 |
zed | .o, .s | Assembly source and compiled output for Enemy Set Data |
zen | .o, .s | Assembly source and compiled output for Enemy Data 1 |
zend | .o, .s | Assembly source and compiled output for the Ending Sequence, e.g Credits |
zes | .o, .s | Assembly source and compiled output for Enemy Main Logic |
zex | .o, .s | Assembly source and compiled output for extra subroutines |
zgb | .o, .s | Assembly source and compiled output for Ground Background Data Address |
zgd | .s | Assembly source file containing Ground Background Data |
zma | .o, .s | Assembly source and compiled output for Main game loop |
zms | .o, .s | Assembly source and compiled output for Message Control Data |
zpl | .o, .s | Assembly source and compiled output for Player Control |
zram | .s | Assembly source file containing RAM handling code |
zrom | .s | Assembly source file containing ROM handling code |
zrom1 | .s | Assembly source file containing ? |
zs1 | .o, .s | Assembly source and compiled output for Title Sequence 2 |
zsd | .o, .s | Assembly source and compiled output for Sound Control |
zti | .o, .prn, .s | Assembly source and compiled output for title sequence 1 |
zvd | .s | Assembly source file containing Demo background VRAM Data |
The zti.prn
file contains a disassembly of the ZTI object file created during a debugging session.
This folder just contains two executables from the GameBoy SDK, the Assembler and the Linker used to build the assembly source files. No idea why they called it BACK however.
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
ISAS32 | .EXE | INTELLIGENT SYSTEMS Assembler Version 1.24.8 |
ISLK32 | .EXE | INTELLIGENT SYSTEMS Linker Version 1.24.1 |
This folder contains the graphics/tiles created for the Game Boy Color version of Zelda DX.
The Sprite/Tile data created using the IS-Character development kit and are in the .CHR file format used for both NES and Game Boy tiles. In this file format, each tile is represented by an 8x8 pixel matrix, which is stored as a series of 64 bytes. These matrices are then combined to form sprites, backgrounds, and other graphical elements in the game.
Note that these files differ slightly across regions (specifically the title sequence) but most of the tiles are the same across versions. Also these are the same as the DMG tilesets in the DMG.7z leak.
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
C1 | .CHR | Contains the graphic tiles for the instruments and the numbers 0-9 and others like rupees |
C2 | .CHR | Contains the tiles used for the dungeons |
C3 | .CHR | Contains tiles but unclear exactly what they are |
C4 | .CHR | Contains tiles used for the Title Screen (German) |
C5 | .CHR | Contains tiles used in the opening sequence |
C6 | .CHR | Contains Non Player Character sprites |
C7 | .CHR | Unsure what these tiles are |
C8 | .CHR | Contains the tiles spelling out “PLAYER” and what could be water tiles |
g1 | .bin | Exactly the same as C1.CHR |
g2 | .bin | Exactly the same as C2.CHR |
g3 | .bin | Exactly the same as C3.CHR |
g4 | .bin | Exactly the same as C4.CHR |
g5 | .bin | Exactly the same as C5.CHR |
g6 | .bin | Exactly the same as C6.CHR |
g7 | .bin | Exactly the same as C7.CHR |
g8 | .bin | Exactly the same as C8.CHR |
isdwdcmd | .dat | Command Data Binary file used by ISDW VUE_DEBUGGER created on 1995-11-25 by N.Nakano |
isdwdrng | .dat | Range Data Binary file used by ISDW created on 1995-10-19 by N.Nakano |
isdwdsym | .dat | Debug Symbol Binary file used by ISDW created on 1995-08-16 by N.Nakano |
This folder contains the background music and sound effects data for the Game Boy Color version of Zelda DX.
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
BGM_1G | .HEX | Hex version of bgm_1 specifically for German |
BGM_2 | .BIN, .HEX | Background Music 2 |
SE | .BIN, .HEX | Sound Effect data |
bgm_1 | .bin | Background Music 1 |
This folder speciailly contains the source code modified for the German Localisation of the game.
