Combo: A tile that is assigned a specific function in gameplay. Damaging the player upon walking on it and/or being unwalkable, for example. Can be animated. (And likely will be, in most cases.)
Cset: Part of ZC's coloring scheme: Housed within a palette, it is a color set composed of 16 colors, (The first of which generally being transparent.) which provide the color to the world.
Dmap: Provides the general configuration for the behavior of an area. The Dmap will contain information on the area's coloring and music and map and subscreen used. Dmaps can overlap within the same area on the same map.
Flag: Under tools->Combo Flags or F8, they tell the location of a secret,trigger,push,dive, or end of game. Can be placed on a combo to give it extra features. For example, placing a burn flag on a bush makes that bush burnable.
Item: Things that are received by Link in gameplay.
Layer: Combos that are placed on top of the screen of play from a separate screen to overlap or underlap. The tops of trees, for example, will generally be seen on a layer so the player can walk under them. Those treetops will be on a layer above the player.
Map: A 16x8 grid of screens. Your workspace, basically. That's pretty much all it is. A Dmap can only occupy a single map, please note. It cannot be applied to anything on map 23 and map 24 at the same time, but screens can warp to different screens on different maps.
Palette: Part of ZC's coloring scheme: The main palette contains much of the Interface color information, and there are other palettes containing information on the coloration of individual areas. To distinguish between then, you would generally refer to Link's palette simply as "the palette," whereas you'd refer to the coloration scheme of say, a fire temple, as "The Fire Temple's Palette." Although different Dmaps can share the same palette easily enough.
Room State Carry Over: A screen option that "triggers" a secret connected to on another screen. Located under Screen->Screen Data->S. Data 1. These are set by Map Number and Screen Number.
Special Item: Items that are hidden under or in something with the #10 Armos item flag. Also, an item given by a guy or an item that is to be dived for. Differs from an ordinary item in that items are simply placed on the screen. Special Items are specifically connected with special events on the screen (Opening a chest.) or given to the player by a Guy (NPC.) such as the old man giving you the wooden sword at the beginning of 1st quest.
Tile: A graphic set from a list in Graphics->Tiles. It is simply a 16x16 combination of pixels depicting a graphic. Nothing more. Combos will reference the tiles to give them an appearance in the game world.
Trigger (Enemy): Cannot be seen or touched or felt by Link. Only killed by the Kill All Enemies item or Dungeon Boss Flag. Generally used as a low-tech method of triggering an event from a different screen.
Auto Side Warp (A,B,C,D): Immediately warps Link to another designated location on a Dmap. *Requires blue return square unless screen rule "auto warps are direct" is selected.
Auto Side Warp (Random): Immediately warps Link to another random location on a Dmap. *Requires blue return square unless screen rule "auto warps are direct" is selected.
Auto Tile Warp (A,B,C,D): Immediately warps Link to another designated location on a Dmap. *Requires blue return square. It must simply be on the screen to warp Link. He doesn't need to interact with it on any way.
Auto Tile Warp (Random): Immediately warps Link to another random location on a Dmap. *Requires blue return square. It must simply be on the screen to warp Link. He doesn't need to interact with it on any way.
Armos: When touched will animate the Armos enemy.
Block All: Does not allow any item effect through it, regardless of its source.
Block (Item-type Here): Does not allow the item-type through it.
BS Grave: Same as Grave combo type.
Bush: When Link "cuts" with sword will display the "bush leaves" miscellaneous sprite and may leave a lesser item behind.
Bush->Next (Item): Same as Bush combo type but will change to the next combo in order on the combo list in gameplay.
Cave (Walk Down) (A,B,C,D,Random): Similar to a Stair combo's behavior, but when stepped on will animate Link walking down into the combo and will then warp.
Cave (Walk Up) (A,B,C,D,Random): Similar to a Stair combo's behavior, but when stepped on will animate Link walking up into the combo and will then warp
Center Statue: See statue.
Conveyor (All): Pushes Link in the indicated direction in gameplay. Link will not use his movement animation during the movement.
Damage (#): Link will loose the amount of hearts indicated when stepped on during gameplay. I.e. Spikes or lava.
Direct Warp: A tile warp that takes Link from one part of a Dmap to another in the exact spot he stepped onto the combo, ignoring any warp arrival points of the screen the player warps to.
Dive Warp: A tile warp that takes Link from one part of a Dmap when "swimming".
Dock: The start point of using the raft item.
Eyeball (A or B): Will "watch" Link as he walks around in gameplay. This combo uses a multiple of 8 tiles; one for each direction. To animate this combo, place tiles related to direction next to related ones. Four North tiles go first, then four Northeast tiles, then four East tiles, etc. Finishing in Northwest.
- Eyeball A Follows Link in the 8 cardinal directions and changes its graphics accordingly.
- Eyeball B Follows Link's position between the cardinal directions; more like the 1, 2, 4, 5, 7, 8, 10, & 11 directions of a clock.
Grave: When touched, will cause the Ghini L2 enemy to spawn on the Grave combo.
Hookshot Grab: Allows Link to connect to it using the hookshot item.
Hookshot Only: When solid, will only allow the Hookshot item to pass through it.
Ladder Only: When solid, will only allow Link to "use" the Ladder item over it.
Ladder or Hookshot: When solid, will only allow the Hookshot item or ladder item over it.
Lock Block (Normal): Only "unlocked" with the normal key item and will change ALL lock block and lockblock copycats to the next combo in order on the combo list in gameplay. Uses one key item to unlock.
Lockblock (Normal, Copycat): Only changed when the lock block combo is "unlocked". ie; to make a 2-tile wide locked door you'd make the first a lock block and the second a copycat. When you use a key on the first, both disappear. Can also be used to let a key on one part of the screen open something on another part.
