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<> <>
<> The Legend of Zelda <>
<> Oracle of Seasons <>
<> Gameshark Codes <>
<> <>
<> Version 1.2 <>
<> 8-16-01 <>
<> By: Esc27 <>
<> <>
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<> Table of Contents <>
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History
Note
Item Codes
Item List Codes
Item Modifiers
Level/Type Modifiers
Number Modifiers
Special Modifiers
Ring Codes
Box Codes
Ring Modifiers
List Codes
Shop Codes
Pet Codes
Misc. Codes
Experimental Codes
Future Remarks/Legal Stuff
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<> History <>
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1.0 First version
1.1 Added contact information and corrected errors
1.2 Added more ring codes. Widened the guide and made other cosmetic
changes. Added future section.
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<> Note <>
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Even though Oracle of Seasons and Oracle of Ages are similar only codes
marked with a * have been verified to work with both games.
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<> Item Codes <>
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<>Item List Codes<>
These codes change what item is held in each position on the item screen.
Simply insert the value for that item in the space marked with XX. If an
item has an upgrade or another form it requires a different code to change
that. (See Item level/type modifiers.)
B button item 01-XX-80C6
A button item 01-XX-81C6
1st item 01-XX-82C6
2nd item 01-XX-83C6
3rd item 01-XX-84C6
4th item 01-XX-85C6
5th item 01-XX-86C6
6th item 01-XX-87C6
7th item 01-XX-88C6
8th item 01-XX-89C6
9th item 01-XX-8AC6
10th item 01-XX-8BC6
11th item 01-XX-8CC6
12th item 01-XX-8DC6
13th item 01-XX-8EC6
14th item 01-XX-8FC6
15th item 01-XX-90C6
16th item 01-XX-91C6
(Caution: using these codes overwrites the items that were previously in
those positions.)
<>Item Modifiers<>
01=Shield
03=Bombs
05=Sword
06=Boomerang
07=Rod of Seasons
08=Magnetic Glove
0A=Switch hook (doesn't work though)
0C=Biggorgon's sword
0D=Bombchu
0E=Flute
13=Normal/Hyper slingshot
15=Shovel
16=Power Bracelet
17=Feather/Cape
19=Satchel
1E=Fool's Ore
1F=Double ore(glitched)
<>Level/Type Modifiers<>
To use these codes change X to the level you want.
1=first form 2=second.
Shield 01-0X-A9C6
Sword 01-0X-ACC6
Boomerang 01-0X-B1C6
Slingshot 01-0X-B3C6
Cape/feather 01-0X-B4C6
Ring Box 01-0X-C6C6
<>Number Modifiers<>
To use these put the number you want where XX is.
Bombs 01-XX-AAC6
Ember seeds 01-XX-B5C6
Scent seeds 01-XX-B6C6
Pegasus seeds 01-XX-B7C6
Gale seeds 01-XX-B8C6
Mystery seeds 01-XX-B9C6
Gasha seeds 01-XX-BAC6
Hearts Filled 01-XX-A2C6
Hearts Total 01-XX-A3C6
Pieces of heart 01-XX-A4C6
Rupees Low 01-XX-A5C6
Rupees High 01-XX-A6C6
Ore Chunks Low 01-XX-A7C6
Ore Chunks High 01-XX-A8C6
Note: If you don't know what is meant by low and high, just know that
changing the high value has a greater effect than the low one.
<>Special Modifiers<>
Magnetic Glove 01-0X-B2C6
00=North
01=South
Flute *01-XX-AFC6
01=Ricky
02=Dimitri
03=Moosh
Rod 01-XX-B0C6
00=None
0F=All
To choose which powers you have is a little tricky. Consider every power
you want to be a one, and every power you don't to be zero. Then write
those down in the order Winter, Fall, Summer, Spring. You should now have
a 4-digit binary number. Convert this number to Hex and use it in the
code.
Essences 01-XX-BBC6
00=None
FF=All
This works just like the Rod except there are 8 numbers
instead of 4. Write them down starting with the first
season as the first digit from the right.
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<> Ring Codes <>
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<>Box Codes<>
These codes effect what rings you are holding in your ring box. They have
no effect on what rings you actually own. Meaning if you use the codes to
get the green ring it will not show up in the jeweler's list and will
disappear if swapped.
In the ring box:
1st position 01-XX-C0C6
2nd position 01-XX-C1C6
3rd position 01-XX-C2C6
4th position 01-XX-C3C6
5th position 01-XX-C4C6
Note: you must have the ring box upgrades to use the extra positions.
Ring currently equipped 01-XX-C6C6
<>Ring Modifiers<>
00=Friendship Ring 01=Power Ring 1 02=Power Ring 2
03=Power Ring 3 04=Armor Ring 1 05=Armor Ring 2
06=Armor Ring 3 07=Red Ring 08=Blue Ring
09=Green Ring 0A=Cursed Ring 0B=Expert's Ring
0C=Blast Ring 0D=Rang Ring 1 0E=GBA Time Ring
0F=Maple's Ring 10=Steadfast Ring 11=Pegasus Ring
12=Toss Ring 13=Heart ring 1 14=Heart Ring 2
15=Swimmer's Ring 16=Charge Ring 17=Light ring 1
18=Light Ring 2 19=Bomber's Ring 1A=Green Luck Ring
1B=Blue Luck Ring 1C=Gold Luck Ring 1D=Red Luck Ring
1E=Green Holy Ring 1F=Blue Holy Ring 20=Red Holy Ring
21=Snowshoe Ring 22=Roc's Ring 23=Quicksand ring
24=Red Joy ring 25=Blue Joy Ring 26=Gold Joy Ring
27=Green Joy Ring 28=Discovery Ring 29=Rang Ring 2
2A=Octo Ring 2B=Moblin Ring 2C=Like Like Ring
2D=Subrosian Ring 2E=1st Gen. Ring 2F=Spin ring
30=Bomb Proof Ring 31=Spin Ring 32=DoubleEdge Ring
33=GBA Nature Ring 34=Slayer's Ring 35=Rupee Ring
36=Victory Ring 37=Sign Ring 38=100th Ring
39=Whisp Ring 3A=Gasha Ring 3BPeace Ring
3C=Zora Ring 3D=Fist Ring 3E=Whimsical Ring
3F= Protection Ring
Note: After 3F the order repeats only the picture is now that of an
unapprised ring.