This folder contains the following sub-directories:
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
GEZELDAE | .TXT | |
ZATRSUB_D | .o | |
ZCOL | .o | |
ZCOLSUB_D | .o | |
ZDB2 | .o | |
ZE9 | .o | |
ZEND2 | .o | |
ZFADE | .o, .s | Assembly source and compiled output for |
ZGEKI | .o | |
ZGKANM | .o | |
ZGKDAT | .o | |
ZGKSCR | .o | |
ZJP | .o | |
ZMAP | .o | |
ZMSSUB_D | .o | |
ZPLSUB | .o | |
ZPR | .o | |
ZPRSUB_D | .o | |
ZS1SUB_D | .o | |
ZVD_D | .o | |
azld00-0 | .gb | |
bug-e103 | .avi | Video showing a bug where ? |
bug-e106 | .avi | Video showing a bug where ? |
bug-e94 | .avi | Video showing a bug where ? |
c_d | .isx, .ram | Compiled Game Boy ROM file |
c_d1211 | .GB, .com | Compiled Game Boy ROM file |
cgal | .bat | Windows Batch file for running ? |
clink | .bat | Windows Batch file for running ? |
ddd | N/A | |
gbmsdt | .o, .s | Assembly source and compiled output for |
gbmsdt_d | .s | Assembly source file containing ? |
geadd | .doc, .txt | |
gezelda | .doc, .txt | |
isdwdcmd | .dat | |
isdwdrng | .dat | |
isdwdsym | .dat | |
messcorr | .txt | |
shi | .txt | |
zatr_d | .o, .s | Assembly source and compiled output for |
zatrsub_d | .s | Assembly source file containing ? |
zbd | .o, .s | Assembly source and compiled output for |
zbdatr | .o, .s | Assembly source and compiled output for |
zbn | .s | Assembly source file containing ? |
zbs | .o, .s | Assembly source and compiled output for |
zchr | .o, .s | Assembly source and compiled output for |
zco | .o, .s | Assembly source and compiled output for |
zcol | .s | Assembly source file containing ? |
zcolsub_d | .s | Assembly source file containing ? |
zdb | .o, .s | Assembly source and compiled output for |
zdb2 | .s | Assembly source file containing ? |
ze2 | .o, .s | Assembly source and compiled output for Enemy code 2 |
ze3 | .o, .s | Assembly source and compiled output for Enemy code 3 |
ze4 | .o, .s | Assembly source and compiled output for Enemy code 4 |
ze5 | .o, .s | Assembly source and compiled output for Enemy code 5 |
ze6 | .o, .s | Assembly source and compiled output for Enemy code 6 |
ze7 | .o, .s | Assembly source and compiled output for Enemy code 7 |
ze8 | .o, .s | Assembly source and compiled output for Enemy code 8 |
ze9 | .s | Assembly source file containing Enemy code 9 |
zed | .o, .s | Assembly source and compiled output for |
zen | .o, .s | Assembly source and compiled output for Enemy code 1 |
zend2 | .s | Assembly source file containing ? |
zend_d | .o, .s, .s_BAK | |
zes | .o, .s | Assembly source and compiled output for |
zex | .o, .s | Assembly source and compiled output for |
zgb | .o, .s | Assembly source and compiled output for |
zgd | .s | Assembly source file containing ? |
zgeki | .s, .s~ | |
zgkanm | .s | Assembly source file containing ? |
zgkdat | .s | Assembly source file containing ? |
zgkscr | .s | Assembly source file containing ? |
zjp | .s | Assembly source file containing ? |
zma | .o, .s | Assembly source and compiled output for |
zmap | .s | Assembly source file containing ? |
