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Gigaleak - Zelda Links Awakening DX Source Code (CGB)

Edit on Github | Updated: 27th March 2026

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.


At a Glance

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 notes
  • Disk2 expands the localisation side with extra regional branches such as UK English and Canada
  • Disk3 is the messiest disk and feels closest to a live developer scratch space
  • The regional folders keep both cgb and gb trees, 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

CGB.7z

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
    Source code and build material for Link's Awakening DX
    📁 B86__ハム太郎 2
    Hamtaro 2 master ROM material for multiple regions

The Main Zelda DX Source Archive

AZL DX

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.

    📁 Disk1
    Main JP3/US3/EU2 source snapshot
    📁 Disk2
    Regional localisation worktrees and demo material
    📁 Disk3
    Test builds, sample projects, and additional support folders

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)

Disk1

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.

    📁 CGB_zeldaUSA
    English/US source tree
    📁 CGB_zeldaDOITU
    German source tree (`Doitu` is a phonetic rendering of Deutsch/Deutschland)
    📁 CGB_zeldaFRANCE
    French source tree
    📁 DEMO_zelda
    Demo/build workspace with source, objects, tools, and ROM outputs
    📁 SRAMデータ
    SRAM save data samples
    📁 azljsram
    Japanese save RAM archive and extracted folder
    📄 修正.txt
    Bug-fix/change note for the DX version

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

Regional

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.

    📁 CGB_zeldaUSA/cgb_usa
    US English Game Boy Color source
    📁 CGB_zeldaDOITU/cgb_d
    German Game Boy Color source
    📁 CGB_zeldaFRANCE/cgb_f
    French Game Boy Color source
    📁 */cgb
    Each regional tree also includes `cgb` subdirectories
    📁 */gb
    Each regional tree also includes `gb` subdirectories

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

CGB_zelda*

At a more detailed level, the three main regional folders on Disk 1 all follow the same broad pattern:

    📁 cgb
    Shared Game Boy Color source base with common engine code, scripts, object files, maps, and graphics
    📁 cgb_*
    Language-specific overlay e.g `cgb_usa`, `cgb_d`, or `cgb_f` containing translated message/data files and regional outputs
    📁 gb
    A monochrome Game Boy source tree with `.DMG` files, character graphics, music data, and build scripts

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)

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.

    📁 cgb
    Shared Game Boy Color engine workspace with `.s` source, `.o` objects, `.CHR` tiles, `.HEX` audio, `.BAT` build scripts, and debugger data
    📁 cgb_usa
    US-specific overlay containing translated message/data files and the main content subfolders
    📁 cgb_usa/ATR
    Attribute data workspace
    📁 cgb_usa/ATR2
    Additional panel/attribute data (`.pnl` and `.pdt`)
    📁 cgb_usa/CGX
    Color graphics workspace with many `.cgx` files and character graphics
    📁 cgb_usa/COLOR
    Color definition data (`.CDT`)
    📁 cgb_usa/COLOR2
    Secondary color definition set
    📁 cgb_usa/COM
    Compiled outputs
    📁 cgb_usa/ENDING
    Ending-related content
    📁 cgb_usa/Geki
    Event/cutscene graphics, especially the photo-event material
    📁 cgb_usa/MAP
    Map data (`zel_map1.MDT`, `zel_map2.MDT`)
    📁 cgb_usa/New_sound
    Binary sound exports (`bgm_1.bin`, `bgm_2.bin`, `se.bin`)
    📁 cgb_usa/PHOTO
    Photo system assets
    📁 cgb_usa/scr
    Screen files such as `name_1.scr` and `name_2.scr`
    📁 gb
    Monochrome fallback tree with nearly complete `.DMG` source plus shared art/audio assets

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:

  • cgb as the shared engine workspace
  • cgb_usa as the US-specific production overlay
  • gb as 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.s shows US-specific message data was broken out explicitly
  • zma_usa.s and zend_usa.s suggest even gameplay and ending code had region-specific variants
  • msg.txt and エンディング(NOA).txt show plain text notes still living alongside source and assets
  • C_USA.PIF and c_usa.isx point 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 .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.DMG
  • enemy and logic files from ZEN.DMG through ZE8.DMG
  • the same supporting asset formats seen elsewhere in the project: BGM_1.HEX, BGM_2.HEX, SE.HEX, C1.CHR through C8.CHR, RZ.ICE, and GAL.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

DOITU / FRANCE

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 layer
  • it contains TEXT, PHOTO, and COM folders, 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, and c_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, and ze9.s hint at localisation-specific script splits and some branch divergence from the US tree

For CGB_zeldaFRANCE:

  • cgb_f is the French-specific Game Boy Color layer
  • the French gb folder swaps in BGM_1F.HEX instead of the default BGM_1.HEX, matching the localisation pattern seen in the DMG leak
  • cgb_f contains French-specific message/color files such as gbmsdt_f.s and zcolsub_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)

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.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 ending
  • save.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 variables
  • aada.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 setup
  • TEST1.SCR and TEST2.SCR suggest 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:

  • Geki and ENDING preserve event and ending assets
  • PHOTO lines up with the photo-related debug note in debug.txt
  • New_sound contains both binary audio exports and the editable .HEX source formats
  • MAP still holds raw map data files
  • BACKUP stores backup copies of core sources like zma.s, zpl.s, zex.s, zrom.s, zti.s, and zend.s

This is exactly the kind of workspace clutter that tends to disappear from cleaner source archives.


