UltramasterBDJ´s self-made X-Codes/N64/Zelda: Ocarina of time
Zelda: Ocarina of time

swordless Link-X-Code [NOTE #1] [©]
80118438:ffff

"I don´t need glasses!"
80112573:000X
[X=5 or f]

opening effect modificator [NOTE #2]
801197ed:xxxx

inside out & outside in
80112573:0000

"Premiere"-coded
80112574:0001

"Premiere"-coded 2
8011257a:0001

Picasso-Slow-mode
80112576:0001

#-mode
8011257c:0001

#-mode2
8011257d:0001

out-game-beta-quest [NOTE #3]
801183db:000x

in-game-beta-quest [NOTE #4]
d01c64f5:0000
801183d2:0000

stripes-mode
80112578:0001
80112579:0001
8011257a:0001
8011257b:0001

exit modifier (PAL!)[NOTE #5]
D01C64F5 0010
811183D2 ????

deep Beta [NOTE #6] [©]
801197E4:0000
801197E3:000X


Zelda Reloaded! [NOTE #7]
D01C64F4 0004
801c5634:00FF
D01C64F4 0001
801c5634:0000


freeze screen while holding L
D01C64F5 0020
801c4fe7:0001

temporary wire-frame mode [NOTE #8]
801c4fe7:0064

visibility zero
801c5060:0001

Link walks like a total retard
50005E01:0000
801C4F00:0055

Link is slooooooow
50005E01:0000
801C4F00:0001

no Zelda logo appears during intro
301C64b6:0001

no fileselection (cool background)
50000001:0000
801C5D00:0000

"wallhack" (press L) [NOTE #11]
D01C64F5:0020
801C5C50:0001
D01C64F5:0000
801C5C50:0000

freeze skybox in fileselectionmenu (plus: you get a frame-by-frame animation in the pausemenu - try pressing L when appears to be frozen)
801C567A:0064
801C567E:6464

Pausemenu will... erm... fly away #_# (Press Start during game)
801C56C3:000x (x = 0 or 3)

rapid choice in pausemenu
801C5970:FFFF

HUGE text
801C59D6:0002

text not visible
801C59D6:0064

size of cursor (above signs, enemies etc.)
801C5BDB:00XX
801C5BDD:00XX
801C5BDF:00XX

WindWaker-cellshading-mode
8011257e:0001

texturesizemodifier (try XX=20 for a "dark cellshading"-mode, or XX=50 for a weired mode where Links face is messed up for sure)
8011257e:00XX

screen color modifier
801c5325:00ff
801c5327:00xx (maximum red = FF, no red = 00)
801c5329:00xx (maximum green = FF, no green = 00)
801c532b:00xx (maximum blue = FF, no blue = 00)
801c532D:00xx (intensity of screencolormodification; 00 = none, FF = can't see anything, 6f = more or less moderate)

C-button-color-modifier
801C56B3:00xx (maximum red = FF, no red = 00)
801C56B5:00xx (maximum green = FF, no green = 00)
801C56B7:00xx (maximum blue = FF, no blue = 00)

B-button-color-modifier
801C56BB:00xx (maximum red = FF, no red = 00)
801C56BD:00xx (maximum green = FF, no green = 00)
801C56BF:00xx (maximum blue = FF, no blue = 00)

map-color-modifier
801C5E09:00xx (maximum red = FF, no red = 00)
801C5E0B:00xx (maximum green = FF, no green = 00)
801C5E0D:00xx (maximum blue = FF, no blue = 00)


Replace Kokiri boy lifting rock in Kokiri Forrest (as young Link) with an Arwing from Lyrat Wars!! [©]

That doesn't sound like being possible? I know! I wouldn't believe that too if I hadn't seen it myself! O.O
Here is a screenshot! And here is a movie of it!

OoT PAL V1.0
81242e26 0009
81242eb4 013b
81242ec2 0000

OoT PAL V1.1
8124b456 0009
8124b4e4 013b
8124b4f2 0000

OoT US V1.0
81244096 0009
81244124 013b
81244132 0000

OoT US V1.1 [corrected!]
81244236 0009
812442c4 013b
812442d2 0000

OoT US V1.2 [corrected!]
81244716 0009
812447a4 013b
812447b2 00000

The following codes are for the PAL Version 1.0

Have two Links in Link's house [©]
802189D4:0000
802189D5:0000

Arwing invasion during opening cinema (!) and in Hyrule field [©]
50003F10:0000
80220441:013b


citadel of time"-actor modifiers [©]

plattform modifier
8123D6D0 ????
8123D6E4 ????
8123D6F2 ????

window modifier
8123D6D0 ????
8123D704 ????
8123D712 ????

gate to mastersword-modifier
8123D6D0 ????
8123D714 ????
8123D722 ????

