Zelda Links Awakening DX Source Code (CGB)
Edit on Github | Updated: 27th March 2026The 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.
At a Glance
Key takeaways
Disk1is the most important part of the leak: the main JP3/US3/EU2 snapshot, plus demo material, SRAM samples, and bug-fix notesDisk2expands the localisation side with extra regional branches such as UK English and CanadaDisk3is the messiest disk and feels closest to a live developer scratch space- The regional folders keep both
cgbandgbtrees, showing how DX still carried monochrome Game Boy code inside the color project - The archive preserves real low-level development artefacts:
.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 |
What’s Inside CGB.7z
At the root level the archive contains one Zelda DX source backup and one unrelated Hamtaro 2 master build folder.
The Main Zelda DX Source Archive
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 - Main Release Snapshot (/Source/Disk1/ゼルダの伝説_JP3_US3_EU2)
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:
- A photo event bug around the fisherman/photo shop sequence under the bridge
- A file select crash or freeze caused by an out-of-range heart count
- A name registration/copy issue when the entered name data summed to zero
The note also points directly at the affected routines, including GEKI_8MAIN in ZGEKI.s and HART1ST, SVDS010, and CP3070 in ZTI.s.
Regional Source Trees on Disk 1
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.
Shared Layout Inside Each Disk 1 Region Folder
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 |
US Branch Details (CGB_zeldaUSA)
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 |
Why This Branch Matters
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:
cgbas the shared engine workspacecgb_usaas the US-specific production overlaygbas the older monochrome Game Boy path still living inside the Color project
The Shared cgb Engine Layer
The 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.
The US-Specific cgb_usa Overlay
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.sshows US-specific message data was broken out explicitlyzma_usa.sandzend_usa.ssuggest even gameplay and ending code had region-specific variantsmsg.txtandエンディング(NOA).txtshow plain text notes still living alongside source and assetsC_USA.PIFandc_usa.isxpoint to region-specific debugger or project configurations
Taken 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 Hidden DMG Project Inside DX
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:
- main
.DMGsource files such asZMA.DMG,ZPL.DMG,ZEX.DMG,ZEND.DMG,GBMSDT.DMG,ZCO.DMG,ZDB.DMG,ZGD.DMG,ZTI.DMG, andZVD.DMG - enemy and logic files from
ZEN.DMGthroughZE8.DMG - the same supporting asset formats seen elsewhere in the project:
BGM_1.HEX,BGM_2.HEX,SE.HEX,C1.CHRthroughC8.CHR,RZ.ICE, andGAL.BAT
Why 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 |
German and French Branch Details
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_dis the German-specific Game Boy Color layer- it contains
TEXT,PHOTO, andCOMfolders, matching the structure seen in the old mixed article - it preserves German-specific outputs such as
c_d1211.GB,c_d1211.com,c_d.isx, andc_d.ram - there is even a stray
bug-e106.avi, which suggests at least one bug was captured as a video during debugging - files like
zms_d.s,zgkscr.s,zrom1.s, andze9.shint at localisation-specific script splits and some branch divergence from the US tree
For CGB_zeldaFRANCE:
cgb_fis the French-specific Game Boy Color layer- the French
gbfolder swaps inBGM_1F.HEXinstead of the defaultBGM_1.HEX, matching the localisation pattern seen in the DMG leak cgb_fcontains French-specific message/color files such asgbmsdt_f.sandzcolsub_f.s- it also includes
sound,COM, and debugger data alongside the core source
Taken 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.
Demo Workspace on Disk 1 (/Source/Disk1/…/DEMO_zelda)
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 |
Built Outputs and Build Scripts
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.
Internal Notes and Debug Aids
Some of the most revealing material in the folder is not code at all:
debug.txtexplains 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.docis 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.docis 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.SCRandTEST2.SCRsuggest dedicated screen-layout experiments were being kept right in the same working folder
That 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.
Graphics and Content Work Areas
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:
GekiandENDINGpreserve event and ending assetsPHOTOlines up with the photo-related debug note indebug.txtNew_soundcontains both binary audio exports and the editable.HEXsource formatsMAPstill holds raw map data filesBACKUPstores backup copies of core sources likezma.s,zpl.s,zex.s,zrom.s,zti.s, andzend.s
This is exactly the kind of workspace clutter that tends to disappear from cleaner source archives.
