Latest Changes




Next Build (Unreleased)
* Save file bug: Only 64 Screen->D[] variables existed per DMap, even though Overworld DMaps can have 128 screens. This is fixed.
* Fixed the bug where Screen->State[] would sometimes not produce the correct values in non-Overworld DMaps.
* Fixed the bug where Link wasn't properly adhered to the grid when walking down a 'Cave (Walk Down)' combo. ( _L_, 2008-10-10 09:16:19 )

* The 'Screen Enemies' dialog now contains a preview tile showing the Tile or E. Tile of the currently selected enemy in the list.
* Also, the dialog has been expanded in Large Mode.
* Also, you'll receive a warning if your list has the '(None)' enemy in the beginning or middle of the list.
* Fixed the bug where you couldn't set the Bait's sprite in the Item Editor.
* Added a Sign macro to std.zh, and added extra comments to some constants, such as GEN_WARPLEVEL. ( _L_, 2008-10-08 05:54:44 )

* Fixed the bug where the 'Upgrade Item If Collected Twice' attribute wouldn't work for custom items with IDs > 128.
* Fixed the bug where getting an item from a Treasure Chest combo wouldn't set the 'Treasure Chest' or 'Special Item' Screen States.
* Fixed the bug where hookshot chain sprites would be left behind if the hookshot's position was modified with ZScript. ( _L_, 2008-10-04 22:58:43 )

* Fixed that pesky bug where the values of Screen->D[] wasn't being saved in save files.
* The 'Hookshot Only' combo type now works in layers. So, if nothing on layers 0, 1 and 2 obstructs a hookshot, it can pass.
* Fixed the bug where using ZScript to set a LW_HOOKSHOT's DeadState to 0 would freeze up the game. ( _L_, 2008-10-03 05:31:44 )

* Fixed the bug involving the Link Animation Style dropdown menu.
* ZScript: Added lweapon->Behind and eweapon->Behind, which match the Behind checkbox in the Weapons/Misc. sprites editor.
* Fixed a counterintuitive peculiarity involving Screen Secrets, Inherent Combo Flags and flagged Secret Combos. For more information on how these three things interact, please visit http://shardstorm.com/ZCwiki/Screen_Secrets. ( _L_, 2008-10-02 00:43:23 )

* The Damage Multiplier of the current Hurricane Spin item is now used in damage calculations involving the Hurricane Spin.
* The Whimsical Ring's damage bonus is now added after the Spin Attack and Hurricane Spin's damage multiplier, rather than before.
* The bug where Sword, Wand and Hammer lweapons' Damage was always 0 is fixed.
* Tile Editor: Using the Alt-Arrow hotkey to shift tiles around will now correctly mark the quest as altered.
* ZQuest: the FPS meter is now sufficiently easier to read in Large Mode, and no longer interferes with the Show Script Names view option. ( _L_, 2008-09-30 09:21:24 )

* Fixed a bug relating to menus and clicking. ( DarkNation, 2008-09-29 21:26:38 )

* Fixed a bug in ZQuest's Preview Mode, which now correctly shows the effects of Screen Secrets on inherent-flagged FFCs.
* ZScript: Fixed a bug where a call to Screen->Message made by an FFC with 'Run Script On Screen Init' would cause the message's tile frame to be missing when it appeared. ( _L_, 2008-09-29 10:14:57 )

* Fixed the bug where enemies could walk into walls while falling in sideview. ( _L_, 2008-09-27 09:57:59 )

* Helpful ZQuest feature: Now, when you start a new file, a dialog box offers you a selection of initial 'rulesets'. Selecting one automatically unsets and sets a selection of quest rules corresponding to the theme of the ruleset. The current rulesets are 'Default', 'Original NES' (only one rule), 'Fixed NES' (all NES Fixes only), 'BS-Zelda' (Fixed NES, plus BS-Zelda animations, new enemy tiles, fast scrolling, new pushblocks, opening wipes, etc.) and 'Zelda 3-esque' (BS-Zelda, plus diagonal Link movement, messages freeze, speed-up messages, magic, true arrows, more sound effects, etc.) This should greatly benefit new users, who might not be aware of ZC's ability to transcend the NES game's limitations, and allow them to immediately build 'modern' quests without the daunting task of setting each quest rule individually. ( _L_, 2008-09-21 09:40:12 )

* Applied a compatability fix where BS-Zelda Patras in quests made before the Enemy Editor appeared have their CSet changed to Extra Sprite Palette 2, which is how it was in 2.10.
* ZScript: Now, the values of Link->InputMouseX and Link->InputMouseY are appropriately scaled to match the resolution of ZC.
* Large Mode: The 'dummy bar' in ZQuest has been inflated into Layers Bar, which shows you at a glance what layers are active and which screens those layers use, and lets you switch to or hide layers at any time. It also subtly shows whether the 'Layer 2 Is Background' or 'Layer 3 Is Background' Screen Flags are active.
* Also, the now-redundant Layers main panel has been removed... but it is still active in Small Mode.
* Also, to make room for the bar, the number of Commands has been reduced from 10 to 8. ( _L_, 2008-09-21 00:18:44 )

* Fixed the bug where you could walk onto unwalkable land combos while swimming.
* ZScript: changed the range of values of weapon->Step, bringing them into line with npc->Step. A weapon->Step value of 1 is now 100, and so forth. Please forgive any temporary inconvenience thus caused.
* This, by the way, permits weapon->Step values of 150, 172 and such - previously, values of 1.5 and 1.72 weren't possible. ( _L_, 2008-09-19 10:14:57 )

* Fixed the bug that made Ropes with unusual Step values have erratic charging movement.
* ZScript: Fixed the, ahem, other bug that prevented eweapon->UseSprite() from being recognised by the parser.
* Large Mode: expanded a few more dialogs, such as View Palette, Edit Shop Type and Edit Info Type.
* Fixed the bug where using Farore's Wind to return to a Cave combo would cause Link to warp as soon as he appeared. ( _L_, 2008-09-16 10:54:13 )

* Fixed the bug that prevented recently-slashed slashable combos from being slashed again. ( _L_, 2008-09-12 10:25:36 )

* Fixed the Fairy, Fire and Zelda room guys so that no weapon ever hits them, including damaging boomerangs.
* Fixed the bug where Link's swimming sprite would momentarily appear when jumping over walkable water with Flippers.
* Large Mode: enlarged many more ZQuest dialogs, such as Combo Editor, Dungeon Template, Options, View Map, Color Set Fix, Palette, Maze Path, Enemy Flags, Freeform Combo Editor, SFX Editor, Layers, Select Subscreen, and Door Combo Set Editor. ( _L_, 2008-09-09 23:21:50 )

* Fixed the bug that interfered with Link's movement when pushing a block with diagonal movement.
* Fixed the bug where Link's sword, hammer and such aren't drawn when in midair in sideview while also holding a directional key.
* ZScript: Fixed the bug where enemy weapons with IDs between EW_SCRIPT1 and EW_SCRIPT10 couldn't be created. ( _L_, 2008-09-07 09:07:23 )



Build 864 - windows
* Hopefully all the dialog box errors are gone in this build :x ( jman2050, 2008-09-06 14:12:34 )



Build 863 - windows
* Fixed a crippling bug in the Initialization menu. For this reason, a new beta. ( jman2050, 2008-09-04 11:27:26 )

* Fixed the fix for the Pound combos. And I bothered to test it this time!
* ZScript: Fixed the bug that prevented eweapon->UseSprite() from being recognised by the parser.
* Also added a line about weapon->UseSprite() to zscript.txt.
* Fixed the bug where enemies' DrawYOffset was -2 in sideview. It should only be -2 in topdown, as per the NES.
* Presumably fixed a bug where using 'Enemies Carryover In Warps' to carry enemies from a topdown screen to a sideview screen didn't change their Jump or DrawYOffset. Please test this! ( _L_, 2008-09-04 01:08:59 )



Build 861 - windows
* New build yay! As usual, use at own risk, test for bugs, and don't kill me if it turns your computer into mush. Happy questing! ( jman2050, 2008-09-03 10:21:17 )



Build 860 - windows
* Let's try that again. >_> ( Sean, 2008-09-02 08:22:14 )



Build 859 - windows
* This release is only for the bugfix for ZClauncher ( Sean, 2008-09-02 08:13:38 )

* Fixed the bug where a file slot's icon would sometimes use the wrong ring after choosing a different custom quest.
* Fixed the bug where an Item Override Sword could interfere with a Boomerang's sparkles.
* Presumably fixed the bug where Game->Cheat wasn't influencing or being influenced by the current cheat level. ( _L_, 2008-08-30 06:50:16 )

* Changed the tab code a bit to ensure that only objects that are on the active tab actually get drawn. Test for problems and such. ( jman2050, 2008-08-28 16:53:53 )

* Fixed the bug where Leevers with a Step of 300 would sometimes ignore walkability.
* Scaled up several more minor dialogs. ( _L_, 2008-08-26 05:05:10 )

* Fixed the bug where Fairy flag heart rings would cause the hookshot to freeze.
* ZScript: Link's sword, Link's hammer, and his wands/candles/canes are now lweapons that can be read and modified with Screen->LoadLWeapon. Aah! The power!
* As a consequence, you can now make sword, hammer and wand sprites flash.
* Use these constants in std.zh: LW_SWORD for swords, LW_HAMMER for hammers, and LW_WAND for wands, candles and canes. ( _L_, 2008-08-24 03:45:05 )

* Fixed the bug where the current quest's string order would be messed up if you opened a quest file after editing a different file.
* Now, ZQuest will reset your string order if your quest file's ordering becomes corrupted.
* Increased the maximum number of custom sound effects to 255.
* Large Mode: various dialog boxes, such as Enemy Editor, Item Editor, Screen Data and Quest Rules, have been scaled up to match Large Mode's screen size. Note that the remaining dialog boxes will almost certainly also be scaled up at some point. Note also that the font choice for the new dialogs shouldn't be considered final just yet. ( _L_, 2008-08-17 05:10:14 )

* As you know, one of the misc. values for 'Walker and Shooter' and 'Rope' enemy types is a weapon offset value for enemy deaths. It is now possible to use said offset to specify the '(None)' weapon - that is, have no weapon at all for enemy deaths. Comprehende?
* State change carryover log messages now correctly list the screen number in hexadecimal.
* If a scripted FFC uses combo 0 (i.e is inactive) then its name won't be listed by the Show Script Names view option, and nor will it appear in the Script Locations quest report. ( _L_, 2008-08-12 08:56:09 )

* Fixed the bug where damaging Boomerangs can hit Guys in caves.
* Fixed the bug where the enemy placement routine sometimes places enemies in unreachable areas in dungeons.
* Fixed the bug where the \3\X\X\X control code, Goto If Global, wasn't being interpreted correctly in ZQuest.
* Now, the ZQuest error message logs for referencing nonexistant LWeapons and EWeapons mention the variable that was being referenced, making debugging easier.
* Fixed a slight bug with the NumLWeaponsOf and NumEWeaponsOf functions in std.zh.
* Added entries for the DrawXOffset, DrawYOffset and DrawZOffset variables into zscript.txt.
* Fixed the bug where looping Hookshot and Boomerang sounds, as well as the wavy screen effect, were present when viewing the Overworld Map. ( _L_, 2008-08-09 00:56:24 )

* Fixed the bug where old-animation Leevers had a slow frame rate.
* Fixed the bug where giving/removing items via scripting was not being logged.
* Fixed another Item Override sword beam bug.
* ZScript: all of the drain counters now work (including hearts) rather than just the rupee and magic counters. ( _L_, 2008-08-06 02:13:59 )

* Fixed the Pound combos.
* Fixed the menu letter shortcut in Quest->Defaults.
* Fixed the CSet of the Patra enemies' inner circle of eyes.
* Fixed the bug where Darknuts with hunger 3 ignore solid combos while walking.
* Fixed a potential bug involving endless looping Room State Carryovers.
* Fixed the bug where setting Screen->State[] wouldn't work.
* Combo Types: renamed the 'Trigger' types to 'Step->Secrets'. To avoid confusion for new users, the word 'Trigger' ought to be reserved for Trigger Flags. (If this sounds familiar, it's because last time I changed their names in the wrong places.)
* Combo Types: renamed 'Auto Tile Warp' back to 'Sensitive Warp'. Reason: I was wrongly informed by some documentation that they were identical. But they are not! Sorry, folks.
* Other Quest Rule: Log Game Events To Allegro.log. Now all of the special event logging is tied to that rule. It's a helpful rule for debugging! But turn it off if you don't want players to be able to peek behind the curtain, so to speak. ( _L_, 2008-08-01 08:19:06 )

