The CGB.7z section of the Nintendo Gigaleak preserves Game Boy Color-era material for two projects: The Legend of Zelda: Link’s Awakening DX and Hamtaro 2.
For Zelda, this archive is far more revealing than a simple source drop. It preserves regional forks, active build folders, save RAM test data, compiled ROMs, debugger files, graphics assets, and the sort of messy work-in-progress clutter that usually gets lost before release.
Why this page exists: this post is meant to save you from downloading and spelunking through the leak yourself. The goal is to show what is actually in the files, how Nintendo and its partners organised the project, and what the archive reveals about low-level Game Boy Color development.
Key takeaways
Disk1 is the most important part of the leak: the main JP3/US3/EU2 snapshot, plus demo material, SRAM samples, and bug-fix notesDisk2 expands the localisation side with extra regional branches such as UK English and CanadaDisk3 is the messiest disk and feels closest to a live developer scratch spacecgb and gb trees, showing how DX still carried monochrome Game Boy code inside the color project.s, .DMG, .CHR, .HEX, .ISX, .ICE, .BAT, .GB, debugger data, and build outputs| Disk | What It Mostly Contains | Why It Matters |
|---|---|---|
| Disk1 | Main release snapshot, regional trees, demo folder, SRAM data, bug notes | Best place to understand how the shipped project was structured |
| Disk2 | More localisation branches and another demo workspace | Shows how the project scaled across regions |
| Disk3 | Test builds, support folders, experiments, and utilities | Feels like an active working disk rather than a clean backup |
At the root level the archive contains one Zelda DX source backup and one unrelated Hamtaro 2 master build folder.
AZL__ゼルダの伝説 夢を見る島DX is the Link’s Awakening DX source tree. 夢を見る島 is the Japanese subtitle “Dreaming Island”, and DX marks the Game Boy Color enhanced release.
The archive is organised into three source disks. Disk 1 looks like the main regional release snapshot, Disk 2 expands the localisation workspaces, and Disk 3 contains late-stage test, demo, and support material.
Disk 1 contains the main multi-region Zelda DX source snapshot. The folder name ゼルダの伝説_JP3_US3_EU2 strongly suggests this backup covers Japan version 3, USA version 3, and Europe version 2.
This is the most useful high-level entry point into the DX leak because it combines regional source trees, demo material, SRAM test data, and a short bug-fix note.
| File Name | Extension | Description |
|---|---|---|
| azljsram | .lzh | Compressed archive of Japanese SRAM/save data |
| 修正 | .txt | Text note describing several DX bug fixes |
The 修正.txt note records at least three fixes that made it into this backup:
The note also points directly at the affected routines, including GEKI_8MAIN in ZGEKI.s and HART1ST, SVDS010, and CP3070 in ZTI.s.
The regional folders on Disk 1 all follow a similar pattern: a shared cgb directory, a language-specific Game Boy Color directory, and a fallback gb directory for the monochrome Game Boy code path still used inside DX.
This layout is one of the most interesting parts of the leak because it shows DX was still carrying separate monochrome and color code/assets within the same overall project.
At a more detailed level, the three main regional folders on Disk 1 all follow the same broad pattern:
The shared cgb folders contain source and build artefacts side by side. Typical files include:
| File Name | Extension | Description |
|---|---|---|
| zma, zpl, zex, zend, zti, zdb, zgd, zco, zbs, zed, zen, ze2-ze8 | .s / .o | Core engine, player, map, title, enemy, and ending source plus assembled objects |
| SE, BGM_1, BGM_2 | .HEX | Sound effect and music data |
| C1-C8 | .CHR | Character/tile graphics |
| RZ | .ICE | Compressed asset/emulator data |
| cgal, clink, GAL | .BAT | Build and link scripts |
| isdwdcmd, isdwdrng, isdwdsym | .dat | Debugger or in-circuit emulator support data |
The US branch is the clearest example of the overall project layout. Its cgb folder looks like the common engine workspace, cgb_usa contains the English-specific Game Boy Color layer, and gb preserves the monochrome fallback tree.
What makes the US branch especially valuable is that it preserves both the broad structure and a lot of the day-to-day clutter of the actual project:
| File Name | Extension | Description |
|---|---|---|
| gbmsdt_usa | .s | US-specific message data source |
| zma_usa | .s / .o | US-specific main/gameplay source variant |
| zend_usa | .s / .o | US-specific ending source variant |
| zcol_usa | .o | US-specific color-related object output |
| zplsub | .s / .o | Player/control support source and object |
| msg | .txt | Plain text note left in the US branch |
| エンディング(NOA) | .txt | NOA ending-related text note |
| C_USA | .PIF | Project/debug configuration file for the US branch |
| c_usa | .isx | US in-circuit emulator image |
If you only explore one regional branch in the whole DX archive, the US one is probably the best choice. It shows the project at three different layers at once:
cgb as the shared engine workspacecgb_usa as the US-specific production overlaygb as the older monochrome Game Boy path still living inside the Color projectThe base cgb folder still looks like the common engine room for all regions. Instead of separating clean source from generated files, it keeps everything in one working directory.
