Zelda ALTTP Level Editor – Hilfedatei

ZELDA3DiTOR – Zelda3 Editor : ROM Editor für Zelda A Link to the past.
Der Verständlichkeit halber wird die folgende Anleitung auf Englisch verfasst.
For better understanding the tutorial is set-up in English.
©ForwardME (S7Visual) – https://www.rpgisland.de
© Ritsuka, 2009-2013, S7Visual. All Rights Resevered.//Alle Rechte vorbehalten.


   S7VISUAL Zelda3ditor
   Using the Overworld editor
   Using the dungeon editor
   Music editor
   Special notes
   Monologue editor
   Palette editor
   World map editor
   What’s new
   Menu screen editor
   3D object editor
   Dungeon map editor
   Patch module installer

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Project created by Ritsuka
Copyright (c) by S7Visual (rpgisland.de).

Der S7VISUAL Zelda3ditor ist ein einfach zu bedienender Leveleditor für die ENGLISCHE (USA-)Version von Zelda: A Link to the Past, hier auch genannt: Zelda3.

What’s new
The menu
Overworld editor
Dungeon editor
Music editor
Monologue editor
Palette editor
World map editor
Dungeon map editor
Menu screen editor
3D object editor
Patch module installer
Special notes


Programmed by Ritsuka
Testing and Public. by S7Visual (rpgisland.de).



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Overworld Editor

Wähle eine Map aus der Liste aus und bearbeite sie.

00-3F: Normale Welten (Lichtwelt Over World)
40-7F: Dark World Welten
80: Masterschwert und Brücke Master Sword and Bridge
81: Zoras Wasserfall Zoras Domain
88: Triforce Screen
95: Todesberg – Hintergrund Death Mountain
96: Pyramiden – Hintergrund
9C: Lava- Hintergrund
9D: Nebel – Hintergrund Fog
9E: Wald – Hintergrund Forest
9F: Regen – Hintergrund Rain

The block selector
This window displays all the overworld blocks in the game. You can select a block by clicking on it or typing its number in the above field. You can also edit blocks by double-clicking on them. You can search for specific 16×16 tiles by pressing Search.

The map window
This window shows the overworld screen, along with locations of interest. Entrances are marked with yellow dots and the destination entrance number, exits are shown as white dots and the exited room number, whirlpools and bird locations are shown as blue dots with the destination screen or the bird location number, enemies are shown as purple dots and the sprite number and name, holes are marked with black dots and the destination entrance number and hidden items are displayed as red dots and the secret number and name. You can type in a new value with the keyboard. You can add and remove locations by right clicking in the map window with the appropriate tool selected. However, you can’t add more than there are already in the game. When you have drawn in the map, you can undo the last operation by pressing the Undo button. You can change the sign text, music and ambient sound by pressing Map properties. The music must be stored in music bank 1. Display of the background, grid and enemies can be toggled with the checkboxes. Press the Frame button to display the next frame of the animated tiles. You can use the arrow buttons and Warp Swch button to open an adjacent map.

Draw tool
When the draw tool is selected, you can place blocks with the left mouse button and select the block underneath with the right mouse button.

Select tool
When the select tool is selected, you can select an area and move it or copy it by pressing the Copy button.

Rectangle tool
This allows you to draw a filled rectangle using the selected block.

Address calculator tool
This will tell you the RAM locations of the tile position you click.

Paste tool
This will paste the copied blocks.

Exit tool
This allows you to move exits. Double click the exit to edit it.

Transport tool
This is similar to the exit tool, but operates on whirlpools and bird locations.

Item tool
This allows you to move items that are hidden under bushes etc.

Hole tool
This allows you to move holes. Holes must be placed on a hole tile to work.

Sprite tool
This allows you to move enemies. Double click on the enemy to select one from the list.



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Using the dungeon editor

Select an entrance number or starting location in the list to edit it. You can also edit overlays with this editor.