* Fixed the bug where consecutive magic spell casting (that is, Nayru's Love, Din's Fire and Farore's Wind) wouldn't work.
* Fixed the 'slow walking in whistle-dried walkable water combos' bug. Understand?
* Fixed the bug where Link wouldn't be frozen when prompted to press A by the 'Messages Disappear' quest rule.
* Seemingly fixed the bug where enemies held in a negative Y-axis quadrant were eventually removed from the game.
* ZScript: Until negative constants are implemented - and they are not! - the WDS_NOHIT constant in std.zh is no longer usable. If you're using build 846, you should probably remove that line from your std.zh file as well. ( _L_, 2008-07-29 09:48:48 )

* New Build for OS X Leopard ( Takuya, 2008-07-25 20:52:01 )

* Fixed the bug where the Potions' magic cost wasn't functional.
* Fixed the bug where reverting a quest would mess up the FFC script dropdown menu items.
* Fixed the bug where the 'Special Items Don't Appear In Passageways' quest rule was not functional. Whoops!
* Large Mode: enlarged the Select Room Type, Select Item and Select Weapon dialogs. ( _L_, 2008-07-24 20:11:01 )



Build 846 - windows
* Added a new font, "Phantom" from the DS title, "The Legend of Zelda - Phantom Hourglass" (the font used for the name entry screen, anyway). This comes in 2 versions, fixed-width and proportional. ( DarkNation, 2008-07-22 20:55:59 )

* Fixed the bug concerning the permanency of 'Take One Item' and 'Red Potion or Heart Container' room types. Whoops!
* Fixed the bug where setting npc->Extend to 3+ would interfere with 4-frame 8-dir enemy animations (which, as you know, use more than one tile row even for 1x1 tiles).
* The subscreen element called 'Minimap Title' has a new checkbox - 'Invisible w/o Dungeon Map'. Until you collect the level's Map, you won't know the name of the dungeon you are in!
* Removed the LW_SWORD and LW_HAMMER constants from std.zh, on the basis that, hey, they don't actually ever appear in-game. Those hand-held objects manifest as Link sprite decorations instead of actual lweapons.
* Now, a line is outputted to allegro.log when Link gains or loses an equipment item. Use this for quest debugging purposes! (Hey, that 'Gain All Lower Level Items' item checkbox can trip you up sometimes.) ( _L_, 2008-07-22 09:53:14 )

* Fixed a quite unfortunate bug where ZQuest became confused about which sound effects were customised and which were not.
* Fixed the bug where Leevers with unusual misc3 values wouldn't adhere to the grid when moving. ( _L_, 2008-07-19 05:44:43 )

* Fixed the Quick Sword not affecting Wand bug. For the second time!
* Fixed the bug where the Cane of Byrna's beams were affected by combos that reflect or block sword beams.
* Added the weapon->DeadState constant WDS_NOHIT to std.zh, which is equal to -10. Reason to use it: it means your code is slightly more readable.
* Large Mode: the string selection dialog boxes are now twice as long and twice as wide, and use a larger font. ( _L_, 2008-07-18 11:01:10 )



Build 842 - windows
* New windows build finally! Made a slight addition to the weapon sprite code. If you want to control a weapon sprite via a script while having its collision detection continue to function normally, set DeadState to -10. Please test that this works.
* For the next build, I'm going to focus specifically on improving large mode and attempting to speed up the now-extremely slow ZQ interface. So for those complaining about that, I ask for just a bit of patience. ( jman2050, 2008-07-17 12:02:19 )

* Added two new variant enemy patterns: Fall From Ceiling (Random), and True Random. These patterns place enemies at any legal location onscreen, unlike the NES-style Random and Fall From Ceiling patterns. A basic rule of thumb is: if less than 50% of the screen is walkable, use the True Random pattern instead of the classic Random pattern.
* Furthermore, the bug where the NES-style Random pattern would run out of locations to place an enemy... is fixed. In that situation, it now defers to the True Random pattern.
* Added a warning box which appears when you have attached a script to an FFC with combo number 0. ( _L_, 2008-07-14 09:19:14 )

* Seemingly fixed the end-of-tile-list paste bug.
* Fixed the Large Map overworld Link position bug.
* Fixed the sword beam magic prism sprite flip bug. This is different to the magic mirror bug, by the way.
* Added an 'M' hotkey to the CSet Editor. What it actually does is swap the positions of the cut colour and the destination colour. ( _L_, 2008-07-13 08:44:25 )

* ZScript: the item->Data variable doesn't actually work, and has thus been removed.
* In its place is the item->ID variable, which is the integer ID number of the respective item.
* Finished implementing Game->LoadItemData(int item), which returns the itemdata pointer for the respective item ID.
* Fixed the bug where weapon->UseSprite(int id) didn't work in item scripts and global scripts. ( _L_, 2008-07-10 10:57:52 )

* The Bubble enemy type is no longer invulnerable regardless of its Invincible flag. Go ahead - make vincible Bubbles.
* Fixed the bug that suppressed the Quick Sword rule. For the fourth time!
* Fixed the bug where defeating Ganon in a Ganon room type was not made permanent.
* The Block Weapon combo types have been re-implemented, and should block all applicable weapons and itemclass levels. ( _L_, 2008-07-08 00:46:20 )

* Fixed the bug where Link couldn't move during the hurricane spin with NES movement.
* Enemies no longer walk around while they fall from the ceiling, bringing this behaviour in line with the official games. ( _L_, 2008-07-06 07:00:14 )

* And now, with no expense spared, I present the ability to name and rename your quest's sound effects.
* Another modern convenience: the FFC editor's script menu now lists script names in alphabetical order!
* Now, if a bomb or other lweapon falls through the bottom of a sideview screen, it will be removed. ( _L_, 2008-07-05 10:49:14 )

* The 'Item Override' box in the Subscreen Editor is now a dropdown menu of items.
* Fixed the buggy string deletion bug.
* All of the Slash, Bush, Flowers, Tall Grass and Pound combo types now work when used as Freeform Combos, to match the fact that Sword Trigger inherent flags already work on FFCs. Although, it should be said that a 'Tall Grass' type FFC will NOT produce the Tall Grass decoration on Link's sprite.
* Also fixed an apparant bug involving the Hammer Trigger flag as an inherent combo flag on an FFC. ( _L_, 2008-06-30 22:39:39 )

* Tweaked the Stomp Boots' collision detection (for the sixth time) with respect to flyers in sideview. Don't be discouraged! This time very few qualms remain.
* Fixed the bug where re-sorted strings interfered with the Select Message String dialog. ( _L_, 2008-06-28 00:59:06 )

* The 'Door Repair', '1/2 Magic Upgrade' and 'Learn Slash' room types are no longer broken if the 'Messages Disappear' Quest Rule is set.
* Quest Rule: Special Items Don't Appear In Passageways. This is a NES Fix rule, because the ROM hack 'Zelda Challenge: Outlands' makes use of this behaviour. ( _L_, 2008-06-27 01:08:10 )

* All lweapons are now aware of which equipment item created them. This should fix several unreported Item Override and/or scripted lweapon bugs.
* The Cane of Byrna's slash and stab sprites are now implemented.
* The Cane of Byrna now creates a beam lweapon that orbits Link, expends Link's magic or rupees, and damages any enemy that is vulnerable to wand magic.
* The Cane of Byrna itemclass now has the following editable features: Penetrates Enemies, Beam Speed Divisor, Orbit Radius, Number of Beams, Orbit Sound, Sparkle Sprite and Damaging Sparkle Sprite. Invincibility, however, remains unimplemented.
* Fixed the bug where 'Dive For Item' items could be collected repeatedly. ( _L_, 2008-06-25 22:54:34 )

* Added a new font, based on the font used in the Zelda Oracle games. There are 2 versions (fixed-width and proportional).
* Fixed the icons for the OS X ROMView application. ( DarkNation, 2008-06-24 02:12:08 )

* Custom wizzrobes will no longer create the (None) weapon if that is their weapon. Instead, they will perform their firing animation but make no sound.
* Added an npc->Tile variable, which is the current tile associated with the NPC - not just its original tile. Activity: you can use this in conjunction with certain enemy animations to determine if an enemy is trying to fire its weapon or not.
* But! For very necessary consistency with item->OriginalTile and weapon->OriginalTile, the former npc->Tile is renamed to npc->OriginalTile, and NPCTILE is now NPCOTILE. This will, I think, NOT break compiled and loaded scripts, but will require ZScript and ZASM source code that used those variables to be modifed.
* Fixed the bug where the Tile Editor's palette was resetting to the default palette needlessly.
* Fixed, again, the splitting enemies vs. Enemy Carries Item crash for Darknuts, and possibly Vires, Zols, Tribbles and Digdoggers as well.
* Here's an activity: in The Legend of Zelda level 1 entrance, go right, slay all Stalfos, but do not pick up the key. Leave and re-enter. Where does the key appear? ...I've fixed proposed1st.qst in that regard. Maybe you could check that all of the other default item locations in 'Enemy Carries Item' rooms in 1st.qst match with the game? ( _L_, 2008-06-23 20:56:24 )

* Transparent string frames are now supported. I thought that, like translucency, it would be too costly to implement at this point. But, in fact, an easy foolproof solution was there all along. Forgive my foolhardiness.
* Renamed a few subscreen fonts.
* Fixed the superfluous post-string sounds bug. ( _L_, 2008-06-22 00:10:14 )

* Fixed a bug in the tile overlay script command. ( DarkNation, 2008-06-20 19:55:42 )

* OS X Leopard Intel Only. Fullscreen is broken right now ( Takuya, 2008-06-20 18:49:17 )

* Fixed the bug where various lower-level Item Override weapons used the wrong sprite.
* Also fixed the bug where the sword's sprite could be changed to that of the other weapon's.
* Step->Next triggering now works absolutely perfectly - for both diagonal and non-diagonal movement.
* Patra BS segments no longer remove Armos combos when spawned. ( _L_, 2008-06-19 22:06:47 )

* Fixed the bug with ZC crashing when trying to play MIDI files and MP3 files simultaneously. ( DarkNation, 2008-06-18 18:34:20 )

* Fixed the bug where, ahem, special Room Type Guys were reappearing incessantly.
* Now, when you reorder your quest's string list, the Next String droplists won't display the wrong string.
* Subtly tweaked the sideview Stomp Boots again. ( _L_, 2008-06-15 23:24:35 )

* Moved Link's inverted right sword-slash slightly upward such that it actually touches his sprite. You probably didn't think I'd ever get around to doing that, right?
* Now the two other arrow buttons in the Select String box move the selected string up and down 12 spots, instead of just switching the places of the nth and the n+12th.
* You can no longer edit the '(None)' enemy. Why would you do that?
* Did you know that if you were on the Stepladder, over a walkable water combo, and you jumped, you would suddenly drown? ...Not anymore, though!
* Now, if an itemclass has no misc. values at all, you can't edit them. Why would you do that?
* If Link appeared on a Stair combo by exiting a Passageway, he no longer gets sent back into the Passageway.
* And finally, a new misc. value for swords: Beam Penetrates Enemies. Wasn't DN considering adding this back in 2001? ( _L_, 2008-06-15 04:24:09 )



Build 819 - windows
* This is exactly the same as the previous build, but has been compiled with optimizations turned on. See if it makes ZQuest run any faster for some of you. ( DarkNation, 2008-06-13 16:57:54 )



Build 818 - windows
* Corrected the keyboard shortcuts for the menus in the Zelda Classic game engine.
* The header dialog now hides the Quest Number box by default to keep people from accidentally setting it to something other than 0. You can still see/edit the value by holding down a shift key while accessing the dialog if you need it for some reason.
* The shift-click function of the combo alias feature (used to clear a combo from the alias) now works with both shift keys instead of just the left one. ( DarkNation, 2008-06-13 16:43:07 )

* Fixed a control code bug - now, consecutive control codes that appear after the 72nd displayable character won't be prematurely discarded.
* Setting Link->Jump in scripts now resets his jumping animation. So that's why those sideview scripts looked a bit odd.
* Fixed the long-standing bug that prevented damage combos on layers 1 and 2 from working! Yippee! ...What? ...What do you mean, you thought it wasn't? ...In what quest? ...How many times?
* ...Fine, I'll make it a quest rule. Happy now?
* I have a confession to make: I have added the ability to re-order a quest's string list. Without changing a string's ID number, you can move them up and down the string list using four buttons. The new order will be saved to the quest file. I get the feeling that this will greatly assist text-heavy questmaking.
* The Text Dump feature will now output the strings in the questmaker's order, as well. ( _L_, 2008-06-12 10:09:02 )



Build 816 - windows
* New beta to address the crippling sideview bug. Still working on other issues, so please try to be patient with us. ( jman2050, 2008-06-11 08:54:46 )

* Fixed the sword beam magic mirror sprite flip bug, using nothing short of brute force. Maybe today isn't so bad after all.
* Fixed the position of Small Mode's Preview Mode text. ( _L_, 2008-06-09 03:00:12 )

* Fixed the bug where Sideview stopped working. Again, I'm quite ashamed.
* Fixed the bug where 'Armos -> Item' items weren't setting the correct Screen State. Don't forget to test special rooms and special items!
* Now, a line is added to Allegro.log whenever the Screen State is changed, or whenever Screen Secrets are triggered. This should help you understand when and why these changes occur. ( _L_, 2008-06-09 00:15:22 )



