                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                     The Dance of Remembrance Tileset

                                version 0.9          
                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                     
                         A Zelda Classic Tileset     
                       for Advanced Quest Design   
  


                                                     

                                by Radien            
                                                     
                                                     

                                                     
                       with contributions from the   
                        members of www.PureZC.com    
                                                     

( For detailed credits, please refer to the 
PureZC Tileset Database.
 I will keep those credits/thanks
 updated to the best of my ability. )



~~~~~~~~~~~~~~~~~~~~~~~~~
|   TABLE OF CONTENTS   | 
~~~~~~~~~~~~~~~~~~~~~~~~~

A. TILESET UPDATES (1/2/05)
                                                    

B. TUTORIALS: Vital Techniques for This Tileset
                                                    
                                                    
C. COMBO INDEX: Everything You Can Find and Use in This Tileset
                                                    
                                                    
  OVERWORLD COMBOS
                                                    
    I.   On the Ground
          1.0: Walkable Ground
          1.1: Slashables & Shrubs
          1.2: Ground Objects
          1.3: BIG Objects
                                                    
    II.  In the Forest
          2.0: Trees & Brush

    III. Solid Rock
          3.0: BIG Rocks
          3.1: DoR Mountains
          3.2: Round Rock Revised
          3.3: PrinceMSC's Lumpy Moutains
                                                    
    IV.  Wind & Water
          4.0: Water Combos
          4.1: Water Objects
          4.2: Marsh

          4.3: Ocean
          4.4: Airborne & Weather
                                                    
    V.   Hanging
          5.0: Suspended Objects
                                                    
    VI.  Buildings

          6.0: Grandiose Buildings

          6.1: Entrances

          6.2: Houses

          6.3: Extra Roofs

          6.4: Mills
                                                    
                                                    
  DUNGEON COMBOS
                                                    
    I.   Dungeon Wall Sets Pt. 1

          1.0: LTTP House Interior
          1.1: Minish Cap Tree Interior
          1.2: LTTP Caves
          1.3: Rounded Brick Dungeon
          1.4: RPGMaker Dark Dungeon
          1.5: NoeL's "Prophecies" Adobe Dungeon
                                                    
    II.  Dungeon Wall Sets Pt. 2 - LTTP Dungeons
 >>       2.0: LTTP-style Standard DoR Doors      <<
          2.1: LTTP dungeon #1: Brick
          2.2: LTTP dungeon #2: Aged
          2.3: LTTP dungeon #3: Frozen
          2.4: LTTP dungeon #4: Snake
                                                    
    III. Deluge Temple
          3.0: BH4's & Radien's Forest Temple
                                                    
    IV.  Lower Walls
          4.0: Standard lower dungeon walls
                                                    
    V.   Dungeon Objects
          5.0: Dungeon Entrances
          5.1: Wall Objects

          5.2: Big Objects

          5.3: OMG CHESTZ!! ...and JARZ

          5.4: Interactive

          5.5: Symbols

          5.6: Small Objects
                                                    
    VI.  To Walk or Not to Walk
          6.0: Dungeon Water
          6.1: Lava
                    also contains:
                    - Walkable Lower Walls
                    - Misc. Crap
          6.2: Floors & Borders
                                                    
    VII. Sprites Etc.
          7.0: New Sprites
          7.1: Pure Sprites
          7.2: Dialog Windows & Backgrounds
                                                    
                                                    
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|         DoR TILESET UPDATES         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

January 2nd, 2006 -- Ver. 0.9:

Well, this is the first release of the DoR tileset, version 0.9.  Why not 1.0, you might ask?  Well, the tileset is certainly complete enough to be a fully functional tileset by most questmakers' standards.  The reason I called it version 0.9 is because I'm not entirely satisfied with its completeness as of yet.  This is largely because it contains a lot of custom graphics that I'm making as I go.  I can't determine what the tileset will have for certain areas -- for instance, NPC sprites -- until the quest takes me that direction.

It's also version 0.9 because I feel I can't make this tileset as good as it can get until I get feedback.  I could try beta testing, but really, certain things can only be tested after someone spends many hours checking them out... and practically no one is willing to spend that amount of time on a tileset unless they're actually making something with it.

