After some thinking, it would be better to start from scratch after this release (which will be 2.0 of course). A lot of the things that are planned (custom enemies, subscreens, the whole custom list) would be impossible or very hard to put in the current engine.

With this, the new program can be made with total customisation in mind (the same thing I'm doing with multimario). This means no fixed subscreen items, enemy animations that have to be 'set up' first and other things. However, this will require a lot of planning ahead (maybe a week to determine the file format and organising all the data fields), but when that's done, you can create the engine steadily, without having to worry about changing things, etc.

Here is some list of features I think would be great to have in this engine:
- 16 bit colors, but keep the cset system
- custom subscreens
- custom enemies using either scripting or 'behaviour types'
- Scrollable screens (like in lttp)
- Diagonal walking character, but a rule to let him walk like zelda 1 (no diagonal)

If this can be done, old quests cannot be played in this new version. It would be better to create an additional program that converts the old format to the new format, so it saves a lot of code in both the engine/editor.

So how about it DN?