zms_d | .o, .s | Assembly source and compiled output for |
zmssub_d | .s | Assembly source file containing ? |
zpl | .o, .s | Assembly source and compiled output for |
zplsub | .s | Assembly source file containing ? |
zpr | .s | Assembly source file containing ? |
zprsub_d | .s | Assembly source file containing ? |
zram | .o, .prn, .s | |
zrom | .o, .s, .s~ | |
zrom1 | .s | Assembly source file containing ? |
zs1 | .o, .s | Assembly source and compiled output for |
zs1sub_d | .s | Assembly source file containing ? |
zsd | .o, .s | Assembly source and compiled output for |
zsgb | .o, .s | Assembly source and compiled output for |
zti | .prn | |
zti_d | .o, .s, .s~ | |
zvd_d | .s | Assembly source file containing ? |
zwin | .o, .s, .s_BAK |
This folder contains the Linker and Assembler from the Official Nintendo Game Boy SDK
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
ISAS32 | .EXE | INTELLIGENT SYSTEMS Assembler Version 1.24.8 |
ISLK32 | .EXE | INTELLIGENT SYSTEMS Linker Version 1.24.1 |
cgal | .bat | Windows Batch file for assembily and linking all the source code |
ddd | N/A | Text file containing parameters that get passed to islk32 |
This folder contains the compiled output created by the build process. I am not quite sure the difference between .GB and .COM files, they are similar but have some different bytes when comparing with a hex editor.
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
AZLD10-0 | .GB, .com | Compiled Game Boy ROM |
azld00-0 | .gb | Compiled Game Boy ROM |
cgbzel_ger0820 | .com | MS-DOS Command File Executable for ? |
isdwdcmd | .dat | Command Data Binary file used by ISDW VUE_DEBUGGER created on 1995-11-25 |
isdwdrng | .dat | Range Data Binary file used by ISDW created on 1995-10-19 by N.Nakano |
isdwdsym | .dat | Debug Symbol Binary file used by ISDW created on 1995-08-16 by N.Nakano |
This folder contains Game Boy Color Graphic files (.cgx) for a cutscene.
“Gekigake” (激駆け) is a Japanese word that combines the characters “geki” (激), meaning “intense,” “violent,” or “passionate,” and “kake” (駆け), meaning “dash,” “rush,” or “gallop.” Together, the word can be translated as “intense rush” or “violent gallop.”
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
gekigake1 | .cgx | Color Tile Graphics for some sort of cutscene but hard to tell which one |
gekigake1c | .cgx | Slightly different version of gekigake1.cgx |
This folder just contains a pre-build Game Boy ROM file called c_d1211.isx. This is in the Intelligent Systems Executable format which is the same as a Game Boy ROM file that can be played in any GB emulator.
This folder contains one single file called album_gm.CSD
, it is unclear what this file actually is, it is only 720 bytes. Presumably it is related to the photographer feature that was added to the DX version of the game.
This folder contains documentation that was used to produced the German translation of tghe game. It also seems to contain some French documents so it may have initially been both French and German before the seperate French folder was created.