| Type | Examples | What it tells us |
|---|---|---|
| Core source | zma.s, zpl.s, zex.s, zend.s, zti.s, zdb.s, zgd.s, zms.s, zsd.s, zvd.s, zen.s, ze2.s-ze8.s |
The main gameplay, map, message, sound, and enemy code was still being worked on as plain assembly source |
| Object outputs | ZMA.o, ZPL.o, ZEX.o, ZEND.o, ZDB.o, ZMS.o |
The folder doubles as an active build directory, not just a source archive |
| Raw assets | C1.CHR-C8.CHR, BGM_1.HEX, BGM_2.HEX, SE.HEX, RZ.ICE |
Graphics, music, sound, and compressed/debug assets sit right beside the code |
| Build/debug files | C.isx, C.map, .prn listings, isdwdcmd.dat, isdwdrng.dat, isdwdsym.dat |
The team was building and debugging directly out of this branch with Intelligent Systems tooling |
That makes cgb feel less like a preserved “source folder” and more like a bench covered in tools, parts, and half-finished work.
cgb_usa is where the branch becomes much more interesting. This is not just translated text dropped on top of a shared codebase. It is a full US production overlay with region-specific source, generated outputs, content folders, and editorial notes.
| Folder | What is inside | Why it is interesting |
|---|---|---|
CGX |
Dozens of .cgx graphics files such as title.cgx, clz4_USA.cgx, uscg1.cgx, uscg4.cgx, uscg7.cgx, uscg9.cgx, uscga.cgx, and name.cgx.bin |
Shows region-specific UI and presentation graphics, not just text swaps |
Geki |
Event/cutscene graphics like shasinya.cgx, gekitori.cgx, gekitoric.cgx, gekihaka.cgx, and gekigake1.cgx |
Likely tied to the photo-event and cutscene system mentioned elsewhere in the leak |
COLOR / COLOR2 |
Large banks of .CDT files |
Suggests palette or color-layout data was managed as its own asset layer |
ATR / ATR2 |
Many .pnl and .pdt files |
Looks like panel/attribute resources rather than executable code |
MAP |
zel_map1.MDT, zel_map2.MDT |
Concrete evidence of editable map data files in the US branch |
New_sound |
bgm_1.bin, bgm_2.bin, se.bin |
Binary exports of music and sound effect data, not just source formats |
scr |
name_1.scr, name_2.scr |
Menu/name-entry screen layouts |
COM |
Compiled outputs | Confirms that final or near-final builds were being produced inside this tree |
Interesting US-only files worth calling out:
gbmsdt_usa.s shows US-specific message data was broken out explicitlyzma_usa.s and zend_usa.s suggest even gameplay and ending code had region-specific variantsmsg.txt and エンディング(NOA).txt show plain text notes still living alongside source and assetsC_USA.PIF and c_usa.isx point to region-specific debugger or project configurationsTaken together, cgb_usa reads like a real production branch, with content, tools, generated data, and notes all living side by side rather than being cleaned up for archiving.
The gb folder under CGB_zeldaUSA may be the single most revealing part of the entire US branch.
It preserves what is effectively a near-complete monochrome Game Boy Zelda tree inside the DX project, including:
.DMG source files such as ZMA.DMG, ZPL.DMG, ZEX.DMG, ZEND.DMG, GBMSDT.DMG, ZCO.DMG, ZDB.DMG, ZGD.DMG, ZTI.DMG, and ZVD.DMGZEN.DMG through ZE8.DMGBGM_1.HEX, BGM_2.HEX, SE.HEX, C1.CHR through C8.CHR, RZ.ICE, and GAL.BATWhy this stands out What stands out here is not that Link’s Awakening DX reused the original DMG source, which is exactly what you would expect, but that the leak preserves that older Game Boy codepath as a distinct working tree beside the Color-specific code and assets.
The folder layout and build scripts suggest this was more than a single shared source tree compiled in two different modes. gb/GAL.BAT still builds the monochrome modules with ISDMG, while cgb/cgal.bat assembles a separate set of color-era sources with isas32. When comparing files such as ZMA, ZPL, ZEX, ZEND, and GBMSDT, the gb and cgb versions are extremely close but not byte-identical, which points to a carried-forward DMG codepath living beside an actively edited Color branch rather than one exact file set being reused unchanged.
The quick comparison below shows the overall pattern:
| Module | What the DX branch shows | What that suggests |
|---|---|---|
gb/*.DMG |
Most modules exactly match older DMG leak snapshots | Large parts of the monochrome path were carried forward from earlier Link’s Awakening branches |
cgb/*.s |
Equivalent modules are very similar but not identical to the gb versions |
The Color branch was based on the same codebase, but still had its own active edits |
gb/GAL.BAT vs cgb/cgal.bat |
Different toolchains and separate build scripts | The DX archive preserves two distinct build paths, not just one source tree with a flag switch |
The German and French folders mirror the US layout, but the language-specific overlays are more visibly customised and preserve more localisation-era odds and ends.
