BS The Legend of Zelda 1: Third Quest - Pro Action Replay Codes FAQ +----------------------------------------------------------------------------------------------+ | Table of Contents | +----------------------------------------------------------------------------------------------+ Section I: Version history Section II: Introduction Section IIIa: Code information Section IIIb: Code index Section IV: Hexadecimal to Decimal chart Section V: Teaser codes Section VI: Thank yous Section VII: Disclaimer +----------------------------------------------------------------------------------------------+ | I: Version history | +----------------------------------------------------------------------------------------------+ -10/04/05- Since this is the only FAQ of this type I've seen, I'm tempted to call this a 0.01 release. However, because this FAQ covers just about every code known to exist for BS Zelda 1, and has undergone extensive testing, I'm calling it a 0.98 release. This will be the final release of this guide until the HTML version is released, or until I can get the Timer Events related items to work correctly. As a little "teaser" I have included a few codes that at present are still VERY much in "beta" condition and are known to cause huge glitches in the game, as well as damage save files. Currently they are the only known way to get these items, until a final version can be created. +----------------------------------------------------------------------------------------------+ | II: Introduction | +----------------------------------------------------------------------------------------------+ Hello and welcome to my little PAR FAQ for BS The Legend of Zelda 1: Third Quest. In this text file, you will find all of the codes that you could ever want for this wonderful Super Nintendo Rom. My name is Tre, and after several hours of code hunting, gathering existing codes, and beta testing, alpha testing, and final testing of each code, I have created what I feel is the most complete listing of Pro Action replay codes one could even hope to have for BS Zelda 1. This is the first FAQ I have created, and thus it's likely to be a little wordy, so if you can bear with that, this guide will be a good resource for you, be you a newcomer to the BS Zelda world, or an expert looking for a real challenge! Without further exposition, on with the codes! Enjoy. +----------------------------------------------------------------------------------------------+ |*****************Extra information for Cheat.Zip file users reading this text*****************| +----------------------------------------------------------------------------------------------+ Enclosed in the "BSZeldaCheats.zip" package are four separate cheat files that you will need to rename to match your pre-existing BS Zelda 1 rom. These files are: CheapGame.cht, HardGame.cht, Snes9xCodes.cht and ZsnesCodes.cht. You can ONLY use one cheat file at a time, and it must be named exactly like your rom file in order for it to work. For example to use the "Hard Game" cheat file with your "BS Zelda 1" rom, you'd rename it as "BS Zelda 1.cht" to go with "BS Zelda 1.smc", it's just that easy! The cheat files for Snes9x and Zsnes are the "complete" listing that you find here in this text file. Due to some major limitations in the length of the .cht file in Snes9x, there were several codes I had to omit from the file. However the Zsnes file features a complete listing. As for the Hard/Cheap game files, they are designed as a "minimalist" listing of codes needed to ensure the hardest or easiest games you can play, with the smallest cheat files possible for easy cheat selection. +----------------------------------------------------------------------------------------------+ | IIIa: Code information | +----------------------------------------------------------------------------------------------+ The codes in this index have been listed as follows: 1: Swords 2: Shields 3: B Button items 4: Quest items 5: Heart Containers 6: Health altering 7: Special codes I have divided each "section" into an "a" and a "b". The "a" lists the codes, while the "b" details all known issues you would encounter with the codes in that section. This mostly deals with graphic errors that occur in a pre-existing save game, but also applies to saving the newly acquired items/effects for future use. If a code produces an effect not listed in the "issues" section for that code type, feel free to submit it in the BS Zelda forums, and I'll add it to the next version of this FAQ. +----------------------------------------------------------------------------------------------+ | IIIb: Code index | +----------------------------------------------------------------------------------------------+ | 1a: Swords | +----------------------------------------------------------------------------------------------+ 7E743A01: Wooden Sword 7E743A02: White Sword 7E743A03: Magical Sword +----------------------------------------------------------------------------------------------+ | 1b: Issues | +----------------------------------------------------------------------------------------------+ When playing an existing saved game, you might notice that the graphics for your sword haven't changed. This is usually fixed by entering a dungeon and exiting, or by saving the game with the code active, and then resetting the game. Also, switching swords via code doesn't always change the graphics for the sword displayed in the "A item" box. The sword strength will still be that of the sword you choose via codes. Saving with a sword code active will allow you to play with that sword upon playing from the save game, and prevent you from downgrading swords if you collect one of a lower power. +----------------------------------------------------------------------------------------------+ | 2a: Shields | +----------------------------------------------------------------------------------------------+ 7E743B00: Regular Shield 7E743B01: Magical Shield +----------------------------------------------------------------------------------------------+ | 2b: Issues | +----------------------------------------------------------------------------------------------+ Much like the graphical issues with the sword codes, sometimes you have to enter/exit a dungeon to make the Magical/Small shield display correctly. One effect of having the "Have Magical shield" code active while playing, is you won't lose your shield to the Like Likes. Another is that you won't be allowed to purchase the Magical shield from the shop keepers until you lose your shield naturally (with the code off). Saving your game while these codes are active will let you keep the shield you had with the code on, even while it's inactive. +----------------------------------------------------------------------------------------------+ | 3a: B button items | +----------------------------------------------------------------------------------------------+ 7E742101: Boomerang 7E742102: Magic Boomerang 7E74DC00: Bomb bag x0 7E742200: No bombs! 7E74DC04: Bomb bag x4 7E742204: Infinite Bombs x4 7E74DC08: Bomb bag x8 7E742208: Infinite Bombs x8 7E74DC0C: Bomb bag x12 7E74220C: Infinite Bombs x12 7E74DC10: Bomb bag x16 7E742210: Infinite Bombs x16 7E74DC63: Bomb bag x99 7E742263: Infinite Bombs x99 7E743C01: Bow 7E742301: Wooden Arrow 7E742302: Silver Arrow 7E742401: Blue Candle 7E742402: Red Candle 7E742501: Flute 7E742601: Meat 7E742F01: Letter 7E742701: Blue Medicine 7E742702: Red Medicine 7E742801: Magic Wand +----------------------------------------------------------------------------------------------+ | 3b: Issues | +----------------------------------------------------------------------------------------------+ The above codes have been known to cause only one graphical glitch, and that is temporary. If you turn on a code while you don't have any items, you won't see the item you activated in the "B Item" box, despite being able to use it. To clear up this "glitch", simply open the Sub-Menu and it will reset the B Button box to display your items, or hit the L/R button to toggle it into your box. If you have activated an item thru the above codes, you can still pick it up in the dungeon it comes from, without causing the game to glitch or crash, however, some items will NOT appear in the dungeons. So far only the Wooden Boomerang doesn't appear if you have the Magical Boomerang in your inventory thru an active/inactive code. If you collect a bomb bag upgrade after saving with the "Bomb Bag x99" code active, you will increase your bomb bag to 103 while the code is off, and will cause a graphical error in the bomb display. You will have half an infinity symbol followed by a 3 for your bombs. This isn't a game breaking glitch, but it is annoying. Either avoid collecting the two bomb bags with the codes inactive, buy them only when the code is active, or choose to have a lower bomb bag count (91 bombs if you intend to get both bags, or 95 if you only intend to get one.) I have found that if you start out with the "Bomb Bag x16" code active and save, then play from your save without the code on, you will end up with 24 bombs as your maximum. Playing the game with the Blue/Red Medicine codes