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
Changes German | .doc, .txt | List of changes to the german dialog from December 7th, 1998 |
Color GB German Trans Add | .doc | Small list of german tranaslations |
Color GB German Translation_new | .doc | Small list of german tranaslations |
D3_change | .doc | Minor change to Mr. Tanaka dialog |
G1_ 1208 | .doc, .txt | Changes as of December 8th, 1998 |
MasterLog French | .xls | List of French translation bugs from 1998 |
MasterLog French95 | .xls | Same as MasterLog French.xls no idea why they added the 95 suffix as it stil cotnains 1998 bugs |
Textbugs0712 | .doc, .txt | German translation bugs from December 7th, 1998 |
chkText | .txt, .txt~ | List of Bug Fixes (in Japanese) |
chk_text | .txt | List of Bug Fixes (in Japanese) |
deutsch | .doc | Big list of German translations divided by bank |
gchanges | .doc | Short document on a minor german translation error |
This folder contains Game Boy Color Tile Graphic (.cgx)
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
gb_gm1 | .cgx | |
gb_gm2 | .cgx | |
gb_gm3 | .cgx | |
gb_gm4 | .cgx | |
gb_gm5 | .cgx | |
gb_gm6 | .cgx | |
gb_gm7 | .cgx | |
gb_gm8 | .cgx | |
gb_gm9 | .cgx | |
gmcgb1 | .cgx | Similar to gb_gm1.cgx but contains changes |
gmcgb2 | .cgx | Similar to gb_gm2.cgx but contains changes |
gmcgb3 | .cgx | Similar to gb_gm3.cgx but contains changes |
gmcgb4 | .cgx | Similar to gb_gm4.cgx but contains changes |
gmcgb5 | .cgx | Similar to gb_gm5.cgx but contains changes |
gmcgb6 | .cgx | Similar to gb_gm6.cgx but contains changesSimilar to gb_gm2.cgx but contains changes |
gmcgb7 | .cgx | Similar to gb_gm7.cgx but contains changes |
gmcgb8 | .cgx | Similar to gb_gm8.cgx but contains changes |
gmcgb9 | .cgx | Similar to gb_gm9.cgx but contains changes |
gmcgba | .cgx | Contains some german text |
This folder contains the original Game Boy version of the source code translated to German. They included this here to be able to refer back to it as they were working on the DX version.
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
BGM_1G | .HEX | Plain Data for Background Music 1 (German version) |
BGM_2 | .HEX | Plain Data for Background Music 2 |
C1 | .CHR | Sprite/Tile data created using the IS-Character development kit |
C2 | .CHR | Sprite/Tile data created using the IS-Character development kit |
C3 | .CHR | Sprite/Tile data created using the IS-Character development kit |
C4 | .CHR | Sprite/Tile data created using the IS-Character development kit |
C5 | .CHR | Sprite/Tile data created using the IS-Character development kit |
C6 | .CHR | Sprite/Tile data created using the IS-Character development kit |
C7 | .CHR | Sprite/Tile data created using the IS-Character development kit |
C8 | .CHR | Sprite/Tile data created using the IS-Character development kit |
GBMSDT | .DMG | Game Boy Z80 Assembly file for ? |