Build 813 - windows
* New windows build to address the crippling new string bug. Sorry I didn't do it sooner, I neglected the fact that _L_ can't make Windows builds ( jman2050, 2008-06-08 11:02:34 )

* Fixed the bug where the flashing Warp Return blue square function often flashed the wrong square. You do remember that if 'Show Squares' is on and you click 'Go' in the Tile Warp dialog, the destination square flashes?
* Also fixed the bug where 'Whistle->Dry Lake' didn't stop Link from drowning in the non-water.
* Also, if you click on a letter in the String Editor's preview pane, the cursor in the string editing box will jump over to that letter. Not that useful, I know, but here it is. ( _L_, 2008-06-08 09:13:50 )

* Fixed the bug where setting positive values to npc->Jump had very wrong effects.
* Added the 'Other' enemy type, which is identical to the 'Fire' type, but is allowed to fall and jump if a script requests it.
* Since so many like to use it for custom boss scripts, the 'Fire' type is renamed to the 'Other (Floating)' type.
* Fixed the overly long wording for the Wand type's misc. flags.
* More script stuff: if you set an NPC's Extend to 4, its shadow won't be drawn even if the quest rules permit it.
* ...Of course, it would be tidier if you used the new EXT_ constants I added to std.zh just now. ( _L_, 2008-06-08 03:24:17 )

* Fixed that most humiliating New String crash.
* In sideview, Link no longer falls while drowning.
* Clocks can no longer be Equipment Items.
* The enemy animation styles '2-Frame', 'Slow 2-Frame' and such are no longer twice as long as they should be when 'Use New Enemy Tiles' is enabled. ( _L_, 2008-06-07 00:46:23 )



Build 809 - windows
* Fixed the bug in large mode where placing combo flags on the bottom or right edge of the screen would cause display errors in adjacent screens.
* As always, check for new bugs, and be sure to remind us of any bugs that haven't been fixed yet. Thanks. ( jman2050, 2008-06-06 14:05:09 )

* Fixed the bug where the enemy animation pattern '2-Frame 4-Dir' was actually identical to '4-Frame 4-Dir'. Don't forget to test those out!
* I've changed my mind - previous I changed three variables' names to HitWidth, HitLength and HitHeight. Now, for consistency with TileWidth and TileHeight etc., I've changed HitLength back to HitHeight, and HitHeight (formerly HitDepth) to HitZHeight. That should be the least confusing nomenclature.
* Those details will be listed in ZScript.txt, if you're confused. ( _L_, 2008-06-06 02:36:16 )

* Fixed the bug that caused ZScript-generated Red Wizzrobes to take a devilishly long time to appear.
* Now, right-clicking on a combo in the Favorites palette gives you the menu option of scrolling to the combo instead of just editing it.
* Fixed the bug where non-Link decorations (grass clippings etc.) were visible during screen scrolling. ( _L_, 2008-06-04 07:50:14 )

* As you know, strings are 144 characters long, permitting 72 visible characters and 72 control codes/arguments. A previously unseen bug has corrupted the final four characters in all strings containing control codes. This is fixed.
* You can now export a Text Dump, which is a formatted text file containing all of the quest's Strings, including control codes. Don't forget to proofread your text! (But no, you can't put a Text Dump back into the quest.) ( _L_, 2008-06-03 05:58:21 )

* Fixed a, ahem, fairly bad bug that made string control code \5\X\X not work at all. Sorry, folks!
* Now the 'Go To Location' cheat dialog box has a dropdown menu listing DMaps by name. Finally!
* Fixed the bug where, while crossing an unwalkable combo, the Stepladder disengaged when one jumped. ( _L_, 2008-06-02 02:40:31 )

* Now the very important 'Recolor' (or 'Reduce') function in the tile grabber is its own button rather than an invisible undocumented hotkey (Good lord, why?)
* Fixed the 'bug' where incrementing ffc->CSet, npc->CSet and Screen->ComboC beyond 15 did not 'wrap around' the value back to 0.
* Fixed the bug where setting item->CSet did nothing for non-animated items. ( _L_, 2008-05-31 21:49:17 )

* Fixed the bug where screen items disabled certain Special Items when collected.
* Fixed the bug where the subscreen's Item Override caused the wrong swords to trigger different-level Sword combo flags.
* Fixed the 'bug' where the S hotkey in Preview Mode didn't work.
* Also removed the E hotkey in Preview Mode, on the basis that Enemies->Secret is actually exactly the same as ordinary Screen Secrets. Hmmm.
* Made the Preview Mode hotkeys list larger in Large Mode.
* Fixed the bug where the A hotkey ('Catch All') worked on occasions when it shouldn't.
* Combo Flags: renamed the 'Push' flags to 'Push Block (Trigger)', 'Push (Silent)' to 'Push Block', 'Singular' to 'Trigger -> Self Only', and 'Singular(+16-31)' to 'Trigger -> Self, Secret Tiles'. They may be a bit less elegant, but they're quite less obtuse. Also added 'Trigger' to the names of the Trigger Flags, for easy identification.
* Combo Types: renamed 'Trigger' types to 'Step->Secrets'. To avoid confusion, the word 'Trigger' ought to be reserved for Trigger Flags.
* Formerly, scripts wouldn't Restart When Carried Over if they had halted at any point in their execution. This is fixed.
* New 'Current Item' subscreen objects are no longer initially invisible. And about time!
* Added some new utility routines to std.zh - NumLWeaponsOf(int type) and NumEWeaponsOf(int type), which can be used to find, say, how many LW_HOOKSHOTs are on the screen. ( _L_, 2008-05-26 22:25:55 )

* Fixed the bug in my fix for the Fire Magic's sprite. Please forgive my foolishness.
* Reverted the fix by jman2050 in build 780 concerning the Fire Magic sprite. It was made under a misassumption which has now been resolved.
* The Book class's 'Fire Sprite' renamed to 'Magic Sprite'. That explains it.
* Also, Farore's Wind items no longer have a 'Fire Sprite'. ( _L_, 2008-05-15 04:48:25 )

* Fixed the bug where the 'Fast Dungeon Scrolling' rule was listed twice, interfering with the other rules.
* Fixed that bug where Link can't collect items while spin-attacking.
* You may have noticed that the Large Dungeon Maps in the subscreen don't mark rooms when one is in Overworld DMaps. For now, this is changed.
* Re-labeled the 'Nayru's Love' item data flags appropriately, and fixed the 'Shield Flickers' flag.
* Renamed the 'ColWidth' and other sprite hitbox variables to 'HitWidth' and such.
* To make custom weapon scripting more convenient, a new function, weapon->UseSprite(int id) exists. It will set the weapon's Tile, CSet, NumFrames etc. to those values in a specific 'Weapon/Misc Sprite' entry, rather than requiring the script to set all of those variables individually. ( _L_, 2008-05-14 22:54:43 )

* Fixed a bug where trying to push a push block after landing on a dock would not work and would sometimes cause you to start rafting again.
* Changed the Quit menu item in ZC to read "Quit Quest".
* Corrected the position of the pressed Pal button in the tile grabber.
* Corrected conflicting keyboard shortcuts in the ZQuest menus.
* Added keyboard shortcuts to any menus in ZQuest that didn't have them.
* Fixed a bug where pressing 2 keys at once or holding down a key for several seconds could cause ZQuest to ignore the keyboard in preview mode until the user pressed the right mouse button to return to normal mode. ( DarkNation, 2008-05-09 12:33:46 )

* I dropped all of the 'Show' menu items into the new View menu - as well as View Map, but not View Pic or Preview Mode.
* Also reordered the Quest menu, putting internal data (Rules, Items etc.) at the top, and external data (SFX, Graphics, Scripts) below.
* Added, as promised, the Link->Drunk variable to match LINKDRUNK.
* Incidentally: previously Link->Drunk also made the screen wavy. Since you can control Screen->Wavy directly, this aspect of Link->Drunk has been removed.
* Fixed the bug that removed the Warp Return selectors from the interface. ( _L_, 2008-05-07 04:58:59 )



Build 798 - windows
* ArcTan ZScript command should work properly now. Ensure it does.
* Bug with random crashing when using item scripts has been fixed. ( jman2050, 2008-05-06 10:33:33 )

* Fixed the bug where items on conveyor combos did the opposite of what the 'Combos Affect Midair Link' Screen Flag was set as.
* Fixed the bug affecting the fire magic's sprite.
* Fixed the bug where the bottonmost selectable Command was buggy.
* Fixed the bug where the Quick Sword didn't affect Wands. Apparantly it should. Who'd have guessed?
* Large Mode: The 'Screen Tabs' (official name forgotten) now display the number of the screen contained therein.
* Large Mode: Due to very popular demand, the minimap selector is now twice as large as what it was. That's definitely easier on the eyes. (However, I made room by crushing the Commands panel down to just 8 buttons.) ( _L_, 2008-05-04 06:05:28 )



Build 796 - windows
* Renamed alleg42_crt.dll to alleg42.dll. A little whoops on our end :-D ( Sean, 2008-04-30 18:59:15 )



Build 795 - windows
* New Windows build is here. This is the first one I've compiled for you. Enjoy~ ( pikaguy900, 2008-04-30 18:10:00 )



Build 794 - linux
* Omg guess what? New linux build ^_^ also with ZCL 2.0 Final. ( Sean, 2008-04-29 16:58:43 )

* Peahats now get knocked back when you attack them. Remember that they can face 8 directions. Knockback only happens when you attack enemies from their front or back, so be careful. ( pikaguy900, 2008-04-29 12:38:41 )

* Changed the 2007 copyright to 2008.
* Fixed the bug where items carried by splitting enemies would shift around to other enemies when the splitting enemy died.
* Fixed the bug where Z3 animation in ZC was using 9 frames instead of 8, like in ZQ.
* Fixed the bug where the hookshot couldn't be used if Link was pressed directly up against a combo with the top half solid.
* Fixed a bug with the Quick Sword quest rule.
* Fixed a bug where Link could only do a direction change during a weapon strike if he was on an 8-pixel boundary while in diagonal walk mode.
* Fixed a bug where rafting onto a raft branch on a different screen would cause Link to be stuck.
* Fixed a bug where pressing the G key to bring up the goto dialog would place a G into one of the edit boxes in the dialog.
* Fixed a bug where bringing up the goto dialog with the keyboard would not display the mouse.
* Fixed a bug where opening an uncompressed quest file would not update the window title properly.
* Fixed a but where the item override edit box in the subscreen object properties dialog would only accept 2 characters.
* Fixed a bug where deleting a subscreen would not count as a change and so would not trigger the save confirmation dialog when exiting ZQuest.
* Fixed a bug where the subscreen object properties dialog was not centered.
* Expanded the tile editor in large mode.
* Fixed a bug where editing a tile could cause translucent colors to appear incorrectly.
* Fixed a bug where editing an 8-bit tile would display some wrong colors in the palette.
* Fixed several bugs with the default quest template. ( DarkNation, 2008-04-29 06:39:36 )



Build 788 - windows
* New Version of ZCL. So this new build is just a new updated version of ZCL. Sorry for the long delay. People. ( Sean, 2008-04-29 05:25:24 )

* Commands: the '(None)' command is now equivalent to the 'Select Command' command. Click it to select a command.
* Favorites: Clicking a Favorites spot that contains no combo will place the currently selected combo - in that case, you need not hold Shift.
* 'Show Squares' - shows the locations of blue Warp Returns, green Warp Arrivals, and yellow Stairs with a square outline. If you use the Tile Warp dialog's Go button, the matching Warp Return flashes white on the destination screen. Oooh. ( _L_, 2008-04-29 03:41:25 )

* Fixed the bug involving entering water while charging the sword, with flippers.
* Fixed the bug that prevents the third and subsequent split Gels from moving.
* A new option in the Tools menu: 'Show Script Names'. The names of the FFC scripts that will run on a screen are shown in the upper-left corner. ( _L_, 2008-04-27 17:38:36 )

* Renamed 'Auto Warp' to 'Auto Side Warp' and 'Sensitive Warp' to 'Auto Tile Warp'.
* Added a few more Integrity Checks for Screens and Warps.
* A new Quest Report: Combo Locations. It tells you which screens and FFCs use the currently selected combo. That'll be useful. ( _L_, 2008-04-25 04:22:26 )

* To make the Quest Reports easier to fathom, screen numbers are now preceded by the name of the default palette of the screen. Now those numbers aren't quite so cold and nameless.
* The 'Item Locations' Quest Report now notes if the 'Enemies->Item' flag is present, and if an enemy is carrying the item. Just a little extra detail.
* One of the Integrity Checks has been given its own Report to itself. Now called 'What Links Here', it lists all screens containing tile or side warps to the current screen.
* A new Quest Report: 'Script Locations'. A complete list of locations where FFC scripts are instantiated in the quest! Groovy. ( _L_, 2008-04-22 09:48:14 )