Kyoko Kimura’s Work Area
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 |
What the Folder Looks Like
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:
- room graphics as
.CGX - room map data as
.MAP - room screen/layout data as
.SCR - matching
.BAKrevisions for all three - level color files such as
zelda_dun2.COL,zelda_dun2c.COL,zelda_dun4.COL, andzelda_dun4c.COL - panel files like
pnl2c.PNL,pnl4.PNL,pnl4c.PNL, andpnl4t.PNL
That makes the folder read less like “graphics resources” and more like a per-room edit history.
Level-2 as a Worked Example
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:
- many
Level-2.CGXand.MAPfiles were last updated in early July 1998 - a large batch of
Level-2.SCRfiles was updated again on 28 July 1998 - some rooms such as
ROOM28were still being revised in August 1998
That pattern suggests the team was touching graphics, maps, and screen scripts in separate passes rather than exporting everything in one go.
Why the Backups Matter
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:
- the fact that room assets were revised file-by-file
- the order in which different data layers changed
- evidence that the workspace was being edited manually rather than regenerated from a single higher-level tool
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 Super Game Boy Sample Workspace
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 Save Data Folders
Disk 1 also preserves two separate save-data areas, and both are useful for understanding how the team was testing the game.
Quick SRAM Snapshots
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 Archive
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 |
What the Bank Layout Shows
Looking more closely at the data, the split archive behaves less like four save slots and more like four separate cartridge captures:
azlj01-0.binthroughazlj04-0.binare the only consistently “live” banks, each containing a mix of real data,00, and largeFFregions- almost every
-1.bin,-2.bin, and-3.binfile is either completelyFFfilled or very close to it, suggesting those upper SRAM banks were unused on most carts - one repeated all-
FFbank image is reused across nearly every upper-bank file inNo1,No2,No3, and part ofNo4 No4is the odd exception, becauseazlj04-3.binis not empty and contains a distinct high-FFbut still populated pattern
Dates and Tooling
The timestamps also split into two useful phases:
- the raw
azlj??-?.bincartridge chunks were written on 15 June 1999 - the debugger sidecar files in
No1,No3, andNo4were added later on 15 June, 2 August, and 15 June 1999 respectively
That 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.
Why It Matters
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 labelsazljsramfor more deliberate cartridge-level SRAM captures, sometimes bundled with debugger metadata
Disk 2 - Localisation Expansion (/Source/Disk2)
Disk 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.
What Disk 2 Adds Beyond Disk 1
The main reason Disk 2 matters is not that it replaces Disk 1. It expands it.
Two additions stand out immediately:
CGB_zeldaEIKOKUadds a distinct UK English branch with its owncgb_eoverlay beside the sharedcgband fallbackgbtreesCGB_zeldaCANDAis a much smaller flat Canadian branch made up almost entirely of top-level DMG-format source modules and audio/graphics resources
That 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.
The UK English Branch
CGB_zeldaEIKOKU follows the same broad pattern as the Disk 1 regional folders:
- a shared
cgbdirectory - a region-specific
cgb_eoverlay - a fallback
gbcode path
The 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.
What the Text Files Show
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 the US Branch
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:
- text and message files
- ending/credit material
- branch-specific source modules such as
zma_e.s,zend_e.s,zms_e.s,zti_e.s, andzvd_e.s - branch-specific build and debugger outputs like
c_e.comandc_e.isx
The 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.
