
 O----------------O
 |                |
 |  THE HAPPYSET  |
 |  Version 1.01  |
 |  Jan. 20 2005  |
 |  By Happyman   |
 |                |
 O----------------O

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== GENERAL INFORMATION ==
=========================

BRIEF DESCRIPTION
  The HappySet is a tileset with 100% custom tiles and palettes all drawn by Happyman. There were no rips from any game (not even any Zelda) and no other person touched the tiles, though some may have given advice.
  That being said, do keep in mind I can't draw tiles well. Therefore, the set doesn't look too good. Also, it's very very simple to use... probably to the point where it's sort of limiting. Nowhere in the entire set will you need layers. Also, not quite everything is included (Din's Fire/Farore's Wind/Nayru's Love for instance). That's either because I don't know how exactly the graphics for them work, or I tried to draw it several times and it turned out awful every time.
  I worked on it for a month or so. It was painful at times when the tiles just never would come out the way I wanted them... I think I spent almost a whole day on the Aquamentus tiles, and they STILL look like goats.
  But despite the faults of which I know there are many, enjoy the set. Even if you don't use it directly in a quest, you are free to rip whatever you want from this tileset into your own. I would appreciate credit though.

VERSION HISTORY
1.00 (01/19/05):
- First release of the set.
1.01 (01/20/05):
- Modified the cliff tiles and tree tiles.
- Reorganized dungeon/cave tile pages.
- Added darker walls for dungeons/caves for use on lower level.
1.02 (1/21/05):
- Corrected a small error in the cliff tiles.
- Other very small tweaks.
1.03 (1/21/05):
- ZQuest uses color 1 of CSet 0 and 1 for some text. I left these black for the purpose of making that black outline. That was a problem; those two colors have been changed.
- Tiles which used CSet 0 or 1 and were affected by change were corrected.
- Other very small tweaks.

THE ORIGIN
  This set started off of a whim. I went into ZQuest remade a whole new CSet 6 from the original Classic tileset's, and drew the main character. I really liked it. Afterwards, I made new CSets 7-9 and drew all the items (adding a new CSet 10 during the process when I lacked a few colors). I liked them too. Then I decided to make a whole tileset.
  At that time though, I had decided to make it for myself only and possibly try a quest with it. Not long after, there were several topics in PureZC's Developer's Exchange wondering about new tilesets... so I decided it might help somewhat to release a completely fresh new tileset. After all, I planned to make it simple, so it shouldn't take too long.
  And indeed, it didn't. It took one month. That isn't long at all compared to the time it usually takes to make a whole tileset from scratch.

WHAT'S MISSING?
  I can't remember everything I omitted, and some stuff I never thought to put in that I probably should have, so this isn't a complete list. Listed also is the reason it's not there.
Sprites:
- People: Guy tiles are included, but I can't draw people worth crap
- Din's Fire: Don't completely understand how it works
- Farore's Wind: Same as Din's Fire
- Nayru's Love: Same as Din's Fire
- Shadows: Same as Din's Fire, not to mention they're easy to make anyways
- BS Patra: Same as Din's Fire
- Dodongo: BS Dodongo is included instead
- Ganon: Couldn't draw him AT ALL
Overworld:
- Dirt/Desert tiles: Lazy I guess...
- A decent looking dungeon entrance: Those were hard to make
- Palettes: There's a light world and a dark world, nothing more, probably not enough for most people
- Bushes/flowers/etc.: Don't completely understand how it works
House:
- Lots of stuff: House tiles were another thing I couldn't draw well
Cave/Dungeon:
- Swim/dive warp tiles: Couldn't get it to fit with the water tiles I have
- Tiles for use with Dungeon DMap: Doesn't really matter, as the tileset uses Cave DMap; no door combos are needed

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== HOW TO USE ==
================

OVERWORLD TILES
  The Overworld can use 2 different palettes. 00 (0 key) is the light world one with green grass and trees, while 01 (1 key) is the dark world with yellow grass and trees, along with some other different colors.
  All of the overworld tiles are included on Combo Page 0 (the first one). Water uses CSet 4 along with palette cycling. I'm  one of those people who doesn't think it's obsolete. CSet 2 and 3 only differ in a secondary color (which is different for each palette).
  Also noteworthy is the lack of layers, which are usually everywhere on overworlds.

HOUSE TILES
  Houses use 03 (3 key) but most dungeon palettes will work with it.
  All of the house tiles are included on Combo Page 1 (the second one). CSet 2 is most of the house tiles; CSet 3 is for the carpets.
  As said above, there are very few house tiles, because I had a LOT of trouble making them. You'll just have to rip in others, make your own, or live with what you have.

CAVE TILES
  Caves use 02 (2 key) but all dungeon palettes will work with it.
  All of the cave tiles are included on Combo Page 2 (the third one). CSet 2 is pretty much every single combo. The exception being water and lava which use CSet 3. Lava uses palette cycling.
  Caves can use practically anything dungeons can, so you can make full levels in caves.

DUNGEON TILES
  Dungeons use all the other palettes (04-0E). The cave palette also works with it.
  All of the dungeon tiles are included on Combo Page 3 (the fourth one). CSet 2 is pretty much every single combo. The exception being water and lava which use CSet 3. Lava uses palette cycling.
  Dungeons offer probably the most complete array of tiles, mostly because I had fun drawing them. The combo page only has one floor tile (at the bottom), but there are 16 total in the tilepage. The floor border is simpler than the one you usually see, using only 15 different tiles instead of 46. A floor border that can be layered is also in the tilepage; you can either use layers or use the O key (overlay) to put the borders on the floors.

MISCELLANEOUS NOTES
  In future versions if I get asked about how to use some stuff, I will put that here. Right now it's just guesses as to what will be confusing for people.
- You CAN hookshot over the water with rocks.
- In the dungeon tiles, the light gray/gold blocks are your switch blocks.
- The chests with an X over them are to normal chests as shutters are to an open door. Use tiered secrets for them.
- The square switch in the dungeon tiles is intended to be a block trigger.
- The weird circle thing (has two tiles where it's lit up and where it's not) is supposed to be triggered by wand magic or reflected magic.