
  +----------------------------------+
  |  Zelda Classic  v1.82            |
  |  Armageddon Games                |
  |  July 15, 2000                   |
  |                                  |
  |  History                         |
  +----------------------------------+

  7/15/00: (v1.82) I'm in the middle of moving enemy data from the
    code into data files, so there could be some bugs. I've added the
    lens of truth and the flippers. The cheat codes are now defined
    separately in each quest. I added a cool "Matrix" screen saver. 
    NOTE: There are a couple incompatibilities with the last version.
    First, the quest file format has changed, so old quests will have
    to be converted (loaded and saved) with ZQuest. Second, the auto-
    triggering of side warps on the edges of DMaps has been removed.
    This means you could get stuck in dungeons if the warps aren't
    fixed first. See the ZQuest help file for more info.

  3/28/00: (v1.77) Just a small update. I added a feature for quests
    to define a minimum version. If your game for that quest is below
    the minimum version that the quest author sets, then you have to 
    restart the quest. I used this on the demo quest because I made a
    few fixes and small changes that I wanted to enforce.

  3/27/00: (v1.76) New items: super bomb, heart container pieces, and
    the mirror shield. Branchable raft paths. New subscreen layout.
    Also a few other additions and some fixes in the editor. Format
    changes: 16 maps total, 8 pages of combos, 32 unique caves or
    dungeons. I also changed the AG logo screen to use the game's 
    video mode instead of VGA mode 13h. Some people seemed to have 
    problems with it before.

  3/15/00: (v1.72) This version has some fixes for the bugs that
    snuck into v1.70. I also added a way to save MIDIs to files.
    Thanks to the die hard fans who post on the message board for
    their bug reports and ideas. Bugs fixed:
     - walking on water on other screens after using whistle
     - the little disappearing tree bug in the demo quest
     - swinging your sword when you die
     - boss SFX bugs
     - a small GUI bug

  3/12/00: (v1.70) Another month, another version. But enough philo-
    sophizing. This version is still a "work in progress", so don't
    be alarmed if the enemies in bs1st.qst still look funny. There
    are tons of new features and bug fixes. Here's a brief summary:
     - fixed Link's BS-Zelda animation
     - implemented customized item and weapon styles (you'll see a
       big difference in bs1st.qst)
     - added a timer to keep track of how long you play each quest
     - added a play feature to the MIDI info dialog (see below)
     - added an optional map viewer (see below)
     - lots of little details
     - added two real "levels" to the demo quest
     - slight changes to the BS-Zelda 1st quest

  2/12/00: (v1.60) Yep, that's right. 1.60. I've added all kinds of
    features to the game engine and GUI. This version is an "as is"
    version, almost a beta version of sorts, because there's still a
    lot left to be done. As you can see from the BS-Zelda 1st quest
    (bs1st.qst), I'm adding support for new animation styles. This
    isn't finished yet, so most of the guys move a little funny
    compared to BS-Zelda. It's still fun to play though. All these
    changes are optional, meaning the NES-style games are left the 
    same. Here's a brief list of new stuff:
     - fading and palette cycling
     - new GUI look and functionality (ex. you can now access the menu
       with your joystick)
     - L/R buttons to change weapon selection
     - customizable arrow keys
     - game icons can be defined for each quest
     - major changes to the editor and quest format
     - custom music for the fight with Ganon

  1/3/00: (v1.02) I added an optional "NES Quit": go to the subscreen
    and press UP+A+B to quit. The save data used to save the path to
    the quest files, but I removed this and added a way to manually
    change the directory in which to look for quest files. It's a good
    idea to keep them all in the same directory, but they don't have
    to be in the same directory as the game. Also did a few other bug
    fixes, and some work on the editor.

  12/29/99: (v1.00) More detail and bug fixes. I changed the 'Quit' 
    command to act more like the NES game: it's now the equivalent of
    pausing and pressing up and A on controller 2. The 'Save' command
    is gone. Both NES quests are finished. The demo quest has a new
    dungeon to explore. I finally made the enemies chase the food. :)

    SPECIAL THANKS to all who gave me feedback on the game. I'd list
    some names but I know I'd forget some people. You know who you
    are. I appreciate your support.

  12/26/99: (v0.99 debug) Finished patra, Ganon, and the ending.
    Ganon's movement isn't the same. I'll try to improve it later. I
    also added a MIDI info dialog box to give credit to the people who
    sequenced the MIDIs we are using. Just need to finish level 9 of
    the second quest. Also, the enemy bait still doesn't do anything.
 
  12/22/99: (v0.98 debug) More bug fixes. I redesigned the dungeon map
    and MIDI system. Added the MIDI feature to the quest editor. Added
    a credits dialog box.

  12/18/99: (v0.97 debug) Lots more bug fixes and improvements. New
    credits feature. I expanded the demo quest. It's getting good...

  12/14/99: (v0.96 debug) I did tons of small bug fixes and detail
    touch-ups. I started the real 2nd quest -- it's done up to level 6
    -- and changed the demo quest to a "custom quest" called demo.qst.
    See below for details on playing custom quests.

  12/6/99: (v0.95 debug) Level 9 is almost done. Fixed a bunch of
    stuff:
    - blue wizzrobes (closer to the real thing, anyway)
    - fairies fly around
    - items left by enemies should be more accurate
    - the enemies' rapid-fire weapons bug
    - a double sized screen mode for resolutions of 640x480 and above
    - memory management (hehehe... I think the older versions had
      memory leaks. Hopefully I've fixed the problem.)
    - enemies stop when you get a clock
    - only one clock at a time
    - keyboard & joystick dialog box bug in high res modes

  11/28/99: (v0.94) I finally changed the GUI colors. Added some video 
    mode switches (see below under "Options"). Fixed/implemented lots
    of enemies: falling rocks, peahats, keese, vires, wall monsters,
    pols voice. Lots of other improvements. It's almost done.

  10/21/99: (v0.86) Switched from 8x8 to 16x16 tiles. Did other format
    changes and various bug fixes. Made some newer graphics for the
    demo 2nd quest but didn't add anything new to the game. 

  8/31/99: (v0.82) More improvements on the enemies. Most of them are
    finished. All of the bosses are done except the two in level 9 
    (patra and Ganon). Fixed the new bug that made people reappear
    after they faded out. The whistle works! Levels 1-7 are finished.

  8/5/99: (v0.76) Major improvements on the enemies' movements. Added
    another boss: gleeok (multi-headed dragon). Made a fun little demo
    2nd quest to play until we get more of the real 2nd quest
    finished. Can you make it to the end of the dungeon? Who or what
    awaits you there? Go find out!

  8/3/99: (v0.73) Added some bosses. Fixed some bugs and other details
    here and there.

  8/1/99: (v0.72) "Zelda DX" is now "Zelda Classic", to avoid
    confusion with the color Gameboy game. Implemented the game saving
    system. Slight improvements on the enemies. The 2nd quest is there
    (and accessible through the old NES cheat code) but it's very
    sketchy, so play it at your own risk. :P

  7/23/99: (v0.64) First demo of Zelda DX. Tons of new stuff. It is 
    playable (up to the beginning of level 9). There may be some bugs. 
    Tell us if you find any, and please note the situation in which
    the bug occured so we can fix it. You can even hit F12 to take a
    snapshot.

  Previous: Lots of SPHINX C-- demos without specific names; generally 
    called 'Zelda clone'.


