This changelog includes spoilers! Beware.

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The fourteenth update (Version 5-8) only fixes a minor logic bug with level 9 and triforces.

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The thirteenth update (Version 5-7) only fixes the "Amy Rose" and "Princess of Moonbrooke (alternate colors)" tiles.

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The twelfth update (Version 5-6) only fixes the "Revenant" costume tiles.

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The eleventh update (Version 5-5, by Dimi) fixes some graphical issues and some final quirks in the randomizer:

- Recolored some wrong colored pixels in NES Eevee costume to white.
- Fixed the sidewarp in the boots 2 cave taking you to the old cave location
- Fixed Rafting disabling most items
- Fixed the shaft item not getting randomized in rando mode
- Changed logic to now require a light source for level 4 boss
- Walkthrough walls can now be revealed by ramming them, though they're only temporary.

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The tenth update (Version 5-4) fixes the following minor graphical errors:

- Removed an sensitive warp combo accidentally placed in the dungeon 6 entrance room at the last minute, which went to an empty cellar.
- Moved the explosion tiles used by the drawn bitmap modes because they were overlapping the Breeze used by ENV_BREEZY and dynamic weather modes.
- Commander Keen's somaria block is now an 8 bit tile so that the level 2 and 3 versions won't turn cset 7 or 8.

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The ninth update (Version 5-3) only adds two costumes: Revenant (requested by Lut, tiles by Seraphim) and Samus (requested by ywkls, some tiles by Polygon X8).

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The eighth update (Version 5-2) only changes Eli's character sprite sheet tiles.

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The seventh update (Version 5-1) includes the following changes:

------------
- Mitsukara:
------------
Magic Map, Magic Compass, and unused Magic Boss Key are all cset 5 by default, not 7, and will flash to cset 9, to reduce confusion in Randomizer mode. (Their graphics aren't visible in vanilla gameplay due to how they're sold.)

Gleeok costume now uses a flashing gleeok head as a magical sword instead of a regular gleeok head, to prevent item confusion with the Gleeok.

Fixed inconsistencies regarding whether the player or partner sword sprites were being used, and made it so that having the level 2 sword uses the bottom row of tiles instead of the top tiles, for better functionality with certain costumes.

"Nayru's Love"/"Nayru's Shield" item now uses a shield graphic instead of a crystal, per Dimi's request to make none of the spells in Extra Inventory Items mode of the Randomizer be the crystal spells (Dimi wanted them to either be a matching set, or not be the set at all, so I went with the latter).

Every level 2 sword item now uses it's own item sprite. (In version 5, every level 1 and 2 sword item used the same item sprite.)

Added a few more of the MIDIs for the MIDI selector requested by P-Tux.



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The sixth update (Version 5) included the following changes (minor graphical fixes only):


--- March 7th - 9th:

-------
- Dimi:
-------

Completed several randomizer runs and confirmed bugfixes and balance checking.

General completion and fine-tuning of the randomizer.

Cleanup of forked branch for non-randomizer alternate release verson.

------------
- Mitsukara:
------------
Added additional costumes:
- Zelos Phoenix (by TeamUDF)
- Zelos Phoenix NES version (by Mitsukara)
- Vire

Added additional costume hurt noises.

Help testing randomizer.

Improvements to randomizer menu design and implementation of EX3 displaying the spoiler log designed by Dimi.

The boss of level A-3, the Gleeok with growing heads, now has an extra feature where heads fly around the room until the gleeok grows it's extra heads in. Idea by Dimi.

If you manage to enter level 6's entrance without the two items needed to reopen it (cane of somaria or handy glove), which could only happen in randomizer mode, a secondary exit will open so that the player can escape the dungeon.

Clumsily wrote final changelog entries while sleep deprived from a skpped night of sleep to finish checking up loose ends.




--- March 1st - 6th:

-------
- Dimi:
-------
Extensive development and testing of randomizer. Testing with Moosh, Zaxarone, and HeroOfFire. Advice was also given by Russ.

Fixed bricks on screen edges of 128+ of dungeons in Z3 scrolling (erroneously used rock screen before)

Russ Costume (not yet submitted)

other P-Tux MIDIs?

------------
- Mitsukara:
------------
Helped test randomizer.
Drew / added costumes:
- Jean Luc Picard
- Grand Admiral Thrawn
- Luke Skywalker
- Leia Organa
- Han Solo
- Commander Keen
- Hylia Statue version A

Added other costume reuqests:
- Desio, hood up (by Russ)
- Desio, hood down (by Russ)
- Eli (by Aevin)
- Yoshot (by Shane)
- BigJoe (by BigJoe)
- Hylia Statue version B (by Moosh)
- Knuckles (by Lightwulf, with modifications)
- Amy Rose (by Lightwulf)


--- February 29th:

------------
- Mitsukara:
------------

DEleted a page of unused tiles (page 248).
Moved the custom item copytile pages to earlier in the tileset to make room for more costumes.

