+----------------------------------+ | 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.