
  +----------------------------------+
  |  Zelda Classic  v1.90            |
  |  Armageddon Games                |
  |  April 3, 2001                   |
  +----------------------------------+

    Zelda Classic is a tribute to the greatest game of all time: "The
    Legend of Zelda" (Zelda 1) by Nintendo, released in 1986 for the
    Nintendo Entertainment System (NES). 

    The game should have everything the NES game had, except for some
    of the bugs. It's not _exactly_ like the NES game because it is
    hard to get certain movements and random events exactly the same.


  +----------------------------------+
  |  What's New                      |
  +----------------------------------+

  4/3/01: (v1.90) Been a very long time since a new release and here it is. With more
    on the way, Zelda Classic can only get better.
    Zelda Classic:
       - Added 4 new enemies.  Not quite complete yet, but still fun
    	 to watch.  The Zol Tribble (yes, tribble, like in Star Trek)
    	 will split into 2 Gel Tribbles when attacked with anything
    	 less powerful than the magic sword.  The 2 Gel Tribbles will,
    	 after about 3 seconds, grow into normal Zols (I hope to make
    	 them grow back into Zol Tribbles at some point).  A Vire
    	 Tribble will split into 2 Keese Tribbles if attacked with
    	 anything less powerful than the Master Sword).  The Keese
    	 Tribbles will grow into normal Vires (again, I plan to make
    	 then go back to Vire Tribbles later) after about 3 seconds
   	 if they are on a walkable tile.  If they are on a solid tile
   	 at the time they are supposed to change, they will wait another
	 3 seconds (this keeps Vires from popping up in solid walls).
       - Added a new arrow, the Golden Arrow.  It does twice as much
         damage as the Silver Arrow and goes through any enemy, just
         like an arrow goes through a Pol's Voice.
       - Added Silver and Golden Arrow sparkles, like in Zelda 3.
         There is a quest rule for each.
       - Added Magic and Fire boomerang sparkles, like in Zelda 3.
         There is a quest rule for each.
       - Fixed a bug with the whistle and flippers.  Previously, if you
         had the flippers and used the whistle to summon the whirlwind,
         if the whirlwind crossed a water block in the first column of
         tiles on the screen that it took you to, it would drop Link off
         in the water and make him invisible.  He wouldn't return to
         normal until he used the whistle again or went into a cave or
         dungeon.
       - Added the hookshot.  May tweak it some more so that it stretches
         after a few of the chain links are out, but for now, it works.
       - Increased the number of save states from 24 to 255.
       - Added a quest rule to make it where fire (from the candle or from
         the wand and magic book) doesn't hurt you.
       - Added a quest rule to make it where bombs hurt you.
       - Added 4 damage combos that take off about a set amount of hp
         every second no matter what ring you have on.  They take off
         1/2, 1, 2, and 4 hearts respectively.
       - Added a quest rule for temporary clocks.  This causes clocks to
         turn off after about 5 seconds, so you don't get stuck in a room
         with enemies out of your reach.
       - Added the amulet (cross).  For the moment, it works on a screen
         flag.  When this flag (Invis. Enemies) is set, all the enemies
         on that screen will be invisible unless Link has the amulet
         (cross).
       - Fixed a legacy bug that nobody noticed before.  If you buy a bomb
         in a shop and immediately walk over to another item, you will get
         that item for free.  This has been fixed.
       - Finally got around to fixing Link's walking bug.  Before, if
         you were directly above or below a block, you would walk through
         it vertically unless the top and bottom left corners had walk
         flags in them.  This is fixed now.  I hope to fix the enemy
         walking bug (an enemy can walk through a block unless the bottom
         left and right corners have walk flags in them) soon.
       - Added some rules to the swords so you can now specify which
         swords can shoot beams.  Also, you can specify if you want
         sword beams to do half the damage of the sword they came from
         or full damage.
       - Implemented the hammer.  When a pound combo is struck with the
         hammer, it will change into the next combo in the combo list.
         This may also be another pound combo, if you wish.  This allows
         for the making of things that have to be pounded more than once.
         The hammer (currently) has the power of the magic sword.  Because
         of it's long delay, this should be fairly well-balanced.
       - Implemented the Level 2 Bracelet.  Used by new combo types
         Push-heavy2 and Push-hw2.
       - Added a ladder and raft fix.  Now, when travelling left or right
         while using the ladder or raft, if Quest Rule 2 (Ladder/Raft Fix)
         is set, then the ladder or raft will be rotated.
       - Added 2 new enemies, "just for fun".  A black octorok (octorok
         on crack) and a black darknut (death knight).  Both are stronger
         than Ganon and move quite fast.  The octorok shoots magic and
         the death knight is not able to shoot swords.
       - Completed the implementation of the fire boomerang.  It is similar
         to the magic boomerang, but any enemy that the magic boomerang
         can stun, this one will stun, as well as cause white sword damage
         to.  It will also stun (but not hurt) peahats (it actually causes
         them to land, so you can hit them), pol's voices, and darknuts if
         you hit them from the back or side.  If the fire boomerang hits
         a darknut when it is returning to you, it will ALWAYS stun any
         darknuts it hits, since the boomerang hits both sides of the
         darknut.  If the darknut turns around IMMEDIATELY after the
         returning boomerang hits its shield, so that the shield is on the
         other side when the boomerang gets there, it MIGHT be able to
         block it, but I haven't been able to prove this yet.
       - Fixed the bug where the colors that are affected when you activate
         a whistle flag don't return to normal after you leave the screen.
       - Fixed the slash combo bug.  If you stand below a slash combo so
         that you are half-way on it, then try to slash it, nothing will
         happen.  This has been corrected.
       - Fixed the arrow flag bug.  Now, arrow flags work anywhere on the
         screen, not just on the sides.
    ZQuest:
       - Consolidated the Rules and Rules 2 menu commands into one Rules
         command.  It now has buttons on the window so that the pages can
         be changed quickly and easily.
       - Added a bordered fill command (Fill2).  This acts like the flood
         command but stops when it hits a border made of the current
         combo.  Fill2 (4-way) stops on vertical and horizontal borders.
         Fill2 (8-way) stops on these as well as diagonal borders.
       - Added the ZGP import/export file format.  This stores the tiles,
         combos, palettes, and color cycling information into one file.
       - Added Paste To All and Paste All To All commands.  The Paste To
         All command is like doing a Paste command on every screen in
         the current map (only copies combos).  The Paste All To All
         command is like doing a Paste All on every screen on the current
         map (copies enemies, flags, items, etc.)
       - Added a Flood and Fill command to ZQuest.  The Flood command will
         change every combo on the current screen to the current combo.
         Fill (4-way) works like the fill command in most paint programs.
         Fill (8-way) is similar to Fill (4-way), but the fill is allowed
         to go diagonally as well.