After I get feedback, I will probably release a "version 1.0" of the tileset, with more tutorials as a bonus.  The tileset should remain about 98% transferrable from older versions, so don't fear the upgrade. Anyway, enjoy the tileset, and happy questmaking. :)





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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|              TUTORIALS:             |
|  Vital Techniques for This Tileset  |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


It may sound a little silly to hear this, but there are a few vital techniques that you really, really want to learn before using the DoR tileset.  Some of them should be used simply because they'll be extremely convenient for you.  Others are actually necessary in order to use certain tiles.

I hope to include the most vital information in this portion of this document, and the more specific information in the Combo Index.  If you can't find out how to do what you want here, try checking the Combo Index.... in fact, check the Combo Index FIRST if you know what you're having problems with.  The Combo Index is by no means a tutorial, but it is in many ways a "Troubleshooting guide" at times.


-----------------
 A. DUMMY COMBOS
-----------------

Let's start off with something easy; something you'll see near the very top of the list.

You will notice that I have a bunch of combos with comb properties, that are labelled to roughly describe what they do. Their appearance is that of black text on white background, for the most part.

You may be wondering, "what use is THAT? The player will see the tile if you used it."

Au contraire, mon ami. First of all, the point is to always place a layer above these combos. This is mostly useful for making walkable floors that do something without making it obvious to the player. That way you will know exactly what type of combo you are using there, without having to search through plenty of combos that are MEANT to be seen by the player.

There are one or two potential moment when the player may see one of these combos: most notably during the "Game Over" screen, when sometimes layers fail us and show the player combos they are not meant to see.

To keep the strings from truly showing, wait until your quest is *completely* finished and ready for release. Then, go into the tile editor and delete all the "dummy" tiles. Leave the combos as they are. They will contain combo properties, but will look like blank, black tiles. Simple! ^_^


-----------------------------------
 B. THE "OVER-AND-UNDER" TECHNIQUE
-----------------------------------

Next up... this technique will be a godsend for those of you who are looking to conserve map space, but end up using dozens of screens just to make your layers function the way you want them.  Are you typically assigning at least two layers to every screen: one for layer 1, and one for layer 3 or above?  If so, read on.

Those of you who have used an "advanced" tileset such as Pure or Link to the Past should be quite familiar with combos that are intended solely for layering.  The most common example is treetops: "cut-out" tiles which appear to have solid black backgrounds in the combo list.  They are typically left with no combo properties or walk flags, because we assume they will always be on a layer.

Believe it or not, in the DoR tileset, they don't always have to be placed on a layer. Most of the objects which are intended for layers are given the "Overhead" combo attribute, even if they are "cut-outs" which only partially cover what's beneath them. You can place them on layer 3-6, but here's another method:


| Step 1 - Find a screen that has a layer 1 or a layer 2 already assigned.
| Step 2 - Place the ground or floor combos on layer 1, covering the area
|          the object is supposed to overlap.
| Step 3 - Place the Overhead combos on layer 0, UNDERNEATH the ground combos.

...Do you see what happens?  Even though the Overhead combos are on layer 0, they ACT like they are on an overhead layer. To be specific, ZC automatically treats overhead combos like they are on layer "4.5" -- that is to say, they appear above layers 3 and 4, but under layers 5 and 6 (and also under as flying objects).

This technique can frequently save you screen space, and sometimes will allow you to do something you wouldn't be able to do otherwise. In particular, version 1.92 and 2.10 users will not be able to place combo-cycling objects on layers.  For cycling Overhead combos, you can use this trick and it will work just as well.


BUGS AND QUIRKS:

There is one small visualization bug in ZQuest that may confuse you if you use this technique.  ZQuest seems to think that Overhead combos act like they are above layer 6.  So, you may end up trying to place an Overhead combo on layers 0 through 4, and then place a combo directly ABOVE it on layer 5 or 6, and it will display the Overhead combo as though it were on top.

Lies!!  Ignore what you see in ZQuest; in the ZC player, Overhead combos never appear above layers 5 and 6.  This might occur even when you aren't placing the Overhead combo on layer 0, so keep your eyes open.




