Dungeons

Doors
Doors UD  1st 1-6=18710-1878F 7-9=18A10-18A8F 
	  2nd 1-6=18D10-18D8F 7-9=19010-1908F           Up first
Doors LR  1st 1-6=18790-1880F 7-9=18A90-18B0F
	  2nd 1-6=18D90-18E0F 7-9=19190-1920F           Left first

Up and Left
00-10's place

00-1F=Open
20-3F=Wall
40-5F=Secret
60-7F=Silent
80-9F=Bomb
A0-BF=Locked
C0-DF=Locked
E0-FF=Shutters

Down and Right
00-0F= 00, 20, 40 ect.
10-1F= 10, 30, 50 ect.

color 0	00= Open
	04= Wall
	08= Secret
	0C= Silent Secret
	10= Bomb
	14= Locked
	18= Locked
	1C= Shutters

color 1	01= Open
	05= Wall
	09= Secret
	0D= Silent Secret
	11= Bomb
	15= Locked
	19= Locked
	1D= Shutters

color 2	02= Open
	06= Wall
	0A= Secret
	0E= Silent Secret
	12= Bomb
	16= Locked
	1A= Locked
	1E= Shutters

color 3	03= Open
	07= Wall
	0B= Secret
	0F= Silent Secret
	13= Bomb
	17= Locked
	1B= Locked
	1F= Shutters

One more thing. If you want a tunnel.
If you want a tunnel to be at a stairs at 01 (row first) nad exit at 6f. enter it as is.
row/ coloumn >
\/
 0 1 2 3 4 5 6 7 8 9 a b c d e f
0
1
2
3
4
5
6
7


Baddies	1st 1-6=18810-1888F 7-9=18B10-18B8F
	2nd 1-6=18E10-18E8F 7-9=19210-1928F

CYCLES 1ST=3 2ND=5 3RD=6 4TH=8

00= NOTHING	
01= B. LION GUYS
02= R. LION GUYS
03= B. MOBLINS
04= R. MOBLINS
05= B. RATS
06= R. RATS
07= SLOW R. OCTOROCKS
08= FAST R. OCTOROCKS
09= SLOW B. OCTOROCKS
0A= FAST B. OCTOROCKS
0B= R. DARKNUTS
0C= B. DARKNUTS
0D= B. TECHTIKES
0E= R. TECHTIKES
0F= R. LEVERS
10= B. LEVERS
11= ZORAS
12= VAMPIERS
13= BIG SLIMES
14= LIL, SLIMES
15= LIL, SLIMES
16= POLS VOICES
17= LIKE LIKES
18= ????
19= ???
1A= PEAHATS
1B= B.BATS
1C= R. BATS
1D= B. BATS
1E= ????
1F= FALLING ROCKS
20= R. LEVERS
21= MUMMIES
22= ????
23= B. WIZROBES
24= R. WIZROBES
25= ????
26= ????
27= WALL MASTERS
28= ROPES (SNAKES)
29= ????
2A= STALFOSE
2B= BUBBLES
2C= B. BUBBLES
2D= R. BUBBLES
2E= ????
2F= FAIRY AT POND
30= ????
31= 3 DODONGOS
32= 1 DODONGO
33= B. GHOMA
34= R. GHOMA
35= RUPIE STASH
36= GRUMBLE
37= ZELDA
38= DIGDOGER?
39= DIGDOGER?
3A= 2 R. WORMS
3B= 2 B. WORMS
3C= MANHANDELA
3D= AQUAMENTIS
3E= GANNON
3F= FIRE


Room layout 1st 1-6=18890-1890F 7-9=18B90-18C0F
	    2nd 1-6=18E90-18F0F 7-9=19290-1930F



Object 1st 1-6=18910-1898F 7-9=18C10-18C8F
       2nd 1-6=18F10-18F8F 7-9=19310-1938F

Bright Room
00-10= No Roar
20-30= Auquamentis\ Gleeock
40-50= Ghoma\ Dodongo
60-70= Diggdoger\ Manhandela
Dark Room
80-90= No Roar
A0-B0= Auquamentis\ Gleeock
C0-D0= Ghoma\ Dodongo
E0-F0= Diggdoger\ Manhandela

00= BOMBS
01= W. SWORD
02= Wh. SWORD
03= Sometimes nothing some times Magic Sword
04= BAIT
05= FLUTE
06= B. CANDLE
07= R. CANDLE
08= W. ARROWS
09= S. ARROWS
0A= BOW
0B= MAGIC KEY
0C= RAFT
0D= LADDER
0E= TRI- POW
0F= 5 RUPIES
10= WAND
11= M. BOOK
12= B. RING
13= R. RING
14= P. BRACLET
15= LETTER
16= COMPASS
17= MAP
18= 1 RUPIE
19= KEY
1A= HEART C.
1B= TRIFORCE
1C= M. SHIELD
1D= BOOMERANG
1E= M. BOOMERANG
1F= B. POTION


Unknown 1st 1-6=18990-18A0F 7-9=18C90-18D0F
	2nd 1-6=18F90-1900F 7-9=19390-1940F

Start is the room on the 8X16 map. If level 1 starts on row 7 column coloumn
3, then the hex value would be 73.
row/ coloumn >
\/
 0 1 2 3 4 5 6 7 8 9 a b c d e f
0
1
2
3
4
5
6
7

Compass pointer is where the flashing red dot for the Triforce appears.
Map is a little bit more complex.
20 xx yy zz+
	xx= Coloumn, it effects how it lines up with the others.
	yy= I think it is how many before the next line.
	zz= 67= High room, FB= Low room, FF= Two rooms.
	I think 20 signals begaining of next row.

Level 1
Start= 1943B
Compass pointer= 1943C
Map= 1944A 

Level 2
Start= 1943B
Compass pointer= 1943C
Map= 19557

Level 3
Start= 19633
Compass pointer= 19634
Map= 19653

Level 4
Start= 1972F
Compass pointer= 19730
Map= 1974F

Level 5
Start= 1982B
Compass pointer= 1982C
Map= 19852

Level 6
Start= 19927
Compass pointer= 19928
Map= 19947

Level 7
Start= 19A23
Compass pointer= 19A24
Map= 19A43

Level 8
Start= 19B1F
Compass pointer= 19B20
Map= 19B3F

Level 9
Start= 19C1B
Compass pointer= 19C1C
Map= 19C3B