Talk:The Legend of Zelda: Oracle of Ages

unused maps should be added
The Zole editor has some interesting maps displayed for Oracle of Ages. I feel I haven't seen them before but I feel less confident with this game than Oracle of Seasons because I played this game slightly less. I found some maps that are equivalent to the place holder maps in Oracle of Seasons. I assume that the X, I and M stands for something in Japanese but I don't know any Japanese. Can someone perhaps translate?



There are also other maps that should be added that one can find in the game. Cuber456 20:59, 13 July 2011 (EDT)

The "X"'s don't really mean anything, as they seem to originate from Oracle of Seasons and wouldn't be used in the Oracle of Ages anyway. The "I" might be for 'ima'(now), while the "M" might be for 'mirai'(future) (although it is a wee weird that it would be in a 'past' map). --From: divingkataetheweirdo 20:21, 13 July 2011 (EDT)

The ones in the article seem to me existing rooms with glitched tilesets... These I have encountered as filler screens used in a similar way to the seasons in the other game, but for underwater/land areas (as time and underwater together use the same mechanic). I didn't include them because I wanted to research them better as I wasn't able to get a non-garbled version of any beyond the "I" one, which was loading a nonexistant present underwater screen. On the other hand, it could be that they actually ARE like that. They are just markers after all. As for the meaning, indeed "I" shows up in all present screens and "M" in all past ones. --ReimuHakurei 20:34, 13 July 2011 (EDT)

From my findings, I am able to find these in game by hacking and they look like the maps from Zole. I assume you want to be able to get an ingame screenshot? Try doing this, memory address CC33 controls where on the overworld map Link is. For example, the mask shop on the overworld map is at space 53. This is also its map number in Zole. If I change this value to 57 and go east, I will end up at the ring appraisal shop in town. So by changing this address, I can move to any map area. This trick can be used to get to anywhere on the overworld screen(and other map groups) presented in the Zole editor and using this hack, you should be able to get to any map space. Another useful trick is changing the collisions on the page to nothing. Addresses CE00 through CE7F control collisions. If you get stuck in a wall, changing any values that are 0F to 00 will remove the collisions so that Link will move freely. Worst case scenario, gale seeds are your best friend :) Cuber456 22:23, 13 July 2011 (EDT)

Personally, I'd remove all "use ZOLE" or "use Gameshark" in the article and just point out the stuff... With a quick RAM hack to set the time/water to what I want and a walk-through walls so I can walk/swim across the glitched landscape, I can emulate what'd happen if you dived in an specific screen, which gives these placeholders a better context than just digging them up in a level editor. The deal with having them without garbled graphics is to make sure it's in fact a filler for that and not the game loading random crap.

On a side note on these filler screens: like in seasons, there are areas that you normally can't reach in a season that SHOULD display the filler screen, but in fact are correctly shown. (Hence why there's no screenshot for the Winter filler there, couldn't find a place that uses it) So I think "filler screens" should be separate from unused ones. --ReimuHakurei 12:30, 14 July 2011 (EDT)

Well from what I can find, the "X" maps seem to be filler specifically for map spaces beyond the map coordinates "D?" and "?D"(that's how both the game and Zole reference map areas; the "?" is any coordinate). The overworld map displayed ingame generally uses coordinates below D. Any map area greater than the coordinate D is generally not used and that is where most of these "X" maps are placed. The largest map coordinate possible is FF. The "M" and "I" maps just seem to be filler for the underwater maps that can't be accessed underwater.

I would personally keep at least one reference to Zole. I feel it is important to keep some type of evidence of how this unused data was found. --Cuber456 17:00, 14 July 2011 (EDT)

Unused Music???
From Zophar's Domain there is a music file from Oracle of Ages(and other games) that supposedly contains all the music from the game. You can use one of these methods to listen to them. I can't confirm if these are all the tracks in the game(or if they are indeed in the game) as I have yet to find a way to control what music plays in Oracle of Seasons or Oracle of Ages.

