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Map Explanation
This is only a start. I will tidy it up later.
The map opens in a new window so you can readily switch between it and any other page that might refer to it. It is a 4-bit gif image, but it still takes several seconds to load completely. Once it has opened you can press the button for my Zelda home page on the taskbar and leave the map open for when I refer to it.
To use the coordinates, read the up-and-down number on the side first (top = 0 to bottom = F), then the across coordinate along the top or bottom (far left = 0 to far right = F). The coordinates are quite strange, but I am using the same coordinates system that the game uses. Which screen you are on is stored in the address 01xx54DB, using the system I have described. I have observed it by hacking for it with the Action Replay code generator, then starting the game, moving to a different screen, then going back to the code generator and looking at it. The number followed this system for all of the 30 or so times I tried this. Unfortunately, changing this variable does absolutely nothing.
I have not drawn the dragging tiles on the Rapids Ride part of the map because every design for them that I tried looked very strange and the directions of the dragging were often unrecognisable. If you have any ideas of how to do it, please contact me. Any designs must be in 4-bit colour and fit on a 4x4 pixel square. I will draw a bigger Rapids Ride soon, on a separate page.

Entrances are often opened with a bomb, a key, or by completing a special puzzle. Sometimes stairs into the ground are simply covered by a rock, bush or enemy. Currently I have made no distinction on the map between entrances which stay open and entrances which close when you leave the screen. I may do that sometime. As a general rule, bomb or key entrances and those covered by bushes stay open, and the rest close when you leave.
If you fall down a non-bottomless hole in the outside world, you end up in a cave. There are also some in Eagle Tower that drop you to the floor below, and some in the Bird Key cave that drop you out of the doors at the top of waterfalls.
Rocks are things that can be lifted with the power bracelet.
You can use the hook shot to pull yourself over holes or water towards hook shot walls.
Shallow water can be waded through. It is not very important and is mainly for effect.
You can cross deep water with the flippers, except for the sea. The sea is the area south of Toronbo Shores.
The gravestones in the graveyard have unfriendly ghosts inside, that come out when you touch the gravestones. The one standing alone is where you take the ghost that follows you.
I have given the Face Shrine statue and sea urchin the same graphic because they are both enemies that don't move if you don't touch them, and you can move both with your shield. I put them on the map because they don't move much, and because they are almost solid obstacles at certain points in the game.
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