active will prevent you from purchasing the medicines until you turn off the code. If you haven't collected the Letter, you will still need to do so in order to buy medicine. +----------------------------------------------------------------------------------------------+ | 4a: Quest items | +----------------------------------------------------------------------------------------------+ 7E7430FF: Have all Compasses 7E7432FF: Have all Maps 7E742C01: Stepladder 7E742901: Raft 7E742E01: Power Bracelet 7E742B00: No Ring 7E742B01: Blue Ring 7E742B02: Red Ring 7E742A01: Magic Book +----------------------------------------------------------------------------------------------+ | 4b: Issues | +----------------------------------------------------------------------------------------------+ I have only noticed two troubles with these codes. The first being that at 3:08 Link will suddenly revert to wearing the Green Tunic/Ring for no reason. I don't know if this is an in-game error or not, but entering a cave and exiting it will restore the Tunic/Ring color. This does NOT affect your defense however, and is not a major deal. The second thing I've noticed, is that if you use the Power Bracelet code before you are supposed to have it, you can cause some major "Week changing" havoc, such as losing the Heart Container at H7, Dungeon Six mysteriously appearing before Week 3, and being able to enter the Final dungeon before you've collected all Triforce pieces. This is caused by players beating dungeons out of order, so if you intend to use the Power Bracelet code before you're allowed to have it, DON'T beat the dungeons out of order. +----------------------------------------------------------------------------------------------+ | 5a: Heart Containers | +----------------------------------------------------------------------------------------------+ 7E6DDD08: x1 Heart container 7E6DDD10: x2 Heart containers 7E6DDD18: x3 Heart containers 7E6DDD20: x4 Heart containers 7E6DDD28: x5 Heart containers 7E6DDD30: x6 Heart containers 7E6DDD38: x7 Heart containers 7E6DDD40: x8 Heart containers 7E6DDD48: x9 Heart containers 7E6DDD50: x10 Heart containers 7E6DDD58: x11 Heart containers 7E6DDD60: x12 Heart containers 7E6DDD68: x13 Heart containers 7E6DDD70: x14 Heart containers 7E6DDD78: x15 Heart containers 7E6DDD80: x16 Heart containers +----------------------------------------------------------------------------------------------+ | 5b: Issues | +----------------------------------------------------------------------------------------------+ This batch of codes has two minor glitch effects. The first is that if you don't start a new game with the code on, you won't automatically have the number of Containers you chose from the the listing. You will have to get hit by an enemy or collect health to bump the Container display to the code's desired value. The secondary effect is that if you turn the code off before you save the game (with the code active) you will suddenly lose most of the Heart Containers you had with the code the moment you are hit or collect health. Also, if you try to play the game with only ONE Heart Container, it will cause the "You're dying" beep to constantly go off. If you save the game with the x1 Heart Container code active, and then restart with the code off, you will now have 1 Heart Container on the menu screen. When you play from your save, you will have three Hearts in your Container display until you are hit or collect health, then you will return to having only one. A MAJOR glitch occurs if you try to exceed the x16 Heart Container limit, the game will lock and in most instances WILL crash your emulator and even crash Windows. So NEVER exceed sixteen hearts, or have less than one heart! Another interesting "glitch" with this code is that collecting Heart Containers after the x16 Heart limit will NOT crash the game! Instead, it will treat extra Heart Containers as if they were Life Hearts, and refill one Container fully. Lastly, these codes do NOT give you infinite health, those are in the next section of cheats. +----------------------------------------------------------------------------------------------+ | 6a: Health altering | +----------------------------------------------------------------------------------------------+ 7E6DDC00: 1-Hit kills! 