  7/21/00: (v1.84) Lots of fixes. Thanks for all the feedback. There's
    still a lot to be done, of course...
    Zelda Classic:
      - Patras stay dead
      - Level 3 palette fix
      - Pick up master sword and fire boomerang
      - "3 or 6 triforce pieces" implemented
      - life meter uses first three small tiles, fairy hearts use the
        small tile below the first one
      - added whistle multi-level skip
      - boomerang doesn't hurt guys that it's not supposed to hurt
      - optional continue with full life meter
      - lens of truth shows secret combos instead of white squares
      - new "trigger" combos
      - new "slashable" combos
      - fixed enemy game freeze bug
    ZQuest:
      - new ways to scroll the combo panel (hot keys and mouse clicks)
      - load GIF images
      - added palette cycling

  7/15/00: (v1.82) I'm in the middle of moving enemy data from the
    code into data files, so there could be some bugs. I've added the
    lens of truth and the flippers. The cheat codes are now defined
    separately in each quest. I added a cool "Matrix" screen saver. 
    NOTE: There are a couple incompatibilities with the last version.
    First, the quest file format has changed, so old quests will have
    to be converted (loaded and saved) with ZQuest. Second, the auto-
    triggering of side warps on the edges of DMaps has been removed.
    This means you could get stuck in dungeons if the warps aren't
    fixed first. See the ZQuest help file for more info.



  +----------------------------------+
  |  Files                           |
  +----------------------------------+

**  agsetup.exe           (Program to set up your sound card.)
    agsetup.txt           (A text file documenting setup use.)   
    zelda.exe             (The quest player.)
    zquest.exe            (The quest editor.)
    upgrade.exe           (Program to upgrade older quests so you don't have to download them 
		           again.)
    zelda.dat
    1st.qst
    2nd.qst
    bs1st.qst             (a remake of 1st.qst with BS-Zelda graphics)
    demo.qst              (a little demo of what the game can do. challenging.)
    example_1st.qst       (an unpassworded version of 1st.qst, so you can open in ZQ.)
    example_2nd.qst       (an unpassworded version of 2nd.qst, so you can open in ZQ.)
    example_bs1st.qst     (an unpassworded version of bs1st.qst, so you can open in ZQ.)
    newfirst.qst          (Warlock's graphic quest. Unpassworded for your enjoyment.)
    zc.ico                (an icon file, you can use it with a Windows shortcut)
    qst.ico               (you can use it for a ".qst" file type in Windows)


    Creates a save file called "zelda.sav".

    ** Requires the Armageddon Games setup program called AGSetup
       (agsetup.exe) to set up the sound and gamepad
       configurations. AGSetup is included in the official release. If
       your release does not have it, you aren't downloading the official
       release, go grab it from ZeldaClassic.com.


