Quest Rules
* Bomb Hold Fix: Fixes a problem for when Link picks up a bomb; Not sure, but i think sometimes he doesn't hold it when he's supposed to.
* Expanded Link Tile Mods: Link tile mods are variables that you apply to items in the sprites->item menu. If left at 0, the item has no effect on Link's tiles. However, if a positive (+) number, Link's walking tiles only will shift to the right that # of tiles. If a negative (-) number, the tiles will shift to the left that number of spaces.
You can now make it so that, for example, when Link collects the bow, it appears on his back or when he gets a gauntlet, you can change Link's tiles to show it on his hand!
Expanded Link Tile Mods mean that now the modifiers apply to all of his sprites (walking, slashing, swimming, etc.)
* No Bomb Pallette flash: If left unchecked, the screen will flash a certain pallette after Link lays a bomb and it explodes (by default i think its initially a grayscale pallette, that you can later change but i'm not sure which exact pallette it would be) If this rule is checked, this won't happen.
* Combo Cycling on Layers: No, this never happened; but now that it does, it makes for nice effects, like things walking/moving on layers, such as an arrow being shot across a screen or something. And YES! We really do need combo types to function on layers. Though i'm not so sure what you mean by 'tile flags'
* Full Priority Damage Combos: I heard that it means if you appear on a damage combo after having warped there, the combo will take effect and damage you. If left unchecked, it leaves this problem in, the way it used to be where Link will appear on the damage combo unharmed.
* Warps ignore Arrival X/Y: Not sure
* Slow Enemy Animation: Not sure but it sounds like it slows down the animation for enemies! :P
Screen Data
* Direct Timed Warp: Yes, yes it is too good to be true! 😊
* Permanent Enemies -> Secret: It means when you defeat all enemies on a screen and the secrets appear, they will stay there so when you leave & come back, the secrets will be there again without having to redefeat the enemies. Now, i'm not sure if this also means the enemies are permenantly defeated, or if they do return but with the secrets already activated. And i'm not sure if this functions on dungeon dmaps, which i'm crossing my fingers that it does.
* Items Cannot be Reset: Works with the "Reset Room" Combo. If the room is reset and this is checked, everything except the item will be restored to its original form. If this is left unchecked however, even the item will reappear.
* Room State carry over: This means that when you activate secrets on this screen, the secrets of the screen designated by the "next map" and "next screen" will also have their secrets triggered too. It also means that if you collect an item on this screen, the item on the next screen will be gone too. In other words, it allows you to have one screen that effects the status of another.
Combo Types
* Reset Room: When placed, everything about a room resets. All the enemies reappear. All the secret combos revert back to their original form. The item will reappear IF the "items cannot be reset' screen flag is left unchecked. Even push blocks will go back to their original location!
* Treasure Chests: To open them, walk UP against them. Note that they must be opened from underneath, therefore you need to make sure they are placed so Link can reach them from below. Normal ones open without a key. Others can be opened only when Link has a key or even the boss key. Also, you still need to place the armos->item flag on them in order for an item to appear inside & of course need to set the room's 'special item'. Note that these combos will go to the next combo in the list so you need to have the opened treasure chest next to a closed chest with the 'treasure' type.
Items
* Arrow Quivers/Ammo: Yes, they do work, but u need to pick up the following: Bow, Wooden Arrow (or silver or gold), Quiver, and ammunition before you can start shooting true arrows. Also, only the arrow counter appears when the Zelda 3 subscreen type is selected, which the tiles for are right now hardcoded into certain spots only (on page 54) so to get it set up right is kinda time-consuming. Additionally, quivers do not appear when set in initial data or checked from a cheat, thus you always have to pick it up manually until this is fixed.
* Bomb Bags/Ammo: I know bomb ammo does NOT work (although arrow ammo does) Collecting bomb ammo does NOT add to the counter. I also don't think that the bomb bags do anything yet, but they will eventually set the max. # of bombs you can carry at any point in time to a certain preset value (i think the small one holds 10, the medium 50 and the large 99) The bomb item is sorta the same as ammunition, except it exists so to recognize the bomb items from older quests.
* Stationary Fairy Item: Enemies don't drop this. Its so you can put this into shops so the fairy doesn't fly around, or you can hide this in chests or bushes, but it must be placed manually.
* Link Tile Mod: Already covered above.
* DMap Specific Keys: Patience is a virtue...
Miscellaneous
* New Subscreens: Not sure about these--i usually use the first 3 myself (original, revised, and revision 2)
* Combo Aliases: These you make by going to 'Quest->Graphics->Combo Aliases' and then you can change the size of the alias 9the number of combos) and what layers the alias is composed of. Then you add combos and make large objects that can easily be selected and placed with one click. By pressing 'O' 3x. You can have up to 255 aliases! The best way to see this is to experiment with it and you'll get familiar with it fairly quickly.
* Z3 Animation Style: I think it basically means that Link is now 2 tiles tall (like a head on a body)
* Strict MIDI: Not sure
* Enhanced Music: Not sure