Zelda II - The Adventure of Link

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Zelda II: The Adventure of Link is sequel to The Legend of Zelda. The game makes a huge design change from original's top-down view to a side-scrolling platform view that many fans disliked. The game is also considerably more difficult than the first. Gannon has put princess Zelda into a deep sleep and Link must defeat his minions in order to revive her.

Easy Cheats

Icon Addr Val Cmp Description
Icon-Lives-Infinite.png 0700 0A - Infinite Lives
Icon-HitPoints-Infinite.png 0773 F8 - Infinite Hit Points
Icon-Invincible.png 0518 03 - Invulnerable
Icon-Magic.png 0774 F8 - Infinite Magic Points
Icon-Powerup.png 0777 09 - Level 9 Attack
Icon-Powerup.png 0778 09 - Level 9 Magic
Icon-Powerup.png 0779 09 - Level 9 Life
Icon-Item.png 0793 09 - Infinite Keys
Icon-Jump.png 9472
9473
FA
F9
FC
FC
High Jump (1/2)
High Jump (2/2)
Icon-Weapon.png 05CA F3 - Longer Sword Bolt Range
Icon-Speed.png 93B3 38 18 Faster Walking Speed (1/2)
Icon-Speed.png 93B4 C8 E8 Faster Walking Speed (2/2)
How do I use these?

North America

Zelda II - The Adventure of Link.png

Memory Addresses

0026 - Movement Tally - Increases as you walk in overworld.
0029 - Player Y On Screen

0036 - Sword Projectile Y On Screen

0070 - Player X Delta (E8-00, 00-18)
0073 - Overworld Y
0074 - Overworld X

0080 - Controller 1 Last Poll

0086-0089 - Overworld random monster type (00 - None, 01 - Small, 02 - Big, )

008D - Projectile Flag (00 - Inactive, 01 - Active, F2-FF - Disintegrating)

00CC - Player X On Screen
00C7 - Boss Hit Points (00-20)
00CF - Sword Projectile X On Screen

01F0-02FF - Sprite Memory

0301 - Used when writing text to screen
0302 - Used when writing text to screen
0303 - Letter position when writing to screen
0304 - Text memory offset?
0305 - Empty Row Space Character
0306 - Letter Written to Screen
0307 - Text memory offset?

0489 - Text Column
048A - Text Row
048B - Conversation Pointer

050A - Attack Delays

0518 - Invulnerable Timeout (01-02 - Blinking, 03+ - Not Blinking)

0562 - Controller 1 Last Poll
0564 - Magic Points - Display
0565 - Hit Points - Display

057D - Player Y Delta

05CA - Sword Projectile Timeout

The following flags don't actually add the items to your inventory, it just tells the game if it should add the item to the room when you enter.
0606 - P Bag North of Swamp Taken (FF - No, FB - Yes)
0610 - Trophy Taken Flag (FF - No, F7 - Yes)
0613 - Container Heart South of Palace 1 Taken Flag (FF - No, DF - Yes)
0616 - Magic Potion South of Zelda's Palace Taken Flag (FF - No, FF - Yes)
0680 - Palace 1 Key 1 Taken Flag (FB - No, FA - Yes)
0681 - Palace 1 Key 2,3 Taken Flag (FF - No, F7 - Yes)
0684 - Candle Taken Flag (BD - No, 3D - Yes)
0686 - Palace 1 Key 4 Taken Flag (BF - No, BB - Yes)

0700 - Lives

0726 - Dialog Box Drawing Flag (00-01) Toggles while a dialog box is being drawn.

0741-0744 - Controller 1 Input

074C - Dialog Type (00 - None, 01 - Level Up, 02 - Talking)

0766 - Dialog Flag (00-01)

0773 - Magic Points
0774 - Hit Points
0775 - Experience x256
0776 - Experience x1
0777 - Attack Level
0778 - Magic Level
0779 - Life Level
0793 - Keys (00-09)
0798 - Trophy In Inventory (10 - Yes)

07DD - Dialog Counter

8265-8264 - Overworld Enemy Patterns (groups of 3)

93B3 - Top speed walking right (18)
93B4 - Top speed walking left (E8)

9472 - Jump height while walking slow (FC)
9473 - Jump height while walking fast (FC)

Text

Each memory page of graphics in this ROM has the character set in it, and for each one there are minor variations. The letters and numbers are constant, but some of the symbols change depending on the section in the game so be wary of which symbols you use. Also, FD is used as a line break and FF is used as the end of a conversation.

0E=©
32=·
34=?
36=!
9C=,
CE=/
CF=.
D0=0
D1=1
D2=2
D3=3
D4=4
D5=5
D6=6
D7=7
D8=8
D9=9
DA=A
DB=B
DC=C
DD=D
DE=E
DF=F
E0=G
E1=H
E2=I
E3=J
E4=K
E5=L
E6=M
E7=N
E8=O
E9=P
EA=Q
EB=R
EC=S
ED=T
EE=U
EF=V
F0=W
F1=X
F2=Y
F3=Z
F4= 
F6=-
FC=×

Famicom Disk System