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. | 0x5643-0x564B0x352-0x356 | Code |
| A monster's touch costs Link the damage its health group lists, in eighths of a heart, mostly 4 or 8. In Link's Awakening DX the Blue Tunic halves it; the Guardian Acorn halves it too, and cancels a half-heart touch outright. | 0xC84E-0xC87D | Code |
A monster's touch does nothing while Link's invincibility counter is above 0; a hit sets it to $50, and the main loop counts it down every frame, so the protection lasts 80 frames. | 0xB9A-0xBA10xED8F-0xEDCB | Code |
A monster's touch starts a 16-frame countdown and picks a speed of $14 ($18 for Moldorm), in both releases. In DX the speed goes along the line from the monster to Link, and while the countdown runs a routine at the top of Link's movement moves him by that speed and skips the rest, so the player can't steer. | 0xEDF7-0xEE16 | Code |
Link's Awakening keeps A Link to the Past's four Pieces of Heart per container. The fourth piece clears the count, adds a heart to Link's maximum, and queues $40 of health, eight hearts' worth. | 0xDB1E-0xDB32 | Code |
A heart container left by a boss adds a heart to Link's maximum and queues $FF of health, a full refill. | 0xDA4D-0xDA55 | Code |
The 1993 Game Boy release has the same hit code as DX without the tunic check. It reads the damage from its health-group table, applies the Guardian Acorn's rule, and stores the same $50 in the invincibility counter. | 0xED8F-0xEDCB | Code |