Also well-known as: Zelda no Densetsu: Kamigami no Triforce (JP)Developer: NintendoPublisher: NintendoPlatforms: SNES, video game Boy AdvanceReleased in JP: November 21, 1991 (SNES), December 2, 2002 (GBA)Released in US: April 13, 1992 (SNES), march 14, 2003 (GBA)Released in EU: September 24, 1992 (SNES), march 28, 2003 (GBA)
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The Legend the Zelda: A connect to the Past is the third game in the long-running Zelda series, and the an initial (and v the exemption of a few Satellaview titles, only) 16-bit entry. Featuring two huge worlds come explore, tons of secrets, and also a fun assortment that items, this video game is a fan-favorite. It introduced many principles to the Zelda series which would certainly later come to be recurring elements, including the master Sword, parallel worlds, elemental-themed dungeons, party for varied item storage, and dungeon large Keys that open special locks the normal keys cannot.
It was later on re-released on game Boy Advance, bundled through the multiplayer-only (for part reason) The Legend that Zelda: four Swords.
2 Debugging Features3 Unused Graphics3.1 Dungeon Features3.2 Items3.3 Graphical Effects3.4 NPC Sprites3.5 opponent Sprites3.6 Miscellaneous4 Unused Enemies10 Revisional Differences
|video game Boy advance VersionThe changes made for the portable port.|
Full Inventory/Walk v Walls
Use Pro activity Replay (PAR) password 0083F8EA, then create a document with a name start with B in the first conserve slot to permit the following debugging features:You begin with 15 hearts, 255 rupees, 50 bombs, and 50 arrows in the light World.You have actually a complete inventory. The Bottles are filled v a Fairy and also one each of the Red, Green, and also Blue Potions. Additionally, you have the Pegasus Boots, Flippers, Titan"s Mitt, Moon Pearl, Fighter"s Sword, and Blue Shield.Press B ~ above Controller 2 to allow free-movement mode, which will allow Link to easily pass with obstacles. It will certainly also permit you to usage the Magic Mirror everywhere on the overworld, even to warp indigenous the Light world to the Dark civilization (which is not typically possible).Press R on Controller 2 to eliminate the selected item or weapon when the condition sub-screen is displayed.
Full Restore/Equipment Upgrade
Use Pro activity Replay (PAR) password 0683C1EA, then develop a record named BAGE (JP: ンルルル) in the first save slot to allow the complying with debugging features:Press R ~ above Controller 1 to permanently reduced magic intake in half.Hold R and press B ~ above Controller 1 to enable free-movement mode, which will allow Link to freely pass through obstacles. It will also permit you to usage the Magic Mirror anywhere on the overworld, also to warp from the Light human being to the Dark World.Hold R and also press A ~ above Controller 1 to upgrade her sword, armor, and shield by one step. Once the sword is upgraded to Level 4, pushing A again will reset all three items to Level 1.Hold R and press Y ~ above Controller 1 come max the end your life, magic, arrows, bombs, and also keys, as well as add 255 Rupees.Hold R and also press Select top top Controller 1 come warp directly to the Triforce chamber after the fight against Ganon. Functions for three save slots and with any name.
Use Pro activity Replay (PAR) code 00803A00. Press L top top Controller 1 to freeze the game; when frozen, press R to development one frame and press L again to resume regular play.
Dungeon FeaturesSkull Statue
The Skull Woods dungeon tileset has an unused big skull frosting object. This have the right to be watched in a tile viewer, yet it"s also feasible to cause the video game to load them into other dungeons via glitching. This brick was eventually used in the GBA port for the royal residence of the four Sword, obtainable by beating four Swords.
The screenshot mirrors the skull tile loaded right into the Dark royal residence dungeon, instead of the Rocklops statues in the very first room. An explanation of how to execute this glitch have the right to be found here.
(Source: flying Omelette)
Unused graphics for a keyhole object. Could have been used in any variety of places.