"play Ocarina here"-event-modifier
8123D6D0 ????
8123D724 ????
8123D732 ????

szenario reset-modifier
8123D6D0 ????
8123D734 ????
8123D742 ????

Kokiri's Emerald-modifier
8123D6D0 ????
8123D744 ????
8123D752 ????

Goron's ruby-modifier
8123D6D0 ????
8123D754 ????
8123D762 ????

Zora's sapphire-modifier
8123D6D0 ????
8123D764 ????
8123D772 ????

"zora's fountain"-actor modifiers [©]

Jabu-Jabu modifier
8125E2A4 ????

"zora's fountain"-Beta-Quest-actor modifiers [©] [NOTE #9]

Jabu-Jabu No. 1-modifier
81246A1E ????
81246AD0 ????
81246ADE ????

Jabu-Jabu No. 2-modifier [NOTE #9]
81246A1E ????
81246B40 ????
81246B4E ????

Ocarina-plattform-modifier
81246A1E ????
81246B30 ????
81246B3E ????

the magnificant seven (Clone-Links) [NOTE #10]
50000610 0000
81246A70 0000

"Ganon Boss Area"-actor modifiers [©]

rubble 1-modifier
81234E5C ????
81234FA8 ????
81234EB6 ????

rubble 2-modifier
81234E5C ????
81234FB8 ????
81234EC6 ????

rubble 3-modifier
81234E5C ????
81234FC8 ????
81234ED6 ????

rubble 4-modifier
81234E5C ????
81234FD8 ????
81234EE6 ????

rubble 5-modifier
81234E5C ????
81234FE8 ????
81234EF6 ????

rubble 6-modifier
81234E5C ????
81234FF8 ????
81235006 ????

three Links VS Ganon [NOTE #10]
50000210 0000
81234FA8 0000

(Jabu-Jabu's belly)
Barinade boss-room-actor modifiers [©]

Barinade Modifizierer
81260FA0 ????
81260FB0 ????
81260FBE ????

pot 1-modifier
81260FA0 ????
81260FC0 ????
81260FCE ????

pot 2-modifier
81260FA0 ????
81260FD0 ????
81260FDE ????

pot 3-modifier
81260FA0 ????
81260FE0 ????
81260FEE ????

pot 4-modifier
81260FA0 ????
81260FF0 ????
81260FFE ????

pot 5-modifier
81260FA0 ????
81261000 ????
8126100E ????

pot 6-modifier
81260FA0 ????
81261010 ????
8126101E ????

(Firetemple)
Volvagia boss-room-actor modifiers [©]

Volvagia-modifier
8125E2B4 ????
8125E2D0 ????
8125E2D4 ????

(Gerudo-Fortress)
thief's hideout-actor modifiers (Exit Mod Digit 049E) [©]

Gerudo-modifier
812554E0 ????
81255500 ????
8125550E ????

invisible Object No.1 modifier
812554E0 ????
81255510 ????
8125551E ????

invisible Object No.1 modifier
812554E0 ????
81255520 ????
8125552E ????

torch No.1-modifier
812554E0 ????
81255530 ????
8125553E ????

torch No.2-modifier
812554E0 ????
81255540 ????
8125554E ????

Carpenter-modifier
812554E0 ????
81255550 ????
8125555E ????

pot 1-modifier
812554E0 ????
81255560 ????
8125556E ????

pot 2 modifier
812554E0 ????
81255570 ????
8125557E ????

pot 3 modifier
812554E0 ????
81255580 ????
8125558E ????

pot 4 modifier
812554E0 ????
81255590 ????
8125559E ????

pot 5 modifier
812554E0 ????
812555A0 ????
812555AE ????

pot 6 modifier
812554E0 ????
812555C0 ????
812555CE ????

Navi's checkpoint-modifier
812554E0 ????
812555D0 ????
812555DE ????

wodden crate 1 modifier
812554E0 ????
812555E0 ????
812555EE ????

wodden crate 2 modifier
812554E0 ????
812555F0 ????
812555FE ????