Lockblock (Boss): Only "unlocked" with the Boss key item and will change ALL lockblock (Boss) and lockblock copycats (Boss) to the next combo in order on the combo list in gameplay.
Lockblock (Copycat, Boss): Only changed when the lockblock (Boss) combo is "unlocked".
Magic mirror (4-way): Will reflect magic in all 4 directions.
Magic mirror (up-left down-right): Will reflect magic when facing up to the left and when facing down, to the right.
Magic mirror (up-right down-left): Will reflect magic when facing up to the right and when facing down, to the left.
Magic Prism (3-way): Will amplify magic in 3 directions.
Magic Prism (4-way): Will amplify magic in all 4 directions.
No Enemies: Will not allow any enemies to occupy the space of this combo. Generally useful for the outermost walls of dungeon rooms, near the screen border.
No Flying Enemies: Will not allow any flying enemies on this spot. ie; Peahat, Keese....
No Jumping Enemies: Will not allow any jumping enemies on this spot. ie; Pols Voice, Vire....
Overhead: Will appear above Link and flying or ground enemies during gameplay.
Pound: When a hammer-type item is used on this combo, will change to the combo to its right on the combo list during gameplay.
Push (Wait): Cannot be pushed unless all enemies are eliminated. *Must be accompanied by a push flag in order to be pushable.
Push (Heavy): Requires a L1 bracelet to move. *Must be accompanied by a push flag in order to be pushable.
Push (Very Heavy): Requires a L2 bracelet to move. *Must be accompanied by a push flag in order to be pushable.
Reset Room: Resets everything changed by Link on the screen to the way it was before Link had entered. Note that on the third tab of Screen Flags, there exists an area to exclude the changes this combo will affect.
Save Point: Allows player the option to save their game via hitting the key assigned to Start while standing on this combo.
Save-Quit Point: Allows player the option to quit and save their game via hitting the key assigned to Start while standing on this combo.
Screen Freeze (Except FFC's): Freezes everything on the screen except the Freeform combos.
Screen Freeze (FFCs Only): Freezes only the Freeform combos on a screen.
Shallow Water: A combo that will display the "ripples" miscellaneous sprite when walked on in gameplay.
Slash: When Link "cuts" with sword will display the under combo and give nothing.
Slash->Item: When Link "cuts" with sword will display the under combo and may give an item.
Slash->Next: When Link "cuts" with sword will change to the next combo on the combo list in gameplay and will give nothing.
Slash->Next (Item): When Link "cuts" with sword will change to the next combo on the combo list in gameplay and may give an item.
Slow Walk: Will cause Link to walk at half his normal speed while on the combo.
Spinning Tile (Immediate): Will make the combo spin immediately upon entry to the screen.
Spinning Tile (Random): Will make the combo spin at random upon entry to the screen.
Stairs (A,B,C,D): A tile warp that takes Link from one part of a Dmap to another, arriving on the corresponding A, B, C, or D blue warp arrival flag, accessible via the bottom panel. (Pageup/Pagedown to toggle between panels.)
Statue (any): Will shoot fireballs when the enemy flag "statues shoot fire" is checked.
Stairs (Random): A tile warp that takes Link from one part of a Dmap to a random loction.
Step->Next: When stepped on will change itself and Step->nest (copycat)'s to the next combo on the combo list in gameplay.
Step->Next (All): When stepped on will change ALL Step->next and Step->next (copycat) combo types to the next combo on the combo list in gameplay.
Step->Next (Copycat): Will change to the next combo on the combo list in gameplay when the Step->next combo type is stepped on.
Step->Next (Same): When stepped on will change to the same combo type. Essentially really does nothing.
Swim Warp (A,B,C,D): A tile warp that takes Link from one part of a Dmap to another when Link is using the flippers item in a water combo type.
Tall Grass: Will display the tall grass miscellaneous sprite when Link walks on it and when Link "cuts" with sword will display the under combo and may give an item.
Trap (4-Way): Will display the trap enemy and will move in all 4 directions of Link's location.
Trap (Horizontal, Constant): Will display the trap enemy and will move from left to right constantly.
Trap (Horizontal, Line Of Sight): Will display the trap enemy and will move left or right when Link crosses its path.
Trap (Vertical, Constant): Will display the trap enemy and will move up and down constantly.
Trap (Vertical, Line Of Sight): Will display the trap enemy and will move up or down when Link crosses its path.
Treasure Chest (Boss): When touched will require the Boss Key item to open to reveal the special item inside. Requires the special item room type and the Armos / Chest -> item flag #10. Will change to the next combo on the combo list in gameplay.
Treasure Chest (Boss Copycat): When Treasure Chest (Boss) combo type is touched will change to the next combo on the combo list in gameplay.
Treasure Chest (Locked): When touched will require one Key item to open to reveal the special item inside. Requires the special item room type and the Armos / Chest -> item flag #10. Will change to the next combo on the combo list in gameplay.
Treasure Chest (Locked Copycat): When Treasure Chest (Locked) combo type is touched will change to the next combo on the combo list in gameplay.
Treasure Chest (Normal): When touched will reveal the special item inside. Requires the special item room type and the Armos / Chest -> item flag #10. Will change to the next combo on the combo list in gameplay.
Treasure Chest (Normal Copycat): When Treasure Chest (Normal) combo type is touched will change to the next combo on the combo list in gameplay.
Trigger (Permanent): Imediately triggers all secrets on a screen in gameplay permanently.
Trigger (Sensitive, Perm):
Trigger (Sensitive, Temp):
Trigger (Temporary): Immediately triggers all secrets on a screen in gameplay until Link leaves the room.
Water: Allows Link to swim with the flippers item and also allows the Zora enemy.
Win Game: When stepped on, will end the quest.