What Actually Changes in the Source Modules
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.sversuszatr_usa.szatrsub_e.sversuszatrsub_usa.szcol_e.sversuszcol_usa.szcolsub_e.sversuszcolsub_usa.szma_e.sversuszma_usa.szvd_e.sversuszvd_usa.smsg.txtversus the USmsg.txt
That 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.sversusgbmsdt_usa.sis 99.91% identical, with tiny text-level changes such aslose all heart!versuslose all hearts!, some shield wording reflow, and several puzzle-hint lines changingBLUE REDtoRED BLUEorRed Bluezrom.sdiffers in the cartridge-header area, where the UK branch removes the explicitZELAtitle bytes and the US version tagging seen in the US branch, leaving a more neutral overseas header statecgal.batandddddiffer mainly because the UK build script swaps_usamodules for_emodules and links heavily against the Germancgb_dtree rather than the US branch’s dependencies onDEMO_zeldazchr.schanges only in a fewlibbininclude paths, where the UK branch points some event graphics loads at the Germancgb_dfolder instead of the sharedDEMO_zeldalocation used by the US branch
The bigger divergences are in zend_e.s, zms_e.s, and zti_e.s:
zend_e.sis only about 94% similar tozend_usa.sand includes many path changes, comment/date differences, and code-layout drift, suggesting the ending branch was being maintained somewhat separatelyzms_e.sis only about 90% similar tozms_usa.s, and the reason is quite specific: the US file carries a large extra block dated1998/09/28and explicitly marked as code moved in fromzpl.s. That block definesMSBGAD,MSVRAH,MSVRAL, and a longMSVRSVroutine that backs up message-window tile data and, whenCGBFLGis set, also switchesVBKandSVBKto 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 UKzms_e.scopy does not carry in the same filezti_e.sis about 95.6% similar tozti_usa.s, with additional conditionals and branch logic differences around state handling and secret/new-dungeon checks
So 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.
What That Suggests
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.
The Canadian Branch
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:
- core source like
ZMA.DMG,ZPL.DMG,ZEX.DMG,ZEND.DMG,ZTI.DMG, and theZE2toZE8set - audio data like
BGM_1F.HEX,BGM_2.HEX, andSE.HEX - graphics banks
C1.CHRtoC8.CHR
That 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.
DEMO_zelda on Disk 2 Compared with Disk 1
The most surprising Disk 2 result is how little its DEMO_zelda folder differs from Disk 1.
A full recursive compare shows:
- Disk 1
DEMO_zelda: 3113 files, 44 directories - Disk 2
DEMO_zelda: 3095 files, 43 directories - shared files: 3094
- byte-identical shared files: 3085
- changed shared files: only 9
Even 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 Small Set of Real Differences
The changed shared files are tightly clustered:
zgeki.sandZGEKI.ozrom.sandzrom.ozti.sandzti.oC.isxisdwdcmd.dat,isdwdrng.dat, andisdwdsym.dat
The 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.
What That Suggests
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 - Test and Support Material (/Source/Disk3)
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
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.
How Separate It Is from DEMO_zelda
The first important point is that TEST_zelda is not just a trimmed demo copy.
| Measure | TEST_zelda versus Disk 3 DEMO_zelda |
|---|---|
| Shared filenames | 721 |
Files only in TEST_zelda |
505 |
Files only in DEMO_zelda |
2631 |
That overlap is real, but it is much smaller than it first appears. The shared slice is mostly the common Zelda source, scripts, and build outputs. The rest of the test branch is a genuinely separate pile of room, panel, color, and staging data.
Even inside the shared set, many files are not identical. zmap.s, zti.s, gbmsdt.s, cgal.bat, ddd, C.isx, T.isx, both map files, many CGX graphics, and many .CDT color files all differ from the copies in DEMO_zelda.
A Dungeon and Room Test Bench
The strongest clue is the layout of the level folders:
Level-5,Level-6,Level-7, andLevel-8each split intoCGXandSCR- those folders contain long runs of
ROOMxx.binfiles, for exampleROOM80.binthroughROOMA9.bininLevel-5 Level-7also includes special-case files likeHASIRA.bin
That 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 |
The room ranges also feel deliberate rather than arbitrary. Level-5 preserves ROOM80.bin through ROOMA9.bin, Level-6 runs through ROOMB0.bin onward, Level-7 adds special files like HASIRA.bin, and Level-8 carries another long contiguous room run. With MAP/zel_map1.MDT and MAP/zel_map2.MDT sitting beside them, the branch reads like a real dungeon test harness.