* Fixed some false positives with the tile warp destinations Integrity Check.
* Enabled the 'Screens' and 'Warps' Integrity Check menu options.
* Fixed the bug where the Item Override subscreen option wasn't properly acknowledged by the weapon sparkles code. ( _L_, 2008-04-20 08:57:32 )

* Fixed the bug where it took too long for Link to exit water with classic movement. ( _L_, 2008-04-19 09:02:19 )

* Now, the SetComboD() and related ZScript functions can be used to alter combos on screens that are also being used as active layers! Though, you do have to know where those screens are located...
* Fixed the bug that suppressed the Quick Sword rule. ( _L_, 2008-04-15 07:25:39 )



Build 780 - windows
* Sorry for not getting this build out sooner. Issue with guys in overworld caves should be fixed.
* Added an ArcTan function to ZScript. Input the X and Y coordinates to get the arctan. This should now make it possible to derive the angle of a location given a circle origin.
* Bug where the wand fire setting for the magic book wouldn't do anything fixed.
* Issues with keypresses in Preview mode not working fixed ( jman2050, 2008-04-14 11:25:52 )

* I've made a change to the warp detection functions, in which I've integrated both 'old-style' and regular warp detection into the same function. What this should do is fix most all of those 'Old-Style Warp Detection' bugs, but it wouldn't hurt to test those 2.10 quests' warp combos a little bit.
* Fixed Link's 'hoppy' swimming behaviour when using walkable water with classic movement. ( _L_, 2008-04-13 07:58:59 )

* Fixed that quite embarassing 'Guys in caves aren't appearing' bug.
* Fixed an alleged bug involving drowning while charging the sword. ( _L_, 2008-04-12 02:26:56 )



Build 777 - windows
* Fixed a bug that I shouldn't have missed. Zquest large mode shouldn't crash anymore. Do NOT download 776. ( jman2050, 2008-04-09 22:18:10 )



Build 776 - windows
* New windows build. May be a bit more buggy than usual since I'm just getting my bearings again. Try to be quick but thorough when testing so that I or the devs can promptly fix any major bugs that creep up, although I don't anticipate anything not related to the new script additions. Still though, all warnings regarding beta use apply. Sorry for the wait :) ( jman2050, 2008-04-09 21:20:17 )

* Added the sprite size variables (for tile height and collision) to the Link variable. However, this is far more limited than normal sprite variables at this point, so don't try to do much with it. Hopefully I'll have everything fully documented by the next beta.
* Added the WaitDraw command to ZScript, which only applies to global scripts. Basically, by default the global script is run once before all game processing is done. Now, if you place a WaitDraw command in your global script, it will halt execution of the script until after the game processing is done and before the screen gets drawn. This is for instances where you want your own scripting to occur after ZC has already done its work, instead of doing it before. Test carefully. ( jman2050, 2008-04-09 21:10:37 )

* Finally, after all these years, the Quest Rules have been organised into categories. The categories are Animation, Combos, Items, Enemies, NES Fixes and Other. I have also arranged them in approximate descending order of importance! ( _L_, 2008-04-09 10:20:33 )

* [ZCL]Fixed a bug which forced -large at all times
* [ZCL]Note- The scale mode only works with Zq if it's just in small mode. When in large mode ZQ just crashs so this is not a bug with ZCL. ( Sean, 2008-04-09 06:29:14 )

* The 'General Purpose' combo flags no longer appear white in the Lens of Truth.
* Lens of Truth combo reveals are now drawn on layer 0, whereas Lens of Truth hints are drawn over layer 2.
* Quite probably fixed the 'Patra segments removing Armos combos' bug. ( _L_, 2008-04-04 21:59:59 )

* I've just realised that the 'No Level 3 CSet Fix' quest rule has nothing to do with dungeon level 3, and everything to do with palette 3. So I've renamed it.
* Fixed a bug that caused Link ring colours to interfere with the 'No Palette 3 CSet 6 Fix' rule.
* The 'Special Rooms And Guys Are In Caves Only' DMap flag now applies to Zelda rooms as well.
* Fixed the bug that prevented 'Fairy' Guys from using Message Strings or having accompanying fires, even in DMaps where the 'Special Rooms And Guys Are In Caves Only' DMap flag was unset.
* Quite probably fixed the 'Gleeok heads removing Armos combos' bug. ( _L_, 2008-04-03 23:34:57 )

* Scrolling and whirlwind warps between different-coloured DMaps and/or differently lit rooms have been fixed!
* Tightened the sideview Stomp Boots even more. Now, hitting a half-solid combo in mid-jump, or jumping from a half-solid combo, won't interfere with stomping on enemies. ( _L_, 2008-03-28 08:55:18 )

* Surprise! Link's sprite decorations are now drawn on Link when he scrolls between screens.
* Whirlwinds now stop playing their sound every time that they are disposed of.
* Quite possibly fixed the bug where rafting into a locked door doesn't open the other side of the door.
* ZQuest hotkeys changed: Freeform Combos is now F7, and Layers is now F12.
* The Data menu is now named the Screen menu, as it refers exclusively to Screen-specific data.
* 'Doors' has been moved to the Screen menu, and the Scripts submenu has been moved to the Quest menu. Remember this!
* Also, since some people are unaware of some of the hotkeys, I've added given a few (W, F, L, ~ and Q) their own entries in the Tools menu. ( _L_, 2008-03-24 09:27:42 )

* Fixed the Pols Voice and Vire's Y-axis shadows.
* Fixed a bug that caused the 'Statues Shoot Fire' flag to crash the enemy-carried item. ( _L_, 2008-03-15 21:18:32 )

* Fixed the bug related to Whistle Whirlwinds misbehaving when exiting via the corner of the screen.
* Fixed the bug where the Hover Boots wrongly froze Link's jumping animation.
* Fixed the bug where the 'Use Old-Style Warp Detection' rule interfered with the Raft flag.
* When pressing 'W' in ZQuest, walkable (drownable) water combos will now be highlighted in blue. ( _L_, 2008-03-11 04:20:16 )

* Array declarations now accept strings as arguments. More work will be done on the functionality of this, including the ability to display custom messages via scripting. Also on a related note, single-quote characters are accepted in ZScript as well, and are treated as constants based on the characters ASCII value.
* Fun thing number one: The "Current Item" subscreen object now has a new variable, called "Item Override." Under normal circumstances, the object will select the highest level item in the selected family during gameplay, but if Item Override is anything other than -1, it will instead select that item directly. This allows one to have different selectable items within the same family (selectable swords, arrows, etc). Make sure to test that everything works correctly.
* Fun thing number two: Though currently only doable via scripting, variable sized enemies, items, and weapon projectiles are now possible. Remember that extend variable each had? Set them to 3 or higher (1 or 2 are identical to Link's 16x32 and 24x32 sizes respectively) and they will switch to a new drawing mode that takes the arguments TileHeight and TileWidth and draw the sprite at that size. Additionally, one can change the offset from the enemy's position to start drawing the sprite, as well as the offsets and size of the sprite's collision box (so variable sized weapon projectiles are possible as well). More information when the new build comes out. ( jman2050, 2008-03-05 15:19:45 )

* Small graphical bug involving quakes has been fixed
* 10 rupee pieces shouldn't fall. For real this time.
* Fixed a few bugs in ZScript that might prevent the Get/SetComboX functions from working correctly.
* Fixed a bug where reading an enemy's CSet would always return the enemy's original CSet
* And finally, the additions of arrays to the scripting engine! Took a lot of work, but they're in. Now, each running script has the option via the global Declare() function to allocate for itself a block of memory. This block of memory is used as a scratch space for declaring and using arrays. One block is continually persistent as a 'global' memory and is used by default when an ffc or item script doesn't declare a piece of memory. Also included is a new section of memory in save files that allows you to store whatever miscellaneous data you like. ( jman2050, 2008-03-04 11:27:42 )

* Made corrections to zscript.txt and std.zh. Instead of the WPN_ constants, you should use the LW_ constants for Screen->CreateLWeapon, the EW_ constants for Screen->CreateEWeapon, and the WPN_ constants for npc->Weapon.
* ...and also, the constants LW_SCRIPT1 to LW_SCRIPT10 and EW_SCRIPT1 to EW_SCRIPT10 have been added. You should use these and only these for creating dummy script-controlled weapons. ( _L_, 2008-03-04 03:29:18 )

* Fixed a few bugs in the scripting engine and primitives drawing routines. Specifically, assigning lweapon->Angle shouldwork correctly, using Screen->Circle should not create a translucent circle every time, and a crash that may occur if you start a quest directly after playing a quest with global script variables has been fixed.
* 10 rupees should no longer drop in 2.10 quests
* Red Leevers do not attack link from the sides if Link is halfway on a solid combo from below. ( jman2050, 2008-03-01 15:46:24 )

* Fixed the bug where LW_SBOMBBLAST was identical in function to LW_SBOMB.
* Also fixed the bug where the Super Bomb's explosion was the same as the normal Bomb's.
* Fixed the 'Push (Very Heavy)' and 'Bomb (Any)' Lens hints. ( _L_, 2008-03-01 06:47:06 )

* Whoops! I accidentally broke the Octorok 4's bomb projectile. It's fixed now, so please don't bother reporting this.
* Also fixed: LWeapon bombs placed by scripts while Link lacks the Bomb item.
* Fixed some mistakes in the Wand and Hookshot weapon sprite code. ( _L_, 2008-02-29 23:27:46 )



Build 758 - windows
* CopyTile, SwapTile, and ClearTile implemented as golbal functions. Look in zscript.txt for more information.
* Reworked the idon system during quest loading. Before, if you had several save slots filled, the game would load each and every quest associated with the slots in order to get their icons. This would eventually make ZC load very slowly. Now, a file with the extension 'icn' will be created to store the icon data, substantially improving ZC's loading. The name of the file is associated with the name of the save file. So, for example, zc.sav would generate a file called zc.icn ( jman2050, 2008-02-29 12:11:28 )

* ZQuest now uses large mode by default. Use -small to revert to the previous mode. If you used scaling before, you may need to use '-scale 1' to allow the new large mode to work for you, ( DarkNation, 2008-02-29 09:33:19 )

* Performed a significant restructuring of the scripting engine, should result in a somewhat significant speed increase, especially with large scripts. ( jman2050, 2008-02-28 17:40:48 )

* Implemented the DrawCombo primitive drawing command. More on this on beta release.
* Implemented a series of functions in the Game type to be able to grab combo information from ANY screen in the entire quest. You can also change said information too. Make your own scripted 'carry-over secrets' ;)
* Fixed a few major slowdown issues, especially related to primitive drawing functions. Also optimized the scripting engine some more. ( jman2050, 2008-02-28 11:09:40 )

* Fixed a corner-case I'd forgotten when horizontally scrolling in the text editor and the first line of text is highlighted.
* Hopefully improved the fading in and out behavior when scrolling between dmaps. ( DarkDragon, 2008-02-27 22:26:17 )

* Fixed a bug where rafts and ladders would always show the tile of the default raft or ladder item when used.
* The bounding box on shadowed text items in the subscreen editor is now the correct size. ( DarkNation, 2008-02-26 13:28:58 )

* Way too many changes to list in regards to the scripting engine, but just know that weapon sprite handling is finally fully implemented. So you can do crap like spawn arrows and bombs directly via scripting. Fun stuff, I know. ( jman2050, 2008-02-25 21:05:58 )

* Accessing cheats no longer corrupts a quest's continue hearts and continue-is-percent flag.
* The lens effect now ends immediately if you release the appropriate key. ( DarkDragon, 2008-02-24 01:37:40 )

* Fixed a bug where purchased Info strings didn't use the default message speed.
* Fixed the bug where Info prices would reappear during a purchased message string sequence.
* Fixed the bug that caused Tektites to sometimes not land properly when they move through the Z axis.
* Renamed 'Full-Screen Warp' to 'Enemies Carry Over In Warps', 'Direct Auto-warp' to 'Auto-Warps Are Direct' and 'Direct Timed Warp' to 'Timed Warps Are Direct'. ( _L_, 2008-02-23 22:38:09 )



Build 743 - windows
* Forgot to fix isValid() for items and npcs.
* REFFFC works correctly again. For those using ZASM: REFFFC is an integer (eg, multiple of 10000), as before. All other REF variables are ( DarkDragon, 2008-02-23 14:46:31 )



Build 742 - windows
* Heart containers in old quests now have the correct "Full Max" value of 384.
* Fixed a buggy interaction between horizontal scrolling and highlighted text in the ZQuest script editor.
* ZQ/ZC no longers slows to a crawl while redrawing the dotted line around listboxes.
* Clicking on an item class inside of the Init Data dialog no longer freezes ZQ for a few seconds. ( DarkDragon, 2008-02-23 02:00:59 )