-------------------------------------
 C. "OVER-AND-UNDER" WITH PUSH FLAGS
-------------------------------------

Very few of DoR's combos require this trick, but it's very handy nonetheless, and it's similar enough to the "over-and-under" technique to make it easy to learn once you've learned the former method.

| Step 1 - Place a non-square-shaped combo with a transparent background
|          on layer 0. There is a rock in one of the earlier Overworld
|          sections that will work perfectly.
| Step 2 - Cover up the combo with walkable ground combos on layer 1 or 2.
| Step 3 - Place a "Push" flag on the combo on layer 0.
| Step 4 - If this object isn't something that should be pushed, put 
|          something in the way of the Push combo in order to make sure
|          it doesn't budge. If nothing else, use the "No Push Blocks" flag.
| Step 5 - Open it up in the ZC player to test.

End result, if you did it correctly:

The object with the push flags on it should appear above layers 1 and 2.  How is this useful?  Well, if you have a non-square object that you'd like to lay down on top of a variety of different ground types, and the combo property is important, this will save you from having to edit a completely new tile every time you place it on a new ground type.

It is also VERY useful for objects you really DO want to be pushable.  For instance, if you use the Circuit Breaker-style switch in one of DoR's dungeon sections, it has a non-square lever and a metal base that the lever is supposed to be on top of. Use this trick, and the lever will appear to slide across the base as you push the switch.




------------------
 D. COMBO CYCLING
------------------

This section isn't really a "technique," but it's very important to know how combo cycling works.  I believe DoR's combo cycling is the most user-friendly there is as far as tilesets go, but some of you who have had bad experiences with combo cycling may be worried about "messing it up" by moving stuff around. This section is to tell you how to use combo cycling, and what to avoid.

Most combo-cycling sections will be labelled.  Be sure to pay attention to these notes, and check here if you feel you need to.



THE BASICS (BUSHES/FLOWERS):

The stumps for regrowing bushes are labeled in the combo list.  Make sure to only use the stumps marked "regrowing" unless you match them up with the corresponding bush, which will be directly above each stump.  Regrowing bushes are only available on grass.

Further down in the bushes/slashables section, there are some flowers.  The smaller flowers with "stems" for under combos are regrowing.  Make sure you only use them in CSet 2, or the colors will end up switched around.



THE BASICS (DUNGEON DOORS):

Whenever you see two identical doors directly next to eachother in the combo list, you can usually assume that the one on the right will be the cycling combo. Place the one on the left if it is a lock block, or if it is a shutter you wish to remain open.  If it is a shutter that you want to open automatically, place the one on the right.  ALWAYS use the door combos on the left if the door is a lock block.



THE COMBO ORGANIZER:

Combo cycling is often seen as an "iffy" tileset feature.  This is largely because ZQuest versions 1.92 to 2.10 have some fairly major combo organizer bugs.  The good news is that they are mostly oversights, rather than clashing code.  The bugs will act in a very predictable manner, meaning all you have to do is to learn to avoid certain specific actions.

Things to avoid...

#1. - Intermingling the Moving and Editing of Combos

When in the combo organizer, you can press 'E' or click 'Edit' to edit a combo's properties.  You can also press 'C' to copy a combo, and then 'M' to move it to a new location.  Here's the problem: moving combos interferes with ZQuest's ability to edit combo properties.  It loses track of where it is supposed to be storing the information.

* Solution: Once you move a combo, do NOT try to edit ANY combo in the combo organizer until you have closed the combo organizer, and reopened it. Editing combos BEFORE you have tried to move any combos, however, is perfectly okay.


#2. - Using 'Undo' after Moving Combo(s)

In versions 1.92 to 2.10, trying to use the 'Undo' function after moving a combo will not completely undo the 'Move' action. It will return the combo(s) to the original location, but screens -- and other places where the combo has been assigned -- will not be updated to show that the combo(s) have been restored.

* Solution: Don't rely on the Undo function when moving combos.  If you make a mistake and absolutely must undo it, expect unwanted side effects, UNLESS it is a combo that hasn't been assigned to anything yet (including screens).


#3. - Moving Combos that are "Targeted" by a Cycling Combo

This bug is misleading, because when you assign a combo to the "Next" box in combo properties, it isn't the combo you just edited that is likely to run into problems.  The real problem is that "Next" boxes aren't updated when the combo ASSIGNED to the "Next" box is moved.

* Solution: Avoid moving the "destination" combo in a combo cycle.  You can move around the "source" combo as much as you want, as long as it isn't the destination for another combo, itself.

