leak

Gigaleak - Original Zelda Links Awakening Source Code (DMG)

Edit on Github | Updated: 27th March 2026

The Zelda Links Awakening source code was released in the original Gigaleak inside dmg.7z, itself stored inside Other.7z.

This part of the leak contains much more than a single source snapshot. The archive preserves the original SRD Japanese source tree, several Japanese and English revision folders, later US v2 and Canadian French revision folders, separate German and French localisation trees, and a companion character/tile asset folder under ใใฎไป–.

dmg.7z

Contains two subdirectories.

    ๐Ÿ“ DMG
    Contains the main Assembly source code
    ๐Ÿ“ ใใฎไป–
    Translates to Miscellaneous and contains the IS-Character tiles/sprites

DMG Source Code (/DMG)

DMG

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: Linkโ€™s Awakening.

    ๐Ÿ“ XXX__ใ‚ผใƒซใƒ€ใฎไผ่ชฌ ๅคขใ‚’่ฆ‹ใ‚‹ๅณถ
    Japanese title of The Legend of Zelda: Link's Awakening
    ๐Ÿ“ Source
    The main source code for the game
    ๐Ÿ“ DMG_Zelda_DE_FR
    Original German and French translation (also included Canadian French)
    ๐Ÿ“ DMG_Zelda_DE_FR_v1
    Version 1 of German and French (does not include Canadian French)
    ๐Ÿ“ DMG_Zelda_EN_v2_CFR_v1
    Version 1 of the English translation and also contains Canadian French
    ๐Ÿ“ DMG_Zelda_JP_EN
    Original version of the English translation
    ๐Ÿ“ SRD_DMG_Zelda_JP_v0
    Original source code from Systems Research and Development (SRD)

Source Variants and Localisation Branches

Source

The Source directory preserves several parallel development branches rather than just one final build. Each language branch is split into three disk-style folders matching the original floppy backups: 01 for core game logic, 02 for map, message, title, and sound data, and 03 for enemy logic. Most branches also include a matching Character folder containing .CHR graphics data and an RZ.ICE compressed asset.

In practice this means the leak documents how Linkโ€™s Awakening moved from the original Japanese codebase into the early US build chain and then into the German, French, and Canadian French localisations.

    ๐Ÿ“ SRD_DMG_Zelda_JP_v0
    Original SRD Japanese source backup with documentation and SDK tools
    ๐Ÿ“ DMG_Zelda_JP_EN
    Mixed Japanese and early English/US revision history
    ๐Ÿ“ DMG_Zelda_DE_FR
    German, French, and Canadian French branches
    ๐Ÿ“ DMG_Zelda_DE_FR_v1
    A later German/French-only localisation set
    ๐Ÿ“ DMG_Zelda_EN_v2_CFR_v1
    US v2 and Canadian French v1 branches

Source Variants and Localisation Branches

/Source

The Source directory preserves several parallel development branches rather than just one final build. Each language branch is split into three disk-style folders matching the original floppy backups: 01 for core game logic, 02 for map, message, title, and sound data, and 03 for enemy logic. Most branches also include a matching Character folder containing .CHR graphics data and an RZ.ICE compressed asset.

In practice this means the leak documents how Linkโ€™s Awakening moved from the original Japanese codebase into the early US build chain and then into the German, French, and Canadian French localisations.

  • SRD_DMG_Zelda_JP_v0 - Original SRD Japanese source backup with documentation and SDK tools
  • DMG_Zelda_JP_EN - Mixed Japanese and early English/US revision history
  • DMG_Zelda_DE_FR - German, French, and Canadian French branches
  • DMG_Zelda_DE_FR_v1 - A later German/French-only localisation set
  • DMG_Zelda_EN_v2_CFR_v1 - US v2 and Canadian French v1 branches

Original SRD Zelda Source code (Japan version 0) (SRD_DMG_Zelda_JP_v0)

SRD_DMG_Zelda_JP_v0

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.