7E6DDC01: 1-Hit kills! (Fixes Shield glitch) 7E6DDC08: Infinite Life Heart x1 7E6DDC10: Infinite Life Hearts x2 7E6DDC18: Infinite Life Hearts x3 7E6DDC20: Infinite Life Hearts x4 7E6DDC28: Infinite Life Hearts x5 7E6DDC30: Infinite Life Hearts x6 7E6DDC38: Infinite Life Hearts x7 7E6DDC40: Infinite Life Hearts x8 7E6DDC48: Infinite Life Hearts x9 7E6DDC50: Infinite Life Hearts x10 7E6DDC58: Infinite Life Hearts x11 7E6DDC60: Infinite Life Hearts x12 7E6DDC68: Infinite Life Hearts x13 7E6DDC70: Infinite Life Hearts x14 7E6DDC78: Infinite Life Hearts x15 7E6DDC80: Infinite Life Hearts x16 +----------------------------------------------------------------------------------------------+ | 6b: Issues | +----------------------------------------------------------------------------------------------+ There are only a few glitches with this code set. The first being that if you have the Magical Shield while using the "1-Hit kills!" code, it will cause Shield graphics to be corrupted for the duration of code use. In order to fix this, us the "Fixes Shield glitch" version. This code also displays you as having one half of a Heart's health, but doesn't prevent Link from dying even while he has the Red Ring on! I have also noticed that if you use the code to give you Infinite Health beyond your base Heart Containers, it will ONLY display the first EIGHT Containers (or if you have more, it will display those as well but not the rest) visibly. However, you will still have the correct number of Heart Containers listed in the code. For example, if you use the x16 code, and had 3 Hearts, you will have EIGHT visible Heart Containers, and EIGHT "invisible" Containers. These will remain until you turn the code off, and start taking damage. The eight "invisible" Heart Containers will start to vanish as your health is depleted, until you reach the visible eight Containers. Then you will see the Hearts vanish from that display until you reach your original number of three Heart Containers. This is a really odd glitch, and in order to avoid it, only use the Infinite Life code that matches your existing Heart Container number. +----------------------------------------------------------------------------------------------+ | 7a: Special | +----------------------------------------------------------------------------------------------+ 7E0652FF: Invincibility 7E741901: Kill all monsters 7E7419FF: Kill all monsters and leave Blue Rupees 7E7436FF: Infinite Rupees X255 7E743700: Infinite Rupees X255 7E74360F: Infinite Rupees X9999 7E743727: Infinite Rupees X9999 7E743809: Infinite Keys X9 7E743863: Infinite Keys X99 7E7439FF: All pieces of Triforce 7FFFF903: Set Timer to 3:45 (Hours) 7FFFFF2D: Set Timer to 3:45 (Minutes) 7FFFF9xx: Set Timer Hour (Change xx to the hour in HEX) 7FFFFFxx: Set Timer Minutes (Change xx to the minutes in HEX) +----------------------------------------------------------------------------------------------+ | 7b: Issues | +----------------------------------------------------------------------------------------------+ These codes have individual glitches, the first of which being that the "Invincibility" code will cause Link to flash as though he's collected the Stopwatch for the entire time the code is active. This doesn't affect the game in any way other than to allow Link to "walk thru" his enemies without taking damage. This code is better than the Infinite Life ones, because you can still collect Life Hearts and don't take "push" damage from enemies or traps. The "Kill all monsters" code only eliminates the regular monsters on screen, and will NOT harm bosses. There are two versions, 01 kills the monsters and leaves normal items, and FF kills them and leaves behind Blue Rupees. Both codes can be turned on or off at any time of your choosing. The Infinite Rupees codes MUST be used in pairs, ALWAYS! Otherwise you WILL end up with display issues and multiplier effects upon picking up more rupees. If you have both codes on, this solves the issue completely and locks the value while the code is on. The Infinite Keys x99 code should ONLY be used while it's active, or you will have the same display graphical glitches as you did with the Bomb bag codes (where you end up with half of an infinity symbol on the left, and numbers on the right). once you pick up keys beyond the 99 display limit. The "All pieces of Triforce" code has one major issue, in that it can allow you to enter the final Dungeon long before you should be allowed. And if you use the "Set timer to 3:45" codes with the Triforce code, you can engage in the final battle at any time you wish!! The timer codes (Hours and Minutes) require that you enter the Hour/Minute you wish to set the timer to in Hexadecimal, which is not a problem if you use the chart found in Section IV. +----------------------------------------------------------------------------------------------+ | IV: Decimal to Hexadecimal