Gigaleak - Original Zelda Links Awakening Source Code (DMG)

Edit on Github | Updated: 9th April 2023

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

  • DMG - Contains the main Assembly source code
  • その他 - Translates to Miscellaneous, it 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: Link’s Awakening.

  • XXX__ゼルダの伝説 夢を見る島 - "ゼルダの伝説 夢を見る島" is the Japanese title of the video game "The Legend of Zelda: Link's Awakening"
    • Source - The main source code for the game
      • DMG_Zelda_DE_FR - Original German and French Translation (Also included Canadian French)
      • DMG_Zelda_DE_FR_v1 - Version 1 of German and French (Does not include Canadian French)
      • DMG_Zelda_EN_v2_CFR_v1 - Version 1 of the English Translation and also contains Canadian French
      • DMG_Zelda_JP_EN - Original version of the English translation
      • SRD_DMG_Zelda_JP_v0 - Original Source code from Systems Research and Development (SRD)

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.

  • 1 - Disk 1 of the Source code containing Main logic and Player control
  • 2 - Disk 2 containing the title sequence, background data for Dungeon and Ground and Sound
  • 3 - Disk 3 containing the enemy logic
  • face - Documentation and other misc documents
  • system - Official Nintendo Game Boy SDK

Disk 1 (SRD_DMG_Zelda_JP_v0/1)

/1

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

Disk 2 (SRD_DMG_Zelda_JP_v0/2)

/2

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

Disk 3 (SRD_DMG_Zelda_JP_v0/3)

/3

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

Face Documentation (SRD_DMG_Zelda_JP_v0/face)

/face

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 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, 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


Game Boy SDK (/DMG/XXX__ゼルダの伝説 夢を見る島/Source/SRD_DMG_Zelda_JP_v0/system)

/system

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:

  • .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 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.


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:

  • JP_v0_01 - Exactly the same as SPD version (/SRD_DMG_Zelda_JP_v0/1)
  • JP_v0_02 - Changes to ZBD/ZBN/ZDB/ZED/ZGD/ZTI/ZVD Compared to SPD Version
  • JP_v0_03 - Exactly the same as SPD version (/SRD_DMG_Zelda_JP_v0/3)
  • JP_v0_Character - Exactly the same as: Version 1 Japan Graphics Data (/その他/DMGZelda/Ver1JP) but without the .ICE and .BAT file
  • JP_v1_Character - Exactly the same as: Version 1 Japan Graphics Data (/その他/DMGZelda/Ver1JP)
  • Jp_v1_01 - Changes to ZE8/ZEND/ZEX/ZPL/ZROM files compared to version 0
  • Jp_v1_02 - Changes to ZBD/ZBN/ZCO/ZDB/ZED/ZGD/ZTI compared to version 0
  • Jp_v1_03 - Changes to ZE2/ZE5/ZE6/ZE7 compared to version 0
  • US_v0_01 - Changes to ZE8/ZEND/ZEX/ZPL/ZROM files compared to Japan version 0
  • US_v0_02 - Changes to GBMSDT/ZBD/ZBN/ZDB/ZED/ZGD/ZMS/ZTI/ZVD compared to Japan version 0
  • US_v0_03 - Changes to ZE2/ZE5/ZE6/ZE7 compared to Japan version 0
  • US_v0_Character - Contains 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 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 - Miscellaneous (/その他)

/その他

“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:

  • 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 (/その他/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 “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.


CGB.7z Root directory (/CGB.7z)

/Root Directory

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:

  • AZL__ゼルダの伝説 夢を見る島DX - Source code for the Color Game Boy version of The Legend of Zelda: Link’s Awakening DX
  • B86__ハム太郎 2 - Hamtaro 2 Color Game Boy ROMs (no source code)

Legend of Zelda: Dreaming Island DX (/CGB/AZL__ゼルダの伝説 夢を見る島DX)

/AZL__ゼルダの伝説 夢を見る島DX

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:

  • “/AZL__” is likely an identifier, maybe Advanced Zelda?
  • “ゼルダの伝説” (Zeruda no Densetsu) means “Legend of Zelda.”
  • “夢を見る島” (Yume wo Miru Shima) means “Dreaming Island.”
  • “DX” likely stands for “Deluxe,” which is a common suffix added to re-releases of games that include additional features or improvements.

This folder contains the following sub-directories:

  • Source - Contains the Source code for Zelda DX
    • Disk1 - Contains the JP/US/EU source code
      • ゼルダの伝説_JP3_US3_EU2 - Source code for Japan Version 3, USA Version 3 and Europe Version 2
    • Disk2 - ?
    • Disk3 - ?

Disk 1 - ゼルダの伝説_jp3_us3_eu2 (/Source/Disk1/ゼルダの伝説_JP3_US3_EU2)

/ゼルダの伝説_JP3_US3_EU2

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:

  • CGB_zeldaDOITU - German Version of the Source Code
    • cgb - ?
    • cgb_d - ?
    • gb - ?
  • CGB_zeldaFRANCE - French Version of the Source Code
  • CGB_zeldaUSA - English Version of the Source Code
  • DEMO_zelda - ?
  • SRAMデータ - Translates to "SRAM data"
  • azljsram - Save RAM data for Japanese Zelda split into 4

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.”


