What's new/fixed:
1. Modified the QSU import/export so that is doesn't waste space due to the increased string limit.
2. Gohma 3. Need 3 silver (or 2 gold) arrows to kill. Shoots 3 fireballs (like Aquamentus, only downward).
3. Gohma 4. Need 2 gold arrows to kill. Whenever the eye is open, shoots a stream of flames (like the Fire Gleeoks do).
4. Fixed the bug where the windows version would sometimes crash when looking at light (not requiring a bracelet) pushblocks with the lens.
5. Tweaked the pushblock viewing with lens code. Now, the pushblock blinks slowly. If a bracelet is needed for the pushblock, then that bracelet flickers on the pushblock.
6. Finally fixed the titlescreen. Requires a new zgp.dat file.
7. Began work on a modified map import feature. With it, group quests will be easier. Imagine you have two maps set up like this:
Basically, two interlocking spirals. Before, you had to import one onto a separate map and manually copy screens over. Now, blank screens are not imported (unless you specify "full copy").Code:ABCD ---- ---E NOP- -HGF M--- ---- LKJI
So, before, an import would overwrite what you already had. Now:
produces:Code:ABCD ---- ---E NOP- -HGF M--- ---- LKJI <-import
What if you already have a screen where an imported screen will be? There is an option to specify which screen (original or import) takes priority.Code:ABCD NOPE MHGF LKJI
Unfortunately, this feature isn't complete yet. Selecting any of the options other than "Full Copy" will clear your map for some reason. *shrug*
I'm sure that the bug that previously was corrupting quests that had exactly 256 combos is still around. I think it's a roaming bug, though, so something else may trigger it now. You might want to turn on the auto-backup feature.
As for the format of QSU files now (this is for FCF), it's the same, except the string part is now like that of the string export:
Before, it would store all the message strings in the file, even if you only had 1.Code:typedef unsigned short word typedef unsigned char byte typedef struct message { char s[73]; char s1,s2,s3; } message short version byte build word strings strings * sizeof(message)
Anyway, here are the files:
Zelda Classic 1.92 Beta 141 for DOS
+zelda.exe
+zquest.exe
Zelda Classic 1.92 Beta 141 for Windows
+zelda-w.exe
+zquest-w.exe
If you missed them the last time around, here are the support archives:
Zelda Classic 1.92 Beta 141+ Support Archive
+1st.qst
+2nd.qst
+3rd.qst
+new enemy tiles.pdf
+new.til
+newfirst-fixed.qst
+zelda.dat
+zgp.dat
+zquest.dat
Zelda Classic 1.92 Beta 126+ Windows Support Archive
+alleg40.dll
If you already have the beta 139+ support archive, just download these two files:
Zelda Classic 1.92 Beta 141 NewDefault patch
+zgp.dat
Zelda Classic 1.92 Beta 136+ ZQuest help file (you may need to right-click on this and do a "save as").
+zquest.txt