+----------------------------------+ | Zelda Classic v1.82 | | Armageddon Games | | April 3, 2001 | | | | History | +----------------------------------+ 4/03/00: (v1.90) Way too much to list, check the readme for all the info 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. 3/28/00: (v1.77) Just a small update. I added a feature for quests to define a minimum version. If your game for that quest is below the minimum version that the quest author sets, then you have to restart the quest. I used this on the demo quest because I made a few fixes and small changes that I wanted to enforce. 3/27/00: (v1.76) New items: super bomb, heart container pieces, and the mirror shield. Branchable raft paths. New subscreen layout. Also a few other additions and some fixes in the editor. Format changes: 16 maps total, 8 pages of combos, 32 unique caves or dungeons. I also changed the AG logo screen to use the game's video mode instead of VGA mode 13h. Some people seemed to have problems with it before. 3/15/00: (v1.72) This version has some fixes for the bugs that snuck into v1.70. I also added a way to save MIDIs to files. Thanks to the die hard fans who post on the message board for their bug reports and ideas. Bugs fixed: - walking on water on other screens after using whistle - the little disappearing tree bug in the demo quest - swinging your sword when you die - boss SFX bugs - a small GUI bug 3/12/00: (v1.70) Another month, another version. But enough philo- sophizing. This version is still a "work in progress", so don't be alarmed if the enemies in bs1st.qst still look funny. There are tons of new features and bug fixes. Here's a brief summary: - fixed Link's BS-Zelda animation - implemented customized item and weapon styles (you'll see a big difference in bs1st.qst) - added a timer to keep track of how long you play each quest - added a play feature to the MIDI info dialog (see below) - added an optional map viewer (see below) - lots of little details - added two real "levels" to the demo quest - slight changes to the BS-Zelda 1st quest 2/12/00: (v1.60) Yep, that's right. 1.60. I've added all kinds of features to the game engine and GUI. This version is an "as is" version, almost a beta version of sorts, because there's still a lot left to be done. As you can see from the BS-Zelda 1st quest (bs1st.qst), I'm adding support for new animation styles. This isn't finished yet, so most of the guys move a little funny compared to BS-Zelda. It's still fun to play though. All these changes are optional, meaning the NES-style games are left the same. Here's a brief list of new stuff: - fading and palette cycling - new GUI look and functionality (ex. you can now access the menu with your joystick) - L/R buttons to change weapon selection - customizable arrow keys - game icons can be defined for each quest - major changes to the editor and quest format - custom music for the fight with Ganon 1/3/00: (v1.02) I added an optional "NES Quit": go to the subscreen and press UP+A+B to quit. The save data used to save the path to the quest files, but I removed this and added a way to manually change the directory in which to look for quest files. It's a good idea to keep them all in the same directory, but they don't have to be in the same directory as the game. Also did a few other bug fixes, and some work on the editor. 12/29/99: (v1.00) More detail and bug fixes. I changed the 'Quit' command to act more like the NES game: it's now the equivalent of pausing and pressing up and A on controller 2. The 'Save' command is gone. Both NES quests are finished. The demo quest has a new dungeon to explore. I finally made the enemies chase the food. :) SPECIAL THANKS to all who gave me feedback on the game. I'd list some names but I know I'd forget some people. You know who you are. I appreciate your support. 12/26/99: (v0.99 debug) Finished patra, Ganon, and the ending. Ganon's movement isn't the same. I'll try to improve it later. I also added a MIDI info dialog box to give credit to the people who sequenced the MIDIs we are using. Just need to finish level 9 of the second quest. Also, the enemy bait still doesn't do anything. 12/22/99: (v0.98 debug) More bug fixes. I redesigned the dungeon map and MIDI system. Added the MIDI feature to the quest editor. Added a credits dialog box. 12/18/99: (v0.97 debug) Lots more bug fixes and improvements. New credits feature. I expanded the demo quest. It's getting good... 12/14/99: (v0.96 debug) I did tons of small bug fixes and detail touch-ups. I started the real 2nd quest -- it's done up to level 6 -- and changed the demo quest to a "custom quest" called demo.qst. See below for details on playing custom quests. 12/6/99: (v0.95 debug) Level 9 is almost done. Fixed a bunch of stuff: - blue wizzrobes (closer to the real thing, anyway) - fairies fly around - items left by enemies should be more accurate - the enemies' rapid-fire weapons bug - a double sized screen mode for resolutions of 640x480 and above - memory management (hehehe... I think the older versions had memory leaks. Hopefully I've fixed the problem.) - enemies stop when you get a clock - only one clock at a time - keyboard & joystick dialog box bug in high res modes 11/28/99: (v0.94) I finally changed the GUI colors. Added some video mode switches (see below under "Options"). Fixed/implemented lots of enemies: falling rocks, peahats, keese, vires, wall monsters, pols voice. Lots of other improvements. It's almost done. 10/21/99: (v0.86) Switched from 8x8 to 16x16 tiles. Did other format changes and various bug fixes. Made some newer graphics for the demo 2nd quest but didn't add anything new to the game. 8/31/99: (v0.82) More improvements on the enemies. Most of them are finished. All of the bosses are done except the two in level 9 (patra and Ganon). Fixed the new bug that made people reappear after they faded out. The whistle works! Levels 1-7 are finished. 8/5/99: (v0.76) Major improvements on the enemies' movements. Added another boss: gleeok (multi-headed dragon). Made a fun little demo 2nd quest to play until we get more of the real 2nd quest finished. Can you make it to the end of the dungeon? Who or what awaits you there? Go find out! 8/3/99: (v0.73) Added some bosses. Fixed some bugs and other details here and there. 8/1/99: (v0.72) "Zelda DX" is now "Zelda Classic", to avoid confusion with the color Gameboy game. Implemented the game saving system. Slight improvements on the enemies. The 2nd quest is there (and accessible through the old NES cheat code) but it's very sketchy, so play it at your own risk. :P 7/23/99: (v0.64) First demo of Zelda DX. Tons of new stuff. It is playable (up to the beginning of level 9). There may be some bugs. Tell us if you find any, and please note the situation in which the bug occured so we can fix it. You can even hit F12 to take a snapshot. Previous: Lots of SPHINX C-- demos without specific names; generally called 'Zelda clone'.