CF_PEGASTOP flags fixed, allowing mandatory non-functionality of the pegasus boots for a few specific screens, such as the only "money or life" guy cave.


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The fifth update (Version 4) included the following changes:

--- February 29th:

-------
- Dimi:
-------
Early demo of Randomizer, which had been gradually in the works for a few days prior I (Mitsukara) think? Kept in seperate fork, not released at this time.

------------
- Mitsukara:
------------

Subscreen triforce is now Gold in World Redecorate mode, instead of cheese-orange.

Prevented dashing with the Pegasus Boots while the Mode Menu is open, and prevented it on CF_PEGASTOP flags as intended to fix dashing problems in guy rooms.

If Partner mode is on, the Partner will now stay at the player's X and Y on the raft instead of lagging behind them in mid-air.

Getting the bigger wallet now plays an item pickup sound.

The horse (in Confusing Item GFX mode) now draws in the drawn bitmap environments.

Fixed some improperly imported tiles on the Duke Onkled costume.

Fixed the slashing sprites set for the Magical Sword, which rarely appear in-game under most circumstances and were set to the wrong part of the costume page. (Thanks to HeroOfFire for for finding this)

Added two costumes:
- Amy Rose (by Lightwulf; special thanks to Eddy)
- Knuckles (by Lightwulf; special thanks to Eddy)
- ____________ (by )

Added 15 MIDIs requested by P-Tux7 (MIDIs 84-91 and 94-100 in the selector), plus two MIDIs related to P-Tux's requests (92 and 93) and one other MIDI (101).



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The fourth update (Version 3.1) included the following changes:

--- February 28th:

Removed a dodongo that was accidentally near the starting screen of the overworld in version 3.

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The third update (Version 3) included the following changes:


--- February 27th-28th:

------------
- Mitsukara:
------------

"See HP" mode now only displays enemy HP for a couple seconds until their HP changes, to reduce visual clutter.

"See HP" mode now does not display on growing moldorm tails or growing lanmola tails, only on the heads, also to reduce visual clutter. (Thanks to ZoriaRPG for reminding me about this problem.)

Weaker Monsters mode no longer reduces the HP of growing moldorms, growing lanmolas, growing manhandlas, the first phase of the final boss, or affects the friendly octorok in any way, as these reductions caused glitches before.

Swordbeam weapons are no longer redrawn when they hit the top edge of the screen, preventing glitchy beam shards from appearing there.

Added Shane and Avaro to the beta tester credits.

Added new costumes:
- Impa
- Impa 				(Young, from Hyrule Warriors, based on ElektrikToad's ZC version)
- King Harkinian
- King Harkinian CD-i version
- Duke Onkled			(requested by BigJoe)
- Bunny Link			(requested by P-Tux7)
- Cheerleader Link 		(from Triforce Heroes)
- Darunia 			(Hyrule Warriors, edited from ElektrikToad's ZC version)
- Lana 				(Hyrule Warriors, edited from ElektrikToad's ZC version)
- Quote 			(from Cave Story)
- Curly Brace 			(from Cave Story)
- Hammer Bros 			(by P-Tux7)
- Bari 				(by P-Tux7)
- Arcana 			(by HeroOfFire)
- Arcana? 			(by HeroOfFire)
- Bargo 			(by BikdipOnABus, as requested by P-Tux7)
- Eevee NES version 		(based on Mani Kanina's Eevee)
- Dimievee 			(based on Mani Kanina's Eevee)
- Naru Osaka 			(from Sailor Moon)
- Gurio Umino 			(from Sailor Moon)
- Monika 			(from Doki Doki Literature Club)
- Sayori 			(from Doki Doki Literature Club)
- Yuri 				(from Doki Doki Literature Club)
- Natsuki 			(from Doki Doki Literature Club)

Several costumes now have their own hurt noises.

Fixed a bug where holding left on the continue menu with no dungeons visited could let the player select the level 9 entrance without having been there, creating an F6 trap for leaving that area.

Various testing of the Z3 scrolling mode.

If the player has "World Redecorate" mode turned on, the bosses of the first eight dungeons will now play boss music upon entry via a simple FFC script.


--- February 26th - 27th:

-------
- Dimi:
-------
Added a fast scrolling version of the Z3 scrolling mode. This only functions on the overworld, and warps the player instantly at the screen edges (account for maze path screens and other unusual side behavior accordingly). This prevents the player from having to wait for the screen to "scroll" when using Z3 scrolling.

