Talk:The Legend of Zelda
This is a table for changing Link's tunic into any color you like. Create a cheat with address 6B92 and the value of the color you want. Below are some of the more interesting colors, for a complete list of possibilities, see NES Palette.
29 - Original Green 32 - Blue Ring Color ?? - Red Ring Color 30 - White 10 - Gray 0D - Black 01 - Dark Blue 07 - Dark Red 09 - Dark Green 21 - Blue 13 - Purple 2C - Cyan 26 - Orange 19 - Green 24 - Pink 2B - Light Green
Link's Other Colors
You can vary more than just Link's tunic color. You can also set the palette of his skin and belt and boots by using the addresses below.
6B92 - Link's Tunic Color 6B93 - Link's Skin Color 6B94 - Link's Belt Color
Changing Rooms In Memory
Offset 00EB is the room you're currently in. This can be changed without any immediate noticeable effect, but when you next leave a room, the game will treat it as though you're leaving the room number you set in memory. You start the game in room 77, but if you change this to 53, and go north, you'll enter the fairy spring in the dead forest.
You can change the room before entering a cave as well. At the starting room, change offset 00EB from 77 to 05, then enter the cave that should have the old man, instead, you'll find yourself entering level 9!
You can also change the room number in the underworld for similar effects. Get to the entrance room of first underworld (room 76), change it to 36, then walk through the left door, and you'll come out behind Aquamentus!
Rooms are numbered 00-7F both in the overworld and underworld. If you try to enter a room higher than that, the game has a fail safe which sends you to a valid room. If you're in the overworld, you'll appear exiting the sword cave at that start of the game. If you're in an underworld, you'll appear exiting the underworld you were in.
Interestingly, this fail safe is not employed when you enter or leave a cave, so you can enter the sword cave, change the room to say, F6, and you will come out in a glitched room. This particular one will have Dodongos drawn with Molblin sprites, and a dungeon entrance that takes you to the Master Sword cave. Taking the ladder to the south sends you to a legitimate map position, room 06, which is near Death Mountain, but you'll be trapped in rock. Returning north will trip the fail safe and send you back to the game's beginning.
Prevents all but one sprite from being processed in a room. This decreases all enemies greatly, and prevents them from shooting, but it also prevents the "All enemies killed" flag from tripping, preventing underworld rewards and pushable blocks.
Normally, when you enter a cave, offset 005B is set to 0B, indicating that Link is entering a cave, but by changing this, Link can enter a different part of the game.
00 - Title Screen (Frozen) 01 - Character Select 02 - Underworld 03 - ? 04 - Entered Room From Stairs / Monsters Spawn ? 05 - Entered Room From Stairs / Monsters Active 06 - Move room to the direction Link is facing 07 - "" 08 - Game Over Screen 09 - Glitched Map 0A - ? 0B - Cave 0C - Secret Passages 0D - Character Select 0E - Register Your Name 0F - Elimination Mode 10 - Link Freezes 11 - Link Killed 12 - Got Triforce 13 - End game sequence with a monster holding the Triforce! 14+ - Various crashes and freezes.