You can add combos after a specifc position. I just couldn't automatically replace all of your combo table, as the flip values differ from 1.90->2.10 (and above).
http://timelord.insomnia247.nl/zc-de...lassic/1st.cmb
Download that, then:
1. Determine the lowest used combo (with no combos after it!!) in your combo table, and make a note of its ID.
2. Go to Quest->Import->Combos
3. Set the starting point at the value that you noted in (1)
4. Select the file 1st.cmb in the dialogue.
5. ZQuest should append the new combos to your combo table, and because I pre-loaded the tileset and the palettes, they should instantly work, and be available.
P.S. My German is somewhat degraded, and I primarily read the language infrequently, but en Deutsche is slang (phonetic 'en') of sorts, over here. (Probably a remnant of WWII era slang.)
Coincidentally, I added Link's tile on the file select screen to the modules yesterday: Coincidentally, because James needed it for the Demo Series modules., and it has been on my list for a while. I probably would have delayed it a bit, but the name entry screen graphics were garbled in his module, because the base tile placement is offset from 2.50 specs, using the old 1.84-era format!
I need to do some further refinement, so that the tile works without interfering with custom quest icons, and some other things. The behaviour on the name entry screen is a bit quirky.
Anyway, I mentioned this because I have yet to add a modifier to the the cset value, when the module has a manual tile override. At present, the tiles default to csset 9--where the sprite palette data loads, IIRC--but the module can use any cset that it wishes.
I'll need to add some way to read Link's modified colour to the new routine, with an option in the module to suppress that.
Even so, here's the current module-driven name entry screen:
You can set the frame tile and cset, Link's tile and cset, the cursor tile and cset, and up to two decoration tiles (and csets each), for up to ten (internal) quests in the nodule package.