...However, this will not be a problem for you in the DoR tileset unless you create NEW combo cyles, or if you scroll aaaaall the way down to page 187 in the combo organizer and mess around with the combos there.  This is because page 187 is where ALL of DoR's "destination" combos are stored.  Everything in the first 100 or so combo pages can be safely moved wherever you like.



------------------
 E. THE TILE LIST
------------------

The tile list, or "tile organizer," is much, MUCH more stable than the combo organizer. This section isn't primarily here to tell you what NOT to do, in fact.  It's mostly here to encourage you to use a certain feature.

That feature is the multiple-tile 'Move' feature.  You can select multiple tiles by holding the shift key, and then pressing the arrow keys and/or the PageUp and PageDown keys. Then press 'C'.  Make sure you remember where the selection started, and move the cursor to the starting point of the location you want to paste the tiles.  Press 'M' to move them.  Make sure they won't overwrite any preexisting tiles before you move them.

There is NO LIMIT to the number of tiles you can copy at once.  You can move thousands of tiles down just to give you a few pages of extra tile space for custom edits or ripping.  You need never run out of space in the tile list. :)  So no complaining!... Y'hear?


EXCEPTIONS:

Sadly, the tile list is not 100% bug-free.  First of all, it has the same "Undo" bug that the combo organizer has: if you move tiles, then press 'U' to undo the action, the combos which referred to those tiles will not be updated with the fact that the tiles have returned to their original location.

The second bug is that moving tiles at ALL will have NO effect on sprite assignments.  You must reassign them in the "Sprites" dialog (and all related dialogs) every time you move the tiles.

In fact, this is why the DoR tileset makes sure that tiles intended for combos are NEVER placed higher in the tile list than tiles used for sprites.  You are otherwise free to move tiles anywhere you wish, as long as you don't move anything above page 36 in the tile list.  (That's why there's extra space at around page 36 - so you will have room should you need to add more sprites for items/etc.)




...That's all for tutorials, for now.  Further tutorial documents will be released as I find time to write them.




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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|           COMBO INDEX:              |
|    Where it is, and What it Does    |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


~~~~~~~~~~~~~~~~~~~~~~~~
|   OVERWORLD COMBOS   | 
~~~~~~~~~~~~~~~~~~~~~~~~


 ---------------
| ON THE GROUND |
-------------------------------
 Section 1.0 - Walkable Ground
-------------------------------

A. - Terrain combos

The DoR tileset begins, unsurprisingly, with standard ground combos. This first combo section provides you with three terrains - grass, dirt, and sand - And various borders between them.

There are no combos for changing directly between sand and dirt, so I recommend you use mountain tiles (as "ridges") for such transitions, instead. It looks better that way, in my opinion, and uses up FAR fewer combos.

Once you've laid down terrains on any given screen, you'll probably want to spice it up with some details, even if you want it all to remain walkable. For that purpose, the tileset has ripples/divots in the sand, pebbles on dirt, and grass tufts for fields.

********

B. - LTTP flowers

Right after the first few grass tufts are the LTTP-style animated ground flowers. These come in two color varieties. The first type will appear white and purple if you are in CSet 2. The second type will appear white and blue when you are in CSet 4. I recommend you use these two CSet combinations most of the time.

There are also two types of grass tufts: animated and non-animated. Animated grass tufts look best in windy areas. There are LTTP flower combos provided to match both the animated and the non-animated grass tufts.

********

C. - Various

Following this section are some tall grass combos, and other various ground decor. Nothing really needs to be said about these combos.

Below these, you will see some combos with "X"s on them. The "X" portions mark the parts of each combo that are unwalkable. These combos are intended to help you with layering, particularly when you are layering combos that only partially obscure whatever is underneath.


-----------------------------------
 Section 1.1 - Slashables & Shrubs 
-----------------------------------

A. - Bushes

This section contains small bushes and similar shrubberies. Most of them are slashable.

Below the first four bushes, the first thing you will notice is the note that says "REGROWING" and points to four identical-looking combos with nothing but a slashed stump, which is obviously intended to be used for under combos. They may look identical, but don't mix them up: these stumps use combo cycling to "regrow" back into the bush directly above them in the combo list.

Regrowing bushes are only available in one color, and only for the "grass" terrain type. For all other bushes, use the "stump" combos placed next to the flowers directly below.