Starting location
You can change the starting room and position. X and Y refers to the player’s starting position. X scroll and Y scroll are the coordinates of the upper left corner of the screen as the player enters. CX and CY specify the centre used for scrolling and should be set to X scroll+128 and Y scroll+112 respectively. In the music list you can choose the music in the dungeon, which must be in music bank 2. You can also select the dungeon that is entered. Each dungeon has its unique map and dungeon items.

The room editor window
This shows the currently edited room. A room can only be open in one window at a time. You can navigate through the rooms using the arrow buttons and the jump button. Click an object to select it and move it. Some objects can be resized by dragging its border. You can insert and remove objects with the right mouse button. You can’t add more sprites than there already are in the game.The operation of the keyboard depends on the currently selected object.

Arrows: Move the object
B: Moves the object towards the back
V: Moves the object towards the front
Ctrl+B: Moves the object to the very back
Ctrl+V: Moves the object to the very front
N,M,J,K: Change the object
Comma,period: Change the size
Hyphen: Toggles between objects 00-FF and 100-13F.
Plus,backslash: Change the contents of a chest.

Arrows: Move the door
B: Moves the door towards the back
V: Moves the door towards the front
Ctrl+B: Moves the door to the very back
Ctrl+V: Moves the door to the very front
N,M,J,K: Change the door type

Arrows: Move the sprite
B: Moves the sprite towards the back
V: Moves the sprite towards the front
N,M,J,K: Change the sprite
Comma,period: Change the parameter
Hyphen: Change plane

Arrows: Move the item
N,M,J,K: Change the item
Hyphen: Change plane

Object information
This shows the properties of the currently selected object. Thisdepends of the type of object selected.

Obj: Object number
X: X position
Y: Y position
Size: Object size

Dir: Direction
Type: Door type
Pos: Position.
Doors can be placed at 12 different positions.
0- Top/left of outer edge
1- Middle of outer edge
2- Bottom/right of outer edge
3- Top/left of inner edge
4- Middle of inner edge
5- Bottom/right of inner edge
6- Top/left of outer middle
7- Middle of outer middle
8- Bottom/right of outer middle
9- Top/left of inner middle
10- Middle of inner middle
11- Bottom/right of inner middle

Spr: Sprite number
X: X position
Y: Y position
BG: Background 1 or 2
P: Additional parameter for some enemies. When it is set to 7, it designates a control sprite.

Item: Item number
X: X position
Y: Y position
BG: Background 1 or 2

X: X position
Y: Y position
BG: Background 1 or 2

X: X position
Y: Y position
BG: Background 1 or 2
P: The usage of this field is unknown.

Display options
Press the button to show the next animation frame of the animated tiles. You can enable display of BG1, BG2 and sprites.

Edit options
This select an object type to be edited. 1, 2 and 3 refer to the three backdrop chunks in the room. Chunk 1 is painted on background 1, chunk 2 is painted on background 2 and chunk 3 is painted over background 1.

Room information
The current room number is shown in the upper left corner. You can change the floor used on both layers. You can also change the room template. There are 8 room templates to choose from. In the BG2 menu you can change how background 2 is drawn. In the collision menu, select One to use only the plane that the player is on for collision. Select Both to include both planes in the collision. If the room uses parallaxing, select Both w/scroll to make the player collide with background 2 in the moved position. You can also change the color effect, set up to 2 special properties for the room and change the message on the triangle tile by pressing the More button. If Sort spr is checked, sprites that are in the foreground will be displayed on top of sprites that are in the background.



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Music editor

This editor edits music, like its name suggests. The game music is stored in 3 banks. The list of songs is on the left. If the song exists in the edited bank, a selector for the song parts will be shown. The loop checkbox indicates whether the song loops. If checked, the field next to it contains the number of the part that is looped to. When a part is selected, the button 1-8 can be pressed to edit a channel. The part ends when all channels have ended. The starting address is shown on the right. This is an unique identifier assigned to each command by the editor. FFFF means that the channel is unused. To create a new sequence of commands, press New track The Copy and Paste buttons mark and reuse song parts. New part inserts a part before the currently selected part or at the end, if no part is selected. Delete part deletes a part. New song and Delete song are used to add and remove songs.