SE | .HEX | Plain Data for Sound Effects |
ZBD | .DMG | Game Boy Z80 Assembly file for ? |
ZBN | .DMG | Game Boy Z80 Assembly file for ? |
ZBS | .DMG | Game Boy Z80 Assembly file for ? |
ZCO | .DMG | Game Boy Z80 Assembly file for ? |
ZDB | .DMG | Game Boy Z80 Assembly file for ? |
ZE2 | .DMG | Game Boy Z80 Assembly file for Enemy Data 2 |
ZE3 | .DMG | Game Boy Z80 Assembly file for Enemy Data 3 |
ZE4 | .DMG | Game Boy Z80 Assembly file for Enemy Data 4 |
ZE5 | .DMG | Game Boy Z80 Assembly file for Enemy Data 5 |
ZE6 | .DMG | Game Boy Z80 Assembly file for Enemy Data 6 |
ZE7 | .DMG | Game Boy Z80 Assembly file for Enemy Data 7 |
ZE8 | .DMG | Game Boy Z80 Assembly file for Enemy Data 8 |
ZED | .DMG | Game Boy Z80 Assembly file for ? |
ZEN | .DMG | Game Boy Z80 Assembly file for Enemy Data 1 |
ZEND | .DMG | Game Boy Z80 Assembly file for ? |
ZES | .DMG | Game Boy Z80 Assembly file for ? |
ZEX | .DMG | Game Boy Z80 Assembly file for ? |
ZGB | .DMG | Game Boy Z80 Assembly file for ? |
ZGD | .DMG | Game Boy Z80 Assembly file for ? |
ZMA | .DMG | Game Boy Z80 Assembly file for ? |
ZMS | .DMG | Game Boy Z80 Assembly file for ? |
ZPL | .DMG | Game Boy Z80 Assembly file for ? |
ZRAM | .DMG | Game Boy Z80 Assembly file for ? |
ZROM | .DMG | Game Boy Z80 Assembly file for ? |
ZS1 | .DMG | Game Boy Z80 Assembly file for ? |
ZSD | .DMG | Game Boy Z80 Assembly file for ? |
ZTI | .DMG | Game Boy Z80 Assembly file for ? |
ZVD | .DMG | Game Boy Z80 Assembly file for ? |
This folder contains…
This folder contains the following sub-directories:
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
AZLE00-0 | .GB | |
AZLE00-1 | .GB | |
C | .map | |
C_USA | .PIF | |
c_usa | .com, .isx | |
cgal | .bat | Windows Batch file for running ? |
ddd | N/A | |
gbmsdt_usa | .s, .s~ | |
isdwdcmd | .dat | |
isdwdrng | .dat | |
isdwdsym | .dat | |
msg | .txt | |
zatr_usa | .o, .s | Assembly source and compiled output for |
zatrsub_usa | .o, .s | Assembly source and compiled output for |
zchr | .o, .s | Assembly source and compiled output for |
zcol_usa | .o, .s | Assembly source and compiled output for |
zcolsub | .s | Assembly source file containing ? |
zcolsub_usa | .o, .s | Assembly source and compiled output for |
zend_usa | .o, .s | Assembly source and compiled output for |
zex | .o, .s | Assembly source and compiled output for |
zma_usa | .o, .s | Assembly source and compiled output for |
zms_usa | .o, .s | Assembly source and compiled output for |
zmssub_usa | .o, .s, .s~ | |
zpl | .o, .s | Assembly source and compiled output for |
zpl1 | .o, .s | Assembly source and compiled output for |
zplsub | .o, .s | Assembly source and compiled output for |
zprsub_usa | .o, .s | Assembly source and compiled output for |
zrom | .o, .s, .s~ | |
zrom1 | .s | Assembly source file containing ? |
zs1sub_usa | .o, .s | Assembly source and compiled output for |
zti_usa | .o, .prn, .s, .s~ | |