* Added bounds checking in the ZASM interpreter for the following variables: DATA, FCSET, LINKHELD, LINKITEMD, ITEMTILE, ITEMOTILE, NPCTILE, NPCWEAPON, NPCCSET, REFFFC.
* Setting an item's CSet or flash CSet in a script now works correctly.
* Loading an npc pointer will no longer do strange things to the screen D variables.
* The ZASM interpreter will no longer choke if you try to dereference an item or npc with large UID.
* Clarified in zscript.txt that writing to Link->Dir is has undefined effects. ( DarkDragon, 2008-02-22 18:53:53 )

* Okay! Three-digit string control codes work, and support for four-digit control codes has been added. That means that the Goto If control codes can now go to strings with numbers smaller than 10000.
* Sanitised the Counter Up, Counter Down, Goto If Counter, Goto If Item and Goto If Triforce control codes, in case you accidentally specify a preposterously out-of-bounds number for the dungeon level, counter or item. ( _L_, 2008-02-20 03:30:24 )

* When Link has the bow, arrow, and at least 1 arrow ammo, the subscreen selected item name object no longer uses a hard-coded string for the name of the bow.
* Changed the way tiles 130 - 134 are handled in old quests. Old quests using these tiles only as tiles for the Goriya enemy, the Goriya guy, or in non-animating combos should work correctly. ( DarkDragon, 2008-02-20 00:48:32 )



Build 738 - windows
* Forgot to rename the 24 Heart Containers quest rule to Unused.
* Fixed some minor complaints about the Screen Data text. ( DarkDragon, 2008-02-19 17:37:08 )

* Combos with "Y skip" set to a non-zero value now don't prematurely restart their animations.
* The selector no longer waits until the subscreen has completely scrolled down before moving to highlight the correct item.
* Layers now appear during a quest's opening curtain.
* ZQuest unencoded quest files (.qsu and .qt, if uncompressed timed saves are enabled) are no longer saved corrupt. ( DarkDragon, 2008-02-18 21:58:55 )

* Editing DMap info no longer trips an assertion.
* The default quest no longer has two copies of each built-in MIDI, one as a custom MIDI.
* Eliminated the "24 Hearts" quest rule, and replaced it with a Life Meter subscreen object attribute. Old quests should work correctly. ( DarkDragon, 2008-02-10 19:18:21 )



Build 735 - windows
* Custom Item 01 through 20 once again appear in the default quest.
* Link and non-flying enemies now appear behind the subscreen regardless of any quest rules.
* Pieces of heart once again show up on the subscreen.
* Subscreen selectors no longer animate at double speed.
* Items in the passive subscreen no longer animate at double speed during the opening wipe.
* Layers above 3 no longer are invisible while the active subscreen scrolls into view. ( DarkDragon, 2008-02-10 04:35:20 )

* Fixed a bug in Allegro which caused some quest to become corrupt when saved while ZQ played music in the background. Please verify all kinds of files (quests, unencrypted quests, old quests, exported stuff, save files, images, music, etc) still load correctly. ( DarkDragon, 2008-02-09 22:40:53 )

* Improved the randomness of string control code \4\X\X (Goto If Random).
* Fixed the bug where DMap introductions were interfering with screen Message Strings.
* Also: fixed the 'Cave (Walk Up)' fix, so that placing the blue square directly onto the combo no longer causes trouble. ( _L_, 2008-02-06 09:19:02 )

* Fixed the bug where shop prices weren't being properly disposed of, and were filtering into message strings.
* 'Block All' combos no longer make lit bombs and explosions disappear without a trace.
* Sanitised Link->HP and Link->MP, in case you foolishly set them to -1 or something.
* Screen Flag: Cycle Combos on Screen Init. It is a tiny flag with quite desirable ramifications. When you enter the screen, all cycling combos (including Secret Combos and other Screen State-related combos) are cycled up to 10 times before the screen appears. This is best used with animated Secret Combos that provide fancy transitions into other combos. It also cooperates with both the 'Combo Cycling On Layers' rule and the Overworld Map function.
* Also fixed the bug that made Spinning Tile combos not function when used as Secret Combos on layers. At least, I think they didn't.
* Apparantly Darknuts and Wizzrobes that can be stunned by certain boomerangs shouldn't also take damage. This is reinstated.
* Link's weapons (both candlefire and bombs) were doing twice as much damage to him as they were supposed to. This is fixed. ( _L_, 2008-02-01 05:03:10 )



Build 731 - windows
* ZCL 2.0 Beta 1.1 built for windows ( Sean, 2008-01-29 17:43:25 )



Build 730 - linux
* New build of ZCL ( Sean, 2008-01-28 23:39:11 )

* [ZCL] Uses GTK2 on linux builds
* [ZCL] GUI should not look messed up like it was.
* [ZCL] Checker is now fixed under linux
* [ZCL] Fixed the Quick Quest Load Feature that it wouldn't load saves 5-15
* [ZCL] Notice: Quest loader might show weird text. I am not sure what is causing this. I am investigating still on this. Seems like it's a linux only bug. ( Sean, 2008-01-28 23:36:00 )



Build 728 - linux
* Ok this one was long overdue. I have made a linux version of ZC also with a new version of ZCL for linux. It is using gtk so make sure you have gtk1 installed. Report bugs at agn etc. Enjoy people <3 Sean ( Sean, 2008-01-27 19:58:04 )

* Fixed checkbox alignment in ZQ Tab
* Fixed Button sizes in ZQ and ZC tab. (Text was being cut off)
* Some items were forcing dark colors. This should be fixed ( Sean, 2008-01-27 19:52:49 )



Build 726 - windows
* Dive warps now work in quests with "Old-style warp detection" checked.
* If Link swims or dives into a warp, he remains swimming/diving during the warp transition.
* Corrected the label next to some of the trap tiles in the default quest.
* ZC should no longer crash when returning to the main menu after beating a quest.
* "Win Game" combos should now work as advertised. ( DarkDragon, 2008-01-27 00:42:49 )

* Quest Rule: 'Hearts Required' Affects Non-Special Items. This replaces the previous 'Hearts Required' bugfix of mine. The rule is on page 5 and currently off for all quests.
* Quest Rule: Push Block CSet Fix. In The Legend of Zelda, moving push blocks are visible even in darkness. Presumably this is because they are set to CSet 9. This rule is on for all quests except proposed1st and its kin.
* Fixed Link's position when exiting 'Cave (Walk Up)' combos. Reminder to all: the blue square can either go on top of the 'Cave (Walk Up)' combo, or sixteen pixels north of it (which is the opposite of 'Cave (Walk Down)' combos).
* Discontinued the 'Translucent Nayru's Love Shield' and 'Flickering Nayru's Love Shield' Quest Rules, instead delegating those details to the Item Editor. ( _L_, 2008-01-25 07:58:37 )



Build 724 - windows
* The subscreen editor now respects your choice of Triforce fragment tile when editing a Triforce Frame item. ( DarkDragon, 2008-01-25 02:09:34 )

* When placed in midair by a script, Link no longer performs his falling animation as long as his Jump is fixed at 0.
* Spinning Tiles now count as required enemies to defeat (or rather, avoid) for Shutters and Enemies->Secret. ( _L_, 2008-01-20 08:07:57 )

* Fixed an unfortunate bug where any quest with the 'Hide Enemy Carried Items' rule set would crash whenever that rule took effect. Maybe this solves your particular problem, crash victims?
* Fixed the bug where the Heart Ring item's recovery was exceeding Link's max. health.
* Fixed a prolongued Stomp Boots sideview bug. ( _L_, 2008-01-19 08:09:12 )

* So it was impossible to detonate a Remote Bomb if you deployed your last bomb, because your bomb supply was 0 and the subscreen icon wasn't available. Now, a fix: the Remote Bomb's icon will still be available if one undetonated bomb remains onscreen. This also applies to Remote Super Bombs.
* Enemies will no longer Enter From Sides into walkable water.
* Changed 'Rupies' to 'Rupees' in the Cheat Menu. Tut, tut.
* Added the 'Arrows' level 1 cheat, which is disabled if the True Arrows rule is unset. However, using this cheat does not give you the Arrow or Bow items.
* As for the 'Bow & Arrow' subscreen icon: previously the current Bow item was drawn above the current Arrow item. This is now corrected.
* Improved the collision detection of Block combo types so that weapons can't be shot through them.
* Step->Next and related combos now work when the 'Old-Style Warp Detection' quest rule is enabled. ( _L_, 2008-01-18 03:30:30 )

* Fixed Screen->Wavy and Screen->Quake so that they decrement over time again.
* Re-fixed the bug that causes either two flames or no flames to come from the Candle.
* Now moving Fairies are dragged by Boomerangs and Hookshots again.
* Fixed the 'Never Returns After Death' enemy data flag.
* Now, putting Spinning Tile enemies in a screen's enemy list (and why would you want to do that?) will now result in Spinning Tiles whose animations use the default Tile or E. Tile selected in the Enemy Editor. ( _L_, 2008-01-14 20:10:16 )

* Correction to sand conveyors in the default template, by ZCAmazing. ( DarkDragon, 2008-01-07 22:43:37 )



Build 718 - windows
* The map viewer in ZQuest will now mark rooms as dark as appropriate.
* Restoring focus to ZQuest should no longer intermittently crash it.
* If Load Last is disabled, ZQuest will no longer give the default blank quest the name of your last opened quest. Good way to lose a lot of work.
* Fixed various issues with the quest template:
* - Oval Patras now use the correct E. Tile.
* - Swapped Din's Fire and Roc Items in the Active (New, B) subscreen.
* - Ladder 2 now has "2-Hand" checked.
* - Changed Stomp Boots to use CSet 8.
* - Set some door combos to Overhead.
* - The DMap name spaces in the subscreens of the default quest are now centered instead of left-aligned. ( DarkDragon, 2008-01-06 22:57:09 )

* Fixed the Triforce warp-out bug.
* Now, arrow ammunition counters will be unchanged if Link's Arrow item ceases to be available.
* Fixed the screen initialisation spinning tile bug.
* Intra-DMap scrolling warps no longer fade-out the palette unnecessarily.
* Scrolling Warps and warping combos now function correctly together. ( _L_, 2008-01-05 21:57:26 )



Build 716 - macosx-Tiger-and-Leopard
* OS X Build bugfix, it should run on Tiger correctly ( Takuya, 2008-01-04 14:47:57 )

* Fixed Screen->Quake, so that setting it to 20 or something on each frame will, as intended, make the screen shake continuously.
* Added some descriptions to zscript.txt for Screen->Quake and Screen->Wavy. Sorry!
* Re-fixed the double Candle flame bug. ( _L_, 2008-01-04 03:23:21 )

* Fixed the bug preventing several kinds of enemies from being moved outside the screen by scripts.
* Link can no longer drown while inside a Like Like.
* Fixed the backwards-compatability shieldless Darknut sprite bug. ( _L_, 2008-01-02 23:07:19 )



Build 713 - macosx-Tiger-and-Leopard
* OS X build ( Takuya, 2008-01-02 14:58:35 )



Build 712 - linux
* New Linux build. ( koopa, 2008-01-01 08:43:38 )

* Fixed a bug in which scripted items' script arguments were sometimes misplaced.
* Fixed the bug in which an item's 'Hearts Required' requirement would only be in effect for Special Items.
* Also: Scripts can remove items by setting their Y or X to 360 or 512. ( _L_, 2008-01-01 08:19:47 )

* Fixed the 'Bow and Arrow' subscreen item, which until now wasn't displaying properly in ZQuest.
* Potions no longer make a momentary 'refill' sound effect if both of their misc. values are actually 0.
* And while I'm at it, you can edit the Bait's duration onscreen. Default: 768 frames. ( _L_, 2007-12-31 09:34:59 )

* NES consistency fix: sliding pushblocks are now drawn above enemies.
* It seems a little off-putting that so much of the Triforce's behaviour is dependant on the 'Equipment Item' flag. So, I've added the 'Victory Cutscene' and 'Side Warp Out' flags to the Item Editor.
* Furthermore, the Whistle's misc2 is now the Warp Ring number to use when Link is warped by the whirlwind. Also, the original Whistle Warps are now Warp Ring 8.
* As you know, Gohma currently cannot be stunned. Instead, level 0 weapons will do 1 damage.
* Collecting a Big Triforce in an Item Cellar resulted in the wrong palette being used when the animation finished. Fixed!
* Collecting a Big Triforce no longer frivolously sets the 'Dungeon Boss defeated' level item. ( _L_, 2007-12-31 02:46:04 )

* Improved the String Editor: the message preview box now shows the selected background frame applied to the string.
* You can no longer edit 'Pols Voice (Magic)'.
* You can edit the 'Spinning Tile (Immediate)' and 'Spinning Tile (Random)' enemies. Meaningful editable values include HP, Damage and Step Speed.
* Did I accidentally make Spinning Tiles invisible? If so, then that is fixed. ( _L_, 2007-12-24 22:43:37 )