For CGB_zeldaDOITU:
cgb_d is the German-specific Game Boy Color layerTEXT, PHOTO, and COM folders, matching the structure seen in the old mixed articlec_d1211.GB, c_d1211.com, c_d.isx, and c_d.rambug-e106.avi, which suggests at least one bug was captured as a video during debuggingzms_d.s, zgkscr.s, zrom1.s, and ze9.s hint at localisation-specific script splits and some branch divergence from the US treeFor CGB_zeldaFRANCE:
cgb_f is the French-specific Game Boy Color layergb folder swaps in BGM_1F.HEX instead of the default BGM_1.HEX, matching the localisation pattern seen in the DMG leakcgb_f contains French-specific message/color files such as gbmsdt_f.s and zcolsub_f.ssound, COM, and debugger data alongside the core sourceTaken together, these two branches show that Disk 1 is not just a single build snapshot. It is a full regional development workspace, with the common codebase and language overlays sitting side by side.
The DEMO_zelda folder is not just a clean source snapshot. It looks like a live build workspace with source files, object files, scripts, graphics, IS debugger assets, and finished ROM images all mixed together.
| File Name | Extension | Description |
|---|---|---|
| AZLJ01-0, AZLJ01-1 | .GB | Built 1 MB ROM images dated 10 November 1998 |
| cgbzelda | .gb / .com | Another full ROM output, built 9-10 November 1998 |
| dmzel5 | .com | Older July 1998 ROM/build output, showing this workspace was reused over time |
| C, T, C_oam, kasa, N, ZASSI | .isx | IS debugger / in-circuit emulation images |
| GAL1, GAL2, GAL3, cgal, cgal2, clink, clink2 | .BAT | Build and link helper scripts for multiple variants |
| RZ1, rz2, rchr | .ICE | Compressed emulator/debugger or asset data |
| ISD, ISLINK, ISXTOBIN, ISDMG, SUMCHECK | .EXE | Intelligent Systems build and support utilities |
| CGX, COLOR, COLOR2, ATR, ATR2, OBJ, TEXT, PHOTO, Geki, ENDING, COM | folders | Main graphics, color, event, object, and packaging work directories |
| debug, save, aada | .txt / .doc | Internal notes for debugging, SRAM layout, and code cross-references |
The top level is full of finished or near-finished outputs, not just source. AZLJ01-0.GB, AZLJ01-1.GB, and cgbzelda.gb are all full 1 MB ROM images, while cgbzelda.com and dmzel5.com preserve different points in the build history. The date spread is useful here: dmzel5.com is from 14 July 1998, but the main AZLJ01-* builds are from 10 November 1998, which makes DEMO_zelda look like a workspace that stayed active over several months rather than a one-off demo drop.
The build scripts back that up. cgal.bat assembles a much broader module set than the plain regional branches, including ZDB2, ZCOL, ZCOLSUB, ZPLSUB, ZWIN, ZJP, ZFADE, ZBDATR, ZATR, ZMAP, ZPR, ZGEKI, ZGKDAT, ZGKANM, ZGKSCR, ZEND2, and zsgb. That looks less like a simple region overlay and more like a feature-heavy demo or presentation branch with extra cutscene, fade, panel, map, and Super Game Boy support code wired in.
Some of the most revealing material in the folder is not code at all:
debug.txt explains hidden debug behavior for the DX build, including a START+SELECT style BG-collision bypass, a way to reset photo-related demo state, and a shortcut that jumps straight to the endingsave.doc is effectively a hand-written SRAM map, listing addresses for dungeon visitation flags, inventory, keys, songs, rupees, heart pieces, boomerang trade state, Marin flags, and other save variablesaada.doc is a developer cross-reference note that points to exact source files and labels for systems like Marin behavior, hidden or “cheat” mode, BG pass-through, dungeon entrance data, rotating doors, item display logic, and new-dungeon setupTEST1.SCR and TEST2.SCR suggest dedicated screen-layout experiments were being kept right in the same working folderThat combination makes DEMO_zelda especially valuable for low-level research, because it does not just preserve source - it also preserves the team’s own notes for how to navigate and manipulate the build.
The asset side is just as busy. CGX alone contains a dense mix of title, level, event, and character graphics such as title.cgx, zora.cgx, gekituri.cgx, gekituric.cgx, clz1_DEMO.cgx, clz4_USA.cgx, and TEST_clz5.cgx. COLOR and COLOR2 hold large banks of .CDT color-definition files with names tied to maps, cutscenes, dungeons, the camera/photo system, and specific background groups.
The supporting folders make the same point from different angles:
Geki and ENDING preserve event and ending assetsPHOTO lines up with the photo-related debug note in debug.txtNew_sound contains both binary audio exports and the editable .HEX source formatsMAP still holds raw map data filesBACKUP stores backup copies of core sources like zma.s, zpl.s, zex.s, zrom.s, zti.s, and zend.sThis is exactly the kind of workspace clutter that tends to disappear from cleaner source archives.