The track editor
The addresses are shown on the left. These are not consecutive and may change when you save and open the rom again. The next field, if used, sets the new note length. The third field, if used, sets the new key on-time in the high nibble and the volume in the low nibble. If this is used, the second field must also be used. The fourth field specifies the command or note. Two hyphens indicate that there is no command. Use Z,S,X,D,C,F,V,G,B,H or N and the digits 1-6 to enter a note or press M to enter a command. You can press Enter when a CallLoop command is selected to open the destination track. The remaining fields specify command parameters. These are dependant on the command. Fields can be changed by clicking on them. Press the left mouse button to decrease the value and the right button to increase it. Holding shift changes the field by 16. You can also type the new value with 0-9 and A-F.
The other keys are:

Alt+L – Marks commands
Alt+U – Unmarks commands
Alt+M – Moves commands
Alt+C – Copies commands

The wave editor
At the display at the bottom, press and hold to select a portion of the edited wave. Press ‚Del‘ to delete the current selection. If nothing is selected, all of the wave will be deleted or copied. Make sure that the loop point and the end point are multiples of 16. Otherwise, S7VISUAL Zelda3ditor will stretch the sample and add zeros at the beginning to make them so when you save. At the very top part of the editor, the instruments used for music can be edited.


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Special notes

Beware of the following:

The color of the Orb enemy (sprite 26) is determined by its X position. If it is divisible by 4, it is red, otherwise it is blue.

A key (sprite E4) can be placed in 00,3C or 00,3E to get a small or big key from the enemy behind it when it is killed.

Using another utility to change the rom’s data may cause errors and corruptions when subsequently editing it in S7VISUAL Zelda3ditor. However, it is okay to edit the following items in an external program:
– Compressed graphics, as long as the data stays within 8B800-C4000 and in ascending order
– Fixed tables
– Uncompressed graphics



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Monologue editor

This editor edits the monologue in the game. Double click a sentence to edit it in the field at the bottom. Press Set to set. The following special commands can be used:

[NextPic] Displays the next picture in the intro
[Choose] Choose between lines 2 and 3
[Item] Choose between items
[Name] Displays the player’s name
[Window ##] 0=Show frame 2=Hide frame
[Number ##] Displays a number
[Position ##] 0=Top 1=Bottom
[ScrollSpd ##] Sets the scrolling speed
[Selchg] Changes the selection
[Crash] Crashes the game
[Choose3] Choose among all the lines
[Choose2] Choose between lines 1 and 2
[Scroll] Scroll one line up
[1] Output at line 1
[2] Output at line 2
[3] Output at line 3
[Color ##] Sets the color
[Wait ##] Waits for some time
[Sound ##] Plays a sound
[Speed ##] Sets the text speed (0=Instantaneous)
[Mark1] Nothing of interest
[Mark2] Nothing of interest
[Clear] Clears the box
[Wait] Waits for a keypress

The space for the dictionary is limited. If you try to enter too many characters, you will not succeed.


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Palette editor

Click on a color in the palette editor with the left mouse button to edit it. Click on it with the right button to toggle priority (for the sprites only).


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World map editor

This is used to change the world map. You can select locations and move them. With the layout tool, click on a screen to toggle between 512×512 and 1024×1024.