* Changed the names of GetMapFlag and CurMapFlag. Sorry, folks. But honestly - 'Map Flag'? The proper, non-misleading name for them is 'Screen States'. Game->GetMapFlag() is now Game->GetScreenState(), and Game->CurMapFlag[] is now Screen->State[].
* Also modified: the ZASM names for those variables and functions.
* Also updated: the std.zh constants passed to Screen->State[]. Now with slightly helpful explanatory comments!
* Also made the 'Terminal Velocity' entry box slightly wider. ( _L_, 2007-12-24 07:32:20 )

* Complemented the InputX and InputY Link scripting variables with InputZ (scroll wheel) and InputB (button mask).
* Fixed the bug where projectile shooters with no tile would damage Link when touched (for instance, Statue fireball shooters).
* Fixed a bug in the item editor where wrong flag names were being displayed.
* Fixed a bug where the Reopen Last Quest option in ZQuest was not working.
* Fixed a bug where using the favorite commands buttons would cause the opened dialogs to be in the wrong font.
* Fixed a bug where the Catch All favorite command button would show incorrect text when pressed. ( DarkNation, 2007-12-21 13:27:04 )

* Fixed the Stomp Boots' collision detection again.
* Fixed the bug where a Candle with 'stab' tiles wouldn't flame.
* Changed ZASM 'ICLASS' variables to 'IDATA', for consistency with ZScript.
* Furthermore, changed variable 'ICLASSSETGAME' to 'IDATAKEEP'.
* Furthermore, changed variable 'ICLASSFAMTYPE' to 'IDATALEVEL'. ( _L_, 2007-12-19 18:38:19 )



Build 704 - windows
* Taking away a ring from Link using a script should correct update his tunic colors (if in a dungeon, or on the overworld with the appropriate quest rule on).
* Fixed some minor layout issues in the enemy editor.
* Warping into a dark room using the wavy effect no longer causes you to arrive with the room lit.
* Link no longer travels at half-speed over canceled inta-warps.
* Obtaining a Triforce on screen 0x8* no longer warps you anywhere.
* Continuing the warp theme, warping to a new dmap using a passage no longer causes rooms on that dmap to alternate lit/dark. ( DarkDragon, 2007-12-18 21:14:23 )

* Flags 4 and 5 in the item editor now display the correct label.
* ZC now displays an opening wipe instead of just a blackout if such is set for a cave up/down combo.
* Link no longer reappears for a few frames in his original location if warping using a cave with zap effect.
* The default quest swords again has correct values for beam hearts and damage.
* (Forgotten from last time) Fixed the bug where all statues would fire. ( DarkDragon, 2007-12-18 16:07:09 )

* Added a UseSound variable to item data in ZScript.
* Fixed the bug where Super Darknut Ringleader children would die instantly when their spawning parent died.
* Fixed the bug where dungeon screens were having their walls replaced by standard, generic ones.
* Fixed a bug where Dmap-disabled items were not disabled until the player changed screens once.
* Fixed a bug where some scripting dialogs were not centered.
* Fixed a bug where deleting a quest that was set to reload when ZQuest was run would cause the old quest's name to still show in ZQuest.
* Fixed a bug where Enhanced music would not play in ZQuest.
* Fixed a bug where playing music in ZQuest would incorrectly alter the music playing menu items in the Etc menu.
* Fixed a bug where the X button the on the script assignment dialog would cause the dialog to reload. ( DarkNation, 2007-12-18 06:17:43 )



Build 701 - windows
* Widened the Sound panel in ZC so as to fit the full "Enhanced" instead of "E." for two of the sliders.
* Loading a new SFX while an old one is playing no longer crashes ZQ.
* "itemclass" is now "itemdata" in ZScript, as the pointer does not in any way represent the item's class. item->Class is similarly now item->Data. Scripts already compiled into ZASM are unaffected.
* Hopping into and out of water is no longer broken.
* Setting ffc->TileWidth no longer resets ffc->EffectWidth, and vice-verse, and similarly for Height. ( DarkDragon, 2007-12-17 23:30:35 )

* Fixed the bug where Link's BS-style animation was partially tied to the BS animation quest rule.
* Fixed the bug where enemies that leave the screen's boundaries die.
* fixed the bug where enemies could be knocked off the edge of the screen.
* Fixed the bug where changing a door to a wall or walk-through wall via a script would not work.
* Fixed the bug where the frame on the save slot select screen would not be drawm correctly.
* Changed the new quest file command to no longer open the quest template dialog. ( DarkNation, 2007-12-16 20:41:11 )



Build 699 - windows
* [ZCL]Added Screenshot Output in ZQ and ZC Options
* [ZCL]Added Cap FPS in ZQ Options
* [ZCL]Added Show FPS in ZQ Options
* [ZCL]Added Animate Combos Options
* [ZCL]Added Load Last Quest in ZQ Options
* [ZCL]Added Mouse Scroll in ZQ Options
* [ZCL]Added Save Paths in ZQ Options
* [ZCL]Added Show Misalignments in ZQ Options
* [ZCL]Launch Buttons now appear on every page
* [ZCL]GUI Updates again
* [ZCL]Fixed ZC Checker bug that did not detect allegro
* [ZCL]Replaced Win99 Color Scheme with Gold Color Sheme
* [ZCL]ZCL Logo updated
* [ZCL]Added Reset to defaults in ZC and ZQ Options
* [ZCL]Added Go to Color Scheme in ZC and ZQ Options
* [ZCL]Added Go to Set Title Screen in ZC Options
* [ZCL]Fixed a bug on Text Overlapping when you use a windows visual style
* [ZCL]Remove the Auto Reload on start. ZCL Auto reloads the settings on
* [ZCL]Added a feature if ag.cfg is not found. It will set default options for
* [ZCL]Extended the load quests slot to 15 ( Sean, 2007-12-15 17:15:13 )



Build 697 - windows
* Game->GetCurDMapScreen should now return a number compatible with Link->Warp, etc.
* Putting "<none>" in a script slot after compiling ZScripts will now fully erase any script that was in that slot previously.
* It is no longer possible to assign ffc or item scripts to (nonexistent) slots 512 and 256, respectively, thereby crashing ZQ.
* Rotated translucent combos should now render with the correct orientation. ( DarkDragon, 2007-12-15 11:52:26 )

* Fixed a bug where cycling to a statue would not allow the new statues to shoot fireballs.
* Fixed a bug where the Constants tab on the Cheat dialog in ZC would display incorrectly if the dialog was closed when the tab was active.
* Fixed a bug where the Cheat dialog in ZC was not centered.
* Fixed a bug where the "Empty" guy was defaulting to an incorrect tile.
* Fixed a bug where the Up Charging Link sprite was defaulting to the wrong tille.
* Fixed a bug where the favorite command button for an action would work even if the menu option for it was grayed out.
* Updated the favorite command names to be more clear.
* Set it so that the Catch All favorite command would show the corresponding room-related name.
* Removed the unimplemented Enhanced Music menu item.
* Renamed the Alternate Music label in the DMap editor to Enhanced Music. ( DarkNation, 2007-12-14 13:40:04 )

* Projectile enemies are now no longer necessarily invisible and invulnerable.
* Now, enemies with a tile of 0 are also invisible.
* 'Trigger' enemies no longer instantly self-destruct.
* Fixed the bug that was causing Zora screen enemies to destroy Armos combos when randomly placed.
* Fixed the stomp boots' hit detection.
* Fixed the 'Cave (Walk Up)' and 'Cave (Walk Down)' exit animations.
* Fixed the Cancel Warp Cave combos bug. ( _L_, 2007-12-13 23:15:49 )

* Fixed the bug where the Default button in the item editor would sometimes cause the item name to become corrupted.
* Fixed a bug where candles would often shoot double flames.
* Fixed the bug where the Potion Shop Letter wouldn't show up in the item area in the active subscreen.
* Added a few more controls to the sound dialog. Now, Enhanced music and SFX can both have custom volumes in addition to the MIDI and Master Digi volumes.
* Favorite commands now save between ZQuest sessions.
* Fixed a bug where the scet editor was not centered in -large mode.
* Fixed a bug where the cset grabber was not centered in -large mode.
* Fixed a bug where the tile grabber was not centered in -large mode.
* Fixed a bug where double-clicking would not work in the tile selector in -large mode. ( DarkNation, 2007-12-13 13:34:42 )



Build 693 - windows
* Just the same as the previous build just with an better updated ZCL ( Sean, 2007-12-11 14:45:59 )



Build 692 - windows
* Due to limitations in the undo system, it is no longer possible to Undo after changing a screen's layer properties, or inserting a combo on the combo page. (Previously doing so would cause quest corruption.)
* Added a quest rule, "Tunic Can Change Color On Overworld", off by default in old quests. If this rule is disabled, Link's tunic color will not change if he obtains a ring on the overworld (normally or via scripts) until he steps through a warp, as in 2.10. ( DarkDragon, 2007-12-11 07:52:07 )

* [ZCL]Fully implemented the Color Scheme preview.
* [ZCL]Fully implemented the Set Title Screen
* [ZCL]Fixed ZC Checker bug that didn't even scan
* [ZCL]Finally did some touch ups to the interface to look more appealing
* [ZCL]Added QuickLoad
* [ZCL]Added Skip Loading Icons
* [ZCL]Renamed Throttle FPS to Cap FPS
* [ZCL]Added Show FPS
* [ZCL]Fixed a bug with everytime ZCL was loaded fullscreen was always checked. This bug was back in the 1.5 days also. Finally Squashed. :-D
* [ZCL]Did touchups on the fonts. ( Sean, 2007-12-11 06:18:54 )

* Giving Link a Ring with scripts will now change his colours appropriately.
* Now, a magic-powered Ring will properly change Link's colours when his magic runs out.
* Fixed the bug related to stepping out of 'Cave (Walk Up)' combos.
* Fixed the 'swimming through walk-through walls' bug.
* Now, for convenience, the 'No walls' cheat overrides the 'Freeform Dungeons' quest rule, or lack thereof.
* Now, when Link steps out of a Cave combo, his Z is set to 0. ( _L_, 2007-12-09 22:14:17 )

* Reverted ZCL back to tab look
* Integrated Title Screen into the MAIN UI
* Did some arrangements on the features of ZCL
* Decided to start working back with ZCL AGAIN :-D ( Sean, 2007-12-09 17:11:24 )

* Reverted ZCL back to tab look
* Integrated Title Screen into the MAIN UI
* Did some arrangements on the features of ZCL
* Decided to start working back with ZCL AGAIN :-D ( Sean, 2007-12-09 16:51:28 )

* Finished implementation of stab and slash sprites for the Candle item class, as advertised in the Item Editor. Those of you who were reskinning the Candle as a lantern or wand may be pleased to see this.
* Fixed the bug that prevented sideview enemies from walking on lower-half-solid combos.
* Seemingly fixed a bug that apparantly prevented Moldorms and Gleeoks from ever returning even if the 'Never Returns After Death' flag was unchecked. ( _L_, 2007-12-07 22:29:44 )

* Fixed a bug where the Smart Scrolling rule stopped Walk-through walls from working.
* Now, for obvious reasons, you can't go through a Walk-through wall while diving.
* Fixed the bug that was preventing Dive Warps, Swim Warps and Dive for Item flags from working with walkable water - not to mention preventing Link from holding up items.
* Fixed the bug that allowed 'land-swimming' with walkable water. ( _L_, 2007-12-05 23:06:37 )

* Opening cheats or init data will no longer crash some quests where the bomb ratio is 0. ( DarkDragon, 2007-12-03 21:02:50 )

* Added Game->PlayMIDI(), because really, string control codes shouldn't be the only way to dynamically change the background music.
* If an enemy is moved more than 32 pixels out of the screen's bounds, it is removed. If you wanted a means for scripts to instantly remove enemies, I suppose this is it. ( _L_, 2007-12-03 02:38:48 )

* Fixed a bug affecting string control code parsing and the 'Messages Can Be Bypassed With The B Button' rule.
* Seemingly fixed a bug preventing damage combos from doing any damage at all, in some cases.
* I just realised something. The 'Dodongo CSet Fix' rule really shouldn't exist now that this functionality is handled by the Enemy Editor. Thus, I've discontinued it and added appropriate handling to the quest loader.
* Renamed: 'Solid Blocks' to 'Can't Push Blocks Onto Unwalkable Combos', 'Bombs Hurt Link' to 'Link's Bombs Hurt Link', 'Mean Placed Traps' to 'Traps Can Move Across Entire Screen', and 'Fliers Can Appear on Walls' to 'Flying Enemies Can Appear on Unwalkable Combos'. ( _L_, 2007-12-01 08:44:02 )

* It is again possible to access the first item on the screen with LoadItem. _L_, it was perfectly fine (and required) to be able to pass 0 into do_loaditem... ( DarkDragon, 2007-11-28 20:19:40 )

* The ZASM interpreter no longer refuses to load the first enemy of the screen, claiming it's an invalid NPC.
* Damage combos now no longer do 1/16 of a heart of damage sometimes when "Full Priority Damage Combos" is enabled.
* Mild optimization to accessing NPC and Item pointer in scripts. ( DarkDragon, 2007-11-25 21:31:05 )



