* Copied the recent fixes to the original quests to the proposed versions.
* Added sensitive (touchy) versions of the slashable combos. Old quests will auto-update their slashable combos to these versions for compatibility.
* Fixed the bug where beating a default quest would set your continue hp to 0 so you die immediately upon starting the next quest.
* Updated the ZQuest large mode font to include some missing elements (like the up and down arrows on the tile and combo screens and the check mark on the enemy list screen).
* Fixed the slide speed of the Zol enemies.
* "Fire 2 Trail (Enemy)" and "Magic (Ice, Enemy)" are now listed with "Disabled" tags until these are implemented after 2.5 is released.
* Fixed a bug where the screen wouldn't update in ZQuest (and sometimes it would appear to get stuck on a purple screen when you first started).
* Fixed the bomb and super bomb damage ratios to Link.
* Fixed the bug where latching your hookshot onto a hookshot combo while facing downward on a sideview screen would cause the chain to fall off the screen and Link to freeze.
* Music now stops when you warp via a tile until you arrive on the new screen as it did in Zelda 1.
* The low hp warning beep now pauses when you enter a warp or a cave as it did in Zelda 1.
* Fixed the bug where bombing through a wall would not update the connecting wall in the connecting room even if the room had been visited previously until you entered the next room.
* Unused items at the end of the item list are now preceded with 'zz' instead of just 'z' to help them stay at the bottom of the list correctly.
* The fairy guy now animates properly when the new enemy tiles rule is enabled.
* The -scale command-line switch for ROMView has been disabled for the time being due to it always crashing.
* The default quests now properly hide the items in the subscreen while the subscreen is scrolling up or down.
* The default original subscreen type now properly hides the items in the subscreen while the subscreen is scrolling up or down.
* Sound and music now pause while the "Goto" cheat dialog is open.
* Fixed the bug with the translucency rebuild command after opening an image in the tile grabber.
* The 'reduce color' and 'show original palette' commands int the tile grabber now disable each other as they are mutually exclusive.
* The plus and minus (equals) keys on the main keyboard now work in the tile and combo selector windows.
* Attention: I've radically altered and expanded the scope of my previously mentioned Large Mode error-listing display feature. Now, in addition to just simple errors, it now lists, in small white-on-black text in the corner of the screen area, most every significant mechanical feature of the screen before you. This includes the presence of: Screen State Carryover, Timed Warp, Maze Path, the 'Sideview Gravity', 'Invisible Link', 'Save Screen', 'Continue Here' and 'Treat As..' Screen Flags, the String, every Room Type and Catch All, and all relevant Tile and Side Warps. This is entirely practical because the majority of screens in a quest would have less than 3 of those features. This information display can be toggled by tapping N if it obscures something important. What this means is that I have made most of the 'Small Mode panels' functionally obsolete in Large Mode! This is tremendous tidings, for those panels have been a bugbear in the Large Mode interface for years. Now, every relevant detail conveyed by those panels (except the increasingly irrelevant Screen Flags panel) is covered by the screen info display, and what remains - the eight warp return and colored square selectors - has been placed on a single compact panel. (But don't forget that all of the panels still exist in Small Mode.) And, having reduced those two panels into one, I have also been permitted to expand the Large Mode minimap selector even further! It is now 3 times the size of the Small Mode selector, and is about as large as it can practically be. Of course, you're thinking I forgot something important. But I haven't! A box showing the 'Cycle' of the currently selected combo has been added to the top of the Large Mode combo selectors.
* Large Mode: Enlarged the Secret Combos dialog, the Select Enemy dialog and the Choose Freeform Combo dialog.
* Added a preview pane to the Select Enemy dialog, and fixed some bugs with the pane's choice of 'face' tiles for Gleeok and Aquamentus enemy types.
* ZQuest: Replaced the 'Lost Woods' MIDI with a Zelda piano medley called 'The Travels of Link' that some of you might have already heard at vgmusic.com a few years back - and yes, I received permission from the sequencer, Jeff Glenen. This new MIDI is 32 minutes long, so there's a submenu that lets you choose from 19 individual Zelda songs within the medley. (There are actually more than 19, but the submenu wouldn't fit in Small Mode's screen if I added any more.)
* Large Mode: enlarged the Edit MIDI dialog, the Select/Add Door Combo Set dialog, and the Map Import Bias dialog.
* Added a 'Help' button to the Combo Flag dialog, Room Type dialog and Guy dialog. Press it to get a terse description of the currently selected Combo Flag, Room Type or Guy, so you can learn what exactly 'Block Hole' does, how the '3-Stair Warp' room works or what tile Ama uses.
* Screen Data: Moved the Timed Warp related flags and input boxes to their own tab, so that there is room for an included explanation, and so that nobody confuses them with, say, Room State Carryover. Also moved 'Sideview Gravity' to the first tab, and 'Floating Traps' to the E. Data tab.
* Fixed the ZQuest tooltip crash. It turns out that some combo type names, such as 'Treasure Chest (Locked, Copycat)' were too long for the tooltip bitmap. The bitmap has been expanded.
* Fixed the bug where Gohmas frozen temporarily by a temporary Clock would get their movement routine confused.
* Fixed a few slightly malfunctioning Integrity Checks.
* Amazing ZQuest feature alert: screen integrity errors are now automatically identified and listed in the lower-right of the current screen in Large Mode. These include most of the errors that the Integrity Check quest report diagnoses. Outright mistakes (such as not setting a Guy for a particular Room Type) are printed in red, whereas suspicious behavior of unknown intent (such as setting the Special Item to item 0) is printed in gray.
(June 28, 2009)