zvd | .o | |
zvd_usa | .o, .s | Assembly source and compiled output for |
エンディング(NOA) | .txt | |
新規英文テキスト | .txt |
This folder contains…
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
T | .pdt, .pnl | |
ajitopnl | .pdt, .pnl | |
bg_4-0pn | .pdt, .pnl | |
bg_4-4pn | .pdt, .pnl | |
bg_4-8pn | .pdt, .pnl | |
bg_6-4pn | .pdt, .pnl | |
bg_6-9pn | .pdt, .pnl | |
bg_7-9pn | .pdt, .pnl | |
bg_8-0pn | .pdt, .pnl | |
bg_8-1pn | .pdt, .pnl | |
bg_8-2pn | .pdt, .pnl | |
bg_8-3pn | .pdt, .pnl | |
bg_8-6pn | .pdt, .pnl | |
bg_8-8pn | .pdt, .pnl | |
bg_8-apn | .pdt, .pnl | |
bg_9-3pn | .pdt, .pnl | |
bg_a-0pn | .pdt, .pnl | |
bg_a-2pn | .pdt, .pnl | |
bg_a-4pn | .pdt, .pnl | |
bg_a-8pn | .pdt, .pnl | |
bg_b-0pn | .pdt, .pnl | |
bg_b-3pn | .pdt, .pnl | |
bg_c-0pn | .pdt, .pnl | |
bg_c-2pn | .pdt, .pnl | |
bg_c-6pn | .pdt, .pnl | |
bg_c-cpn | .pdt, .pnl | |
bg_c-dpn | .pdt, .pnl | |
bg_d-dpn | .pdt, .pnl | |
bg_e-0pn | .pdt, .pnl | |
bg_e-8pn | .pdt, .pnl | |
camera | .pdt, .pnl | |
cz_a-2pn | .pnl | |
fukupnl | .dat, .pdt, .pnl | |
ido | .pdt, .pnl | |
idogata | .PNL, .pdt | |
idogata1 | .PNL, .pdt | |
ietype | .PNL, .pdt | |
ietype_1 | .PNL, .pdt | |
l2pnl | .pdt, .pnl | |
l4pnl | .pdt, .pnl | |
l6pnl | .pdt, .pnl | |
l8pnl | .pdt, .pnl | |
lv_1pnl | .pdt, .pnl | |
lv_3pnl | .pdt, .pnl | |
lv_5pnl | .pdt, .pnl | |
lv_7pnl | .pdt, .pnl | |
nzod1357 | .PNL, .pdt | |
onemupnl | .pdt, .pnl | |
pnl2c | .PNL, .pdt | |
pnl4c | .PNL, .pdt | |
pnl6c | .PNL, .pdt | |
pnl8c | .PNL, .pdt | |
shiropnl | .pdt, .pnl | |
tamapnl | .pdt, .pnl | |
turi_pnl | .pdt | |
turitype | .pdt, .pnl |
This folder contains…
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
00pnl | .pdt, .pnl | |
06pnl | .pdt | |
08pnl | .pdt, .pnl | |
0epnl | .pdt, .pnl | |
11pnl | .pdt, .pnl | |
1apnl | .pdt, .pnl | |
cz_2-2pn | .pdt, .pnl | |
cz_2-8pn | .pdt, .pnl | |
cz_2-fpn | .pdt | |
cz_2-fqn | .pnl | |
cz_3-0pn | .pdt, .pnl | |
cz_3-7pn | .pdt, .pnl | |
cz_4-0pn | .pdt, .pnl | |
cz_4-4pn | .pdt, .pnl | |
cz_4-6pn | .pdt, .pnl | |
cz_4-8pn | .pdt, .pnl | |
cz_4-cpn | .pdt, .pnl | |
cz_6-8pn | .pdt, .pnl | |
cz_6-apn | .pdt, .pnl | |
cz_7-5pn | .pdt, .pnl | |
cz_8-0pn | .pdt, .pnl | |
cz_8-2pn | .pdt, .pnl | |
cz_8-3pn | .pdt, .pnl | |
cz_8-6pn | .pdt, .pnl | |
cz_8-7pn | .pdt, .pnl | |
cz_8-apn | .pdt, .pnl | |
cz_8-cpn | .pdt, .pnl | |
cz_8-epn | .pdt, .pnl | |
cz_a-0pn | .pdt, .pnl | |
cz_a-2pn | .pdt, .pnl | |
cz_a-4pn | .pdt, .pnl | |
cz_a-8pn | .pdt, .pnl | |
cz_b-1pn | .pdt, .pnl | |
cz_c-2pn | .pdt, .pnl | |
cz_c-4pn | .pdt, .pnl | |
cz_c-cpn | .pdt, .pnl | |
cz_c-dpn | .pdt, .pnl | |
cz_c-epn | .pdt, .pnl | |
cz_d-dpn | .pdt, .pnl | |
cz_e-0pn | .pdt, .pnl | |
cz_e-8pn | .pdt, .pnl |
This folder contains…
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
C1 | .CHR | Sprite/Tile data created using the IS-Character development kit |