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What’s new

– Fixed overflow in corr. for ROM size.
– Fixed random crash in the 3D Editor for triforce/crystal
– Fixed compatibility with Windows 8.1 (Blue)
– Fixed sound compatibility with Windows 7/8/Blue
– Now compatible with React OS
– Updated source code for FSNASM for Windows 7/8/Blue
– Fixed the crash bug in Windows 7 with Draw/Select/Retangle.
– Fixed the sound problem in Windows Vista with overflow.
– Fixed the crash bug in Windows Vista by opening rom file.
– Dungeon pieces are now editable
– Custom code can be added to the rom
– You can now copy music data by pressing Alt+C in the editor
– Link’s graphics can be edited
– Fixed bugs in monologue editor, tile map editor and graphics editor
– Fixed overflow problem in wave editor in Windows XP.
– Wave editor
– You can edit any blockset by right clicking the graphics selector
– The graphics editor can be accessed from the menu in the dungeon editor
– The dictionary used to compress text can be edited
– Block search window is numbered
– Fixed crashing problem
– Fixed layout editor bug
– Settings for special areas can now be edited (in the exit editor)
– Fixed dungeon editor bug
– Fixed sprite saving bug
– Fixed a bug that could corrupt overworld screens
– Minor user interface changes
– Fixed saving bug
– Menu screen editor
– 32×32 block search
– 3D object editor
– Compatibility with external graphic editors (as long as the compressed graphics stays within 8B800-C4000)
– Ability to reuse rooms
– Fixed problem with exit editing
– Fixed layout editor bugs
– Added ROM information viewer
– Fixed room property saving bug
– Fixed item saving bug
– Added list of most recently edited files
– The sprite list will be sorted alphabetically
– Fixed miscellaneous saving bugs that popped up in the last version
– Editing of overlays and layouts
– Editing of starting locations
– More options in the entrance editor
– Fixed the damned saving bug some more
– Fixed music loading bug
– You can turn sprite sorting on and off
– Fixed overworld and dungeon saving bug
– The palette editor works again
– Changing of boss locations
– Dungeon map editing!
– Fixed music saving bug
– You can control whether the pits hurt Link or bring him to the floor below.
– You can change the length of the staircase data in each room
– You can now double click a part in the music editor to skip to its beginning
– Fixed music loading bugs
– Fixed music saving bug
– Added menu for quick clearance
– Added miscellaneous features in dungeon editor
– Fixed bug in dungeon editor
– Fixed overworld item saving bug
– Corrected door problem
– Fixed bug that corrupted the sprites in some rooms
– Corrected treasure chest related bugs
– Fixed crashing problem in dungeon editor
– Fixed crashing problem in world map editor
– Initial release





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Menu screen editor

This editor allows you to change the menus screens of the game. In „Move“ mode, you can click and drag to move stretches of tiles. Press „M“ to change between horizontal and vertical. Press „,“ to decrease and „.“ to increase the length. Press „-“ to change between normal and fill. It is recommended that you don’t change the size of anything (with „,“, „.“ and „-„) in the last 5 screens as this might cause the game to crash.
In „Draw“ mode, the selected tile can be painted on a stretch.
By pressing the right mouse button, a new stretch can be placed.





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3D object editor

This editor edits the crystal and the triforce. Press Q, W and the arrow keys to rotate your view of the edited object. Press „+“ and „-“ on the keypad for a bigger or smaller view. In „Move“ mode, points can be selected and move using A, Z and the numeric keypad. You can delete a point and all the faces that use it by pressing backspace. In „Add points“ mode, you can insert points by clicking on the desired position in either plane and then choosing the third coordinate from one of the other planes. In „Add faces“ mode, click on the points that shall make up the new polygon to make a polygon. If you click on the points in clockwise order it will face away from you, otherwise it will face towards you. In „Del faces“ mode, you can delete a polygon by clicking on it.





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Dungeon map editor

In this editor you can change the dungeon map. Click on a block in the selector and then on the room to change it. To add or remove rooms, select the Room tool. Select the room you want to change and type the room number (in hex) or press N to remove it from the map. To change the location of the boss icon, select the Boss tool and click on a room. The boss cannot be placed outside of a room. You can move the entire dungeon up or down by clicking with the left or the right mouse button on the floor number.





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Patch module installer