From what I have heard, I don't remember tracks 38 or 48 in this game but I'm not quite too sure. These 2 tracks are definitely used in Oracle of Seasons though. Hopefully someone who has played this game recently can find the unused tracks in this file because it has been ages(no pun intended) since I have played this game. --Cuber456 5:00, 15 July 2011 (EDT)
 * 27 appears in Seasons twice (when Onox traps Din and when Twinrova appears near the ruins). I don’t think it appears in Ages, but it might when Twinrova appears.


 * 38 (Rosa’s theme) is Seasons‐only, unless it plays when Rosa appears in a linked game (but I don’t think so).


 * 48 plays when Tokkey teaches you the Tune of Currents.


 * 56 (Syrup’s theme) doesn’t appear at all in Ages.


 * Unlike Seasons, there are no completely unused songs. Seasons has two songs that don’t appear in either game (already listed on its page).
 * IIMarckus 09:43, 15 July 2011 (EDT)

Ah! I agree with you on 38, 48 and 56. It is kind of surprising that Syrup's theme isn't used for the shop. Its kind of a waste not using it. I can't remember if 27 is or isn't in the game. Even though 38 and 56 go unused in Oracle of Ages but are used in Oracle of Seasons, it is at least worth mentioning that these songs do exist in the game and go unused. I probably wouldn't go through the trouble of uploading them though. --Cuber456 19:00, 15 July 2011 (EDT)

Rod of Seasons
Maybe I'm just misremembering, but doesn't Link hold the rod of seasons on the file select screen in Ages if the file is a linked game? ...or was it the other way around? --Smallhacker 05:52, 19 July 2011 (EDT)

Link holds the Rod of Seasons in a linked game for Oracle of Seasons. In Oracle of Ages, the Harp of Ages is used for a linked game -- Cuber456 14:19, 19 July 2011 (EDT)

Unused Rooms
Change ID Room (ZOLE Editor)







The bottom 2 maps are actually in the game(once the tiles are changed of course). They are even the same rooms. The middle is the room from the past and the bottom one is the room from the present. Their entrance is located at 1C on the overworld map(past or present). The only thing that is different is that the chest in the middle room is a chest used for the present. It is suppose to use the chest from the past which is the red chest. --Cuber456 15:20, 20 July 2011 (EDT)

I just understood that these three rooms are duplicated. I was first surprised to see that these rooms were known on this page, now I undestand it better.

Link, Dark Linkaël's translator.

--Dark Linkaël 16:28, 20 July 2011 (EDT)

Unused Black Tower (Case 86 - Present Underwater)



--Dark Linkaël 14:05, 21 July 2011 (EDT)

Nice finding :) --Cuber456 12:58, 21 July 2011 (EDT)

Thank you ! ;) --Dark Linkaël 15:48, 21 July 2011 (EDT)

More Unused Rooms !





--Dark Linkaël 05:56, 22 July 2011 (EDT)

To a better organization
This part of the article seems to become a little bit messy. So I wonder what wa should do:
 * I think the restored ID maps are good, they should be kept.
 * The rooms unused even with their changed ID should be kept too.
 * However, I don't think the rooms with just their ID changed and the duplicated rooms should be kept. But it is good to just put a note about these rooms.
 * Andd yeah, the rooms displayed above and really unused should be added to the main article ;)

What do you think about it? --Morwenn 19:42, 25 July 2011 (EDT)


 * Ok. I edited the main page and took down the images of the duplicate rooms with the bad tilesets. I moved info about these rooms to a new section called duplicate rooms. Is this looking better? If anything else here needs to be better organized, don't be hesitant to say something. --Cuber456 3:10, 8 August 2011 (EDT)

Basement of Wing Dungeon
There is something I find very suspicious in a horizontal basement of Wing Dungeon, specifically the location of the Roc's Feather. The right side of the place is really strange and I wonder if it would not have been served in an old version of the game.



--Dark Linkaël 05:09, 27 August 2011 (EDT)

Oddity in the first level
When we are near the end of the game and return to the Spirit's Grave, you can find something really suspicious: the wall near the stair case that leads to the Power Bracelet has disappeared and there is a chest instead. This chest contains one rupee and is still closed when we return in the room. Actually, it behaves exactly like the chests in all the unused rooms of the game. So, it is probably something left by the developpers in the game and that should be useful. However, there is just this single chest with its single rupee...