chart | +----------------------------------------------------------------------------------------------+ This is a simple chart that lets you find the Hexadecimal value you will need to enter to have a correct decimal value in game, both for item alterations as well as timer changes. +----------------------------------------------------------------------------------------------+ |Dec = Hex | Dec = Hex | Dec = Hex | Dec = Hex |Dec = Hex | Dec = Hex | Dec = Hex | Dec = Hex | |----------|-----------|-----------|-----------|----------|-----------|-----------|------------| | 0 = 0 | 1 = 1 | 2 = 2 | 3 = 3 | 4 = 4 | 5 = 5 | 6 = 6 | 7 = 7 | | 8 = 8 | 9 = 9 | 10 = A | 11 = B | 12 = C | 13 = D | 14 = E | 15 = F | | 16 = 10 | 17 = 11 | 18 = 12 | 19 = 13 | 20 = 14 | 21 = 15 | 22 = 16 | 23 = 17 | | 24 = 18 | 25 = 19 | 26 = 1A | 27 = 1B | 28 = 1C | 29 = 1D | 30 = 1E | 31 = 1F | | 32 = 20 | 33 = 21 | 34 = 22 | 35 = 23 | 36 = 24 | 37 = 25 | 38 = 26 | 39 = 27 | | 40 = 28 | 41 = 29 | 42 = 2A | 43 = 2B | 44 = 2C | 45 = 2D | 46 = 2E | 47 = 2F | | 48 = 30 | 49 = 31 | 50 = 32 | 51 = 33 | 52 = 34 | 53 = 35 | 54 = 36 | 55 = 37 | | 56 = 38 | 57 = 39 | 58 = 3A | 59 = 3B | 60 = 3C | 61 = 3D | 62 = 3E | 63 = 3F | | 64 = 40 | 65 = 41 | 66 = 42 | 67 = 43 | 68 = 44 | 69 = 45 | 70 = 46 | 71 = 47 | | 72 = 48 | 73 = 49 | 74 = 4A | 75 = 4B | 76 = 4C | 77 = 4D | 78 = 4E | 79 = 4F | | 80 = 50 | 81 = 51 | 82 = 52 | 83 = 53 | 84 = 54 | 85 = 55 | 86 = 56 | 87 = 57 | | 88 = 58 | 89 = 59 | 90 = 5A | 91 = 5B | 92 = 5C | 93 = 5D | 94 = 5E | 95 = 5F | | 96 = 60 | 97 = 61 | 98 = 62 | 99 = 63 |100 = 64 | 255 = FF | 999 = 3E7 | 9999 = 270F| +----------------------------------------------------------------------------------------------+ +----------------------------------------------------------------------------------------------+ | V: Teaser codes | +----------------------------------------------------------------------------------------------+ These two codes have been created for one purpose and one purpose only, to enable that @#%&ing Dream Boomerang to WORK!!! At present, there are SEVERAL glitches that occur with this code set, but it's the best I can get without finding the actual variable that's supposed to change when the timer enables it. Stupid @#^$ing Boomerang. 7E74BDD4: Dream Boomerang effect ON 7E74BD00: Dream Boomerang effect OFF The first thing you will notice while the code is on, is that EVERY SINGLE MINUTE that passes (except during the time you can legitimately HAVE the Dream Boomerang) you will "regain" the boomerang! That's right, every single solitary minute that passes you will re-acquire it as a Timer Event. And I mean *every* single minute that passes. As if that wasn't annoying enough, you won't be able to collect ANY Heart Containers while the code is active!!! So in order to collect any Heart Containers, you MUST turn off the code at least a MINUTE before you intend to collect one, or you will lose it FOREVER. Also, for some odd reason, this code will allow the Level 6 Dungeon to be accessed at any time! I highly recommend NOT beating, or even entering Dungeon 6 until you have beaten the other five or you will end up glitching the timer and week you're in. Sometimes when you turn OFF the code, you end up with the screen suddenly turning to night for a full minute. BEWARE of this, because most of the time, you will end up facing off against DarkNuts in the overworld! Also the tile in H7 will vanish after that minute is up. If you DON'T have a boomerang in your inventory prior to using the code, you will NOT be able to USE the stupid thing! That's right all this trouble for nothing! So make sure you put in a boomerang code first (I recommend 7E7421FF to change the displayed boomerang to that of the RED Dream Boomerang, even if it doesn't work without the code activate). If you use the "Have Red Dream Boomerang" code revealed in this section, turn it OFF before you collect your new boomerang (Wood or Magical) and NEVER use it afterwards, or you WILL LOSE your current boomerang forever. You can still turn on/off the Dream Boomerang EFFECT at any time. This is the one code that was requested the most in FAQs and in the BS Zelda forum for a while, as well as one I have wanted to make WORK correctly. However, because the boomerang is strictly timer involved, you can't actually possess the true boomerang. I'm going to work on it off and on between other projects, and hopefully it will appear in a future update to this guide. Feel free to try to get this code to work on your own, because chances are I won't have a chance to do so anytime