Japanese Staging Folders
Some of the most revealing content is in the Japanese-named side folders:
| Folder | What is inside | Why it matters |
|---|---|---|
てすと |
Small binary and palette experiments such as title_c.bin, title_s.bin, select_c.bin, select_s.bin, love_c.bin, love_s.bin, open_1c.bin, open_1s.bin, and turi_pnl.bin |
Looks like a scratch area for isolated screen, panel, and UI checks |
アトリビュート |
.PNL attribute files mirroring the room and panel naming seen elsewhere |
A Japanese-labelled staging mirror for attribute resources |
エンディング |
Cgx/end1.bin through end9.bin plus matching Scr/end*_*.bin files |
Dedicated ending-screen graphics and layout test material |
Those folders make the branch feel much more practical. Instead of everything being folded back into the main tree, the team left behind little staging zones for testing UI pieces, attribute data, and ending screens in isolation.
Two Build Paths in One Folder
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:
- source files like
zma.s,zpl.s,zti.s,zchr.s,zcol.s, andgbmsdt.s - object and intermediate files like
.oand.ISO - debugger images such as
C.isx,N.isx, andT.isx - shipped or near-shipped outputs such as
cgbzelda.com,CGZEL.COM,ZEL.BIN, andteszelda.com - the full toolchain, including
ISAS32.EXE,ISLK32.EXE,ISDMG.EXE,ISLINK.EXE,ISD.EXE, andSUMCHECK.EXE
The scripts show something even more interesting: this one folder still preserves both the older monochrome build DNA and the newer Color-era build flow.
cgal.batassembles a large CGB-oriented module set withISAS32and links it withISLK32 @dddddddefines a banked image all the way up throughBANK35, which is a much more serious layout than a tiny one-off utilitylink.batstill preserves an olderISLINKcommand line over a long Zelda module list, producingT
So TEST_zelda was not just a content test folder. It was a place where overlapping DMG and CGB toolchains were still both visible.
The timestamps back that up too. Most of the source and object files cluster around mid-1998 through September 1, 1998, while inherited files like GBMSDT.DMG, BGM_1.HEX, and SE.HEX still carry much older 1993 dates.
What Makes It Different from DEMO_zelda
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, the Japanese staging folders, 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. It is one of the clearest places in the leak where Nintendo’s dungeon iteration process, low-level asset pipeline, and overlapping DMG/CGB tooling all sit together in one branch.
DEMO_zelda on Disk 3
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:
- many
.ISOassembler intermediates such asZMA.ISO,ZPL.ISO,ZEX.ISO,ZEND.ISO, and the fullZE2toZE8set - many backup files with
~suffixes, includingcgal.bat~,ddd~,aada.doc~,bug.txt~,msg.txt~, and backup copies of source modules across the whole tree - tool executables such as
ISAS32.EXEandISLK32.EXEinside the workspace itself - scratch areas such as
てすと, extrapanelvariants, and photo-related helpers likePHOTO/photocp
That 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
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:
- export artwork from the CAD tool as
CGX,SCR, andCOL - copy those files into the
bgcheckfolder - rename them to
bg.cgx,bg.scr, andbg.col - run
xyz.bat - load
X.isxin the debugger and execute it
So 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 shape of the tool suggests something important. bgcheck itself looks generic rather than Zelda-specific, but this particular copy is clearly a Zelda DX instance of it. The program logic is just a tiny CGB viewer for CGX, SCR, and COL data, while the packed assets inside chars.s are unmistakably from Link’s Awakening DX. So the safest reading is that this was a reusable internal utility being used here for Zelda, not a Zelda-only tool and not clearly a formal SDK package either.
The implementation details make it even better. XYZ.BAT assembles only two modules, hy_main and chars, then links them into X. That means this was deliberately kept tiny: a miniature viewer, not a cut-down copy of the main game.
