EG Map
Contents
Fully Annotated Map
A fully annotated version of the EG Map can be found here: File:EG map fully annotated.png
This map has a wealth of information regarding the mechanics of the EG Map. Here is a key:
- Red Borders: Supertile Boundaries
- Cyan Borders: Quadrant Boundaries
- Hex Number in top left corner of Supertiles: Room ID
- Hex Number next to Falling Link: Pit Destination
- Supertiles with Green Borders: Supertiles that set Strong EG
- Supertiles with Orange Borders: Supertiles that set Weak EG
- Supertiles with Yellow Borders: Supertiles that kick Link in-bounds
- Numbers on doors and chests: Reveal the organization of this data within a Supertile. This is relevant for Transition Corruption glitches, especially Data spoofing.
- Red Doors: Shutter Doors that are inaccessible to Link -- in other words, a one-way door.
- Orange Doors: Auto Doors. These are shutter doors and bombable doors that Link can access and use.
- Blue Doors: Locked Doors
- Yellow Doors: Normal Doors
Terminology
Supertiles & Subtiles
The underworld is made up of a grid of 256 "Supertiles." Supertiles can be organized in a few different ways. They can be an entire room to itself, or it can be divided into smaller rooms called "Subtiles." There can be up to 4 Subtiles within a Supertile.In normal gameplay, the difference between these divisions rarely matters, however with glitches, it's important to know that the routines for transitioning between Supertiles and transitioning between Subtiles are different. Transition Corruption glitches will behave differently depending on which type of transition the player is using. Additionally, the player can interact with Supertile transitions while in EG or through clipping.
Quadrants
Quadrants are invisible boundaries that divide Supertiles. The game tracks which quadrant Link is in within a Supertile and uses this data when Link transitions. Through Transition Corruption glitches, the game may regard Link as being in a different quadrant than he actually is, which can make transitions behave in unusual ways.Wrapping
If the player crosses a Supertile boundary at the edge of the map, they will "wrap" to the other side. For north/south wrapping, Link will be placed at the opposite end of the map on the same column as the Supertile he transitioned from. For east/west wrapping, he will be placed on the opposite side one row above (for west transitions) or one row below (for east transitions). Transitioning east in Supertile FF
will place Link in Supertile 00
. Vice versa for transitioning west in Supertile 00
. Transitioning north in Supertile 00
leads to the Triforce cutscene rather than wrapping the player down to F0
like normal.
Wrapping the map has a major consequence of despawning all sprites in the underworld. This can work to the player's advantage (removing obstacles that allow for timesaves) or disadvantage (removing enemies the player wishes to defeat or removing the crystal switches that allow the player to change the state of blue/orange pegs).