Various testing and fixes of the Z3 scrolling mode.

Moved most of the global script's "Chapter 17" for loop of NPCs into an FFC script that launches on each screen to run the custom NPCs instead, to reduce ZASM count of the global.

If the player returns to the two overworld docks from Zelda 1 once they have the raft, they can actually raft from teh fishing screens now, as an alternate means of obtaining the magical sword if it was never previously found.



--- February 24th - 26th:

-------
- Dimi:
-------
Added an additional mode based on the existing drawn-environment bitmap modes: Z3 Scrolling Mode. 

- This mode is the same as the other drawn bitmap modes, except that the display is always centered on the player's position. It can be used at the same time as the other drawn environment bitmap modes, so it's possible to scroll with "mode 7" skewing, or the rotating screen mode, etc. Enormous thanks to Dimi for making this a reality.

- NOTE: Z3 Scrolling mode does not change how the actual gameplay behaves, so the player must still scroll on screen edges and NPCs and items will only exist on the current screen. It simply displays the adjacent screens (as well as everything on the current screen as in other drawn environment bitmap modes) and centers the view. 

Improved how the southern dungeon walls look in the "mode 7" skewed environment mode.

Added environment options for new "wavy" visual effects, to cause both a new kind of ripply vertical look (using the same drawn bitmap system as other environment modes like the "mode 7" one). This is not Screen->Wavy, but rather a new way of drawing the bitmap (which has of the screen and all onscreen game objects drawn to it) in a distorted manner.

------------
- Mitsukara:
------------
Made Weaker Monsters mode not affect certain enemies it was causing problems with, such as the friendly octorok, growing moldorms and lanmolas, etc.

Fixed the way NPCT_ROCK enemies display in the drawn bitmap modes. Since this eliminates all significant visual issues with the drawn environment bitmap modes, the warning message in the selector reading "Sprites may display abnormally" has been removed.

Made the drawn Hit Point numbers in "See HP" mode display only temporarily, when an enemy first appears or it's HP change, to reduce visual clutter in this mode.

Slight modification to how Dimi's Z3 scrolling works with "Atari" blocky enivronment mode due to how it draws nearby screens which would have been unaffected.

Various testing of Dimi's Z3 scrolling mode and new wavy modes.


--- February 25th:

Added two new requested costumes to the selector:
- Arcana? (by HeroOfFire)
- Arcana (by HeroOfFire)

Added eight costumes by Mistukara to the selector:
- Quote (Cave Story; based on official sprites)
- Curly Brace (Cave Story; based on official sprites)
- Naru Osaka (Sailor Moon)
- Gurio Umino (Sailor Moon)
- Monika (DDLC)
- Sayori (DDLC)
- Yuri (DDLC)
- Natsuki (DDLC)

Added some new MIDIs to the MIDI selector.


--- February 23rd-4th:

More improvements to Dynamic Weather environment mode, which displays custom weather on certain screens of the overworld, and general re-testing of the quest.


--- February 22nd:

-------------
-- Mitsukara: 
-------------

Added a feature where Impa gives the player advice via trace messages in the Debug Console during quest init, or any time after F6ing/continuing. These hints are not required, but can help the player figure out more obscure secrets of the quest. This feature was inspired by Moosh's "goofs" messages in Moosh's 7th Quest.

Added a "Pegasus Bonk" variable that remembers how many times the player has bonked into things with the Pegasus Boots, up to 65535 times, and then displays it in a trace at the end of the quest, inspired by LTTP Randomizer.

Added a special ending message trace FFC to the ending screen of the quest.

Added a message trace to the FFC script for choosing the bad ending of the quest.

Added more fire to the bad ending screen, and copytile over Link and Zelda's sprites for the bad ending to be more clearly a bad ending.

Removed some of the excess whitespace in the script file.

Prevented the player from being able to pegasus dash or use the Hiding Shell in ordinary Guy Caves (and "Dodgy Game" rooms) to improve aesthetic presentation.

The Zapper Ducks mode can now be used to activate Somaria Rafts and to use the handy glove to break blocks, so as to faciliate a "caneless" run until Level D (AKA Level 9). Completing such a run does require the player to get creative about what order they get certain items in before completing certain dungeons, not entirely unlike a Z1 swordless run.

A certain room in level B-4 will now spawn extra climbable ladder combos if the player enters without the level 1 Cane of Somaria, to prevent a possible (albeit unlikely) F6 trap.

--------
-- Dimi:
--------
Added a new environment mode, "Dynamic Weather". This checks settings on certain overworld screens to always cause certain weather effects there when this mode is on.