    ๐Ÿ“ 1
    Disk 1 of the source code containing main logic and player control
    ๐Ÿ“ 2
    Disk 2 containing the title sequence, background data for dungeon and ground, and sound
    ๐Ÿ“ 3
    Disk 3 containing the enemy logic
    ๐Ÿ“ face
    Documentation and other misc documents
    ๐Ÿ“ system
    Official Nintendo Game Boy SDK

Japanese and Early English Revision Tree (DMG_Zelda_JP_EN)

DMG_Zelda_JP_EN

This branch preserves both Japanese and US revision histories. The directory names show two Japanese v0 revisions, three Japanese v1 revisions, three US v0 revisions, and separate character data folders for the Japanese v1 and US v0 builds.

It is especially useful because it shows the project in transition from the Japanese source base into the earliest English localisation work, including .BAK backups left beside files such as ZEND.DMG and ZPL.DMG.

    ๐Ÿ“ JP_v0_01, JP_v0_02, JP_v0_03
    Early Japanese revision set
    ๐Ÿ“ Jp_v1_01, Jp_v1_02, Jp_v1_03
    Later Japanese revision set
    ๐Ÿ“ US_v0_01, US_v0_02, US_v0_03
    Early English/US localisation revision set
    ๐Ÿ“ JP_v1_Character
    Japanese v1 character/tile graphics files (`C1.CHR` to `C8.CHR`, `RZ.ICE`, `GAL.BAT`)
    ๐Ÿ“ US_v0_Character
    Early US character/tile graphics files

German, French, and Canadian French Branches (DMG_Zelda_DE_FR)

DMG_Zelda_DE_FR

The DMG_Zelda_DE_FR tree contains three parallel localisation branches, each split into the same three floppy-style disks as the main source: German, French, and Canadian French. Each language also ships with its own Character folder containing the tile/font graphics used by that build.

The second disk for these branches swaps in language-specific music/message data files such as BGM_1G.HEX for German and BGM_1F.HEX for French and Canadian French.

    ๐Ÿ“ German_01, German_02, German_03
    German localisation source split across three disks
    ๐Ÿ“ French_01, French_02, French_03
    French localisation source split across three disks
    ๐Ÿ“ CanadianFrench_01, CanadianFrench_02, CanadianFrench_03
    Canadian French localisation source split across three disks
    ๐Ÿ“ German_Character
    German character/font graphics
    ๐Ÿ“ French_Character
    French character/font graphics
    ๐Ÿ“ CanadianFrench_Character
    Canadian French character/font graphics

Later German and French Branches (DMG_Zelda_DE_FR_v1)

DMG_Zelda_DE_FR_v1

DMG_Zelda_DE_FR_v1 is a slimmer follow-up tree that keeps only the German and French branches. Unlike the earlier DMG_Zelda_DE_FR folder, Canadian French is no longer present here.

    ๐Ÿ“ German_01, German_02, German_03
    Later German localisation revision set
    ๐Ÿ“ French_01, French_02, French_03
    Later French localisation revision set
    ๐Ÿ“ German_Character
    German character/font graphics
    ๐Ÿ“ French_Character
    French character/font graphics

US v2 and Canadian French v1 Branches (DMG_Zelda_EN_v2_CFR_v1)

DMG_Zelda_EN_v2_CFR_v1

This folder captures a later English branch labelled US_v2 alongside a CanadianFrench_v1 branch. As with the other localisation trees, each version is stored as three floppy-style source folders plus a matching Character asset folder.

