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The Legend of Zelda: Oracle of Seasons
| The Legend of Zelda: Oracle of Seasons |
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Developer:
Flagship/Capcom
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Contents
Items
There are some items within the game that the player can't normally obtain during normal game play. By changing memory addresses C682 (A button) or C683 (B button) to the following values, these items can be obtained. One interesting note is that the values 04, 0A, 0F and 11(listed below) are values not used in Oracle of Seasons but used in Oracle of Ages. Those values used in Oracle of Ages correspond to items not found in this game (04 is the Cane of Somaria,0A is the Long Hook,0F is the Seed Shooter and 11 is the Harp of Ages). Likewise, Oracle of Ages has unused item numbers that correspond to items only found in this game. So it is possible that those four numbers are the remnants of objects used in Oracle of Ages.
- 02: 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, if no items are held. Perhaps you were originally supposed to acquire this item after fighting Blaino. What makes this interesting is the ability to "equip" punching to the A and B buttons.
- File:OoS-04UnusedItem.png04- Unknown. The HUD makes it look like an early version of the Roc's Cape, or something, but it is unusable. There is no description of this item in the inventory.
- 09: This is one of a ton of values that seem to be "nothing" or "empty". They have no description in inventory, no pictures, and no apparent function. The first "nothing" value is 09, but there are too many to list. Some of these "nothing" values are probably just filler since there are 256 possible items that Link could carry. On the other hand, the placement of this particular "nothing" item so early in the list could have been some early item that was scrapped.
0A: 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, The Legend of Zelda: Oracle of Ages. This suggests that it was planned for the Switch Hook and Long Hook to appear in Oracle of Seasons. Perhaps both games were supposed to have this item. The item doesn't seem to function or work, and has no description in the inventory.- File:OoS-0FUnusedItem.png0F: Unknown. The HUD makes it look like an early version of the Magnetic Gloves, but with a green color. This item doesn't work or function. No description available in the inventory.
- 11: Unknown. Apparently nothing, but when dropped into the inventory, it will have an image of L-0. No image in HUD, and no description.
- File:OoS-1EOre.png1E: Not really an unused item, but this is the traded ore from when Link loses the Roc's Feather. It can actually be used as a weapon against enemies.
- File:OoS-1FTwoOre.png1F: Unknown. Looks like two green traded ores stuck together. Doesn't work or function. Perhaps the brothers who stole the Roc's Feather from Link were supposed to give you two ore, or maybe it's just a graphics glitch.
- 20 through 24: Seed Satchel items with their respective Seeds. None of these items function, though they do have a description.
- File:OoS-SecondScreen.png2D through 85: These items are mostly items from the second inventory screen. These include the Gasha Seed, Hard Ore, Zora Flippers, etc. None of the items do anything when set to A or B.
- 86 through FF: The inventory screen recognizes this as the traded ore, but it is all glitched up and can't be used. Stopped at C4, but it can be assumed that 86 through FF is all glitched ore. This seems to just be filler for the rest of the unused values, since there are 256 possible items that Link can use.
While some the items above don't do anything when mapped to the A or B button, that doesn't mean that they don't have a behavior. Their behavior can be activated in memory by entering the following number format into memory addresses D202 and D203. For address D202, the hexadecimal item number is entered here. For address D203, any hexadecimal number besides 00 will activate the use of that item. This number format of the code is why the behaviors of the items above can be confirmed because it is required to input the hexadecimal item number relating to the object. So, for example, the number 1E01 will activate the behavior for the traded ore because it has an item number of 1E. The sword has an item number 05 and entering 0501 in the memory addresses activates the sword behavior. The behavior of the items above that do nothing are listed below.
This video to the right demonstrates the item behaviors that work listed below. Note that Link is red and turns Ricky(animal friend) red because of a GS code. It has nothing to do with the behavior of the items.
- 04- This makes Link shoot out a sword beam when he has full health.
- 09- Still does nothing...
- 0A- Link goes through a similar animation of launching the Switch Hook as he did in Oracle of Ages. It doesn't seem to do anything else though.
- 0F- This will cause Link to use whatever seed was last used in the Seed Satchel. Interesting note to point out is that this item in Oracle of Ages was the Seed Shooter, so it might not come as a surprise that this item behavior is seed based.
- 11- This behavior will call Link's animal partner, make Link go through the animation of punching, and force the background music to change to the evil music used by the main antagonist. Weird...
- All other behaviors for items will usually just crash the game. When they don't crash the game(which is rare), they take on the behaviors of the items above, do something glitchy to Link or do nothing at all.
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. These will be organized from their current map group and map number from ZOLE.
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 doorway leads to the top of Syrup's Potion Shop, where you'll become stuck behind the counter.
Subrosia 8D: This room has three staircases and a doorway exit. As before, all staircases take you to Impa's Refuge. Using the doorway will take you to the northeastern house in Sunken City (3F on map). 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.
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 AE: A strange room with no way out. The chest in the middle contains one rupee. This and the following rooms might indicate that an older version of their tilemaps were in use at the time of map creation.
Unmapped(2) C6: A weird room with tiles that are all over the place and not standard for caves. The stairs lead to Impa's Refuge on the overworld.
Unmapped(2) CD: A room with a chest and green lava, which is most likely a palette error. The chest has one rupee in it, and the stairs lead to Impa's Refuge on the overworld.
Music
Track 06
This track is not heard in normal gameplay.
Track 35
This track is not heard in normal gameplay.
Unused Sprites
Link Sprites
Poking around memory address D00B and typing in the following values, some unused Link sprites have been discovered.
28 through 2B, 54 through 57, and F4 through FF: 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.- A4 to AB: These values come up with glitched graphics.
- CC and CD: These resemble the glowing red light around Link that can be seen in the game intro.
E0 to E3: Link playing the Harp of Ages. You obviously can't get the Harp of Ages in this game, so these go unused as well.
Other Sprites
- File:Farore Right.png Farore does appear in the game inside the Maku Tree. She sits behind a counter and only faces forward. There are other sprites of her, however, where she faces left,right and backwards that are not used.
Background Tiles
- File:Background Portal.pngThis 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.
- File:Unused Statue.pngA statue tile. It gets loaded with cave tilesets.
Cleanup > To do
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Games > Games by release date > Games released in 2001
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