"Desert Colossus"-actor modifiers [©]

Four Swords Team [Picture] [NOTE #10]
801D8BAC 0000
801FB3FC 0001
801FF1EC 0002
80202FDC 001F
50000310 0000
8123A134 0000

crow No. 1-modifier
81239FC0 ????
8123A044 ????
8123A052 ????

crow No. 2-modifier
81239FC0 ????
8123A054 ????
8123A062 ????

crow No. 3-modifier
81239FC0 ????
8123A064 ????
8123A072 ????

crow No. 4-modifier
81239FC0 ????
8123A074 ????
8123A082 ????

crow No. 5-modifier
81239FC0 ????
8123A084 ????
8123A092 ????

invisible object No. 1-modifier
81239FC0 ????
8123A134 ????
8123A142 ????

invisible object No. 2-modifier
81239FC0 ????
8123A144 ????
8123A152 ????

invisible object No. 3-modifier
81239FC0 ????
8123A154 ????
8123A162 ????

invisible object No. 4-modifier
81239FC0 ????
8123A164 ????
8123A172 ????

invisible object No. 5-modifier
81239FC0 ????
8123A1B4 ????
8123A1C2 ????

red flag No. 1-modifier (far back/left)
81239FC0 ????
8123A094 ????
8123A0A2 ????

red flag No. 2-modifier (middle/left)
81239FC0 ????
8123A0A4 ????
8123A0B2 ????

red flag No. 3-modifier (behind the entrance)
81239FC0 ????
8123A0B4 ????
8123A0C2 ????

red flag No. 4-modifier (at entrance)
81239FC0 ????
8123A0C4 ????
8123A0D2 ????

red flag No. 5-modifier (behind the entrance)
81239FC0 ????
8123A0D4 ????
8123A0E2 ????

red flag No. 6-modifier (middle/right)
81239FC0 ????
8123A0E4 ????
8123A0F2 ????

red flag No. 7-modifier (far back/left)
81239FC0 ????
8123A0F4 ????
8123A102 ????

plattform-modifier
81239FC0 ????
8123A174 ????
8123A182 ????

stoneblock No. 1-modifier
81239FC0 ????
8123A1E4 ????
8123A1F2 ????

stoneblock No. 2-modifier
81239FC0 ????
8123A1F4 ????
8123A202 ????

stoneblock No. 3-modifier
81239FC0 ????
8123A204 ????
8123A212 ????

stoneblock No. 4-modifier
81239FC0 ????
8123A214 ????
8123A222 ????

stoneblock No. 5-modifier
81239FC0 ????
8123A224 ????
8123A232 ????


NOTE #1:
This code allows you to withness the incredible bugs of 1.0 version (golden cartridge) of this game, without actually having a 1.0 version, which only was selled in the US... untill they fixed the master-glitch...
Now you can use items on Epona, drow in totally fresh air or simlpy fly.
More infos about these bugs on
http://internal.tbi.net/~max/zelda64.htm.

NOTE #2:
Most interesting effects: xxxx=0001, 000C, 000E, 000F, 0013.
(I stopped searching at value 20!! There may be more!!)
One of these effects is related to the Triforce...

NOTE #3:
This code allows you to access the beta version of Zelda.
You will sporn all of sudden in the middle of Hyrule field, without Navi,
icons or a pause-menu.

When you enter another area or room, you will soon find out, that this is
not the room you usually should encounter when opening that door...

Lots of areas will freeze, but there is some very cool stuff lurking inside
the game - and this is your chance to bring it up to light.

Use X = 0 to 8 for different effects.

By the way, if you think this code has been copied from somewhere else,
you´re wrong. I found this code on my own - but after publishing it, someone told me about a quite similar code on
GScentral. -_-"

NOTE #4:
This allows you to access the beta-version of the game... and to use all your items! You even can deactivate it by pressing L while going through a door, so you can explore more areas freely!
It´ll re-activate automatically after releasing L.
As the name of this code says, you´ll have to load a savegame!
Different values do not provide different effects.

NOTE #5:
This code is much more precise than beta-quest and allows you to get straight to the area you want to encounter, just by going though a door while holding R.

This code has been translated from NTSC to PAL by UltramasterBDJ. It was originally found by ???unkonown???

NOTE #6:
X = 0 to 8; Attention!! With this code you can see the triforce in
PAL-versions of the game!!!

It works the following way:
Set X = 0 and go to Kakariko Village. Head for the graveyard, then open the grave in the first line (it´s the 2nd from right, I guess). Jump into the grave, you´ll end up in the castle´s court yard with the "The End"-logo on the screen. Moonjump over the wall surrounding the area and just let Link fall near to the area - he will land up in some invisible water.