Inside DEMO_zelda, the kimura folder looks like a dedicated content-editing workspace rather than a normal source directory. It is dominated by map, screen, graphics, panel, and color files, with an unusually large number of .BAK revisions preserved side by side with the active versions.
At a glance, kimura is one of the clearest examples of real day-to-day content production on Disk 1:
The name also lines up neatly with the game’s credits. Link’s Awakening DX credits Kyoko Kimura as a character designer, so kimura is very likely a surname-based personal work folder rather than a Zelda-specific technical term 1. Given how art-heavy this workspace is, that attribution fits unusually well.
| Type | Approximate count | What that suggests |
|---|---|---|
.BAK |
716 | Heavy iterative editing, with old revisions kept rather than cleaned away |
.CGX |
500 | Room and object graphics were being revised constantly |
.SCR |
365 | Screen-layout data was being edited at scale |
.MAP |
219 | Room map files were being worked on in bulk |
.COL |
105 | Color and palette data was maintained as its own layer |
.PNL |
47 | Panel or attribute-layout resources were part of the same workflow |
The top level already feels like a designer or artist sandbox. Files such as gekigake1.scr, gekiwanc.scr, cameururira.cgx, phoshasinya_p.cgx, BGUNCH.pnl, DJUNCH.pnl, tamesi50.col, and zelobjcol.col.BAK mix event graphics, photo-related assets, test colors, and panel data in one place. Even before looking into the level folders, it is obvious that this was not arranged as a neat export directory.
Below that, kimura branches into per-dungeon work areas like Level-1, Level-2, Level-4, Level-5, and Level-6. Each one follows a very hands-on pattern:
.CGX.MAP.SCR.BAK revisions for all threezelda_dun2.COL, zelda_dun2c.COL, zelda_dun4.COL, and zelda_dun4c.COLpnl2c.PNL, pnl4.PNL, pnl4c.PNL, and pnl4t.PNLThat makes the folder read less like “graphics resources” and more like a per-room edit history.
Level-2 is especially revealing because it preserves active room-by-room work. The folder contains files like ROOM20.CGX, ROOM20.MAP, ROOM20.SCR, then repeats the same pattern through ROOM3F, usually with .BAK copies sitting right next to the active file. It also includes alternate screen variants like ROOM20c.SCR, ROOM21c.SCR, ROOM22c.SCR, and ROOM23c.SCR.
The timestamps make the process visible:
Level-2 .CGX and .MAP files were last updated in early July 1998Level-2 .SCR files was updated again on 28 July 1998ROOM28 were still being revised in August 1998That pattern suggests the team was touching graphics, maps, and screen scripts in separate passes rather than exporting everything in one go.
The huge number of .BAK files is probably the most interesting part of kimura. These are not just a few safety copies. They exist for room graphics, room maps, room screens, panel files, color files, and top-level event assets across multiple levels.
For low-level development history, that matters because it preserves something source trees often lose:
In other words, kimura looks less like an archive of final assets and more like a live room-construction bench, with the old versions left on the table.
The sgb folder is not Zelda-specific content.
Its README.DOC describes it as a standard Super Game Boy BIOS sample package, and the source reads like a generic SGBTEST project rather than game code.
It is better treated as a shared internal SDK or reference package that happened to be copied into the Zelda demo workspace.
Disk 1 also preserves two separate save-data areas, and both are useful for understanding how the team was testing the game.
SRAMデータ literally means “SRAM data” and contains four standalone save dumps:
| File Name | Extension | Description |
|---|---|---|
| bug | .bin | Standalone 8 KB save dump, very likely kept as a bug-reproduction snapshot |
| esubahara | .bin | Standalone 8 KB save dump with a personal or place-name label |
| kasa | .bin | Standalone 8 KB save dump with a short internal nickname |
| not | .bin | Another named 8 KB save dump, likely another ad hoc test case |
All four files are exactly 8192 bytes, which matches a single 64 kbit SRAM bank rather than a full 32 KB banked SRAM dump. Their timestamps cluster in August and September 1999, later than the main azljsram archive below, which makes them feel like quick late-stage snapshots kept around for testing specific states.
The azljsram folder is much more formal. Its readme.txt says the archive contains SRAM data for the “Zelda no Densetsu: Yume o Miru Shima DX” cartridge, and explains that each No1 to No4 folder stores a 256 kbit SRAM image split into 64 kbit chunks named azlj??-?.bin, where the first number is the cartridge number and the second is the SRAM bank number.