Zelda Color Game Boy Source Code (ゼルダの伝説_JP3_US3_EU2/CGB_zeldaDOITU/cgb)

/cgb

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:

  • BACK - Contains the Assembler and Linker
  • cgx - Color Graphics/Tile data
  • sound - Sound Effects and Background Music
  • すぐ消すふぉるだ - Translates to "Folder to be deleted immediately." - It is empty

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.


SDK Executables (CGB_zeldaDOITU/cgb/BACK)
/BACK

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

Color Graphics (Cgx) (CGB_zeldaDOITU/cgb/cgx)
/cgx

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

Sound (CGB_zeldaDOITU/cgb/sound)
/sound

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

German Color Game Boy Source (CGB_zeldaDOITU/cgb_d)

/cgb_d

This folder speciailly contains the source code modified for the German Localisation of the game.

This folder contains the following sub-directories:

  • BACK - SDK Assembler and Linker
  • COM - Compiled output of the source code (including symbol files)
  • Geki - Cutscene tile graphics
  • ISX - Contains a Pre-build Game Boy ROM
  • PHOTO - Maybe it contains the output of the photo feature in the game but unsure
  • TEXT - Documents related to translating the Dialog to German
  • cgx - Color Graphics/Tile Data
  • すぐ消すふぉるだ - Translates to "Folder to be deleted immediately." - It is empty

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  

Assembler and Linker (CGB_zeldaDOITU/cgb_d/BACK)
/BACK

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

Compiled Output (CGB_zeldaDOITU/cgb_d/COM)
/COM

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

Geki Cutscene (/AZL__ゼルダの伝説 夢を見る島DX/Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaDOITU/cgb_d/Geki)
/Geki

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

Isx Game Boy ROM (CGB_zeldaDOITU/cgb_d/ISX)
/ISX

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.


Photo (CGB_zeldaDOITU/cgb_d/PHOTO)
/PHOTO

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.


German Translation Documents (CGB_zeldaDOITU/cgb_d/TEXT)
/TEXT

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

Color Graphics (Cgx) (CGB_zeldaDOITU/cgb_d/cgx)
/cgx

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

Original Game Boy Version Source Code (CGB_zeldaDOITU/gb)
/gb

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 ?

USA Game Boy Color Source Code (ゼルダの伝説_JP3_US3_EU2/CGB_zeldaUSA/cgb_usa)

/cgb_usa

This folder contains…

This folder contains the following sub-directories:

  • ATR - ?
  • ATR2 - ?
  • CGX - Game Boy Color Tile Graphics
  • COLOR - Possibly Pallete information?
  • COLOR2 - ?
  • COM - Compiled Output files from the build process
  • ENDING - ?
  • Geki - ?
  • MAP - ?
  • New_sound - Background and Sound Effect Audio files
  • PHOTO - ?
  • scr - ?

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  

Atr (/AZL__ゼルダの伝説 夢を見る島DX/Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaUSA/cgb_usa/ATR)

/ATR

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  

Atr2 (/AZL__ゼルダの伝説 夢を見る島DX/Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaUSA/cgb_usa/ATR2)

/ATR2

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  

Color Graphics (/AZL__ゼルダの伝説 夢を見る島DX/Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaUSA/cgb_usa/CGX)

/CGX

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  

Color (/AZL__ゼルダの伝説 夢を見る島DX/Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaUSA/cgb_usa/COLOR)

/COLOR

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  

Color2 (/AZL__ゼルダの伝説 夢を見る島DX/Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaUSA/cgb_usa/COLOR2)

/COLOR2

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  

Compiled Output (/AZL__ゼルダの伝説 夢を見る島DX/Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaUSA/cgb_usa/COM)

/COM

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  

Ending (/AZL__ゼルダの伝説 夢を見る島DX/Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaUSA/cgb_usa/ENDING)

/ENDING

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  

Geki (/AZL__ゼルダの伝説 夢を見る島DX/Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaUSA/cgb_usa/Geki)

/Geki

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  

Map (/AZL__ゼルダの伝説 夢を見る島DX/Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaUSA/cgb_usa/MAP)

/MAP

This folder contains…

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

File Name Extension Description
zel_map1 .MDT  
zel_map2 .MDT  

New_sound (/AZL__ゼルダの伝説 夢を見る島DX/Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaUSA/cgb_usa/New_sound)

/New_sound

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

Photo (/AZL__ゼルダの伝説 夢を見る島DX/Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaUSA/cgb_usa/PHOTO)

/PHOTO

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  

Scr (/AZL__ゼルダの伝説 夢を見る島DX/Source/Disk1/ゼルダの伝説_JP3_US3_EU2/CGB_zeldaUSA/cgb_usa/scr)

/scr

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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