Added an option where "See HP,Names,& Area#" mode will display an area name above each area of the overworld minimap.

--- February 21st:

Fixed the 30 rupee pickups (they were set to add to counter "none" instead of "rupees"). Thanks to Russ and Zaxarone for finding this, and ywkls for pointing out what I did wrong when I posted a screenshot because I (Mitsukara) am dumb. XD

The -10 rupoor pickups on one certain screen now display a proper -10 number instead of a hard-to-read brown 10 on the sprite. Thanks to Moosh for pointing out the hard-to-read number.

Fixed a bug where Weaker Monsters mode would auto-kill enemies that only had 1 HP.









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The second update (Version 2.1) included the following changes:

--- February 21st:
Dimi corrected some minor bugs about the new phase 2 final boss script.

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The first update (Version 2) included all of the following changes:

--- February 3rd:
Several rooms in level 9 now operate with permanent secrets (after being changed to "Treat As Interior Screen"), including:
- The candle room
- The gel beetle target room with a statue maze
- Various minibosses that have been marked "never returns after death" which previously respawned unintentionally (custom patras, etc)
This has the undesired side effect of fast dungeon scrolling on those screens which may break Z1 immersion, but the gameplay balance improvements seem worth it.

Fixed a softlock regarding a respawning invincible "Goriya Rider" enemy in level 9. This enemy no longer returns after death, which was preventing the shutter door from opening when it occurred if the room was revisited later.

A certain darknut in level 8 remains dead permanently to improve gameplay balance. (The one on the crumbling floor)

Level 8 can no longer be entered without an item from level 7, due to design problems with key order caused when playing 8 before 7. (NOTE: This change has been undone in later updates in favor of making level 8 partially accessible, but addressing the key-order problems.) Key-order problems do not pose a softlock in this quest due to the inclusion of Key Shops, but could still damage the fun of the gameplay balance.

A certain bombable wall in Level 8 has been replaced with a shutter door to prevent hte player from missing the boss key and potentially wasting time backtracking, so as to improve gameplay balance.

Several erroneously placed combos have been replaced with correct ones, on the overworld and in level 9, such as a miscolored beach corner only visible in World Redecorate mode, a missing flower tile left of a certain "three stair warp" screen in World Redecorate mode left of the start screen, and a tree on a dungeon wall in level 9.

Two wrong warps in passageway-style areas of level 9 have been fixed. (Dimi discovered these the hard way; thanks!)

A walk-through wall that caused potential softlocks/F6 traps in level 9 has been removed.

A walk-through wall that hid the potion shop too cryptically in level 9 has been replaced with a locked door. An extra key with which this door might be opened has been added to an earlier room in level 9.

Fixed a semi-softlock/F6 trap with blocks next to a wall in a sideview room in level 8 when entering from one side. Thanks to Moosh for discovering this issue the hard way!

A dark room in level 9 has had the trees rearranged to prevent potential softlock problems if entering from the wrong side of the room.

Removed a forgotten "strike trigger" flag which caused three black squares in level 1 if hit, from a dummied-out/unfinished early development puzzle. Thanks to Moosh for discovering this!

A locked door in Level 9 that harmed game balance by making a certain item (the red ring) unlikely to be obtained has been removed, and is now an open doorway. 

The red ring room's puzzle is now permanently triggered.

A lockblock in a passageway in level 9 has been replaced with a boss lockblock to prevent the player from wasting their time entering that area too early.

A required hidden warp spot in level 9 has had combos placed in such a way as to remove the risk of the player dashing past it and ignoring it, to improve gameplay balance.

World Redecorate mode now contains a proper color for shovel pits inside dungeons (dungeon csets accidentally left this color as black before). This involved adding one color to each dungeon cset which was accidentally left black before.

Rooms that could cause softlocks/F6 traps in level 9 after obtaining the Z1 ladder have been fixed by replacing water combos with solid wall combos that look like water, in certain rooms.

Possessing the Z1 ladder now enables the player to automatically walk up by one square in sideview areas, thanks to a script improvement by Dimi utilizing existing Rope item script mechanics from within the quest, so as to improve gameplay balance and remove tedium regarding some of the final sideview areas. Dimi has been credited for this change.

Certain "Block all" type statue combos in level 2 and 9 have been replaced with regular statues to prevent certain items from being destroyed in the wrong locations, which was not gamebreaking but did cause confusion and unintentional game balance issues.

It was previously possible to pegasus dash across two pitfalls located in an "item cellar" in level 1, and a "passageway" in level 2. These have been fixed with slight combo changes to prevent this, since it caused severe balance problems with level 1 making sense to the player by hiding the location of the main dungeon item in an unintended manner. The pits below have also had a wall-hole combo placed to be more aesthetically consistent with the upper side of the pits.