I do not have a screenshot for now but managed to get there many times and heard about people that had this strange thing too. I use the european version of the game.

--Morwenn 14:10, 29 August 2011 (EDT)


 * It wouldn't happen to look like this would it? ;P


 * [[File:Two_chests_glitch_Oracle_of_Ages.png]]


 * Getting the glitch to work is weird though. I was able to get it to work in an emulator no problem(version U). I was not able to get it to work on my physical gameboy game(version U) though unless I am just doing something wrong. If you actually have the physical european version of the game, it could be a version difference. As far as it being a hidden chest(s) the developers might have left behind, I am doubtful. I feel that they are just a glitch more than anything since they appear randomly at the end of the game. Not to mention that the wall around the chests aren't properly done. I could be wrong though.


 * At any rate, it seems that randomly placed chests will always have one rupee in them. If you use the ZOLE editor and place chests at random and open them in game, you will always get one rupee. If you press the chest editor button in ZOLE on that particular screen with no chests or chests you randomly place, ZOLE will tell you that there is no chest data found. For the particular room in question, ZOLE says that there are no chests defined for that room. I have a feeling that getting one rupee in chests is a fail-safe for chests that aren't defined in the game. This isn't limited to Ages either, Seasons does the same thing. I've been wanting to try to examine this further in game but since I can suck at hacking(and am lazy :P), I haven't had much luck trying to get this 100% confirmed. --Cuber456 16:04, 29 August 2011 (EDT)


 * It's a glitch of the two chests of mini-game in the store. They are arranged in the same way. This glitch should certainly appear when arriving in the room mini-game. --Dark Linkaël 08:48, 30 August 2011 (EDT)

Merchant Chimney
Another strange thing I just discovered: after using a code that allows you to walk through walls, I you try to walk on a chimney, it behaves like a door. Generally, a chimney and a door on the same house lead to the same place. However, the merchant's chimney in the present leads to this cave in the cemetery; the one where you can find the cemetery's key. This could be a leftover of some thing, I don't really know...



--Morwenn 14:26, 29 August 2011 (EDT)


 * Oracle of Seasons has an area where you enter a house through a chimney. As the two share the same game engine, it's no surprise that OoA's chimneys act as entrances too. As for where you end up, I don't know how entrance assignments work in OoA/OoS, but needless to say, getting unreachable chimneys to work properly wasn't exactly a priority. As such, the cemetery cave is probably a default value or something. Either way, it's nothing of importance unless a deeper connection is shown. --Smallhacker 17:01, 29 August 2011 (EDT)


 * I already knew that there were a chimney where we could fall in Oracle of Seasons. However, this particular chimney does not react like the other ones. Acutally, all the other chimneys behave the same way as the doors. So, just to make sure, I tried to enter all the chimneys in OOA and OOS. All the regular chimneys lead to the rightmost door in the screen (so this behaviour should be the default value); I do not know if it is possible to add chmineys with the ZOLE editor but if it is, we can check the behaviour ;) --Morwenn 17:05, 30 August 2011 (EDT)


 * I looked into this and it appears that the warp data for the screen outside the store also contains the warp data of the screen outside level 1 for some reason. As such, it contains warps to that skull cave and the first dungeon. Based on incredibly few data points, I've formulated a theory stating that chimneys by default teleport you to the last warp of the map, which in this case happens to be the cemetery cave. --Smallhacker 14:12, 30 August 2011 (EDT)


 * Ok, thank you. I think your theory is the good one (I could not tell because in all the maps I tried, the rightmost cave was also the last one...). Still, it is strange to have this map contain's the level 1 warp events. I think there isn't anything to add; I just can't see any connection between these two maps. --Morwenn 20:26, 30 August 2011 (EDT)

Different room in the Spirit's Grave (JP version)
The bottom-left room of the Spirit's Grave seems to differ between the different versions of Oracle of Ages. Apparently, it is quite empty in the Japanese version of the game while it there is a jar to push on a switch in the European version. Could anybody check and report how it is in the American version? --Morwenn 22:30, 28 December 2013 (UTC+1)


 * The US version is like the European version. It is really empty in the Japanese version, I did not know she was different. --Dark Linkaël (talk) 17:03, 28 December 2013 (EST)