How the Viewer Actually Works
The code in hy_main.s and hy_prog.s shows that bgcheck is not limited to a single static screen. It is a small banked browser.
| Part | What it does | Why it matters |
|---|---|---|
hy_main.s |
Sets up interrupts, DMA, LCD state, keypad input, and the main loop | This is a real little CGB program rather than a one-shot converter |
INKEY_A / INKEY_B |
Advance or rewind NOWCG |
The viewer can cycle between packed presets with button input |
CHRTR |
Loads character graphics into VRAM from banked data | Graphics are stored separately and swapped in per preset |
PL_CNG |
Loads palette data through the CGB palette registers | Color data is treated as its own editable layer |
SCRTR |
Writes both tilemap and attribute data, including the CGB attribute plane through VBK |
The tool previews not just tiles and layout, but proper Color Game Boy attributes too |
So while the readme.txt talks about checking one picture, the actual program is closer to a compact preset viewer. It can step through multiple packed screens without rebuilding the whole viewer each time.
What chars.s Reveals
chars.s is where the most interesting evidence lives. Instead of embedding placeholder data, it libbins real Zelda assets directly into banked slots.
The packed presets include:
kimkyo/gsiroc.cgx,.col, and.scr- photo-related screens such as
kimkyo/pho4,pho5,pho9t,pho10t, andpho12 habu/marin3as another complete graphics/palette/screen set- a run of
test_charscreens usingtest.cgxwitht3.scrthrought9.scrandt0.scr
The bank layout is tidy and revealing:
- banks
2to5hold character graphics - bank
6holds palette chunks in0x80-byte blocks - banks
7and8hold screen and attribute data in0x800-byte chunks scr_cntis derived from the packed palette range, which is how the program knows how many presets it can cycle through
That means bgcheck was not just looking at arbitrary dropped-in files one at a time. It could be rebuilt as a curated multi-screen inspection cartridge, bundling several related Zelda assets into one quick-check viewer.
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:
KIMKYOcontains a large pile of real Zelda art assets in.cgx,.scr, and.colform, including photo-event files likepho11.cgx,pho12c.col,pho9cgb.scr, andsyasinya.cgxHABUcontains a smaller sample set aroundmarin3.cgx,marin3.scr, andmarin3.colTest_charcontains a tiny character test set withtest.cgxandt0.scrthrought9.scr
Those subfolders also make it easier to guess what the names mean. KIMKYO is very likely another Kimura-linked art workspace, while HABU looks like a separate contributor’s sample set. Either way, bgcheck was clearly being used with real Link’s Awakening DX assets, not just neutral test data.
Why It Matters
This folder is such a strong survivor because it captures a step that is usually invisible in release-era archives: the quick art-check loop.
Instead of:
- rebuilding the full game
- navigating to the right room
- and hoping the palette, tilemap, and attribute data all looked right in context
the team could assemble a tiny viewer, load X.isx, and flip through prepared screens directly in the debugger. For anyone trying to understand how Nintendo actually handled low-level CGB art production, that is one of the best process clues anywhere on Disk 3.
The evidence also supports a slightly broader point. I did not find another copy of this exact Game Boy bgcheck tool elsewhere in the CGB leak, so it would be a stretch to call it a standard SDK component. But the program is generic enough that it almost certainly was not invented just for Zelda either. The best fit is a small internal utility that could be repacked per project, with this Disk 3 copy preserving the Zelda DX version.
The DMG Support Folders
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:
.DMGsource modules likeZMA.DMG,ZEX.DMG,ZEND.DMG,ZTI.DMG, and theZE2toZE8set.ISOintermediates- DMG build tools like
ISDMG.EXE,ISLINK.EXE, andISXTOBIN.EXE - shared asset formats like
C1.CHRthroughC8.CHR,BGM_1.HEX,BGM_2.HEX,SE.HEX, andRZ.ICE
But 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
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:
- framework files such as
MAIN.DMG,LIB.DMG,MACRO.DMG,GLOBAL.DMG,DEF.DMG,DEBUG.DMG, andINT.DMG - asset/data helpers like
BGDATA.DMG,CHRDATA.DMG,OBJDATA.DMG,PLTDATA.DMG, andSOUND.HEX - self-describing tests such as
BGTEST.DMG,KEYTEST.DMG,LCDTEST.DMG,SIOTEST.DMG,SOUNTEST.DMG,TIMETEST.DMG, andWINTEST.DMG - build/debug outputs like
LIB.ICE,LIB.ISO,LIB.ISX,CHECK.COM, andCheck.bin
MAIN.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.
Why the CGB Leak Matters
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.