C2 | .CHR | Sprite/Tile data created using the IS-Character development kit |
C3 | .CHR | Sprite/Tile data created using the IS-Character development kit |
C4 | .CHR | Sprite/Tile data created using the IS-Character development kit |
C5 | .CHR | Sprite/Tile data created using the IS-Character development kit |
C6 | .CHR | Sprite/Tile data created using the IS-Character development kit |
C7 | .CHR | Sprite/Tile data created using the IS-Character development kit |
C8 | .CHR | Sprite/Tile data created using the IS-Character development kit |
TEST_clz5 | .cgx | |
camegake1 | .cgx | |
camegake1c | .cgx | |
cametori | .cgx | |
clz1 | .cgx | |
clz1_DEMO | .cgx | |
clz2 | .cgx | |
clz3 | .cgx | |
clz3k | .cgx | |
clz4_USA | .cgx | |
clz4z | .cgx | |
clz5 | .cgx | |
clz5k | .cgx | |
clz5z | .cgx | |
clz6 | .cgx | |
clz6k | .cgx | |
clz7 | .cgx | |
clz7k | .cgx | |
clz8 | .cgx | |
clz9 | .cgx | |
clza | .cgx | |
ctool | .cgx | |
g1 | .cgx | |
g2 | .cgx | |
g3 | .cgx | |
g4 | .cgx | |
g5 | .cgx | |
g6 | .cgx | |
g7 | .cgx | |
g8 | .cgx | |
g9 | .cgx | |
gekisiro | .cgx | |
gekitori | .cgx | |
gekitoric | .cgx | |
gekituri | .cgx | |
gekituric | .cgx | |
gekizola | .cgx | |
name.cgx | .bin | |
phowan | .cgx | |
ugb_1 | .cgx | |
ugb_4 | .cgx | |
ugb_5 | .cgx | |
ugb_7 | .cgx | |
ugb_9 | .cgx | |
uscg1 | .cgx | |
uscg4 | .cgx | |
uscg5 | .cgx | |
uscg7 | .cgx | |
uscg9 | .cgx | |
uscga | .cgx |
This folder contains CDT files. Presumably these are ‘Color Data Table” files that act as a pallete for the tile graphics.
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
2_room | .CDT | |
5-room | .CDT | |
7-room-0 | .CDT | |
T | .isx | |
ajitocol | .CDT | |
arasi | .CDT | |
bg_0 | .CDT | |
bg_1 | .CDT | |
bg_3 | .CDT | |
bg_3a | .CDT | |
bg_4 | .CDT | |
bg_7 | .CDT | |
bg_d | .CDT | |
camera | .CDT | |
fhoto | .CDT | |
fukucol | .CDT, .col | |
hekiga0c | .CDT | |
heya-1 | .CDT | |
heyall_a | .CDT | |
heyall_b | .CDT | |
heyall_c | .CDT | |
ido | .CDT | |
ido1 | .CDT | |
idotype_0 | .CDT | |
idotype_1 | .CDT | |
idotype_2 | .CDT | |
idotype_3 | .CDT | |
idotype_4 | .CDT | |
ietype_0 | .CDT | |
ietype_1 | .CDT | |
ietype_2 | .CDT | |
ietype_3 | .CDT | |
ietype_4 | .CDT | |
ietype_5 | .CDT | |
ietype_6 | .CDT | |
ietype_7 | .CDT | |
ietype_8 | .CDT | |
ietype_9 | .CDT | |
ietype_A | .CDT | |
jyotyu | .CDT | |
kaiga_0c | .CDT | |
kyan2 | .CDT | |
l2col | .CDT | |
l4col | .CDT | |
l6col | .CDT | |
l8col | .CDT | |
library2 | .CDT | |
love | .CDT | |
lv_1col | .CDT | |
lv_3col | .CDT | |
lv_5col | .CDT | |
lv_7col | .CDT, .cdt~ | |
map1 | .CDT | |
marin2 | .CDT | |
mori_1 | .CDT | |
mori_2 | .CDT | |
na-sa0c | .CDT | |
nyan2 | .CDT | |
objcol_c | .CDT | |
objcol_oba | .CDT | |
oc_hana | .CDT | |
oc_pine | .CDT | |
onemucol | .CDT | |
open00c | .CDT | |
open0c | .CDT | |
open0kai | .CDT | |
open1c | .CDT | |
piti_0c | .CDT | |
room1b | .CDT | |
sel_obj | .CDT | |
select_l | .CDT | |
shiba2 | .CDT | |
