DMaps (short for "Dungeon Map" or "Data Map") are data structures that are used to divide Maps into different game areas or worlds with different characteristics.
It is constructive to think of DMaps as being the data that tells the game player how to interpret the information put on Maps in the editor. When you are placing Combos on a Screen, you are putting data into a Map. But when Zelda Classic plays your quest, it needs to know more information that just what Combos to draw on a Screen. It must also know what Music to play, what 256-color Palette to display the screen in, whether the Whistle works on that screen, what the Map looks like on the subscreen, and other details. Most of these details come from the DMap.
- Map - This is the number of the map that the DMap's traits apply to.
- Type - This is the type of DMap it is. See below for a definition of each type.
- Level - This specifies which Level it is. DMaps with equal Levels will use the same level-specific items, such as Dungeon Maps, Compasses, Boss Keys and Triforce pieces. In older versions, this also affected a variety of behaviors which are now covered by DMap flags.
- Slider - If the map is 8x8, this is used to position the DMap over certain screens on the Map.
- Continue Here - If checked, Link starts on this map upon dying and having "Save" selected. If "Continue" is selected, he will continue on this map regardless of this flag if the warp that took him to this map is an "Entrance/Exit" warp.
- Compass - This is the screen that the red compass icon indicates on the mini-map.
- Continue - If "Continue Here" is checked, this is the screen that he starts on. If the player selects the "Continue" after Link dies, he will continue on this screen regardless of this flag if the warp that took him to this map is an "Entrance/Exit" warp.
- NES Dungeon - These DMaps are 8 screens by 8 screens in area. Door Combo Sets only function in this type of DMap. Secrets are always temporary. Formerly known as "Dungeon."
- Overworld - These DMaps are 8 screens tall and 16 screens wide - thus, they are the only type of DMap which covers the entire area of a Map.
- Interior - These DMaps are 8 screens by 8 screens in area. Formerly known as "Cave."
- BS-Overworld - These DMaps are 8 screens by 8 screens in area. They simulate the overworld of BS Zelda. Unlike other DMap types, the passive subscreen map is a grid of screens.
- Color - This is the palette that the DMap uses.
- DMap Title - This is the title that displays above the mini-map.
- DMap Intro - This is the string that displays upon the first entry of the DMap. Leave blank to disable.
- Active - This is the subscreen that displays when you hit "Start" unless otherwise disable by the Screen Flag "No Subscreen".
- Passive - This is the subscreen that occupies the top of the main screen unless otherwise disable by the Screen Flag "No Subscreen".
- Midi - This is the MIDI that plays on this DMap. Use the Midi Editor to prepare a Midi for use. Note that for technical reasons, some MIDI files are incompatible with ZQuest.
- Enhanced Music - DMaps can optionally call upon external music files for music, falling back on the MIDI if it cannot find the file. Currently, this is one of the only two ways to play non-MIDI music (the other way being with the PlayEnhancedMusic( ) function in ZScript). Zelda Classic understands the following formats: OGG, MP3, IT, XM, S3M, MOD, SPC, GYM, NSF, GBS, and VGM. The music file must be included in the same folder/directory as the quest file or Zelda Classic for Zelda Classic to play it. Note that for technical reasons, some files of the aforementioned formats are not supported in Zelda Classic. Also, you cannot load an enhanced music file whose name breaks the character limit of 255.
- Before Map - Allows you to select the Small Map (minimap) and the Large Map (active subscreen map) that are shown before Link acquires the Map item in that DMap.
- After Map - Allows you to select the Small Map (minimap) and the Large Map (active subscreen map) that are shown after Link acquires the Map item in that DMap.
- This screen is used to disable specific items on the DMap. Use the arrows to move items between lists. It should be noted that the Items will only be disabled, not removed from your inventory. Any Link Tile Modifications that items have are undone if the items are disabled.
- Use Caves Instead Of Item Cellars - This flag means, among other things, that warps to screen 80 will enter and exit at the center of the bottom instead of the upper left.
- Allow 3-Stair Warp Rooms - Unless this is checked, the Room Type "3-Stair Warp" does nothing on this DMap.
- Allow Whistle Whirlwinds - Allows the Whistle to summon whirlwinds to the Whistle Warp spots.
- Whistle Whirlwind Returns Link To Start - Using the Whistle returns Link to the DMap's Start Screen instead of using the whistle warps.
- Special Rooms And Guys Are In Caves Only - If this is checked, Guys, Message Strings and Room Types will not appear in ordinary screens, but only in screens 0x80 and 0x81. The exception to this rule is the 'Fairy' Guy.
- Don't Display Compass Marker In Minimap - Even if you have the Compass, its marker won't appear in the passive subscreen. Useful if you're making a multi-floor dungeon with multiple DMaps of the same Level.
- Underwater Wave Effect - Causes the screen to shift and warp, creating an 'underwater' effect, as seen in The Legend of Zelda: Oracle of Ages.
- Always Display Intro String - The intro string displays every time Link enters the DMap, instead of just the first.
- View Overworld Map By Pressing 'Map' - If the player presses the "Map" key, they can consult a large, detailed map of the screens that have been visited.
- Use Minimap Foreground Color 2 - The minimap uses minimap foreground color 2 instead of minimap foreground color 1. In versions prior to the implementation of this flag, NES dungeon DMaps used minimap foreground color 1 while Interior DMaps used minimap foreground color 2
- Script 1-5 - These are general purpose flags for use with scripts.