<>List Codes<>
Each of these codes represents what rings you have in one of the 8 rows on
the appraisers list.
1st Row 01-XX-16C6 2nd Row 01-XX-17C6 3rd Row 01-XX-18C6
Friendship Ring Blue Ring Steadfast Ring
Power Ring 1 Green Ring Pegasus Ring
Power Ring 2 Cursed Ring Toss Ring
Power Ring 3 Expert's Ring Heart Ring 1
Armor Ring 1 Blast Ring Heart Ring 2
Armor Ring 2 Rang Ring 1 Swimmer's Ring
Armor Ring 3 GBA Time Ring Charge Ring
Red Ring Maple's Ring Light Ring 1
4th Row 01-XX-19C6 5th Row 01-XX-1AC6 6th Row 01-XX-1BC6
Light Ring 2 Red Holy Ring Discovery Ring
Bomber's Ring Snowshoe Ring Rang Ring 2
Green Luck Ring Roc's Ring Octo Ring
Blue Luck Ring Quicksand Ring Moblin Ring
Gold Luck Ring Red Joy Ring Like Like Ring
Red Luck Ring Blue Joy Ring Subrosian Ring
Green Holy Ring Gold Joy Ring 1st. Gen Ring
Blue Holy Ring Green Joy Ring Spin Ring
7th Row 01-XX-1CC6 8th Row 01-XX-1DC6
Bomb Proof Ring 100th Ring
Spin Ring Whisp Ring
DoubleEdge Ring Gasha Ring
GBA Nature Ring Peace Ring
Slayer's Ring Zora Ring
Rupee Ring Fist Ring
Victory Ring Whimsical Ring
Sign Ring Protection Ring
Note: Each code is able to keep track of 8 rings using binary numbers. A
binary number is a series of ones and zeros. Every one represents a
ring you have and every zero represents one you don't.
To get the number for the XX in the above codes:
1) Using the order given for the row you want to change, write a one for
every ring you want and a zero for the ones you don?t until you have a
series of eight numbers.
2) Reverse the series so that it reads backwards from the way it was
before.
3) Convert this binary number into a hexadecimal number.
4) Use the Hex number in the code.
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<> Shop Codes <>
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These codes change what happens when you try to buy an item from the shop.
Some effects can freeze your game. I have not experienced data loss from
using these codes, but it is possible. Use with caution.
Note: None of the codes listed here have been shown to cause any permanent
data loss.
01-XX-19D0
Effects item closest to clerk. Must carry item to clerk
for some effects to happen.
Modifiers
06=Bash Clerk
0A=Gasha Seed (300 Rupees)
0B=Gasha Seed (100 Rupees)
12=Gasha Seed (500 Rupees)
15=Advance Ring
19=Clerk moves and lights flash
23=Not a GBC warning
31=Mimic appears
3C="Not enough rupees"
45=3 Hearts
46=Shield
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<> *Pet Codes (both versions) <>
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These codes change the flute, song, pet, and terrain. If you do not have
the flute then use one of the item codes to get it.
Dimitri
010C10C6
0102B5C6
0102AFC6
Ricki
010B10C6
0101B5C6
0101AFC6
Moosh
010D10C6
0103B5C6
0103AFC6
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<> Misc. Codes <>
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Number of times died = 01-XX-1EC6
Number of enemies killed since planting seed
in plot near Mayor's House = 01-XX-5BC6
Enemies Killed since last running in to Maple = 01-XX-3EC6
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<> Experimental Codes <>
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These codes work, but I haven't yet explored all of what they can do. Some
could possibly cause a problem. Use at your own risk.
Current Room = 01-XX-4CCC
Chest on ledge in Hero's Cave is never empty = 01-10-05C8
Rosa sometimes follows = 01-FF-CBC6
Hold's Shield when exiting screen = 01-33-89CC
X-Position = 01-XX-8ACC
Fast Mode (Permanent Pegasus) = 01-03-87CC
Permanent Jump = 01-F1-0FD0 or 01-80-0FD0
Name 01-XX-02C6
01-XX-03C6
01-XX-04C6
01-XX-05C6
01-XX-06C6
Kid's Name 01-XX-09C6
01-XX-0AC6
01-XX-0BC6
01-XX-0CC6
01-XX-0DC6
Note on the name codes: They work fine, but I don't know all the modifier
codes. ASCII codes work for the letters.
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<> Future <>
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Short section on binary and hexadecimal numbers to help with the codes that
use them.
Possible special thanks section or something like it.
More codes verified t work with both games.
Corrections for the inevitable errors I have made.
Greater consistency throughout Guide
More on the names
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<> Remarks/Legal Stuff <>
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All codes used in this document were found by me unless otherwise stated.
Though it is possible that some of these codes might exist elsewhere or may
already have been discovered, this is my work and was not stolen in anyway.
All codes were found using the Gameshark's built in code generator and
intuitive guessing.
I have no problem with this document being printed or saved to a hard drive
for reference, but do not copy this material for use in your own web page
or FAQ.
Questions or comments?
E-mail me at
[email protected]
Copyright (c) 2001 ~ Esc27