shirocol | .CDT | |
shop2 | .CDT | |
tamacol | .CDT | |
tamesi50 | .CDT | |
tele2 | .CDT | |
toguru | .CDT | |
tou_demo | .CDT | |
turi_ol | .CDT | |
turi_ol2 | .CDT | |
unasare | .CDT | |
ururira2 | .CDT | |
zelda_dun2 | .CDT | |
zelda_dun2c | .CDT | |
zelda_dun4c | .CDT | |
zelda_dun6c | .CDT | |
zelda_dun8 | .CDT | |
zelda_dun8c | .CDT | |
zelda_obj_swim | .col |
This folder contains…
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
00col | .CDT | |
06col | .CDT | |
07col | .CDT | |
08col | .CDT | |
0ecol | .CDT | |
10col | .CDT | |
2bcol | .CDT | |
cz0 | .CDT | |
cz1 | .CDT | |
cz11 | .CDT | |
cz2 | .CDT | |
cz2a | .CDT | |
cz3 | .CDT | |
cz3a | .CDT | |
cz4 | .CDT | |
cz5 | .CDT | |
cz6 | .CDT | |
cz6a | .CDT | |
cz7 | .CDT | |
cz9 | .CDT | |
czb | .CDT | |
czc | .CDT | |
czca | .CDT | |
czd | .CDT |
This folder contains…
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
AZLE20-0 | .GB, .com | Compiled GBC ROM |
AZLE20-C | .com | Compiled GBC ROM |
Azlp20-0 | .GB | Compiled GBC ROM |
cgbzel_usa0820 | .com | Compiled GBC ROM |
isdwdcmd | .dat | |
isdwdrng | .dat | |
isdwdsym | .dat |
This folder contains…
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
kaiso_1 | .CDT, .CSD | |
kaiso_2 | .CSD | |
kaiso_3 | .CSD | |
kaiso_4 | .CSD | |
kaiso_5 | .CSD |
This folder contains Game Boy Color Tile graphic for…
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
gekigake1 | .cgx | |
gekigake1c | .cgx | |
gekihaka | .cgx | |
gekisiro | .cgx | |
gekisiroc | .cgx | |
gekitori | .cgx | |
gekitoric | .cgx | |
gekiwanc | .cgx | |
shasinya | .cgx | |
tenso | .cgx |
This folder contains…
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
zel_map1 | .MDT | |
zel_map2 | .MDT |
This folder contains…
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
bgm_1 | .bin | Background Music 1 |
bgm_2 | .bin | Background Music 2 |
se | .bin | Sound Effects |
This folder contains…
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
camegake1 | .CSD, .cgx | |
camegake2 | .CSD, .cgx | |
camehaka | .CSD, .cgx | |
camesiro | .CSD, .cgx | |
cametori | .CSD, .cgx | |
cameturi | .CSD, .cgx | |
camezola | .CSD, .cgx | |
camezolat | .cgx | |
camezolata | .CSD | |
fhoto | .CCD, .CSD | |
hekiga | .CCD, .CSD, .cgx, .col, .scr | |
himitsu | .cgx | |
himitsu1 | .CSD | |
himitsu10 | .CSD | |
himitsu11 | .CSD | |
himitsu2 | .CSD | |
himitsu4 | .CSD | |
himitsu7 | .CSD | |
himitsu8 | .CSD | |
himitsu9 | .CSD | |
kaiga | .CCD, .CSD, .cgx, .col, .scr | |
peach | .CCD, .CSD, .cgx, .col, .scr | |
ph_4 | .CSD, .cgx | |
ph_a1p | .CSD, .cgx | |
ph_uru_p | .CSD, .cgx | |
phodoro | .CSD, .cgx | |
phoshasinya | .CSD, .cgx | |
phoshasinya_P | .CSD | |
phoshasinya_p | .cgx | |
photori | .CSD, .cgx |
This folder contains…
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
name_1 | .scr | |
name_2 | .scr |
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