Kyoko Kimura’s Work Area

kimura

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 .BAK revisions for all three
  • level color files such as zelda_dun2.COL, zelda_dun2c.COL, zelda_dun4.COL, and zelda_dun4c.COL
  • panel files like pnl2c.PNL, pnl4.PNL, pnl4c.PNL, and pnl4t.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 .CGX and .MAP files were last updated in early July 1998
  • a large batch of Level-2 .SCR files was updated again on 28 July 1998
  • some rooms such as ROOM28 were 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

Save RAM

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.bin through azlj04-0.bin are the only consistently “live” banks, each containing a mix of real data, 00, and large FF regions
  • almost every -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 carts
  • one repeated all-FF bank image is reused across nearly every upper-bank file in No1, No2, No3, and part of No4
  • No4 is the odd exception, because azlj04-3.bin is not empty and contains a distinct high-FF but still populated pattern

Dates and Tooling

The timestamps also split into two useful phases:

  • the raw azlj??-?.bin cartridge chunks were written on 15 June 1999
  • the debugger sidecar files in No1, No3, and No4 were 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 labels
  • azljsram for more deliberate cartridge-level SRAM captures, sometimes bundled with debugger metadata

Disk 2 - Localisation Expansion (/Source/Disk2)

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.

    📁 CGB_zeldaUSA
    US English
    📁 CGB_zeldaDOITU
    German
    📁 CGB_zeldaEIKOKU
    UK English (`Eikoku` means Britain/England)
    📁 CGB_zeldaFRANCE
    French
    📁 CGB_zeldaCANDA
    Canadian branch
    📁 DEMO_zelda
    Demo/build workspace carried over here as well

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_zeldaEIKOKU adds a distinct UK English branch with its own cgb_e overlay beside the shared cgb and fallback gb trees
  • CGB_zeldaCANDA is 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 cgb directory
  • a region-specific cgb_e overlay
  • a fallback gb code 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, and zvd_e.s
  • branch-specific build and debugger outputs like c_e.com and c_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.s versus zatr_usa.s
  • zatrsub_e.s versus zatrsub_usa.s
  • zcol_e.s versus zcol_usa.s
  • zcolsub_e.s versus zcolsub_usa.s
  • zma_e.s versus zma_usa.s
  • zvd_e.s versus zvd_usa.s
  • msg.txt versus the US msg.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.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 Blue
  • zrom.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 state
  • cgal.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_zelda
  • zchr.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 branch

The 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 separately
  • zms_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 file
  • zti_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 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 the ZE2 to ZE8 set
  • audio data like BGM_1F.HEX, BGM_2.HEX, and SE.HEX
  • graphics banks C1.CHR to C8.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.s and ZGEKI.o
  • zrom.s and zrom.o
  • zti.s and zti.o
  • C.isx
  • isdwdcmd.dat, isdwdrng.dat, and isdwdsym.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)

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.

    📁 CGB_zeldaUSA
    US regional source tree
    📁 TEST_zelda
    Large mixed test/build workspace
    📁 GBZE
    Game Boy-oriented test/support folder
    📁 gbzelda
    Additional monochrome Zelda support folder
    📁 CGB_samp
    Sample or reference Game Boy Color material
    📁 DEMO_zelda
    Demo workspace also present on this disk
    📁 bgcheck
    Background checking/debug folder

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.

A Dungeon and Room Test Bench

The strongest clue is the layout of the level folders:

  • Level-5, Level-6, Level-7, and Level-8 each split into CGX and SCR
  • those folders contain long runs of ROOMxx.bin files, for example ROOM80.bin through ROOMA9.bin in Level-5
  • Level-7 also includes special-case files like HASIRA.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

Build Outputs and Tools Stay in the Same 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, and gbmsdt.s
  • object and intermediate files like .o and .ISO
  • debugger images such as C.isx, N.isx, and T.isx
  • shipped or near-shipped outputs such as cgbzelda.com, CGZEL.COM, ZEL.BIN, and teszelda.com
  • the full toolchain, including ISAS32.EXE, ISLK32.EXE, ISDMG.EXE, ISLINK.EXE, ISD.EXE, and SUMCHECK.EXE

cgal.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.

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, 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.


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 .ISO assembler intermediates such as ZMA.ISO, ZPL.ISO, ZEX.ISO, ZEND.ISO, and the full ZE2 to ZE8 set
  • many backup files with ~ suffixes, including cgal.bat~, ddd~, aada.doc~, bug.txt~, msg.txt~, and backup copies of source modules across the whole tree
  • tool executables such as ISAS32.EXE and ISLK32.EXE inside the workspace itself
  • scratch areas such as てすと, extra panel variants, and photo-related helpers like PHOTO/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, and COL
  • copy those files into the bgcheck folder
  • rename them to bg.cgx, bg.scr, and bg.col
  • run xyz.bat
  • load X.isx in 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 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.cgx
  • HABU contains a smaller sample set around marin3.cgx, marin3.scr, and marin3.col
  • Test_char contains a tiny character test set with test.cgx and t0.scr through t9.scr

That 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.


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:

  • .DMG source modules like ZMA.DMG, ZEX.DMG, ZEND.DMG, ZTI.DMG, and the ZE2 to ZE8 set
  • .ISO intermediates
  • DMG build tools like ISDMG.EXE, ISLINK.EXE, and ISXTOBIN.EXE
  • shared asset formats like C1.CHR through C8.CHR, BGM_1.HEX, BGM_2.HEX, SE.HEX, and RZ.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, and INT.DMG
  • asset/data helpers like BGDATA.DMG, CHRDATA.DMG, OBJDATA.DMG, PLTDATA.DMG, and SOUND.HEX
  • self-describing tests such as BGTEST.DMG, KEYTEST.DMG, LCDTEST.DMG, SIOTEST.DMG, SOUNTEST.DMG, TIMETEST.DMG, and WINTEST.DMG
  • build/debug outputs like LIB.ICE, LIB.ISO, LIB.ISX, CHECK.COM, and Check.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.


References