--- February 4th:
Pressure switches now consistently unpress as intended when the Summon Partner mode is active. (Rewrote the pressure switch script to correct this and to be somewhat more efficient/readable). Thanks to Dimi and Moosh for finding the summon partner pressure switch bug.

The gibo death console errors have been fixed (it was trying to set an LW_SPARKLE graphic continously after creating it, sometimes, if the Gibo wasn't quite fully dead yet).

The growing digdogger in level 9, which could previously accidentally exceed the enemy cap by way of repeated usage of the whistle, has been fixed so that it cannot exceed the enemy cap.

The player's Leever weapons now disappear correctly on contact with buried pressure switches, and other items do not disappear, which was buggy behavior in the earlier version.

Previously, a screen guy in a cave on the overworld would sometimes disappear, as experienced by Moosh and HeroOfFire (see "Unable to reproduce" bugs at the end of this document). This guy was on a screen with no particular scripted effects and no enemies, and no special items, with a room type of none. There was also no known screen state carryover related to this screen. The reason for the disappearance has not been discovered nor could I reproduce the bug, so this NPC has been moved to a recreation cave screen on Map 4 (on the Caves DMap). 

For gameplay balance reasons, a regular item key (not a special item) is now located in that same cave room mentioned above, and a guy in the graveyard (at the Zelda 1 "magical sword location") who previously had a Special Item roomtype to give you the key has been replaced with Room Type None and his key removed. This improves the balance of the order of events in which the player learns about the Magical Sword's location and gets a key which is needed to obtain it.

The level 2 Hinox miniboss in level 9, which previously would ||walk repeatedly into the spikes until it died due to the bait remaining onscreen too long||, has been rebalanced by using cycling combos that remove the bait periodically, and has had it's HP nerfed, hopefully resulting a more proactive and short battle to improve the gameplay.

To prevent a potential softlock if the player manages to set their continue point to "Level 5"'s "regular" entrance, where the entrance is locked from inside by the boss key, a small fix has been put in place that opens the door if the player is standing on top of it. (HeroOfFire encountered this bug.)



--- February 7th:
Credits script has been rewritten: 
- to add beta tester names, 
- to add a brick frame graphic around the credits to improve the aesthetic and Z1 consistency, 
- to reorganize the variable names of the credits to be more easily edited in the future, 
- to append the Special Thanks, 
- and to put the developer names in semi-alphabetical order (although Phantom Menace, War Lord, and Dark Nation have remained at the top in that order due to their known very-very-early ZC development.)

Edited the mode menu script to prevent MIDIs below 0 from being selected in order to prevent crashing. (It seems that attempting to play some of the internal MIDIs with Screen->PlayMIDI(-3) or lower can crash ZC in some versions, but not earlier 2.53.1 betas?). This change also entailed replacing the default midis for all dungeons to the extra versions of the dungeon MIDIs included with the quest, and not the dungeon MIDIs built into ZC, to prevent the selector from trying to load those as the current track.

Fixed the way the pegasus boots item can break bombable walls, which was previously disabled if the player had obtained a special item on the same screen due to an oversight. Thanks to Dimi for helping identify what was wrong with this script! Also thanks to Moosh, Great Glass, and Hero of Fire for discovering this bug when I did not (since it could be missed by doing a certain room in a different order).

Added a Zelda 1 bricks menu to the Subscreen Border selector to improve graphical style options.



--- February 11th:

Due to the anticlimactic simplicity of the original version of the final battle, an additional stage of the final boss fight has been added, scripted by Dimi, utilizing a new screen located on map 6 (all previous maps were full). This additional phase is designed to stylistically fit the rest of the quest and to imrpove the gameplay balance and quality of the game's content, to provide a more satisfactory conclusion.

Added a brief additional cutscene (utilizing screens on map 6 with timed warp transitions to progress the scene, in the same style as the quest's intro scene) to explain the second stage of the final boss, and to make it optional (so that the player can effectively ignore this addition as a 'bonus boss' if they wish to end the quest in the original manner). This scene is written in a similar style to other text in the game and is meant to be thematically cohesive with it, added to slightly enhance the story.

Relocated the secret "thanks from Mitsukara" easter egg room to be located on the new final screen on map 6 under a buried secret, instead of triggered by a pushblock on the original map 5 screen, which is instead used for accessing the second stage final boss.

Added a MIDI for the additional final boss phase to play (since no boss music was in the selector), and a MIDI for the intro sequence (which plays enhanced music, but I forgot to add a MIDI backup track for it in the first version).

A certain patra-attachment puzzle in Level 7 now opens the door permanently instead of temporarily, by Russ' request.