    ๐Ÿ“ US_v2_01, US_v2_02, US_v2_03
    Later English/US revision set
    ๐Ÿ“ CanadianFrench_v1_01, CanadianFrench_v1_02, CanadianFrench_v1_03
    Canadian French v1 revision set
    ๐Ÿ“ US_v2_Character
    US v2 character/font graphics
    ๐Ÿ“ CanadianFrench_v1_Character
    Canadian French v1 character/font graphics

Disk 1 (SRD_DMG_Zelda_JP_v0/1)

1

The first disk contains 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 couldnโ€™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

Disk 2 (SRD_DMG_Zelda_JP_v0/2)

2

The second disk contains 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

Disk 3 (SRD_DMG_Zelda_JP_v0/3)

3

The third disk contains 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

Face Documentation (SRD_DMG_Zelda_JP_v0/face)

face

The face folder is a mixed backup disk containing developer notes, text resources, helper batch files, and a number of unidentified binary data files. Unlike the 1, 2, and 3 disks, it is not a clean source-only backup.

Several files are clearly readable text documents, but the numbered 21.DAT to 48.DAT files appear to be binary data blocks rather than plain text documentation.

The files in this folder are described in the table below:

File Name Extension Description
21 .DAT ย 
22 .DAT ย 
23 .DAT ย 
24 .DAT ย 
25 .DAT ย 
26 .DAT ย 
27 .DAT ย 
28 .DAT ย 
31 .DAT ย 
32 .DAT ย 
33 .DAT ย 
34 .DAT ย 
35 .DAT ย 
36 .DAT ย 
37 .DAT ย 
38 .DAT ย 
41 .DAT ย 
42 .DAT ย 
43 .DAT ย 
44 .DAT ย 
45 .DAT ย 
46 .DAT ย 
47 .DAT ย 
48 .DAT ย 
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 โ€œThe Old Man with a Beardโ€ 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 Old Man with a Beard

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, itโ€™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 Marioโ€™s infinite replication and the secret worldโ€ฆ I think thatโ€™s when the term โ€œcheat codeโ€ started to be used instead of โ€œbug technique.โ€ 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 programmerโ€™s career lasts until they are 30 years old, but this is a social convention that says โ€œyou donโ€™t have to program anymoreโ€ rather than โ€œyou canโ€™t program anymore.โ€ If I feel like I have reached my limit, I will quit this job, because there is no such thing as a โ€œprogrammer who doesnโ€™t program.โ€

Programmer: Kazuaki Morita


Nintendo Game Boy DMG SDK Tools (SRD_DMG_Zelda_JP_v0/system)

system

The system folder contains the Nintendo Game Boy (DMG) software development toolchain used alongside the source backup. This includes assemblers, conversion utilities, shell helpers, and lookup tables required to build or process Game Boy assets on the original development setup.

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 โ€œSENGOKUโ€ 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:

  • .DMG - Assembly source code for the Dot Matrix Game (Game Boy)
  • .CGE - Character Graphics data (For famicom?)
  • .DCG - Character Graphics data (for DMG Game Boy?)
  • .CVT - Custom Conversion scripts that can be executed with FCV
  • .SCR - Screen file maybe containing location of character tiles in a level?
  • .X65 - Either Famicom or Super Famicom source code
  • .COM - Unsure if this is a Windows Command File or something else

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 language that is parsed by the FCV program. The comments at the beginning of the file indicate that it takes an input file with a โ€œ.SCRโ€ extension and outputs a file with a โ€œ.X65โ€ 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 โ€œ.DCGโ€ (presumably containing character graphics) from the FM-R50 system (a Japanese computer system from the 80s) to a source code file with the extension โ€œ.DMGโ€.

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.


