The Legend of Zelda: Oracle of Seasons

The Legend of Zelda: Oracle of Seasons is a game in the Zelda franchise, and sister game to The Legend of Zelda: Oracle of Ages. Its unique gameplay involved having to change the seasons to solve puzzles.

Unused Items
There are two items within the game that the player can't obtain during normal gameplay. By changing RAM addresses (A button) or  (B button) to the following values, these items can be obtained.

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 * Pressing the assigned button punches. This has no picture in the HUD or inventory, and has no description. There are points in normal game play where you can punch, such as when you're fighting Blaino, or if you acquire a Ring power-up that lets you punch, but none of those situations seem to map this item to the A or B buttons. What makes this item interesting is the ability to "equip" punching to the A and B buttons.
 * [[Image:OoS-0AHookshotLv2.png]] : Long Hook (or L-2 Switch Hook), an item that can't be found in Oracle of Seasons, and is only found in its sister game, Oracle of Ages. Even though this item can be mapped to either the A or B buttons, it won't do anything when pressed. Only by changing RAM addresses and  to  and  respectively can partial coding for the item be seen. Link goes through a similar animation of launching the Switch Hook as he did in Ages but no Switch Hook actually launches from Link. The inventory screen has no description for this item. The video to the right demonstrates some of these things.

An interesting fact to note is that there are some unused values in Oracle of Seasons that correspond to values used in Ages. These values are, , and. Respectively in Ages, these items are the Cane of Somaria, the Seed Shooter, and the Harp of Ages. Likewise, Ages has item values that it doesn't use and Seasons does use. In Seasons, these unused items appear to be glitched up and don't work when mapped to the A or B buttons; even when the game is forced to use these items, through hacking, they behave nothing like they do in Ages.

Unused Rooms
By using a program called ZOLE, one can find some unused rooms within the game. There is no way to access these rooms through normal gameplay, and the game must be hacked in order to reach them. Some of these rooms show signs that some of the game's tile sets were changed at some point in development. These rooms will be organized from their current map group and map number from ZOLE.



Subrosia 81: A simple empty room. When we exit we end up in the Holodrum Plain.



Subrosia 8C: This thin room has two staircases and a doorway exit. Taking either staircase will send you to Impa's Refuge on the overworld map. The door does not work.



Subrosia 8D: This room has three staircases and a doorway exit. As before, all staircases take you to Impa's Refuge. The chest in the room has one rupee. Due to their similarities and placement within the game itself, it is likely that 8C and 8D were going to be connected by the staircases. The door does not work.



Subrosia 90: A simple house map without any exit.



Subrosia 9A: This room has an old man in it. The pot in the left corner is sitting atop a switch. When the pot is lifted or broken, the "secret revealed" sound is played, but nothing actually appears to happen; the switch is already pressed. The old man in the room gives you some money when you talk to him, and says what all the other old men in the game say when they give you money. The stairs actually lead to a place in Tarm Ruins (02 on the overworld map). If you leave the room and go back down the stairs, it will take you to the standard old man room, so perhaps this could be an earlier version of the rooms the old men had. Subrosia 9A is probably the most functional unused room out of all of the rooms listed here.



Subrosia A2: Another room with nothing in it except lava. The exit leads directly to Subrosia, but with a slight change in some tiles. With such an exit leading to a map with no entrances at all, it could be speculated that the map on the right could have once had a structure with an entrance in an earlier build of the game.



Subrosia AE: A strange room with no way out. The chest in the middle contains one rupee. The left image is what the room looks like in its unaltered original form. Interestingly, if the area ID of the room is changed to 49 then the room's tile set changes and almost all the new tiles seem to fit into place. The right image demonstrates this. The door does not work.



Unmapped(1) EC: A map with nothing interesting in it. The stairs lead to the Impa's refuge map in the overworld.



Unmapped(2) CD: A room with a chest and green lava. The chest has one rupee in it, and the stairs lead to Impa's Refuge on the overworld. The room on the left is the original version and the room on the right is what it looks like after the area ID is switched to 80.



Unmapped(2) CE: A weird room with tiles that are all over the place. The stairs lead to Impa's Refuge on the overworld. As with the unused map above, the left image is what the room looks like in its original form. The right image is what it looks like after changing its area ID to 78. All the new tiles seem to fit into place perfectly.



Maku Tree: Some maps with probably old versions of the Maku Tree maps.

Duplicate Rooms: There are a few rooms that are copies of rooms that are actually used in the game. These rooms are mainly from Horon Village. These particular duplicate rooms, however, are never actually used or called upon by the game.