Replaced Fire Keese in a dark passageway in level 4 with regular Keese, to improve gameplay balance (the fire could hit you too unexpectedly in the dark, and didn't really make sense in the dark. Discovered myself.)

Corrected the green "arrival" square of the first screen of the intro sequence, because it was spawning the player in the upper left where they could walk to other screens of the intro sequence.

Link is no longer moved by the FourWayCurse() function unless standing, walking, or swimming, to prevent it from awkwardly grid-aligning him during usage of certain items or holdup animations.

Blue Bubbles no longer reduce the Guardian Acorn counter when "hurting" the player, which was unintended behavior.

Falling Rock/Boulder enemies can now also be destroyed by the Octorok's rocks (and LW_REFROCK in general), making "Level 5" possible to complete without the Bola (which was previously their only weakness), so as to improve gameplay balance. The stun duration of a boulder when being hit has also increased from 48 to 64, to give the player more of a chance to dodge them after hitting them.

The friendly octorok is no longer counted by the FFC script "Absolute kill all enemies" for the purpose of triggering secrets, to remove an unintended buggy behavior where you had to remove your octorok before the secrets would trigger.

The room with the Stone Tablet Fragment item in level 5 now has a gel that carries the fragment, so as to prevent it from simply laying on the floor as soon as the player enters the room, to improve gameplay balance.

The Keese (AKA Beetle) item now correctly realizes when it's no longer carrying an item/weapon and can pick up something else if they are destroyed/obtained while it's still being used. (Note that this didn't have any errors regarding carrying invalid items/weapons; it's just that it didn't reset the bool the item checks to see if it's already carrying something, and now it does, as intended.)

The Gleeok item (AKA Bow-Wow) no longer turns itself on when F6ing or continuing, and must be reactivated deliberately by the player. This was accomplished by removing the bool BowWowOff and replacing it with an array index in the existing RememberStuff[] array, REMEMBER_BOWWOWOFF, so that the change can be saved to the save file.

All shop prices are now displayed in drawn Environment Modes; prior to submission I had included a feature that did this, but had forgotten to add the new shop data numbers to it. This is effectively fixing a visual bug.

Several "Alternate Item Graphics" mode fixes:

- Added a label which reads "Alt Item GFX" to the inventory screen when the mode is on, to remind players that they have enabled it.

- Certain tablet clues now have string control codes to check if Alternate Item Graphics mode is turned on, and if so, to say appropriate alternate item names instead.

- The "Rope Destroyer" enemy now looks like a Ladder if Alternate Item Graphics mode is on, so as to clearly imply it will affect the Rope which has been redecorated as a Ladder in the Alternate Item Graphics (to eliminate confusion experienced during testing by those using the mode).

- In alternate item graphics mode, the level 1 Rope item is now redecorated as a blue CSet 7 ladder instead of a cset 6 ladder, and the level 2 Rope item is redecorated as a red CSet 8 ladder instead of also being a cset 6 ladder. This change helps the player distinguish between the level 1 and level 2 versions more clearly.

- Renamed "Alternate Item Graphics" mode to "Confusing Item Graphics" mode in order to prevent players from mistaking it for a straightforward graphical upgrade, and to encourage experimentation with comparing the two modes rather than simply turning it on at the beginning of the quest and forgetting about it, which caused extensive confusion during testing.

- Relocated the Alternate Item GFX tiles that it uses with CopyTileRow() from pages 206-207 to 249-250, in order to allow more tile pages for costumes.


Added additional costumes to the costume selector, to improve graphical variety, as offered to open requests on a PureZC thread (with stipulations that I would only add what I was able and willing to, and only during the testing period during February 2020). 
Costumes added include:
- Yoshi (by Shane)
- Holm (by Aevin)
- Kell (by Russ / drawn by Moosh)
- Riggs (by Russ / drawn by Moosh)
- Eevee (by Mani Kanina)
- Mani Kanina (by Mani Kanina)
Credit has been given for all requested costumes on the costume name in the selector, as agreed upon in the PureZC thread. 

Credit was also added to the already-included Moosh costume, which used tiles made by Shane as seen in "In The Lost Kingdom Of The Banana Blood God" by Moosh and Russ.

Added additional costume made by myself, so as to improve the visual options:
- Zora

This raises the costume number from 68 to 75, with room for 35 more costumes. The Mode Menu script has been altered accordingly to include these costumes and provide appropriate hurt noises for each.



--- February 12-13th:

Extensive testing / rebalancing of February 11th's additions.



--- February 14th:

Somaria Raft puzzle to break blocks in level 8 is now permanent.