Build 679 - windows
* Summoners no longer summon enemies on top of unwalkable tiles.
* The subscreens in old quests no longer show the potion instead of the bow.
* The first tile of an animating combo with the "Animation Resets When Cycled To" flag set now displays for the correct amount of time when cycled to. ( DarkDragon, 2007-11-25 00:46:10 )

* Renamed 'Cool Scrolling' to 'Cool Opening/Closing Wipes' and 'Insta-Warp with Opening Screen' to 'Insta-Warp with Opening Wipe'.
* Also renamed 'Z3-style Movement' to 'Diagonal Movement', to make it completely unambiguous.
* Cool Opening Wipes are now centered on Link even if he's in midair. ( _L_, 2007-11-23 01:17:08 )

* Changed the implementation of all JUMP and this->Jump variables. My apologies to those who were already making use of that variable. Rather than being an arbitrary value that was irrationally divided by the Gravity constant, Jump is now a straight acceleration variable, comparable to Ax and Ay.
* In that vein, the Gravity and Terminal Velocity constants have been shifted two decimal places to the right. (To convert Jump-related values in your scripts to the current format: divide by your Quest's Gravity variable as it is now expressed.)
* Added ZScript variable npc->ID, which matches the current ZASM variable NPCID. Setting it
* Sanitised LoadNPC and LoadItem - passing them 0 will no longer cause a core meltdown.
* Did you notice that Screen->Wavy and Screen->Quake actually didn't work at all? No? Well, now they're recognised by the ZScript compiler.
* The Defaults button in the Item Editor didn't default the item's name. Does it now? Yes! (Tip: use it in your pre-675 quests to find out which z### items are Custom Items.)
* The Enemy Editor. In particular, tile selectors. And a familiar three-hearted pattern. Begone!
* Also, the 'message backgrounds in item scripts' bug is fixed. ( _L_, 2007-11-22 09:20:12 )



Build 675 - windows
* Fire Gleeoks now have the correct tile offsets set in the default template.
* Major push to get the item editor in a 2.50-ready state. In particular:
* - The subscreen's "Current Item Name" text boxes now use the item's true name, as editable in the item editor.
* - All item classes can now be added to the subscreen.
* - To realize the above, I had to add two "decorative" item classes, "Letter or Potion" and "Bow and Arrow", to deal with the way these combined items are currently hacked into the item system. You can use them in the subscreen as before, but no actual items are members of these classes.
* - Reserved 20 item classes for use by quest authors in creating custom item classes. Do not assume other currently unused item classes will remain so in future releases of ZC.
* - Reserved 20 items for use by quest authors in creating custom items. Do not assume other currently unused item slots will remain so in future releases of ZC. ( DarkDragon, 2007-11-21 21:30:31 )

* Fixed the "Spawns from armos combo type" enemy flag to allow any enemy to spawn from an armos combo. Note that large or segmented enemies probably won't work like you expect.
* Fixed a bug in ZQuest where objects on the first page of a tabbed dialog box wouldn't work until the page was changed once. ( DarkNation, 2007-11-20 11:46:33 )



Build 673 - linux
* New linux build. ( koopa, 2007-11-19 10:45:45 )



Build 672 - windows
* Direct warping from a room with shutters to another room with shutters will no longer occasionally cause the destination shutters to fail to close.
* Walker/Shooters with misc10=0 and misc1=1 now fire projectile of the correct orientation.
* FFCs linked to FFCs earlier on the FFC list will no longer get out of sync when the primary FFC hits a changer.
* Directly changing the hp of the first of a Lanmola's segments will no longer occasionally crash ZC. ( DarkDragon, 2007-11-18 20:24:17 )

* Killing a Goriya now only removes that Goriya's boomerang from the screen.
* Improved handling of F12, F11, F5 while viewing the map, I, and Q in ZC. In particular, pressing them will no longer change the key repeat rate of other keys.
* Added five "General Purpose (Script)" combo flags. These do nothing, but are set aside for use with third-party scripts. Do not assume other "unused" combo flags will remain so in future builds.
* Screen->Ellipse now draws the ellipse at the correct y-position. ( DarkDragon, 2007-11-17 21:43:34 )

* Ladder positioning is no longer very incorrect when Z3 movement is disabled.
* Attempted fix of the Mac tile paste bug.
* The Magic Book's SFX field in the item editor is no longer labeled "unused".
* Disabling joystick input for a key no longer disables that keyboard key as well. ( DarkDragon, 2007-11-17 13:08:04 )

* Whoops - I almost forgot the Golden Arrow's backwards-compatability. ( _L_, 2007-11-17 02:16:36 )



Build 668 - windows
* Magic that hits Link's shield, hits a prism, then hits Link's shield again no longer passes through Link.
* Magic bouncing off a prism now shows the correct sprite in all directions.
* The Link Data cheat dialog now correctly handles the Double Magic check box.
* Link no longer takes 1-tile wide steps when to the left or right of water with Z3 movement off.
* Link is no longer blocked from turning to a perpendicular direction when left or right of a ladder combo with Z3 movement off.
* "Throttle FPS" is now "Cap FPS", as the word Throttle was causing some confusion. ( DarkDragon, 2007-11-16 23:55:33 )

* Fixed a bug where Eyeball combos were looking at the wrong location.
* Fixed a bug where the values on the Constants tab were different in the Init dialog in ZQ and the Cheat dialog in ZC.
* Fixed a key repeat issue with the Q and I keys in the game engine.
* Fixed a bug where combo types with long names would sometimes cause the properties dialog of a combo to not display everything properly. ( DarkNation, 2007-11-16 13:23:32 )

* Now, every single enemy's bgsfx will stop at the right time. ( _L_, 2007-11-16 09:31:16 )

* Due to overwhelming demand, I have added the 'Combos Affect Midair Link' screen flag. Trigger, Step, Stairs, Direct Warp, Sensitive Warp, Swim Warp, Slow Walk, Damage and Conveyor combos will affect Link regardless of his Z position. So... yay?
* Candle sprite backwards-compatability for very recent quests has been added.
* Fixed some inconsistencies with regards to the side-exits of Item Cellars and Caves.
* Now, the default power of Book magic is equal to that of Wand magic.
* Jumping enemies now make use of the 'Jumping Link Layer Threshold' (which is renamed to 'Jumping Sprite Layer Threshold').
* 'Fairy (Moving)' items are now drawn above layer 3 - they're flying, after all.
* Added some Item Editor labels for Peril Ring and Stomp Boots item classes. Fun fact: those items exist!
* Furthermore, the Golden Arrow's enemy-penetration ability is now controlled by the Arrow class's Misc. Flag 1. ( _L_, 2007-11-16 02:04:50 )

* Freeform combos are now drawn above push blocks, as they should be.
* Scripts can now correctly set the X and Y values of 'Fairy (Moving)' items.
* Picking up an item will now cancel Link's sword-charging. ( _L_, 2007-11-15 06:29:14 )

* Fixed the other bug that was preventing Peril Beams from firing. Sorry!
* The 'Reset Room' combo type now works when the 'Use Old-Style Warp Detection' quest rule is set. Did anybody notice?
* Combo type 'Screen Freeze (FFCs Animate)' renamed to 'Screen Freeze (FFCs Only)', and 'Screen Freeze' renamed to 'Screen Freeze (Except FFCs)'.
* Freeform Combos are now visible in the Overworld Map.
* I'm quite fond of the Overworld Map, and so, to encourage its use in Interiors and Dungeons, I added a DMap flag that makes it so that only screens that are plotted on the DMap's minimap grid are displayed in the Overworld Map. ( _L_, 2007-11-13 09:22:33 )

* Adding a magic meter no longer crashes ZQ. ( DarkDragon, 2007-11-13 05:38:51 )

* Fixed the backwards-compatability of Candles' fire sprites. Whoops!
* ...and the proposed quests' Candles as well.
* I noticed just now that the quest 'Lost Isle' (and presumably a few others) has cutscenes that are somewhat dependant on FFCs not being visible while the screen is scrolling. So, I've added the 'FFCs Are Visible While The Screen Is Scrolling' quest rule, which is off by default! ( _L_, 2007-11-12 20:11:42 )



Build 660 - windows
* Old quests should now have the correct default message string color.
* Update zscript.txt: corrected an error in the documentation of DrawTile, and added a notice to some variables that do not yet work correctly in all cases when written to by scripts. ( DarkDragon, 2007-11-11 23:14:24 )

* Fixed the default weapon sprites for the Candles. Changes to the template are still needed.
* The value of Link->Jump no longer carries over between games.
* Fixed the Hookshot sound carryover bug. ( _L_, 2007-11-10 09:46:07 )

* The 'Damaged by Power 0 Boomerang/Hookshot' enemy data flag is renamed to 'Damaged by Power 0 Weapons'.
* GetCurDMapScreen() now returns the correct number.
* The screen warp flag 'Overlay' is renamed to 'Combos Carry Over'.
* Seemingly fixed the bug where a few bosses' bgsfx wouldn't stop.
* Misc. Flag for Candles and Din's Fire: 'Don't Provide Light'. ( _L_, 2007-11-08 20:50:06 )

* Added the missing LA_DROWNING constant to the std.zh file.
* Fixed the bug where the item test screen in ZQuest would display the item in the wrong location in -large mode.
* Fixed the bug where ctrl-click filling on the map screen in -large mode of ZQuest would sometimes behave strangely. ( DarkNation, 2007-11-06 13:34:38 )



Build 655 - windows
* Fixed the sfx.dat file. ( DarkDragon, 2007-11-05 20:16:45 )



Build 654 - windows
* The "View Pic" palette in ZQuest now appears in the far lower-right in -large mode.
* When editing tiles in ZQuest in -large mode, the tile currently in the clipboard no longer has a slight y offset.
* When dragging the mouse while placing a warp return, item position, etc, in -large mode, the text no longer appears on top of the Favorites window.
* Scripts should no longer carry over from a quest to a subsequently loaded old quest.
* The default quest template now has the correct default sword item properties. ( DarkDragon, 2007-11-05 19:50:32 )

* Fixed the Candle item class's Weapon 3 sprite, which is actually used now.
* Now, level 3 Candle fire definitely won't trigger 'Wand Fire' and 'Din's Fire' combo flags.
* Fixed the damage Link takes from Candle fire, which now corresponds to the Candle's power.
* Finally remembered to reduce the 'floatiness' at the apex of Link's jump. I know a few people were unhappy with it, so here it is. This should only slightly reduce the distance of Link's jump, but if you were counting on that exact jump length... maybe you could try lowering the Gravity variable a little bit? ( _L_, 2007-11-04 07:50:25 )

* Now you can edit Weapon/Misc sprites' names. That should make weapon editing even easier.
* And now you aren't allowed to set Link->Z while in Sideview.
* Added a brief warning to the Screen Doors dialog, for the benefit of new users. ( _L_, 2007-11-03 00:03:22 )

* Link now uses the swim sprites when swimming instead of the float sprites.
* Fixed a bug where the Reset menu item in the ZC engine was tied to the Fullscreen menu item.
* ZQuest no longer tries to move tiles (which can result in a crash) when in tile select mode instead of tile edit list mode.
* The combo brush arrangement now starts in column mode instead of non-column mode. ( DarkNation, 2007-11-02 06:48:02 )

* Fixed the bug where boss segments were interfering with the boss's bgsfx.
* Fixed the bug where a PatraBS couldn't be hurt if its Misc. Attribute 2 was set to non-zero.
* Now, the Peril Beam will fire for all swords, except for those whose non-percentage Beam Heart requirement exceeds the maximum possible Heart Containers (12 or 20). ( _L_, 2007-11-02 02:19:41 )

* Change to Magic Ring 4: even if you have unlimited magic, you still cannot cast a spell unless your total Magic Containers meet the spell cost.
* New string control codes: 16/XX adds item number XX to Link's inventory, and 17/XX removes that item from Link's inventory. Furthermore, there's, 3/XX/XX/XX (Goto If Screen Variable). If the value returned by Screen->D[Argument 1] is greater than or equal to Argument 2, ZC will switch to another string (Argument 3).
* If Like Likes or messages remove items from Link's inventory (in particular Heart Pieces, level-specific items and counter-increasing items), appropriate changes will happen to the game counters.
* Added the following constants to std.zh: LA_DROWNING, LA_CHARGING, LA_SPINNING and LA_DIVING.
* Added ZScript variables Screen->Wavy and Screen->Quake, to match the ZASM commands added in build 461. Hint: use Screen->Quake to tell if someone's used the Quake Hammer.
* Added ZASM variable LINKDRUNK. This makes the screen wavy just like WAVY, but it also messes with Link's controls for awhile. This effect has actually been lying dormant in the code since before my time...
* Setting Link->Z while Link is swimming, holding up items, or charging the sword will no longer cause problems. (Maybe Link->Jump needs a similar fix?)
* Have you noticed something funny with Link's 'exit cave' animation? How it only seems to occur if you place the Warp Return square 16 pixels south or north of the cave combo itself? Yeah, that. Well, I've coded it so that Link will also exit the cave if the square is placed right on top of the cave combo, where it should be.
* Have you tried putting Ocean SFX or noisy enemies in an Item Cellar or Passageway? And then exiting the Item Cellar? Well, I fixed that as well.
* Some incongruities between cave combos and item cellars have been resolved.
* Also fixed a bug where Link would walk back down a recently-exited Cave combo after drowning. ( _L_, 2007-10-31 07:31:50 )