That structure is worth spelling out more clearly:
| Folder | Contents | What stands out |
|---|---|---|
No1 |
azlj01-0.bin to azlj01-3.bin plus isdwdcmd.dat, isdwdrng.dat, isdwdsym.dat |
Full banked SRAM dump with matching debugger metadata |
No2 |
azlj02-0.bin to azlj02-3.bin |
Only the raw SRAM chunks survive here, with no debugger sidecar files |
No3 |
azlj03-0.bin to azlj03-3.bin plus debugger metadata |
Similar layout to No1, but with a much smaller symbol/range set |
No4 |
azlj04-0.bin to azlj04-3.bin plus debugger metadata |
The messiest of the four, with meaningful non-FF data even in bank 3 |
Looking more closely at the data, the split archive behaves less like four save slots and more like four separate cartridge captures:
azlj01-0.bin through azlj04-0.bin are the only consistently “live” banks, each containing a mix of real data, 00, and large FF regions-1.bin, -2.bin, and -3.bin file is either completely FF filled or very close to it, suggesting those upper SRAM banks were unused on most cartsFF bank image is reused across nearly every upper-bank file in No1, No2, No3, and part of No4No4 is the odd exception, because azlj04-3.bin is not empty and contains a distinct high-FF but still populated patternThe timestamps also split into two useful phases:
azlj??-?.bin cartridge chunks were written on 15 June 1999No1, No3, and No4 were added later on 15 June, 2 August, and 15 June 1999 respectivelyThat suggests azljsram was not just a folder of save files copied out of the game. It looks more like a small internal SRAM-dump archive tied to Intelligent Systems debugging tools, with some carts preserved as raw banked memory images and others paired with symbol/range metadata for deeper inspection.
Taken together, Disk 1 seems to preserve two different save-data workflows at once:
SRAMデータ for quick one-bank snapshots with informal labelsazljsram for more deliberate cartridge-level SRAM captures, sometimes bundled with debugger metadataDisk 2 broadens the project from the three-region Disk 1 snapshot into a wider set of localisation workspaces. In addition to USA, German, and French, it also includes separate UK English and Canadian folders.
This suggests Disk 2 was being used as a broader localisation and packaging workspace, with the same project structure repeated per region.
The main reason Disk 2 matters is not that it replaces Disk 1. It expands it.
Two additions stand out immediately:
CGB_zeldaEIKOKU adds a distinct UK English branch with its own cgb_e overlay beside the shared cgb and fallback gb treesCGB_zeldaCANDA is a much smaller flat Canadian branch made up almost entirely of top-level DMG-format source modules and audio/graphics resourcesThat split is interesting because the two new regions are not preserved in the same form. UK English looks like a full branch integrated into the normal Color-era project structure, while the Canadian material looks more like a lightweight localisation or packaging snapshot.
CGB_zeldaEIKOKU follows the same broad pattern as the Disk 1 regional folders:
cgb directorycgb_e overlaygb code pathThe cgb_e folder contains the sort of branch-specific content you would expect from a real English localisation workspace: gbmsdt_e.s, msg.txt, 新規英文テキスト.txt, エンディング(NOA).txt, and a set of _e source and object files such as zatr_e.s, zcol_e.s, zend_e.s, zma_e.s, zms_e.s, zpr_e.s, zti_e.s, and zvd_e.s.
That makes CGB_zeldaEIKOKU feel like a proper regional branch rather than just a final ROM drop. It preserves both text-facing localisation files and the branch-specific source layer that would have compiled them.
The most revealing file is msg.txt. Its opening lines are a short internal note from Sakamoto saying that the requested English translation had arrived from Jim at NOA and asking the team to use it. Below that, the file immediately switches into actual message entries, including new English text for the Color-era content such as the color dungeon minibosses, owl hints, Piece of Heart text, Gold Leaf text, and photo-related dialogue.
新規英文テキスト.txt makes the same process even clearer. It is essentially a translated text handoff document, pairing message IDs with short Japanese context notes and then the English lines beneath them. That makes this branch unusually valuable, because it shows not just the final English text but part of the localisation workflow that carried it into the source tree.
エンディング(NOA).txt is another nice survivor. It preserves an English-facing ending credit list, including the 1998 staff and the original 1993 staff, and it explicitly names Kyoko Kimura as a character designer along with the English script staff.
Compared with Disk 1’s CGB_zeldaUSA/cgb_usa, the UK branch is recognisably related but not identical.
At the top level, cgb_e shares only a small core of exact filenames with the US cgb_usa overlay. Much of the branch-specific source is renamed with _e suffixes instead of _usa, and many of the files that differ are exactly the ones you would expect in a localisation-heavy branch:
zma_e.s, zend_e.s, zms_e.s, zti_e.s, and zvd_e.sc_e.com and c_e.isxThe shared cgb directory still carries the common engine layer, but the cgb_e overlay shows that Nintendo was not treating UK English as a trivial alias of the US branch. It had enough distinct text, source, and build state to justify its own maintained overlay.
Once the UK _e modules are compared directly against the US _usa ones, a clearer pattern appears: most of the branch-specific code is extremely close, and the real differences cluster in only a few files.
The modules that are effectively identical include:
zatr_e.s versus zatr_usa.szatrsub_e.s versus zatrsub_usa.szcol_e.s versus zcol_usa.szcolsub_e.s versus zcolsub_usa.szma_e.s versus zma_usa.szvd_e.s versus zvd_usa.smsg.txt versus the US msg.txtThat is important because it means the UK branch was not a large gameplay fork. In many places it is the same underlying branch simply renamed and rebuilt for a different regional overlay.