Puzzle where you carry a somaria block to a switch with Level 2 Keese in level 8 is now permanent. 

Gohmas and Falling Blocks no longer destroy friendly patras. (Thanks Dimi)



--- February 15th:

Bigger stakes version of "Dodgy Game" bonus game in level D ,for quicker endgame rupee gathering (Variant scripted by Dimi)

Bubbles are no longer affected by Tougher Monsters. (Thanks to Dimi)

Level 2 Dodongos (found in Level 7) nerfed to require 4 hits instead of 6. (Thanks to Dimi)

Dodongos now only get 1.5* health on Tougher Monsters; increased weapon damage makes it average out to same number of hits. (Thanks to Dimi)

A small section of level 9 sideview screens designed by Dimi were added to the passageway where Magic Key was found; the Magic Key is relocated to end of Dimi's segment. (Mitsukara's note: this segment is a lot better of an area than most of what I designed for level 9 myself. I tested them thoroughly.)

Altered the way two keys from level 8 are obtained from level 7, so that the player does not collect them too early if they play through level 8 before level 7, to improve balance based on feedback from Moosh, Russ, and HeroOfFire. (Thanks to Dimi for figuring out how to redesign this.)

Stairs in crumbling floor to stair room now have No Ground Enemies flag. (Thanks Dimi)

Made additional trees burnable in the room with the patra and the burnable tree, so as to make it less obscure of a solution to burn the correct tree.



--- February 16th:

Added flags which prevent whisp teleportation, such as the 2x2 block of traps located in level 7, to prevent a possible F6 trap.

Rewrote the Mode Menu section of Global Script:
- Now uses CONST_INTs to determine height of each line, space between each line, and of the background rectangle, so that line positions may be easily switched and the size of the menu can be easily changed.
- Internally, each drawstring and fasttile command for the mode menu is now split into a line per argument to improve readability, similar to other complex draws in the global script.
- Menu now scrolls on and off of the screen when opening/closing the menu.
- Added a "Double Defense" mode which halves all damage the player takes (and stacks with Rings/Acorns), to improve game balance options.

- Tougher Monsters has been adjusted: until the player has collected 4 triforce pieces, monsters' contact damage will only be increased by a half heart instead of a full heart, weapondamage increased by only a quarter-heart instead of a half-heart, and their HP will increase by 1.5 instead of double.

Changes to various guy cave screens, to improve variety amongst otherwise identical screens and improve gameplay challenge:
- Added enemy moblins to a secret money room.
- Added a spike floor to a secret money room.
- Added wind to a "Take Only One" room.
- Added wind and conveyors to a late game "Take Only One" room.
- Turned a ladder-to-stairs secret money spot into a dig-for-stairs secret money spot with a small maze inside in order to get to the money.

Medicine now gives Link a temporary clock, to improve gameplay balance. The automatic medicine item now looks like a clock in "Confusing Item Graphics" mode.

Increased the duration of temporary clocks from 320 to 480, to improve gameplay balance.

Obtaining a clock now sets a counter that prevents various scripted enemies from moving until the counter expires, which happens when Link goes to another screen or the clock's timer runs out. The duration is controlled by adding to the counter from the clock item pickup in the item editor.

 The cave where the Pegasus Boots upgrade is obtained is no longer dark, to improve gameplay by making the upgrade available earlier and making the growing lanmola fight less unwieldy.

A certain heart container in a dark cave is now visible in the dark, without the lantern.

Put in a passageway shortcut between the start of level 8 and the room near the "Remember This Room" room, which can be opened if the player has obtained the Gleeok/Bow-Wow item, as well as redesigning the room with the Ropenagas to be a better layout more suited for fighting them (and reducing them from 4 to 3).

Tweaked the stats of the darknut that doesn't return in the collapsing stairs room of level 8 to be more easily defeated, and to take the same damage from beams and somaria block that it does from the Cane melee.

Corrected the Compass Marker spot on level 8, which was accidentally set to the entrance screen.

Removed a boss lock door in level 8 that could be used, due to design oeversight, to skip a large portion of the level.

The level 8 boss now makes a boss hurt noise instead of a regular enemy hurt noise.

Fixed the guardian acorn refill (when you have any acorns) at fairy ponds so that it will always fill the counter fully, even if you walk away immediately.

Fixed an F6 trap in level 9 where it was possible, via an unlikely route, to walk into a special item guy room from the north and get stuck; the door north of that room is now a one-way shutter.

Altered the room where the Level 2 Rope item is obtained so that it requires the Level 2 Patra item, to fix gameplay balance issues for obtaining it prior to level 7.