  +----------------------------------+
  |  System Requirements             |
  +----------------------------------+

  Required:
    DOS or DOS shell under Windows 
      (If running pure DOS, you'll need a copy of CWSDPMI.EXE. It's
      available from the ZC web site.)
    i386+ CPU (although a 386 is probably way too slow, use Pentium+)
    8 MB RAM
    VGA or VESA graphics card

  Optional:
    Sound card
    Joystick/gamepad
    Mouse


  +----------------------------------+
  |  Options                         |
  +----------------------------------+

  Commandline switches:

      -nosound  skip sound installation
      -fast     skip the title screen at startup
      -v0       override config settings to start without vsync
      -v1       override config settings to start with vsync

    Use the following switches to run under a different video mode. If
    you don't use a switch it will start from VESA3 and try each one
    until it finds one that your graphics card supports.

      -vesa3    request VESA3 video mode  (default)
      -vesa2l   request VESA2 linear mode (2nd default)
      -vesa2b   request VESA2 banked mode (3rd default)
      -vesa1    request VESA 1.x mode     (next default)
      -modex    request VGA Mode X        (last choice)

    Use the following to request a different screen resolution:

      -res xxxx yyyy [big]

    examples:
      zelda -res 640 480       => 640x480 with a small screen
      zelda -res 1024 768 big  => 1024x768 with a double-sized screen

    NOTE: Video mode settings are stored in the configuaration file,
    so you don't have to use the switches unless you want to change
    the mode it is currently using.


  +----------------------------------+
  |  Custom Quests                   |
  +----------------------------------+

  Zelda Classic's design allows the development of new "custom"
  quests. There are hundreds of quests created by Zelda Classic
  users like yourself. For the most comprehensive listing of
  custom quests, check the quest database. It can be accessed
  from the main page at ZeldaClassic.com or simply
  http://questdb.armageddongames.com.

  To play a custom quest:

     1. Register a new name on the game select screen
     2. Move the heart next to the new name and press the "A button"
        (not necessarily the 'a' key on the keyboard)
     3. Press the "A button" again
     4. Hit the "Browse" button and select the custom quest you want 
        to play
     5. Press "OK"

  The quest can be changed again until the game has been played
  and saved.



  +----------------------------------+
  |  Misc. Notes                     |
  +----------------------------------+



  DEFAULT CONTROLS:
  The followin are what the controls in Zelda Classic are set to by 
  default. You can change these in-game.

	ESC - Top menu
	CTRL - B button (item)
	ALT - A button (sword)
	ENTER - Start (menu)
	Space - Map
	Z - Items scroll left
	X - Items scroll right	
  
  MIDI INFO:

  The "MIDI Info" feature is meant to give credit to those who
  sequenced the MIDIs we use. We're not really sure where we got them
  since they were downloaded from various web sites at various times.
  Some of them have contact information in them, but most only have
  track names and such. Here's a key to the MIDI Info codes:

     T: text
     C: copyright
     N: track name
     I: instrument name

  These are the main MIDI meta events used for general information.
  The 'track name' seems to be used for all kinds of information. I
  wonder why people don't use 'text' as often...

  The "Listen" button will only work when a MIDI is not playing in
  the game. That means you have to either go some place quiet like a
  cave, or quit the game and return to the select screen. The MIDIs
  from the last quest played will still be loaded after you quit.



  PAUSE:

  During game play, you can pause and step the game with the F3 and F4
  keys. F3 toggles pause mode, F4 advances a frame and keeps the game 
  paused.



  MAP VIEWER:

  Some quests let you view your progress on the overworld map. Press
  the "map button" to activate the viewer. (It requires about 6MB of
  extra RAM.) The keys are as follows:
  
     A:      zoom in
     B:      zoom out
     L:      hold down to zoom and scroll faster
     R:      hold down to show coordinates and step the scrolling
     Map:    toggle showing the zoom factor and Link's position
     Start:  exit map viewer


  VOLUME KEYS:

  When this option is on, you can change the sound volume with the
  following keys:

     page up:   increase BG music volume
     page down: decrease BG music volume
     home:      increase SFX volume
     end:       decrease SFX volume
  

  FAST QUIT:

  When this option is on, you can quit the NES way by going to the
  subscreen and pressing up, A, and B at the same time. (This isn't
  exactly the NES way; that was up and A on controller 2.)



  +----------------------------------+
  |  Contact Us                      |
  +----------------------------------+

  Armageddon Games General Info:
    Home page:  http://www.armageddongames.com/
    E-mail:     contact@armageddongames.com

  Zelda Classic:
    Home page:  http://www.zeldaclassic.com/
    E-mail:     contact@armageddongames.com

   
  NOTE: The Legend of Zelda is (C) Copyright of Nintendo, Ltd. 
        Armageddon Games is not affiliated with Nintendo in any way.
        But then, you knew that didn't you. :)  

        We hope Nintendo does not take offense to us cloning their
        game. We do it only as a hobby and because it has been a dream
        of ours for many years.