English Version 0 and Japanese Versions 0 and 1 (/Source/DMG_Zelda_JP_EN)

DMG_Zelda_JP_EN

This folder contains the following sub-directories:

    ๐Ÿ“ JP_v0_01
    Exactly the same as SPD version (/SRD_DMG_Zelda_JP_v0/1)
    ๐Ÿ“ JP_v0_02
    Changes to ZBD/ZBN/ZDB/ZED/ZGD/ZTI/ZVD compared to SPD version
    ๐Ÿ“ JP_v0_03
    Exactly the same as SPD version (/SRD_DMG_Zelda_JP_v0/3)
    ๐Ÿ“ JP_v0_Character
    Same as version 1 Japan graphics data (/ใใฎไป–/DMGZelda/Ver1JP) but without the .ICE and .BAT file
    ๐Ÿ“ JP_v1_Character
    Exactly the same as version 1 Japan graphics data (/ใใฎไป–/DMGZelda/Ver1JP)
    ๐Ÿ“ Jp_v1_01
    Changes to ZE8/ZEND/ZEX/ZPL/ZROM files compared to version 0
    ๐Ÿ“ Jp_v1_02
    Changes to ZBD/ZBN/ZCO/ZDB/ZED/ZGD/ZTI compared to version 0
    ๐Ÿ“ Jp_v1_03
    Changes to ZE2/ZE5/ZE6/ZE7 compared to version 0
    ๐Ÿ“ US_v0_01
    Changes to ZE8/ZEND/ZEX/ZPL/ZROM files compared to Japan version 0
    ๐Ÿ“ US_v0_02
    Changes to GBMSDT/ZBD/ZBN/ZDB/ZED/ZGD/ZMS/ZTI/ZVD compared to Japan version 0
    ๐Ÿ“ US_v0_03
    Changes to ZE2/ZE5/ZE6/ZE7 compared to Japan version 0
    ๐Ÿ“ US_v0_Character
    Changes to C1/C4/C5/C7 and GAL.BAT compared to Ver1JP

Japan Version 0 Disk 2 (DMG_Zelda_JP_EN/JP_v0_02)

JP_v0_02

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 compared 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 โ€œไฝฟใฃใฆใญใƒผโ€ to โ€œไฝฟใฃใฆใญใƒผใ‚ˆโ€ which both mean โ€œDonโ€™t use itโ€, the final particle โ€œใ‚ˆโ€ adds a more forceful tone
ZDB .DMG Change to one comment that reads โ€œThis is the entrance above! You baldy!โ€ 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 โ€œMr. Noto can warp to the opposite platform at the Toba Kaido Station.โ€
ZGD .DMG Added a comment to BOMGZ to say โ€œFold in half to make an even number!โ€
ZTI .DMG Just added a comment that says โ€œUse Shibahara!โ€
ZVD .DMG Just added a comment that says โ€œNausicaa Leafโ€

ใใฎไป– - Miscellaneous (/ใใฎไป–)

ใใฎไป–

The ใใฎไป– branch translates to โ€œmiscellaneousโ€ and contains a standalone Ver1JP/Character folder. Its contents match the sort of character/font graphics bundles used by the source branches, with C1.CHR through C8.CHR, RZ.ICE, and a GAL.BAT helper script.

This makes it a useful companion asset dump for the Japanese v1 build rather than executable gameplay source code.

This folder just contains the following sub-directories:

  • DMGZelda - Miscellaneous data for the original Game Boy Zelda (Only graphics data)

This folder in turn just contains the following sub-directories:

  • Ver1JP - Graphics data for Version 1 of the Japanese ROM

Version 1 Japan Graphics Data (/ใใฎไป–/DMGZelda/Ver1JP)

Ver1JP

This folder just contains the following sub-directories:

  • Character - Graphics data for Version 1 of the Japanese ROM

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 โ€œPLAYERโ€ 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 โ€œๅ…จใ‚ขใ‚ปใƒณใƒ–ใƒซใ€€ใƒใ‚คใƒ‘๏ผๆฃฎ็”ฐใ‚นใƒšใ‚ทใƒฃ๏ผ๏ผ๏ผ๏ผใƒซใ€€ใ‚นใ‚ฟ๏ผใƒˆโ€ which roughly translates to โ€œAll Assemble! Hyper Morita Special Start!โ€.

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.


Note: This page is currently unfinished, if you have any time to contribute please consider submitting a Pull Request to this page.