B. - Flowers

Next, there are a few slashable flowers you can use to brighten up screens. They are ready to be used in CSet 2, so don't worry about CSets 3 and 4. A few rows below, you'll also see some flowers with their own "stem" style under combos. Like the bushes, those combos will regrow as well. Make sure you always use CSet 2 for those combos.

All the other non-flower combos you'll see in this section can be used in whatever CSet you think looks best. :)


------------------------------
 Section 1.2 - Ground Objects 
------------------------------

A. - Town tiles

For lack of a better term, these are combos you'll find lying around on the ground, usually in town-ish areas. There are a ton of different types, but there's not much I can say about them that you can't find in the ZQuest help file, so just browse away. :)

B. - Fence tiles

The basic fence tiles are used the same as usual, but also included are some diagonal tiles. These require layering, and may look a bit confusing. This is because shadows are included for use on an opaque layer (either layer 1 or 2). You will need to use two extra layers to properly layer the shadows.


------------------------------
 Section 1.3 - BIG Objects 
------------------------------

Most of these objects are grey, and thus use overworld CSet 4. You'll find statues, cobbles, and large outdoor stairways among these objects. They are all pretty straightforward in their purposes. Not that the large fences can be arranged vertically as well as horizontally.


 ---------------
| IN THE FOREST |
-------------------------------
 Section 2.0 - Trees & Brush 
-------------------------------

A. - Trees

At this point in the tileset, the combos start to become more forest-oriented. DoR trees use 2x2 blocks of combos for layer 3. This is to make it look more realistic, should an item pass through a tree.

NOTE: Most trees are given the combo property "Hookshot Grab." This is meant to be in keeping with the Ocarina of Time trend of making it possible to hookshot most wooden objects. The upside is that players will have to be more observant... the downside is that you have to pay attention to where you place trees and "Hookshot Over" combos.

B. - Tree entrances

After the Trees section, there are some entrances that can be used for the bottom half of the various trees found in DoR. There is also a "tree stump" entrance.  Please note that the tree stump entrance can also be used as the "doorway" for walking inside a large LTTP tree -- this requires the use of combos 1262 and 1263.


C. - Large LTTP trees

Link to the Past had some very nice larger trees, and I've edited their canopies to make them look more 3D.

There is a hollow tree stump which can be used as a hidden entrance. Simply layer a big tree canopy over it, and create some sort of trigger to cause the canopy to disappear.

You can place LTTP trees close together and side-by-side to make them "interlock." There are tiles made for placing trees close together, both in thick brush and on grass.

There are also tiles for trees that pop up out of the brush. This leads us to the next section.


D. - Brush

Brush is thick foliage that appears in densely forested areas; thick enough to obstruct passage. While brush in real life usually isn't 100% impassable, using it as a solid barrier in a Zelda game is a very realistic and convenient way to fence off the outer boundaries of any forest area.

Brush is available in two colors and all three terrains. At the end of the brush section, there is also a "cut-out" transparent version for layering, and some brush/water border combos.


E. - Hollow logs

These are great for screen transitions in forests: Link walks inside a giant log and comes out at the other end. Most of them don't even require layering to use; the "Overhead" combos will allow you to lay down the log normally, and it will work the way it looks like it should. The biggest ones, however, require the use of layer 1 or 3.


F. - Forest gate

This is a gate that you may want to make openable by adding secret triggers. Note that the lower gate combos use combo cycling. Combo cycling cannot be used on layers; hence, these combos have the combo type "Overhead."


G. - Canopies and canopy shadows

Use these on layer 3 or higher to make your forest seem even thicker. Canopy shadows should be on a translucent layer, and will simulate "light peeking in" through the canopy of a dense forest.


 ------------
| SOLID ROCK |
-------------------------
 Section 3.0 - BIG Rocks 
-------------------------

A. - Grey stone

These LTTP rocks are large, grey, and flat. They can be made to fit any shape, but are only intended to be one unit high.


B. - Brown boulders

These 2x2 objects make good obstructions. The cracked boulders are probably best suited as "Super Bomb" obstacles. Below the boulders are some "discoveries" you may want to have appear beneath a bombed boulder.

The last version of the boulders spews flowing lava. You can use these in overworld CSet 2, and if the lava isn't bright enough for you, try layering the bright red lava rivulets over it on layer 1 or 2.