Overworld Placeholder Screens
Accessing some screens in a season where you can't normally reach them (such as Goron Mountain in any season but Winter) leads you to these filler screens in their respective seasons. The base ground is actually different depending on the screen, such as Onox's Castle having rock instead of grass. Sprites are shared by all four variations in most cases.

Unused Music
Two tracks not heard in normal gameplay. Game Genie code will play the selected song at the file select menu.

ID

ID

Unused Treasure Chest Default
Within the game's code, there is an unused chest default item. The default item that would appear in the chest would be 1 green rupee. This default would be used in case a particular treasure chest in the game was not defined in the game's code(and to probably prevent the game from crashing or prevent unwanted items from appearing). This is the reason why all the chests in the unused rooms all have 1 rupee. The loop of code responsible for this can be found in the game starting at address 0x10B2. Chest data within the game starts at 0x054F7C and ends with the last chest at 0x055124 and is defined in the format of xxyy zzzz. xx is the position on a particular map to place an open chest once a closed chest is opened. In particular, if the game is searching through chest data and comes across the hex code of FFyy zzzz, then the game uses the default item. The FFyy zzzz code appears a few times in the chest data to mark the end of a section. There are a few different sections within the chest data corresponding to the overworld, Subrosia and Dungeons.

000010B2	   	ldi a,[hl]    ;Load A with [HL], Increment HL 000010B3	    	ld e,a        ;Load E With A 000010B4	    	inc a        ;Increment A 000010B5	  	jr z,10C4    ;Jump Relative (If Zero) to 10C4 <<--- This jump causes the default item(one rupee) to appear 000010B7	   	ldi a,[hl]    ;Load A with [HL], Increment HL 000010B8	    	cp b        ;Test A - B 000010B9	  	jr z,10BF    ;Jump Relative (If Zero) to 10BF <<--- This jump causes a defined item to appear 000010BB	   	inc hl        ;Increment HL 000010BC	    	inc hl        ;Increment HL 000010BD	  	jr 10B2        ;Jump Relative To 10B2

000010BF	   	ld b,[hl]    ;Load B With [HL] 000010C0	   	inc hl        ;Increment HL 000010C1	    	ld c,[hl]    ;Load C With [HL] 000010C2	 	jr 10C7        ;Jump Relative To 10C7

000010C4		ld bc,$2800   ;Load BC with $2800 <-- This is the default value for undefined chests 000010C7	   	pop af        ;Pop AF 000010C8	  	ld [$FF97],a    ;Load [$FF97] With A 000010CA		ld [$2222],a    ;Load [$2222] With A 000010CD	    	ret        ;Return

Link
Poking around RAM address and typing in the following values, some unused Link sprites have been discovered.



through, through , and  through : Sprites of Link swimming with the Mermaid Suit. You can only get the Mermaid Suit in Oracle of Ages, so there is no use for these sprites.



to : Link playing the Harp of Ages. You obviously can't get the Harp of Ages in this game, so these go unused as well.

Others


While Farore does appear in the game inside the Maku Tree, she sits behind a counter and only faces forward. As such, the sprites of her facing left, right, and backwards are not used.

Background Tiles


This tile is used in the game as part of the background while in Holodrum. However, the sprite of the blue portal linking Holodrum to Subrosia sits on top of this tile so this tile is never seen in game.



A statue tile. It gets loaded with cave tilesets. Interestingly, in other tilesets like ones used in dungeons, these tiles are replaced by tiles of the enemy Armos. It could be a leftover from Link's Awakening.



It is an unused statue of an eye, located in places such as the side-scrolling dungeons.

Characters


In the US version, when creating a new file using the secrets option, enter a password that contains all upper case Ns. Your character's name will contain unused placeholder characters. This does not work in the Japanese or European versions.

Version Differences
There are some minor differences between the different versions of the game.

Presentation Screen


The Japanese version of the game has a "presentation screen" displayed before the Nintendo and Capcom logos. It noticeably refers to the game as its English title. This screen does not appear in any other version of the game.

Ending Screen


The message saying that the adventure continues in Oracle of Ages does not exist in the Japanese version.

Unobtainable Rings
Because the code to denote the player as using the Game Boy Advance is never activated, these rings cannot be obtained through normal means. However, the last two rings are obtainable with a modified ring secret.
 * (Unknown) Ring (GBA Nature Ring)
 * (Unknown) Ring (GBA Time Ring)
 * GBA Nature ring
 * GBA Time ring

Advance Shop
The Advance Shop in Holo Village still exists, but since the code to denote the player as using a Game Boy Advance is never activated (for obvious reasons), it is rendered inaccessible.

Blue Snake's removed script
The Blue Snake's script was removed because the 3DS doesn't feature the Game Link Cable.