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Tiles are the basic graphical "units" in ZQuest. All of the graphics in a Zelda Classic quest (apart from primitive graphics drawn by scripts) are made from tiles, including the combos, enemies, subscreens, and Link.
All of your quest's tiles are stored in 252 'pages' of 260 tiles each. In the Select Tile dialog, you can see one page at a time, and can change pages by clicking the arrows above and below the page number, or using the Page Up or Page Down hotkeys.
An important tile editing feature is the ability to select multiple tiles at once. Click on a tile, and then click on a second tile while holding Shift. All of the tiles between the first and second tile will be selected. You can then perform tile adjustment functions on the entire selected area, such as pixel-increment shifting, flipping horizontally or verically, or copying and pasting. However, you can currently only edit one tile at a time. The third box on the bottom panel changes the selection method.
The second box on the bottom panel shows the first tile you have selected. The first box will show what tile(s) you have copied, ready to paste elsewhere. The number of the tile(s) will be under the box.
Tile editing is one of the most important features in making a custom quest. To edit a tile or make a new one, go to Quest|Graphics|Tiles. Your screen should look like Figure 3-1.
Now, we click on the desired tile and click edit. PgUp, PgDown, and the scroll button all change pages. Press + and - to change palletes. I have chosen to edit the subscreen triforce (a large triangle, tile #38. The new screen is shown in Figure 3-2.
The controls are as follows:
SWORD: Recolor one pixel at a time.
BUCKET: Recolor an entire block of a single color.
WAND: Recolor all pixels of the same color.
LENS: Select a color on the tile.
HAND: Move the pixels all at a time
HOOKSHOT: Make a perimeter around any area (width x height) of pixels.
CANE: Make a perimeter around all pixels of the same color.
I want to make the triforce look more 3-D. So, by dumping and drawing, I get the result in Figure 3-3.
To rip loose tiles into a quest, click the grab button, then click file and select an image (bmp, gif, jpg/jpeg, pcx, png, tga), a ZC file (Tile Export, Quest Template, Quest, Graphics Pack, Un-encoded Quest), or a ROM Image (NES [.nes], SNES [.smc], Game Boy [.gb], Game Boy Advance [.gba]). Next, select the tiles you want and click OK. The recolor button (or the R key) recolors the image. The P key shows the original palette of the selected image. To rip the whole tile sheet, click the leech button.
Updates Status Every: [XXX] Tiles or Seconds
- Only check new tiles
- Horizontal Flip
- Vertical Flip
- Horizontal/Vertical Flip
To save a page of tiles to an image file, click the Export Button, then type in the name of the image file and click OK.