-----------------------------
 Section 3.1 - DoR Mountains 
-----------------------------

A. - DoR Grassy Mountains

This is an important section, for several reasons. First of all, DoR's default set of mountains span a very large number of combos. However, this is because it is also one of the most versatile mountain sets you'll see in Zelda Classic. You can use them Pure-style, as mountains that go straight up and have a flat top (aka "cake layers"). Or, you can use them in 3D-style, as seen in LTTP. You can even mix combos of both of these types together!

I will rely mostly on visual aids to describe the use of these tiles. However, for further reference, here are a few explanations of specific sets of combos, sorted by combo number:

-LTTP STYLE-

2320-2323: These "pebble" combos each supply a single unwalkable square, which is useful for surreptitiously correcting "misalign" errors at the edge of a screen.

2324, 2327, 2328, and 2331: REAR-DIAGONAL rock tiles.

2329, 2330, 2332, and 2335: REAR TO REAR-DIAGONAL rock tiles (outward corners). Use these to transition between the back side of mountains and a diagonal side. Being outward corners, they will cause that corner to "jut out."

2380-2386: Various tiles with grassy tops. If you want to use "Grass" ground tiles atop your mountain, you will need to use these versions of the rock tiles to cap them off.

2396, 2398, 2400, and 2402: FRONT-DIAGONAL rock tiles.

2397 and 2401: FRONT rock tiles.

2405-2411: FRONT TO FRONT-DIAGONAL rock tiles (inward corners). These transition between the front side of your mountain to a diagonal side. However, "inward corners" cause the mountain to jut inward. Basically, if you use only inward corners, you'll have a valley (or a trench) instead of a mountain.

2416-2419: FRONT TO FRONT-DIAGONAL rock tiles (outward corners). Use these to transition between the front side of mountains and a diagonal side. Being outward corners, they will cause that corner to "jut out."

-PURE STYLE-

2432-2462: These mountain tiles function very similarly to Pure's "cake layer" mountains. They are usually square-ish, they go straight up, and they each have a flat top. However, since these use the same pattern as LTTP-style DoR mountains, you can have them interlock!

All of the remaining combos on this combo page are "Pure style" rock tiles, except for the caves entrances, ladders, which aren't exclusive to any particular style.


B. and C. - DoR Dirt Mountains and Sandy Mountains

The next two combo pages follow roughly the same organization as DoR Grassy Mountains, except they cater to the other two terrains available in the DoR tileset. These change the rock structure of the tops of the mountains, slightly, so be warned that they aren't identical to the grassy version. The best way to change between terrains is by using terraced landscapes.

D. - Mountain Transparencies and Shadows

If you want to layer mountain tiles over something other than the basic terrain types, use the "cut-out" versions here and place them on a layer; that oughta do the trick. Also, there are some optional shadows for you to put on a translucent layer. These shadows should appear to be "cast" from the backs of DoR's 3D-ish LTTP-style mountains.


----------------------------------
 Section 3.2 - Round Rock Revised 
----------------------------------

This is a name I made up for this specific mountain type. I imagine it was once a particular style of mountain that was likely ripped from an Oracle game, but along the way it has been edited by the makers of the Pure set, Gashin, myself, and possibly others. This is a custom edit/expansion of the incomplete version, which was found buried in Gashin's Sun Tower tileset.

These mountains function like Pure mountains, which is to say, Gameboy-style, aka "cake layers." The rear corners provided can be placed in front of grass, dirt, sand, other mountains, or water, using the no-layering-required versions provided. "Cut-out" transparency versions are available for layering on top of other types of backgrounds.


-------------------------------------------
 Section 3.3 - PrinceMSC's Lumpy Mountains 
-------------------------------------------

I hope PrinceMSC forgives me for my silly name for his mountains, because I really do like them. They look different, but in a good way, which is why I put them in this tileset.

These mountains work very similarly to Round Rock Revised (above), though not entirely identical in usage. The main difference is that they are not quite so symmetrical.



 --------------
| WIND & WATER |
----------------------------
 Section 4.0 - Water Combos 
----------------------------

A. - Standard Water and Water vs. Rock

Most of the standard water tiles are included here, which means anything that could be seen in open water. this section also contains water that borders rock face, which includes a waterfall.


B. - Shallow Water, Deep Water, and Walkable Water Borders

Here you will find water tiles specifically connected to shallow water and "deep" water (those dark patches). Also in this section are combos for making water that touches walkable terrain in some way. Grass, dirt, and sand are all covered.