soon. +----------------------------------------------------------------------------------------------+ | VI: Thank yous | +----------------------------------------------------------------------------------------------+ I want to use this section to give thanks to the original authors of the PAR codes that have inspired me to create an even more complete index of codes. So StarFighters76 and Sephiroth X, thank you for your original work and the codes you listed in your walkthrus, they were a big help as a template! Extra credit to StarFighters76 for his Timer Events work, as well as for the "incomplete" Hexadecimal to Decimal chart he featured in his walkthru. I think it will be helpful to anyone who needs to do quick conversions for their own codes. I also owe major thanks to Duke Serkol over at BS Zelda's homepage for inspiring me to create the "Magic Shield" code so I could see what his SolCal patch made his shield look like. Thanks to his patch I spent the better part of a weekend creating more codes than I ever thought I would want to make! And spent more time typing for a single project than I ever wanted to! Additional thanks go to Garrett, Coinilius, Real Hotdog, Euclid and all of the members of the BS Zelda forums (the forum can be found at http://s9.invisionfree.com/bszelda/index.php), you know who you are. Without your input and enthusiasm about the new codes I created for the game I would have gotten bored with this project and given up on it before it ever truly began! A very special thanks to my beloved Arwen for her support and tons of encouragement while I was making these codes. She really inspired me, and put up with my going on about the latest batch of codes I was working on at any given time. She even read through all of these FAQs to ensure I didn't end up with tons of grammar errors, misspelled words, and confusing sentence fragments! Thank you my love, you really helped make code creation and FAQ work a lot of fun! Thanks also goes out to Roto, Bumpus, Dreamer Nom, and all the patchers who have slaved over sticky keyboards and broken mice to bring to us the most complete version of this incredible game! Without all of your hard work, this FAQ would never exist and I'd be bored right now! And lastly, thanks to Nintendo for creating such a wonderful game in the first place, and addicting me to the Zelda series for life. Hopefully one day we might actually see a COMPLETE release of BS Zelda 1! +----------------------------------------------------------------------------------------------+ | VII: Disclaimer | +----------------------------------------------------------------------------------------------+ This text file was designed to be used for the patched versions of "BS Zelda 1: Third Quest" found at http://bszelda.zeldalegends.net/bszelda.shtml. These cheats have only been FULLY confirmed to work with the "PBSZelda.smc" file and the "PBSZelda.smc" with "Link Patch" files, and as a result may cause your emulator to crash if you use them on untested patches or if used on alternate versions. These codes have been confirmed to work correctly as both the Male and Female Mascot, and in multiple save slots for the correctly patched copies of the game. As well as with Link. All codes are intended for entertainment, and are distributed in a not-for-profit form. If you paid anything for these codes, you were seriously ripped off! The contents of this zip file can only be freely distributed on your web site as-is, with all files included as they are on the BS Zelda homepage, and with credit to the author and original code authors. The author accepts no responsibility for damages to your save files, rom, emulator, operating system, computer, or anything else that might happen from the use of these cheats. You as the end-user accept full responsibility for using the cheat files, or PAR codes listed in the text files and zip file. All characters, items, and Link himself are copyright Nintendo. The author has no affiliation with Nintendo, and no liability for damages caused by using these codes, alterations of these codes, or use of emulators and roms. This FAQ file and all its contents are copyright Trevor May, 2005. The items codes, Quest items codes, Timer codes, Triforce codes and Sword codes are copyright to their original authors (Sephiroth X and StarFighters76 are being given credit only because these are the only instances in which I have found these codes listed in a guide, and they seem to be the original authors). All other content is copyright it's original owners, and proper credit will be given when/if I receive word from them. Now stop reading this and enjoy the game!