The places that do change are more specific:
gbmsdt_e.s versus gbmsdt_usa.s is 99.91% identical, with tiny text-level changes such as lose all heart! versus lose all hearts!, some shield wording reflow, and several puzzle-hint lines changing BLUE RED to RED BLUE or Red Bluezrom.s differs in the cartridge-header area, where the UK branch removes the explicit ZELA title bytes and the US version tagging seen in the US branch, leaving a more neutral overseas header statecgal.bat and ddd differ mainly because the UK build script swaps _usa modules for _e modules and links heavily against the German cgb_d tree rather than the US branch’s dependencies on DEMO_zeldazchr.s changes only in a few libbin include paths, where the UK branch points some event graphics loads at the German cgb_d folder instead of the shared DEMO_zelda location used by the US branchThe bigger divergences are in zend_e.s, zms_e.s, and zti_e.s:
zend_e.s is only about 94% similar to zend_usa.s and includes many path changes, comment/date differences, and code-layout drift, suggesting the ending branch was being maintained somewhat separatelyzms_e.s is only about 90% similar to zms_usa.s, and the reason is quite specific: the US file carries a large extra block dated 1998/09/28 and explicitly marked as code moved in from zpl.s. That block defines MSBGAD, MSVRAH, MSVRAL, and a long MSVRSV routine that backs up message-window tile data and, when CGBFLG is set, also switches VBK and SVBK to preserve the Color Game Boy attribute layer. In other words, the extra US-only block is not generic fluff. It is a substantial message-screen save routine with CGB attribute support that the UK zms_e.s copy does not carry in the same filezti_e.s is about 95.6% similar to zti_usa.s, with additional conditionals and branch logic differences around state handling and secret/new-dungeon checksSo the UK English branch looks less like a fully independent gameplay fork and more like a lightly diverged localisation branch sitting on top of mostly shared logic, with only a few modules absorbing the real region-specific drift.
CGB_zeldaEIKOKU looks like a genuine localisation work branch rather than a late ROM export. It preserves translation handoff notes, message revisions, branch-specific source modules, and its own build outputs.
That makes it one of the most interesting parts of Disk 2. If Disk 1 is the best snapshot of the late main build environment, CGB_zeldaEIKOKU is one of the clearest snapshots of how that main build was being pushed outward into region-specific English localisation work.
CGB_zeldaCANDA is much stranger. Instead of the usual cgb / language-overlay / gb split, it is a flat directory with only 40 files.
Those files are almost entirely DMG-format modules and base resources:
ZMA.DMG, ZPL.DMG, ZEX.DMG, ZEND.DMG, ZTI.DMG, and the ZE2 to ZE8 setBGM_1F.HEX, BGM_2.HEX, and SE.HEXC1.CHR to C8.CHRThat shape suggests the Canadian branch was not being maintained as a full parallel Color-era workspace in the same way as USA, UK, German, or French. It looks more like a compact localisation or build-prep snapshot rooted in the monochrome-compatible source path.
The most surprising Disk 2 result is how little its DEMO_zelda folder differs from Disk 1.
A full recursive compare shows:
DEMO_zelda: 3113 files, 44 directoriesDEMO_zelda: 3095 files, 43 directoriesEven the major content-heavy subtrees match almost perfectly in size. kimura, sgb, CGX, COLOR, PHOTO, Geki, ENDING, BACKUP, ATR, ATR2, MAP, and New_sound all have the same file counts on both disks.
That means Disk 2’s DEMO_zelda is not a clearly different creative workspace. It is much closer to a near-clone or branch copy of the Disk 1 demo folder.
The changed shared files are tightly clustered:
zgeki.s and ZGEKI.ozrom.s and zrom.ozti.s and zti.oC.isxisdwdcmd.dat, isdwdrng.dat, and isdwdsym.datThe biggest source difference is zti.s. Compared with Disk 2, the Disk 1 copy contains extra heart-container and name-handling logic, including a dedicated heart-container table and additional checks that line up neatly with the nearby 修正.txt bug-fix note on Disk 1. zrom.s also looks version-marked in a useful way: Disk 1 identifies itself as a version 3 branch with heart-container fixes, while Disk 2 still looks closer to version 2.
By contrast, zgeki.s changes are tiny and mostly look like commented-out debug or temporary marker lines being cleaned up rather than a major content rewrite.
Taken together, Disk 2 looks less like “the next big workspace after Disk 1” and more like a localisation expansion layer wrapped around an almost unchanged copy of the same demo/build environment.
The new UK and Canadian folders are the genuinely new content. The demo workspace mostly serves as evidence that the branch was still anchored to nearly the same build bench, with only a few targeted source and debugger differences around versioning and late fixes.
On balance, that makes Disk 1’s DEMO_zelda look slightly newer and closer to the later fixed state, while Disk 2 preserves an almost identical but slightly older-looking branch of the same workspace.
Disk 3 shifts away from the cleaner region trees and toward testing and support material. It still contains a CGB_zeldaUSA branch, but the more unusual folders here are the test and utility workspaces.
