A CSet is a group of sixteen 18-bit colors used for coloring tiles used in a quest.
Tiles themselves do not hold any color information - they only hold data pertaining to which swab of color from a CSet each pixel uses. In this way, the colors of tiles can be changed by editing CSets and not the tiles themselves.
For example, recall the mountains from the original Legend of Zelda. In the southern portions of the Overworld, the moutains were green. In the northern portions, the moutains were brown. This was acheived by changing the CSet between the two different areas of the Overworld. Look at the figure to the right, which shows the Main palette for the original Legend of Zelda Overworld. It shows that in CSet 2 (highlighted in a purple box), "Color 1" is green. This is the color used to color the mountains. Thus in CSet 2, the moutains are green. But in CSet 3, Color 1 is brown. Thus, the mountain tiles themselves only know that Color 1 will be used to draw them. By switching the CSet between CSets 2 and 3 (at least in this case) two different colors of mountains can be drawn, but only one mountain tile is needed.
There are twelve different CSets that can be cycled through for use on every screen of a quest, although more can be accessed by using the CSet2 feature of combo-editing. CSets are generally used as indicated in the following table.
|0||Used for various GUI items such as status icons.||Constant|
|1||Used for various GUI items such as status icons.||Constant|
|2||Used for overworld and dungeon graphics such as trees, walls, statues, etc.||Palette dependent|
|3||Used for overworld and dungeon graphics such as trees, walls, statues, etc.||Palette dependent|
|4||Used for overworld and dungeon graphics such as trees, walls, statues, etc.||Palette dependent|
|5||Used for overworld and dungeon graphics such as trees, walls, statues, etc.||Constant|
|6||Used for Link, the "Zelda" Guy and the "Merchant" Guy.||Constant|
|7||Used for sprites, typically blue enemies such as the blue Octoroks and the blue Darknuts.||Constant|
|8||Used for sprites and the remaining Guys. Typically used for red enemies such as the red Octoroks and the red Darknuts.||Constant|
|9||Used for sprites whose color depends on the level.||Palette dependent|
|10||Generally not used, but available for use by ZC to color various GUI items such as Link’s position indicator or the flashing triforce/boss indicator when Link has the compass (try Quest > Graphics > Misc Colors).||Constant|
|11||Generally not used, but available for use by ZC to color various GUI items such as Link’s position indicator or the flashing triforce/boss indicator when Link has the compass (try Quest > Graphics > Misc Colors).||Constant|
|12||Not used by ZC. You can do whatever you want with this Cset.||Constant|
|13||Used for the GUI. Don't bother editing.||Constant|
|14||Used for the GUI. Don't bother editing.||Constant|
Of these twelve CSets, notice that only four are palette dependent - CSets 2, 3, 4, and 9. This means that if you were to change the palette used by the screen's corresponding DMap, CSets 2, 3, 4, and 9 would be overwritten with the CSets from that palette. This is how, for example, the statues in each opening room of a dungeon were always colored with the dungeon's color scheme.
The other CSets are static and can not be changed by switching palettes. To choose a CSet of a placed combo, press the + or - key on the Num Pad of your keyboard.
Within each CSet, the first color is always the transparent color.