Added additional costumes to the selector, drawn by Mitsukara:
- Nayru (as requested by ywkls)
- Din (as requested by ywkls)
- Farore (as requested by ywkls)



--- February 17th-18th:

Relocated the cave located two screens east of the start (with an acorn upgrade) to be entered from the screen two screens west of the start, which had previously accidentally contained a duplicate of a hint that can be found in the northeast mountains.

A new cave located two screens east of the start now contains a couple small challenge rooms in which the player can obtain the level 2 boots (previously built into the quest, but unobtainable without cheats; they are the same as the level 1 boots but have no rupy cost) as well as purchase a Somaria Peril Beam (newly scripted by Dimi per HeroOfFire's item idea suggestion), to improve gameplay quality and balance for endgame areas.

Moved all unused dungeon idea screens from map 4 (the cave and Environment Layer Screen map) to map 6. These are still not accessible during play, and are effectively dummy rooms, left over from early development.

Fixed a tile error in World Redecorate mode where the torches above an open doorframe on the right side were slightly misaligned (bottom torch position was off by one pixel).

Retitled all dungeon dmaps to contain a dash (so "LEVEL A" is now "LEVEL-A", etc) for Z1 aesthetic consistency.

Added a "Save Here" option to the mode menu, which allows the player to save and continue from any location (except screen 128 or higher, so no standard guy caves or passageway rooms). It also enables the player to continue from any dungeon entrance they have visited, or continue normally from the Zelda 1 starting screen, upon resuming the game.

Link's stun counter is now set to 0 when the game continues.

Rewrote FFC Script EnterFromSides to more accurately limit the number of pixels Link enters by.

Credits script has been appended to account for the additions and extensive other assistance from Dimi.




--- February 19th-21st:

Mirror Gannon battle has been rebalanced:
- Mirror Gannon now has slightly more HP on default settings (but the same HP on tougher monsters mode).
- The walls can no longer close in while the player is holding up an item or while Gannon has frozen the screen for certain moves he uses.
- The walls now close in faster, to improve the challenge (they were so slow as to be irrelevant in version 1).
- The walls' rate of closure is adjusted based on which level of Somaria Cane / Sword the player has, so that it's fasted with level 3, slower with level 2, and slowest with level 1, to make sure it's possible to beat Gannon with any level of sword.

Dimi's second phase of the final boss improved with additional reactions to Mode Menu settings.

Made the "currents" in the red ring puzzle visible.

Items dropped offscreen during fishing will now reappear at their starting position.

Fixed a bug where pegasus knockback could go on indefinitely in sideview under certain circumstances.

Added a "Weaker monsters mode" to the mode menu, which reduces enemy HP and damage (basically the opposite of the Tougher Monsters mode, and you can only enable one or the other).

Fixed the Somaria Block tile for the Riggs costume.

Added an additional costume, Gardea, as requested and sprited by Zaxarone. This brings the costume count to 80.

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Mystery bugs / cannot reproduce bugs:
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The following bugs no longer seem to affect the game, but were not fully solved:

- Previously mentioned vanishing guy room (found by Moosh). This was a standard NPC in a room with no room type and no special item on the screen and no scripts on the screen, so the cause of this is completely unknown; best guess is that the screen was somehow getting ST_SPECIALITEM set, but there was no script that should do this and no screen carryover state affiliated with that screen. I was also unable to reproduce the bug myself. In any case, this cave screen has been replaced with one on map 4 to hopefully prevent the mystery bug. This occured on beta 23 for Moosh; I'm unsure what version HeroOfFire's beta was.
This one should be rendered moot due to the guy room in question being replaced as described in the above Version 2 updates.

- Scrolling between level 1 and 4 showed 6 extra keys (initially discovered by Moosh, confirmed by Mitsukara). Scripts do not change keys and there are no level keys, so the cause of this is completely unknown. Checking the cheat menu, the number of keys did not actually increase during the scrolling, and this did not affect actual gameplay in any way. However, the cause of the visual anomaly remains unknown. It has occurred on Beta 23, 29, and 31. Maybe a ZC bug, regarding Counter Blocks during scrolling warps? Will try to make a test quest to demonstrate the bug independent of this quest if so.
This one doesn't affect gameplay, and I suspect it to be a ZC bug regarding "Counter Block"s on passive subscreens during scrolling warps. Will make a clean test quest to confirm this theory at a future date.

- Dimi only: Gleeoks stopped moving after reacing the left side of screen. This worked correctly for all other players, and works for Dimi after a clean update. This was likely due to Dimi's version-merging accident. It should be noted that Dimi's later additions were made AFTER replacing this version with a clean installation, and were tested by myself immediately to ensure that they worked as intended.
This one is effectively "solved" due to Dimi's wrong version issue during the initial test run.