Disk 3 is where the CGB leak stops looking like a tidy regional backup and starts looking like a real workshop. Instead of mainly preserving release branches, it preserves test benches, support tools, DMG carry-overs, and rougher duplicate workspaces with backup files still lying around.
The main folders break down into a few different roles:
| Folder | What it looks like | Why it matters |
|---|---|---|
TEST_zelda |
Focused level and asset test workspace | Best evidence on Disk 3 for hands-on room and dungeon testing |
DEMO_zelda |
Rougher clone of the main demo workspace | Preserves extra intermediates, backups, tools, and scratch material not seen on Disk 1 |
bgcheck |
One-screen CG preview/check utility | Shows how art assets could be previewed quickly inside Nintendo’s CGB workflow |
GBZE and gbzelda |
Older monochrome Zelda support folders | Preserve DMG-era build paths still living beside the color project |
CGB_samp |
General CGB sample/reference package | Shows the kind of low-level test code and helper material sitting around the workspace |
TEST_zelda is the most informative new folder on Disk 3. It is smaller than DEMO_zelda, but it is much more focused. Instead of being a broad release or regional branch, it looks like a dedicated test workspace for room data, dungeon resources, and colorised asset experiments.
File counts help show the difference in scale:
| Folder | Files | Directories |
|---|---|---|
TEST_zelda |
1226 | 31 |
DEMO_zelda |
3352 | 50 |
That makes TEST_zelda large enough to be a serious project folder, but still compact enough that its purpose reads more clearly.
The strongest clue is the layout of the level folders:
Level-5, Level-6, Level-7, and Level-8 each split into CGX and SCRROOMxx.bin files, for example ROOM80.bin through ROOMA9.bin in Level-5Level-7 also includes special-case files like HASIRA.binThat pairing makes the intent pretty clear. This workspace was preserving room graphics and room screen/layout data side by side, dungeon by dungeon, rather than only building one monolithic ROM image and throwing the working files away.
The rest of the folder reinforces that interpretation:
| Folder | What survives there | What it suggests |
|---|---|---|
CGX / CGX2 |
Test and dungeon graphics such as TEST.CGX, TEST_clz5.cgx, clz1.cgx-clz9.cgx, g1.cgx-g9.cgx, and many alternate clz*a / clz*k variants |
The team was iterating on multiple visual versions of dungeon graphics rather than treating them as fixed compiled assets |
COLOR / COLOR2 |
.CDT color-definition files like 2_room.CDT, 5-room.CDT, bg_3a.CDT, heya-1.CDT, ido.CDT, and ietype_0.CDT |
Palette and color-layout data were being tuned as their own editable layer |
ATR / ATR2 |
.pnl and .pdt attribute resources named after room groups and background chunks |
Collision, panel, or attribute metadata was being edited directly alongside art and maps |
PANEL / PDT |
Additional panel resources | A second sign that this folder was built around testing map and room data, not just code |
Like the main demo workspace, TEST_zelda is not cleanly separated into source versus build. The code, tools, intermediates, and debugger outputs all live together:
zma.s, zpl.s, zti.s, zchr.s, zcol.s, and gbmsdt.s.o and .ISOC.isx, N.isx, and T.isxcgbzelda.com, CGZEL.COM, ZEL.BIN, and teszelda.comISAS32.EXE, ISLK32.EXE, ISDMG.EXE, ISLINK.EXE, ISD.EXE, and SUMCHECK.EXEcgal.bat confirms that this was not just a passive archive. It assembles a large set of Zelda modules, from ZMA and ZPL through ZCOL, ZATR, and ZMAP, then links them with ISLK32 @ddd. In other words, TEST_zelda was still a working build folder, just one aimed at testing and iteration rather than at preserving a clean regional branch.
TEST_zelda overlaps heavily with the broader Zelda workspaces, but it is not just a smaller copy. The room-heavy level folders, the test graphics like TEST.CGX, the standalone TEST1.SCR and TEST2.SCR, and the concentration of panel/color resources all make it feel like a staging area for dungeon and screen experiments.
If Disk 1 showed how the main project was organised, TEST_zelda shows how specific parts of it were actually poked, rebuilt, and checked.
Disk 3 also carries another DEMO_zelda, but this one is much rougher than the cleaner snapshots on Disk 1 and Disk 2.
A recursive compare against Disk 1 shows the overall shape:
| Measure | Disk 1 DEMO_zelda |
Disk 3 DEMO_zelda |
|---|---|---|
| Files | 3113 | 3352 |
| Shared filenames | 3094 | 3094 |
| Only on this disk | 19 | 258 |
That means Disk 3 is not a different demo branch so much as a messier copy of the same bench, with a lot more debris left behind.