Stored with the graphics for the large and tiny magic refill decanters space sprites for a large and little piece that meat top top a bone, spring extremely comparable to the Bait native The Legend of Zelda. Whether it would have operated in the very same manner is unclear. The takes up the an are that graphics for the fish appear normally, but is invited in at home areas, so that may have actually simply to be some kind of thing for usage in houses.Magical Clock
An unused stopwatch object! This would presumably occupational like the wonder Clock in Zelda 1, freezing any type of on-screen enemies. It appears alongside graphic such together Rupees, so the was probably intended to be dropped by adversaries in the same manner together the original game. The may have been removed since the Quake Medallion performs a similar effect.Sword Text
Japanese text for "ken/tsurugi", which method "sword", fittingly uncovered near the knife graphics in memory.Letter
The Letter (called てがみ (tegami) in the Japanese version, however untranslated and blank in the English version) is an additional item making a return from Zelda 1. As in that game, it provides the very same sprite together the Map. It deserve to be added to the inventory in every versions of the video game using Pro action Replay (PAR) code 7EF35301 and occupies the clues of the Magic Mirror, arguing that you needed the Letter to obtain the mirror at some point in development, in the same method you require the Shovel to gain the Flute, which then takes the Shovel"s clues in the inventory. It"s unknown exactly why the Letter to be canned.
In every versions, the article acts specifically like the Magic Mirror as soon as used.
1/4 Magic Meter
Normally, the player deserve to only attain an upgrade the reduces Magic Meter consumption by fifty percent (indicated through a 1/2 prize on the Magic Meter). Act so causes the VRAM byte located at 7EF37B to change from 00 come 01. However, setting the byte to 02 instead causes the Magic Meter to drainpipe at one-quarter that is usual rate instead. Over there doesn"t show up to it is in a 1/4 graphic because that the Magic Meter in the game and the Meter still displays 1/2, yet all item - with the exemption of the Lamp and the Magic Cape, for some reason - benefit from this upgrade.
Setting the byte to most other values, however, causes the Magic Meter come either stop working appropriately or use more magic for particular items.
This attribute has been imposed in a few different hacking of both A link to the Past and Inishie no Sekiban.
Graphical EffectsKholdstare"s shell "Melting"
|Download Kholdstare melting Shell repair Patch (U)|
File: Kholdstare_shell.ips (28 KB) (info)Current version: 1.0
A close inspection of Kholdstare"s logic suggests that its covering was intended to slowly fade out after being defeated with fire-based weapons. Normally, it just abruptly disappears number of frames after gift destroyed. The sudden loss of the shell is no aesthetically pleasing, so it"s not surprising the this transitioning result was implemented. Unfortunately, a coding pest accidentally disabled the effect. A fairly simple patch has actually been developed to gain back this effect, a link to which have the right to be uncovered above.
As because that an explanation of how it to be accidentally disabled, it transforms out that the palette the was supposed to be manipulated to achieve the fadeout was not properly invoked. Instead, a neighboring palette to be selected because that fading. Regrettably, there were no graphics clearly shows in that scene that also used the palette gift faded. Thus, this bug understandably slipped v play-testing due to a lack of noticeable side effects, visual or otherwise. This bug is well-known to be present in every Super Famicom and SNES release of the game, v the shell"s fade effect revived in the GBA port.
NPC SpritesDuck Sprites
The duck has secondary frame of flying animation that is only offered in the GBA version. When the latter sprite is used, it only appears extremely briefly after connect lands indigenous a flight.Bully"s Friend
While the bully"s girlfriend does appear in the game, the never changes from his standard, happy expression. This graphics can only be discovered in the Japanese version.Ending Character
This NPC appears alongside the graphics for "The End", i beg your pardon would imply that he was originally meant to show up in the ending sequence somewhere. It"s feasible he was a Kakariko villager, or perhaps a Dark people resident who had returned to normal. He appears to be jumping, which would make feeling if he to be celebrating in the ending.