* Items now animate at the correct speed in the item animation test window and during preview mode.
* Moving combo 0 to a different location on the combo page no longer changes all non-cycling combos to cycle to that new combo.
* The door tool should no longer make the mouse cursor disappear in combo alias mode.
* Clicking one of the panel squares (stair point, start point, flags, etc) in combo alias mode should no longer trash the mouse cursor.
* Eliminated the panel flickering in preview mode. ( DarkDragon, 2007-10-28 20:59:46 )



Build 643 - macosx-Tiger-and-Leopard
* Leopard Compatible ( Takuya, 2007-10-27 11:38:56 )

* Hooray! ZScript script names now appear in the FFC editor's Script menu.
* Tightened and improved the drowning collision detection even further.
* Link's drowning animation now works as expected. * And, south-north stepladders work with drowning water again.
* Fixed Smart Screen Scrolling's interaction with Side Warps.
* Setting Link->Action to either LA_DROWNING, LA_GOTHURT, LA_GOTHURTWATER, or one of the LA_HOLDs will now do something instead of nothing. Activity Time: if you set it to LA_DROWNING, and Link isn't on a water tile, then he will 'drown', but his sprite won't be drawn at all. See if you can use this to your advantage!
* So maybe I've been playing Phantom Hourglass a little much, but it strikes me that, extra keyboard buttons notwithstanding, Zelda Classic doesn't really utilise the unique input methods offered by its current platform. This is hardly the time to do anything significant about that, but just for now, here are ZScript variables Link->InputMouseX and Link->InputMouseY, which reflect the mouse's movement within the ZC game window. They use standard Allegro routines, and to my knowledge they work perfectly for gameplay applications. ( _L_, 2007-10-25 04:00:37 )

* Tweaked the Link walkability code so that Link will on longer try to hop out of water onto solid combos. Please verify other subtle parts of Link walkability, eg the ladder, conveyors, still work correctly in normal and Z3 movement mode.
* Split "Message Text" from "Text" in the Misc Colors dialog box to restore 2.10 compatibility.
* Opening Link Data in cheats will no longer reset Link's max bombs. ( DarkDragon, 2007-10-24 16:20:48 )

* Accessing Link Data using cheats no longer occasionally crashes ZC.
* The magic shield now absorbs enemy fire by default.
* Unused item properties in the item editor no longer stay permanently disabled. ( DarkDragon, 2007-10-20 07:18:30 )



Build 639 - linux
* Time for another linux build. ( koopa, 2007-10-20 05:55:43 )

* Fixed a bug where bombable wall rubble wasn't being drawn over layer 2.
* Fixed a bug where inherent-flag pushblocks would not lock into block trigger combos unless the block trigger was also an inherent flag.
* Fixed a deficiency with warps by adding an overlay flag to tile, side, and whistle warp types. When this is set, any combo on the new screen that is 0 will be replaced with whatever combo is in that position on the old screen. This allows combos to carry over (slashed bushes, for example). ( DarkNation, 2007-10-18 13:20:45 )

* Fixed the bug where Farore's Wind particles weren't being disposed of when quitting.
* Screen Flag: 'Don't Offset Screen' (when the No Subscreen screen flag is on). Have you noticed that when you are warped between a 'cutscene' screen and a game screen, the playing area suddenly jolts downward or upward? Yeah, that. ( _L_, 2007-10-17 00:37:31 )

* Added the message control code \21\XX - play MIDI. Stop music with \21\0.
* You can now specify the Hold Up Item sound ID for each screen.
* Fixed the interaction between holding up items and the 'Messages Freeze All Action' rule.
* Added a default sound effect for Farore's Wind.
* And hey, I added another Farore's Wind warp animation (2). This one's based on the 'Sand of Hours' in Phantom Hourglass, which doesn't actually have anything to do with warping. It uses cset 0, colour 1 and cset 1, colour 2. ( _L_, 2007-10-16 06:27:20 )



Build 635 - windows
* The default template's mirror shield no longer reflects swords.
* Walking into projectile reflected by a shield will no longer occasionally still hurt Link.
* Hammering outside the boundaries of the screen will now use the "water-ness" of the nearest on-screen tile. ( DarkDragon, 2007-10-14 21:40:16 )

* Now you can edit an item's ZScript arguments, D0-D8, and A0-A1. Item scripts just became more workable!
( _L_, 2007-10-13 06:47:48 )

* Fixed a bug where invalid misc10 values for enemies would crash the player.
* Fixed a bug where dropdown lists would sometimes be drawn incorrectly.
* Fixed a bug where the F11 key would rapidly toggle the 'Walk Through Walls' cheat.
* Fixed a bug where options in ZQuest wouldn't save correctly. ( DarkNation, 2007-10-08 13:28:36 )

* Triforce pieces no longer show up as an Init Data item class.
* Fixed the other enemy sound bug.
* Fixed the Super Bomb Ratio crash.
* Ganon can be edited again.
* The low HP beep will no longer occur if Link's maximum hearts are 1 or lower.
* You can now edit the default Text Speed (that is, delay) of all Message Strings. Default is 5. 0 is instantaneous. You might want to set it to 3 or 2 if your quest includes long spans of message text.
* You can now edit the strength of Gravity in sideview and topdown areas, as well as the Terminal Velocity of falling sprites. See Init Data.
* You can also edit a new 'Jumping Link Layer Threshold' constant in Init Data. Jumping Link will be drawn above layer 3 if his Z is greater than this. You might want to set it to, say, 15 if you use Layer 3 a lot.
* Thus, I've discontinued the 'Draw Jumping Link Above Layer 3' rule. ( _L_, 2007-10-07 08:32:10 )

* The combo brush now shows up no matter where the mouse is if running ZQuest in -large mode.
* Layers 2 and 3 are now drawn with the correct vertical offset when used as background.
* Viewing the map in ZC now shows layer 3 of a screen correctly if it is set to be the background. ( DarkDragon, 2007-10-04 23:33:24 )

* Scrolling into a water tile from a nonwater tile with Z3 movement on should no longer cause Link to "float" across the entire screen. ( DarkDragon, 2007-10-04 00:08:38 )

* Giving Link bombs when he has no other items via cheats no longer sets Link's B button to a usable bomb when he has 0 bombs. ( DarkDragon, 2007-09-30 22:18:19 )

* Fixed the book's default power to be 1 in the proposed quests, the default template, and all old quests.
* Overhead combos and all layers should now appear under the triforce curtain.
* Flipping a tile on the combo page no longer trashes the value of that combo's cset2. ( DarkDragon, 2007-09-30 19:54:37 )



Build 626 - windows
* Trying again, with a fixed alpha packaging script. ( DarkDragon, 2007-09-30 17:28:42 )

* Registering a name no longer crashes ZC.
* Attempting a Windows build... using Vista. *sacrifices four virgins and prays profusely* ( DarkDragon, 2007-09-30 17:13:54 )



Build 624 - windows
* ZOMG I COMPILED A WINDOWS VERSION. Didn't want to see you guys left out. <3 Deviance ( Sean, 2007-09-30 12:17:21 )

* Fixed the bug where setting a message string's speed to 0 (instantaneous) would prevent you from setting it to anything higher later.
* Fixed the continuous enemy sound effect bug.
* Fixed the double Armos spawning bug.
* The Combo Editor now displays the combo's number in the window title. ( _L_, 2007-09-30 00:36:12 )



Build 622 - linux
* New Linux build. ( koopa, 2007-09-28 07:54:19 )

* Renamed 'No Jump Zone' to 'No Jumping Enemies' and 'No Fly Zone' to 'No Flying Enemies'.
* I noticed that there was a one frame delay between a message string appearing, and the 'Messages Freeze All Action' rule taking effect. This caused problems with some people's Signpost scripts, so it's now fixed. ( _L_, 2007-09-28 02:39:21 )

* You can now edit the Bomb/Super Bomb maximum capacity ratio. Default is 4 Bombs to a Super Bomb. ( _L_, 2007-09-25 06:52:47 )

* Removed the 'S' debug key (give Magic Shield), because it seems out-of-place. But if anyone genuinely misses it...
* FFCs are now visible while the screen is scrolling. Yippee!
* Presumably fixed the walkable water screen entry bug.
* Quest Rule: No Screen Scrolling. The advantage of not having a scrolling transition between screens is that you don't need to ensure that each screen's combos seamlessly transition into the next screen's. ( _L_, 2007-09-25 05:19:44 )

* If an item's class is 'Non-gameplay item', then enemies will never drop it, nor will Grass or Slash combos ever create it.
* Tightened the 'Block X' combo types' hit detection. ( _L_, 2007-09-22 10:34:41 )

* Added a brief warning to the 'Select Palette' dialog, for the benefit of new users.
* Continued developing the Link drowning quest rule. The stepladder works with it, and Link's water combo detection is fixed. Go ahead and try it out. (The drowning animation is still buggy, though.)
* If the 'Drown in Walkable Water' quest rule is set, enemies won't walk on walkable Water combos. ( _L_, 2007-09-18 05:50:08 )

* Hopefully fixed the midair death animation bug.
* Now the Whimsical Ring is implemented. There is a one-in-misc1 chance that your sword, hammer or wand strikes will have an increase in power. Don't forget that it has an Action Sound! ( _L_, 2007-09-12 21:30:11 )

* Fixed EXIT command in Zquest-large buttons. ( koopa, 2007-09-11 02:26:07 )

* Fixed bug where music is quieter in Zquest than in Zc by making ZQ use Zc's settings. ( koopa, 2007-09-11 02:07:19 )



Build 613 - macosx-Tiger-and-Leopard
* New OS X build ( Takuya, 2007-09-10 12:43:13 )



Build 612 - linux
* New Linux build. ( koopa, 2007-09-10 07:36:29 )

* ZQuest will now remember whether to start in windowed or fullscreen mode (overrideable with the command-line parameters -windowed and -fullscreen). ( DarkDragon, 2007-09-10 07:25:41 )

* Explicit command-line arguments -windowed and -fullscreen now take precedence over stored settings in ag.cfg. ( DarkDragon, 2007-09-09 22:32:46 )

* Fixed music bug, where clicking out and back in to a paused ZC window, played music. ( Takuya, 2007-09-09 17:28:49 )

* ZC will now (correctly) remember your fullscreen preferences. ( Takuya, 2007-09-09 11:05:31 )



Build 600 - macosx-Tiger-and-Leopard
* Fixed a bug I just made causing Zelda Classic to crash. OS X ZC will start out at 640x480, using sbig, in fullscreen. Ability to switch to windowed is present. Have fun. ( Takuya, 2007-09-08 23:59:47 )



Build 599 - macosx-Tiger-and-Leopard


Build 598 - macosx-Tiger-and-Leopard


Build 595 - macosx-10-3-9
* Copying FFCs with Paste Spec. now also copies script assignments. ( DarkDragon, 2007-09-08 22:30:03 )

* Added a fullscreen option in Misc. for Zelda Classic ( Takuya, 2007-09-08 22:10:03 )

* OS X: graphics->tiles and graphics->palettes->main work in fullscreen on OS X. Rejoice! ( Takuya, 2007-09-08 20:59:03 )

* Fixed an bug on OS X where graphics->tiles crashes the player. ( Takuya, 2007-09-07 23:13:40 )

* OK, sorry about the last comment, there's an option for it in etc->options. No, it's not a new feature. It's just an accessibility. ( Takuya, 2007-09-07 17:48:01 )

* OS X users rejoice. If you want -large mode just add large = 1 to ag.cfg, any other value will not be counted. ( Takuya, 2007-09-07 17:00:27 )

* OS X ZC -large flag currently works. ( Takuya, 2007-09-07 15:49:01 )

* Color change message codes should once again work as before.
* Enemy boomerangs will no longer become stuck when they hit a block combo (fix). ( DarkDragon, 2007-09-06 23:54:13 )



Build 584 - windows
* F12 should now create only one screenshot per press.
* Changer FFCs with no combo set will no longer function in ZQ preview mode, to be consistent with ZC behavior.
* The text color set in Misc colors is now used by default for all ZC text, including guy messages, dmap into messages, and text on the subscreen.
* FFCs with the "Draw Over" flag set should now appear in ZC again.
* Enemy boomerangs will no longer become permanently stuck when they hit a boomerang block combo.
* The overworld map should once again be viewable in very old (1.90) quests. ( DarkDragon, 200