The extra files are revealing:
.ISO assembler intermediates such as ZMA.ISO, ZPL.ISO, ZEX.ISO, ZEND.ISO, and the full ZE2 to ZE8 set~ suffixes, including cgal.bat~, ddd~, aada.doc~, bug.txt~, msg.txt~, and backup copies of source modules across the whole treeISAS32.EXE and ISLK32.EXE inside the workspace itselfてすと, extra panel variants, and photo-related helpers like PHOTO/photocpThat makes the Disk 3 copy valuable in a different way from Disk 1. Disk 1 is the better high-level snapshot. Disk 3 is the better “what was still lying on the desk” snapshot.
bgcheck is one of the nicest little utility folders in the whole leak.
Its readme.txt describes it as a CGB one-picture CG check program. The workflow is very direct:
CGX, SCR, and COLbgcheck folderbg.cgx, bg.scr, and bg.colxyz.batX.isx in the debugger and execute itSo this was essentially a quick preview harness. Instead of rebuilding a whole Zelda branch just to inspect one background, artists and developers could drop in one screen’s worth of art data and view it immediately through the standard debugger flow.
The folder contents line up perfectly with that purpose:
| File or Folder | What it contains | Why it is interesting |
|---|---|---|
XYZ.BAT |
Tiny build script | Confirms the whole tool is meant to be rebuilt on demand |
X.isx |
Debugger image | The output loaded after running the batch file |
hy_main.s, hy_prog.s, hy_sub.s, chars.s, Nintendo.s |
Support code for the preview program | This was a real little application, not just a file converter |
ISAS32.EXE, ISLK32.EXE |
Assembler and linker | The toolchain was self-contained in the folder |
isdwd*.dat, isdws*.dat |
Debugger metadata | The same Intelligent Systems workflow seen elsewhere in the leak |
The subfolders are even better:
KIMKYO contains a large pile of real Zelda art assets in .cgx, .scr, and .col form, including photo-event files like pho11.cgx, pho12c.col, pho9cgb.scr, and syasinya.cgxHABU contains a smaller sample set around marin3.cgx, marin3.scr, and marin3.colTest_char contains a tiny character test set with test.cgx and t0.scr through t9.scrThat means bgcheck was not just a generic utility copied into the archive. It was being used with real Link’s Awakening DX assets, including art tied to the photo system and region-specific graphics.
GBZE and gbzelda are the clearest reminder on Disk 3 that the DX project was still carrying around a full monochrome Zelda world.
Both folders are flat DMG-era workspaces full of familiar pieces:
.DMG source modules like ZMA.DMG, ZEX.DMG, ZEND.DMG, ZTI.DMG, and the ZE2 to ZE8 set.ISO intermediatesISDMG.EXE, ISLINK.EXE, and ISXTOBIN.EXEC1.CHR through C8.CHR, BGM_1.HEX, BGM_2.HEX, SE.HEX, and RZ.ICEBut they are not quite the same.
| Folder | What stands out |
|---|---|
GBZE |
Leaner monochrome build/test folder with SUBCALL, SUNCALL, T.ISX, and only a small set of scripts |
gbzelda |
More content-facing DMG folder with TEST.CGX, TEST1.SCR, TEST2.SCR, GBZEL.BIN, extra GAL*.BAT variants, and a tiny test.bat that simply runs isdmg zma |
So GBZE looks more like a stripped DMG build bench, while gbzelda looks more like a DMG Zelda sandbox carrying graphics tests and quick rebuild scripts.
Neither folder is as rich as the Disk 1 regional trees, but together they reinforce the same pattern seen elsewhere in the leak: even deep into the DX project, monochrome Game Boy source and tooling were still active enough to survive intact beside the color branch.
CGB_samp looks like a general low-level Game Boy Color sample package rather than a Zelda branch.
Its file list is built around reusable test programs and helper modules:
MAIN.DMG, LIB.DMG, MACRO.DMG, GLOBAL.DMG, DEF.DMG, DEBUG.DMG, and INT.DMGBGDATA.DMG, CHRDATA.DMG, OBJDATA.DMG, PLTDATA.DMG, and SOUND.HEXBGTEST.DMG, KEYTEST.DMG, LCDTEST.DMG, SIOTEST.DMG, SOUNTEST.DMG, TIMETEST.DMG, and WINTEST.DMGLIB.ICE, LIB.ISO, LIB.ISX, CHECK.COM, and Check.binMAIN.DMG opens with a very conventional low-level framework: reset vectors, interrupt vectors, LCDC on/off routines, DMA handling, and keypad interrupt setup. In other words, this is the sort of sample code a team could reuse when testing specific CGB hardware features.
Inside the Zelda DX article, the interesting part is not the sample package by itself. It is the fact that this kind of low-level test/reference code was sitting on the same disk as the Zelda workspaces, which says a lot about how mixed and practical the real development environment was.
Compared with the earlier DMG Link’s Awakening leak, the CGB archive shows a much messier and more revealing development environment. Instead of only preserving clean floppy backups of source files, it keeps regional forks, ROM outputs, SRAM samples, demo builds, test folders, and the toolchain used to assemble and debug the Game Boy Color version.
That makes this one of the best surviving snapshots of how Nintendo and its collaborators were actually maintaining a late Game Boy/Game Boy Color project across multiple regions.