Enemy SpritesUnused Soldier Helmet
An alternate helmet because that a soldier foe is present alongside the human body graphics because that the quick blade-wielding constant Soldier, those met at an early stage in the game. The other helmets offered in-game show up alongside their respective body graphics, therefore this indicates that the weak, much less intelligent soldiers originally offered this graphic for their helmets.
Why it was gotten rid of is unknown, however possibly since it looks more threatening than it need to for such weak enemies, or because it"s the just helmet that renders it clear there"s a person body still in ~ the armor and Nintendo didn"t prefer the idea of connect hurting brainwashed humans. If the game implies the the soldiers were simply brainwashed, other material such as the comic and manga imply that the adversary soldiers are simply living armor, which can explain why they seem come outnumber the rest of Hyrule"s populace ten-to-one.
Dark civilization Bat
Unused alternating graphics because that the big spike trap.
A "mean" face and also a "happy" face that room stored through the food selection graphics.Bomb Shop authorize Women
Link and also the sprite through index 0x3D have had a strained connection over the years. It normally manifests together a lady in a white headscarf pacing earlier and forth in front of her home in Kakariko Village. If connect gets too close, she"ll speak to out for soldiers to come arrest him and bolt within her home, locking the door.
If this exact same sprite is spawned indoors, however, she"s a various woman altogether - in fact, she"s downright weird. This sprite will rotate to challenge the player like many other NPCs in the game, however the only thing she seems to desire to talk around is the the Bomb Shop is somewhere west of Link"s current position. It"s feasible that the post index provided for the Bomb Shop sign once hosted entirely different text.
The red-haired woman (sprite index 0x34) in the village, who likewise spends her time spring for people to narc on, behaves identically to the scarved mrs when inserted indoors. Together the scarved mrs retains she appearance indoors, so too does the red-haired woman. This is due to the reality that the these 2 sprites share the exact same logic, other than for the subroutines referred to as to render them to the screen.
Dialogue Tester Sprite
The sprite entity v index 0xB8 appears to be a leftover debug feature for trial and error the game"s dialogue messages. While the was formerly thought the the sprite had some type of menu for selecting the next message to it is in displayed, this is a misconception because of the fact that the templates for few of the game menus are found at some of the lowest post indices. Without various other logic steering the sequencing the those food selection templates, they have actually no effect.
The sprite initializes its post index to 0x0000 and also will increment this table of contents after each article is displayed, which additionally causes its physical orientation to cycle to one more cardinal direction. Each article is triggered automatically when the player gets close enough to the sprite, so the A switch is not supplied to interact in this situation. This effectively stays clear of the player indigenous passing with the sprite.
There is no bounds check performed top top the post index. Therefore, if the player reads until all of the valid article indices space exhausted, the game will crash, together the following message index will recommendation data that is not valid for the conversation system.
When spawned in many indoor rooms, the sprite doesn"t look correctly constructed. It to be later discovered that the monk (Sage in the us version) sprite and also the conversation tester speak to the exact same subroutine to be drawn to the screen. The color of the sprite"s garb and also skin ton is different from that of the Priest, however.
A Hyrulean soldier v a portable cannon is fully coded and functional, and also would fit fairly well in locations like Agahnim"s Tower.
Unused Sound Effects
There room two unused rooms in the middle of the tiled objects data. In every versions the the game, they have the right to be found at the address 0x0FAD27. The palettes and block set on the screenshot are just there together a preview taken with a room editor, as these rooms do not contain any data regarding that.
Those rooms can"t it is in loaded usually in-game, but you have the right to use the adhering to cheats to start the game in one of them.
1F830C27 1F830DAD 1F830E1F
1F830CF1 1F830DAD 1F830E1F
The kris Houlihan room (ID 82) is offered as an error handler if you loss into a hole and the game cannot find a appropriate destination. That is a solitary cave room and contains a telepathic tile, and also 225 rupees. If you exit the cave, you will certainly be warped come the prior of Link"s House, regardless of which people you to be in prior to entering the room.