You should be able to dive under the flowers in the middle of court yard. Look down with C-up - and you´ll see the Triforce, moving around, trying to disappear from your sight!

You can watch a movies including a description of the way to reach the Triforce
here.

NOTE #7:
This code creates a really cool bullettime-effect. I recommand using it with "screen color modifier" in green. ^^
Stand in an open area and let Link face the camera. Press D-Pad down, and the game will freeze... exept that the camera will still be moving!
This looks pretty smoothe when you do this while an enemy is behind you, or when you destroy a sign and it's pieces haven't reached the ground yet.
In Kokiri village there are some things floating through the air... and they all will hold their position... sweet!
You can still continue to play normal and attempt to create another bullettime-situation by pressing D-Pad right. (That means: Press D-Pad right to unfreeze the game.)
However, the game might remain frozen if you "matrix-freeze" it while talking to people or receiving an item ("da-da-da-daaaaah") and click away their textbox without having "un-freezed" the game.
Besides, the camera isn't the only thing that still moves - the daytime still changes as well.


NOTE #8:
Woah, a wireframe-mode! ...unfortunatelly not all the time, and only for like half a second.
When you press Start, the pausemenu will show up - and while doing so, for a very short time, you'll see everything as wire-frames.
You can do this by pressing Start as many times you want.
The more stuff is on screen, the longer the wireframemode is displayed.
The roof of the citadel of time looks nice.


NOTE #9:
Active
Out-Game Beta-Quest (by me ;-) using value 0002 and head for the Zora's domain (through the overworld, doh!).
Since this is the Beta-Quest, you will be taken directly to Zora's fountain, where you will find a plattform with an Ocarina-symbol that can not be found anywhere in the actual game. However, the game will freeze if you step on this plattform, due to the two Jabu-Jabus responding to it. (Yes in the Beta Quest there are TWO Jabu-Jabus there in the first place! If you look close enough, you can see it; one Jabu-Jabu is inside the other one. That's why it appears as if Jabu-Jabu had "four eyes".)
The freezing-problem can be solved by replacing one of the two Jabu-Jabus with something else using the appropriate modifier-code.


NOTE #10:
The other clone-Links are usually spread around in the various areas, which means it could take some time till you actually find them.
You control all Links at the same time, which means if you run to the left, all of them will run there as well... and while doing so, they'll interact with their suroundings as well - e.g. they'll jump/climb over obstacles, swim, or enter houses! (Which means if one of them goes to an exit, the game will think that YOU are going through it and you'll end up in the area the exit leads to.)
The probably best way to find the others is to go to a corner at the "end" of the level and push the controlstick in direction of this corner.
This way it's most likely to find a second/third/nineth (nine or eight or something should be the maximum, else it'll crash very soon) Link running directly into this corner.
If you're not certain if there really IS a clone link in the area, just go to the pause menu and change the clothing or armour/sword of Link.
Back in the game, Link's clothes/armor/sword will NOT have changed as long as you leave the area. That's because the changes are applied to one of the other Links instead.
Also, the Navi isn't with the "original"-Link but with one of the clone-Links as well. (Sometimes there are multiple Navis around, usually two stick with one of the clone Links.)



NOTE #11:
Yay, if you poke around in areas having something to do with the game's debug-stuff, you can find lots of really cool things! ^^
Press L to see through walls!


The code "swordless Link-X-Code" is based on an itemmodifier by "Kola". I only figured out the value, not the adress. I forgot to mention that earlier. Sry.

Link:
http://www.gscentral.com



The copyright for the code "deep beta" goes "Kater Katofsky",
who allowed me to publish it on my website after declaring that
he used neighborhoodcodesearch on one of MY codes to create this one.

I almost had found the code on my own! >.<"



These object-modifier-codes were found by "Cendamos" and "JaytheHam". Great job!
For other digits and objects, visit this Link:

www.GCcentral.org



These codes (the ones with the yellow text) were created by Master, however it would have been impossible without the information provided by the creators of the first actor-modifier (Kokiri Forrest, "Kokiri Boy lifting rock"-modifier), "Cendamos" and "JaytheHam". Great job!
For other digits and objects, visit this Link:

www.GCcentral.org



These codes (the few with the white text) were created by UltramasterBDJ, however it would have been impossible without the information provided by the creators of the first actor-modifier (Kokiri Forrest, "Kokiri Boy lifting rock"-modifier), "Cendamos" and "JaytheHam". Great job!
For other digits and objects, visit this Link:

www.GCcentral.org