Subscreens are the game displays that show Link's current status, as well as the pause screens where Link equips his equipment items. Freeform Combos are miscellaneous sprites used for a variety of purposes - primarily, as combos that aren't adhered to the grid, and secondarily, as slots for scripts. In addition to combos, they each have an Enemy List, Layers, Screen Flags, Freeform Combos, Warps, Secret Combos, and more. They are grids of combos, 16 wide and 11 high (thus making them 256x176 pixel rectangles). Screens are the environments that Link explores. DMaps (Dungeon Maps) define the 'dungeons' in the quest and their characteristics - their music, palette, subscreen map and such. Combo Flags are placed on screens to indicate secret triggers (such as bombable squares) as well as pushable blocks and specific enemy spawn locations. Combos are 'painted' onto screens to make environments. They are a 'combination' of a tile, collision data, and various options. Individual tiles can also be converted to 8-bit colour, letting them use all 256 colours of a palette, but preventing them from being palette-swapped. However, 4-bit tiles can be drawn with different CSets, and thus it is very easy to 'palette-swap' tiles. In accordance with NES limitations, they are initially 4-bit, which means they are limited to 16 colours. They are typically divided into 16x16 pixel squares. They are divided into sets of 16 colours called CSets. Palettes are grids of colours used by sprites and combos in the game. Init Data determines Link's starting inventory, his starting DMap, and some miscellaneous physics constants. They can also appear by other means, such as by scripts. Strings are the messages that the Guys say to Link. Guys are the non-player characters who speak to Link in The Legend of Zelda. In the game engine, they are divided into LWeapons ("Link Weapons", weapons that affect enemies) and EWeapons ("Enemy Weapons", weapons that affect Link). Weapons are projectile sprites that are created by enemies or Link's items, such as fireballs, arrows or magic. Enemies (also known as NPCs) are the foes that Link encounters, including bosses. Items are the numerous objects that Link collects and uses during play, such as Rupees, Clocks, Boomerangs or Rings. Cheats are special passwords that the player can enter to enable certain cheat functions. Quest Rules alter the behaviour and features of Zelda Classic's game engine. The Header lists the name of the quest, its author, and contains the password required to edit it (if any). Here is a list of terms and concepts for various defining features of Zelda Classic quests. It is also considerably easier to navigate than this text file. There is a documentation wiki which explains each feature in detail. This is not an exhaustive manual, but a summary of the numerous features of ZQuest. It is now possible to make quests that bear very little resemblance to The Legend of Zelda. It still holds true, though its limitations are fewer with each new version. The above was written by Phantom Menace referring to the 1.84 version in mid 2000. It also allows you to customize the graphics, colors, MIDIs, and more. It allows for multiple overworlds, huge dungeons, and caves and dungeons that aren't "levels". "That said, you'll find that there is a lot that can be done within ZC's limitations. Although it has grown and will continue to grow, it can't do everything you might have in mind. It started out as a clone of Zelda 1, which is also very limited. "The first thing you should know is that Zelda Classic does have its limitations.
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