Claim set · data/claims/ladx-av.yaml

Link's Awakening graphics (zladx disassembly of DX; the 1993 ROM)

Game: The Legend of Zelda: Link's Awakening.

The inventory bar along the bottom of the screen is the window layer. Setting it up stores window Y $80 (line 128), which leaves the bar the bottom 16 lines, and window X 7 in DX (6 in the 1993 release, one pixel further left); each gameplay frame copies the stored Y to the window register. ladx-av/inventory-window

About: The Legend of Zelda: Link's Awakening Status bar split

Value
{
 "wy": 128,
 "wxDX": 7,
 "wx1993": 6,
 "lines": 16
}
CodeLADX-Disassembly: Disassembly of Link's Awakening DX · src/code/bank1.asm#L825-L830InitializeInventoryBar:: ; Set the window to the bottom of the screen … ld a, $80 … ld [wWindowY], a … ld a, $07 … ldh [rWX], aLADX-Disassembly: Disassembly of Link's Awakening DX · src/code/home/render_loop.asm#L238-L242.renderInteractiveFrame … ; Update graphics registers from game values … ld a, [wWindowY] … ldh [rWY], aLegend of Zelda, The - Link's Awakening (USA, Europe) (Rev 2) · 0x5643-0x564B — the 1993 release's setup, bank 1: ld a,$80; ld [$DB9A],a; ld a,$06; ldh [$4B],aLegend of Zelda, The - Link's Awakening (USA, Europe) (Rev 2) · 0x352-0x356 — the 1993 release's per-frame copy, bank 0: ld a,[$DB9A]; ldh [$4A],aChecked by claude-agent, 2026-10-21 — read InitializeInventoryBar and the interactive-frame register copy in the DX source, then found and disassembled both byte sequences in the Game Boy ROM; wWindowY is $DB9A in both

The screen is 144 lines (gb-hardware/tile-maps), so WY 128 leaves 16. The disassembly's comments (src/code/bank1.asm#L1928-L1933) say that in the Game Boy release the inventory screen scrolled up from the bottom by moving this window, and the routine that adds 8 lines a frame to the window's Y is in the 1993 ROM too (0x9EA7, bank 2); how DX opens it wasn't traced.

Cited by: Status bar split