Cite as
“Legend of Zelda, The - Link's Awakening (USA, Europe) (Rev 2)”
Licence
proprietary; never redistributed (docs/data-policy.md#roms)
Credit
Nintendo (developer and publisher)
Notes
The 1993 Game Boy game, 512 KB, internal title ZELDA, no Game Boy Color support.

Cited on

Claims (7)

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.0x5643-0x564B0x352-0x356Code
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-0xC87DCode
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-0xEDCBCode
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.0xEDF7-0xEE16Code
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-0xDB32Code
A heart container left by a boss adds a heart to Link's maximum and queues $FF of health, a full refill.0xDA4D-0xDA55Code
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-0xEDCBCode