Date of aforementioned file's most recent progress: July 12th 2020
Version of ZC this was saved in: 2.5.3 Release 2 Build 33.
State of quest: Still a demo. Always a demo. C-Dawg will not be finishing this any time soon and no further content will be added. This is an as-is quest file!
So, I've imported C-Dawg's Sabotage Dragoon into Zelda Classic 2.5.3 Release 2 Build 33. I've been updating it and changing / fixing things as I'm playing. I probably won't be doing too much in it in terms of additional content. Here's a few things I've done:
Spoiler
- Fixed numerous spelling errors in the beginning and intro because I'm anal about that sort of thing. At least, where a fix would be easy and feasible without breaking the text box.
- Made us actually start in the intro rather than in the Sanctuary area.
- Added several opportunities to save during the intro.
- Touched up the subscreen and its various elements. No longer does the brown item frame "bleed over" into itself, and items that aren't present in-game, such as the Ladder were removed.
- The map and full map have been retouched as well.
- Numerous visual flairs have been retouched in some areas.
- Previously, there were at least two Heart Container Pieces in the Intro. These could be permanently missed if you didn't get them before proceeding into the main game area. They have been replaced with money, and the two HCPs moved into the area southeast of Tuton Valley's entrance to the Hidden Sanctuary, near Iron Lake. Slash bushes and you'll find them.
- If you want to find the two secret money drops in the intro, the first one is near where you start after scouting for enemies by slashing a bush, and the next is in the bottom-right corner of the 2x2 base camp screen. Walk through a cliff wall.
- Allowed the player to explore a tiny additional area in the swampy area, having moved the C-Dawg blockage markers further indoors. I'll open up more areas for exploration later when I have time.
- Redid a few cutscenes where it was possible to just wander away from the floor-triggers that drove the cutscene along. The scene with DFW was particularly broken.
- Made magic flashing bushes trigger individually rather than make them disappear all at once.
- There was a screen in the Mold Caverns where there was a 50-coin piece and an HCP in the same screen. Through rogueish trickery I've made it possible to get both items in a fairly seamless manner.
- There is now a pretty cool but brief cutscene of Niloc moving the bookshelf in DFW's house aside and stepping into the room, rather than having to fumble for the floor switch on entry. I always hated that scene.
Some screenshots for the heck of it:
Spoiler
Ongoing change log:
Spoiler
June 10th 2020, morning:
- Added No-Enemy flags all around the Zol Pit. Thanks, Anthus! I'm a giant silly, I know.
- Fixed a weird thing where most "blank space" in cutscene layers was a brown slashed bush. No longer!
- Added a bunch of space for new combos that will sorely be needed.
- Slashed clay pots no longer have mis-matched gray pixels near its base. They're consistent with the gray pixels from the pre-slashed pots. That's always bugged me, but it's in almost literally every quest with those Z3 pots. Consistency, people! :-P
June 10th 2020, morning
- Added some C-Dawg stop-signs to the Werewisp Void.
- Removed some secret flags from Map 1 Screen 7B so all the bushes wouldn't die when you stepped on the hidden trigger to get to the cash cow.
- Fixed many more spelling issues, typos, and text box woes.
- Optimized some areas in Meridian Cave. Block puzzles, graphics, etc.
- Fixed up a few oddities with Mud Monkey's boss.
- Added a shortcut back to the entrance of Mud Monkey's fortress from near the boss. Everyone loves shortcuts!
- Added a shortcut in the middle of Meridian Cave.
- Made a chest with an HCP in Meridian Cave not result in cave floor after being slashed.
July 11th 2020
- Went through each area, optimizing collisions, visual oddities, and path logic.
- Fixed numerous player-arrival bugs. Between this and the one above, it was hours of changes. If you don't notice anything, good. That's the point.
- Fixed yet additional typos and spelling issues. More remain! There's over 1,000 strings, yo.
- The shop in the Inverted Tower now works, and you don't need to leave the screen to buy another item.
- Fixed numerous walkability bugs in Tuton Keep.
- Added several shortcuts through areas in many dungeons. Why walk all the way back if you restart?
- If you can access Werewisp Grove, you can get the hammer. It's just to explore an unfinished area but why not?
- The Turtle Tank in Tuton Keep is horribly broken and unfinished, so don't even bother. Still interesting to look at though.
- Even though they're not accessible in-game, you can now access the Inverted Tower to get the L1 Arrows simply by collecting the boss key in the room with the star on the floor. The entrance is on the eastern-most border of the Dusted Forest under a bush.
- It is now possible to get the L2 Sword beneath Iron Lake.
- All four paths to unlock the L2 sword now have a shortcut back to its entrance so you don't have to walk all the way back.
- Getting through the Mud Monkey path of the Iron Lake dungeon is now far more possible.
- Added No-Enemy flags all around the Zol Pit. Thanks, Anthus! I'm a giant silly, I know.
- Fixed a weird thing where most "blank space" in cutscene layers was a brown slashed bush. No longer!
- Added a bunch of space for new combos that will sorely be needed.
- Slashed clay pots no longer have mis-matched gray pixels near its base. They're consistent with the gray pixels from the pre-slashed pots. That's always bugged me, but it's in almost literally every quest with those Z3 pots. Consistency, people! :-P
June 10th 2020, morning
- Added some C-Dawg stop-signs to the Werewisp Void.
- Removed some secret flags from Map 1 Screen 7B so all the bushes wouldn't die when you stepped on the hidden trigger to get to the cash cow.
- Fixed many more spelling issues, typos, and text box woes.
- Optimized some areas in Meridian Cave. Block puzzles, graphics, etc.
- Fixed up a few oddities with Mud Monkey's boss.
- Added a shortcut back to the entrance of Mud Monkey's fortress from near the boss. Everyone loves shortcuts!
- Added a shortcut in the middle of Meridian Cave.
- Made a chest with an HCP in Meridian Cave not result in cave floor after being slashed.
July 11th 2020
- Went through each area, optimizing collisions, visual oddities, and path logic.
- Fixed numerous player-arrival bugs. Between this and the one above, it was hours of changes. If you don't notice anything, good. That's the point.
- Fixed yet additional typos and spelling issues. More remain! There's over 1,000 strings, yo.
- The shop in the Inverted Tower now works, and you don't need to leave the screen to buy another item.
- Fixed numerous walkability bugs in Tuton Keep.
- Added several shortcuts through areas in many dungeons. Why walk all the way back if you restart?
- If you can access Werewisp Grove, you can get the hammer. It's just to explore an unfinished area but why not?
- The Turtle Tank in Tuton Keep is horribly broken and unfinished, so don't even bother. Still interesting to look at though.
- Even though they're not accessible in-game, you can now access the Inverted Tower to get the L1 Arrows simply by collecting the boss key in the room with the star on the floor. The entrance is on the eastern-most border of the Dusted Forest under a bush.
- It is now possible to get the L2 Sword beneath Iron Lake.
- All four paths to unlock the L2 sword now have a shortcut back to its entrance so you don't have to walk all the way back.
- Getting through the Mud Monkey path of the Iron Lake dungeon is now far more possible.