There is a an insect in the game which deserve to lead you to this room, connected to screen transitions making use of the Pegasus Boots: go to the area to the left that Hyrule Castle and also go up. After ~ the change has ended, fall a bomb in front of you and wait until it explodes. It will hurt you, and also push you against the bottom the the screen. Now, charge up the Pegasus Boots, and turn come the bottom while charging up, so you will immediately move down to the following screen. Now, go to the hole at Hyrule castle which leader to the an enig passage and fall into it, and also you will show up in the chris Houlihan room.
Chris Houlihan is a son who participated at a Nintendo power event and also received the honor to appear in a future Zelda game, v the telepathic brick being a article from chris (the only such tile the isn"t a message from Sahasrahla or Zelda).
(Japanese message translation: GlitterBerri)
The blue soldiers have actually spears in the Japanese prologue, which were most likely replaced through swords in the English prologue because that soldier type isn"t in reality used during gameplay. That said, the truth they"re used in the prologue says that form was current during gameplay at one allude in development.
The Japanese file Select has actually a distinct black-and-white comparison not unlike the of the very first The Legend that Zelda. The English version offers some quite graphics instead.
File name in the Japanese versions deserve to only it is in four characters long. In the English version, this limit has been generously elevated to six.
The arrowhead marks on the indications were altered in between versions. The text boxes were also slightly expanded for the English versions.
The cursor was tweaked between versions as well. The Japanese release was by far the largest, whilst the us version is slightly smaller than the EU release.
In the Japanese version, the Hylian script"s hieroglyphic font is much bigger and an ext detailed 보다 in the English version.
(Source: Killer Bob)
This brick in the Eastern temple (Palace) was readjusted from a Star the David to a generic symbol because of Nintendo the America"s plans on spiritual imagery.
The ellipsis character was for part reason adjusted into one interpunct personality in the europe version.
In the Japanese version, the wanted indications of attach in Kakariko town display your record name alongside the portrait.
Some currently of the finishing sequence to be altered in between releases:
Another spiritual reference was removed; priest was changed with Sage.
A typical instance of Engrish being resolved up in the English version, although lock forgot to re-center the text when doing so (this have the right to be watched in the various other text revisions as well, however not as clearly as in this example).
Changed because the Ocarina is dubbed a Flute in the English variation (Why? We"ll never ever know).
An extra manuscript credit for the localization effort was added to the English version.
The order of Ganon"s name was changed in the Quest history to be regular with the remainder of the localization.
Also, all text in the game was drawn a couple of pixels greater in frame in the English variation to allow room for the small letter characters. As a an outcome of this, the Quest background stats came out looking a little bit aer - the continuous text isn"t properly aligned with the smaller second text that is otherwise only existing in the finishing of the game.
Although this dialogue for the fortune tellers exist in the message data that both versions, the Japanese indistinguishable of this text is never displayed in-game, rendering this message unused.
This dialogue from the quiet "average middle-aged man" is pretty different between the Japanese version and English versions. In the English version, he becomes much an ext talkative, however in the Japanese version he just offers a terse "why...".In the Japanese version, there is no "howling wind" approximately sound when you"re in the Skeleton woodland like there is on death Mountain. This sound was added in the us version the the game.In the Japanese version, the messages from the maidens you rescue differ from the regular dialogue message in the game: each i gets deleted before the next one appears, fairly than scrolling. In the English version, this format is only existing in the article the spirit of the Triforce gives you.The text rate is a lot much faster in several locations in the Japanese version, such together in the prologue.
The French and German localizations, including the restricted Canadian French release, use a slightly different dialogue font than the English version; the most notable distinctions are the serifed "i", the curvier "s", and also the more open "a". Additionally, the French version, but not the German version, offers a non-italic font for the condition display, similar to that offered in every GBA execution of the game.