I'm not sure if this was said before, or rather if I said it(as I have plenty of problems with this right now.)
BUT If a tileset for a quest has a good number of 8-bit tiles, than the zquest may just fail to read it. This is a big problem as I had quite a few tilesets I began that just went currupt.
Quest-->Graphics-->Tiles .. Press "B" on any tile.
You knew that already though. The terminology just isn't constant throughout the community. =/
That is weird, my EotM quest is filled to the top with 8-bit tiles and I haven't had a problem with corrupt quests. I only corrupted it with the subscreens, but I haven't had any problems with this.
an 8-bit tile is one that uses 256 colour pallet...
edited to possible make more sense?
Hmm... Lost Isle has tons of 8-bit tiles but it hasn't been corrupted ever.
But if this is a bug then it must be very random or then it has nothing to do with 8-bit tiles...(?)
he hasn't said what version of zelda classic it occurred in so theres no way to really look at this problem.
Long time no post, but here goes
I'm using the current beta, beta 15. It seems that every time I try to make an 8-bit tileset, the quest file goes currupt. I don't know why it happens exactly, but it does... maybe its just me, maybe not.
Someone please confirm this, I lost so much work thanks to this bug. 4 of my quests gone currupt since opening this thread including repeated offences to my 8-bit classic tileset. =\
It only seems to effect my quests with 8-bit tiles in it. All the other ones are fine so far.