-----------------------------
 Section 4.1 - Water Objects 
-----------------------------

These tiles are intended for objects floating in or near water. Most of them are for lakes and ponds, whereas some are for the ocean (particularly the submerged boulder).


---------------------
 Section 4.2 - Marsh 
---------------------

Tiles found here are all foliage of various types, all of which are usually found in swampy areas rather than lakes and rivers. Two of these objects are dungeon entrances; the others are usually meant to be found floating or partially submerged in marshlike regions.


---------------------
 Section 4.3 - Ocean 
---------------------

A. - Seafoam Shoreline

These are from that popular loose tile submission I made awhile ago. Once upon a time, these were Gameboy tiles. But they were edited and re-edited so much that they hardly resembled them anymore. At that point, I added diagonal tiles. The "waves" for these tiles dissipate after two combos, so they are fairly flexible. They must border sand.


B. - Deep Water Sea Foam

In the past, quest makers have wrestled with the difficulty of setting boundaries for Link on ocean screens, after he has acquired the Flippers. In other console games, however, I've seen "deep water" used as a boundary, so I tried making my own. You can use this sea foam to keep Link from going out too far into the ocean. Right now it is only usable for southern ocean borders. (Don't try rotating them; believe me, it doesn't work very well.)

These tiles are a little difficult to figure out, which is why I tried to make it easy for you to use the 4x2 and 2x2 combo-laying options to speed things up.


------------------------------------
 Section 4.4 - Airborne & Weather 
------------------------------------

Things that can be seeing floating in the air (or falling, for that matter) are covered here, including clouds. Since most of the other combos in this section are winter-related, I also placed all of the "frozen" combos here. These are frozen versions of combos seen in other sections of this tileset.

You will most likely want to use a "winter" or "snow" palette for the frozen combos, but they will also work fine in CSet 4 of the regular Overworld palette. You may also want to try using them in the ice dungeon palette.


 ---------
| HANGING |
---------------------------------
 Section 5.0 - Suspended Objects 
---------------------------------

I had a hard time thinking up a name for this section, trying to describe what the combos have in common. Basically, it's for any structure that is built to hold something up, such as bridges and gates. Also included are the shadows cast by those structures, and related tiles.

NOTE: The "forest gate" is in the "Trees and Brush" section of the tileset, since it is made from tree trunks.


 -----------
| BUILDINGS |
-----------------------------------
 Section 6.0 - Grandiose Buildings 
-----------------------------------

Thus begins the buildings section.  The first buildings you see will be absolutely huge. Don't be fooled, though. Huge does not automatically mean hard to use.


A. - Hyrule Castle

This is a custom edit of the Link to the Past castle walls, in some cases using Sludge's "small LTTP" versions of castle tiles. Due to their layout, they will be a little challenging to use at times, but I did my best to make them as organized as possible. The upside is that, like the mountain tiles, they are VERY flexible and can be designed in practically any shape and height you could desire. :)

The walkways atop the castle are blue. After the main castle tiles, you will find tiles for drawbridges, arrow slits, grates (for moats), doors (for when you don't have a drawbridge), and brick walls for the nearby area.


B. - LTTP Sanctuary

This is an graphically improved version of the of the sanctuary seen in LTTP. After the main sanctuary tiles, there is a figurehead thingy you can place atop the main entrance, doors if you want to lock up the entrance, and colored jewels to be placed just above the doorway (using layering).


C. - Gameboy-Style Castle

Here is an alternative to the LTTP style castle walls. These are also white brick with blue tops. You can also use them for castle waterways, gutters, and aquaducts.


D. - Gale Fortress Exterior

These tiles are made from combining a few LTTP elements, some Sun Tower pillars, and some custom-drawn walls I drew based on the actual OoT Hyrule Castle wall texture (from somebody's ROM dump). The first set of "layer" tiles are intended to allow you to have walkable floor atop the fortress structure. Just layer them on top of a walkable floor of some sort, and pay attention to the combo properties.

The walls are only intended to be two combos tall, but it's quite possible to terrace them for a taller building. After the walls you will see some pillars for you to use. Be sure to make use of combos 5784-5783 on layer 3.



-------------------------
 Section 6.1 - Entrances 
-------------------------

Time for dungeon entrances. In order, we have:

- a standard LTTP stone dungeon entrance,
- LTTP's "Turtle Rock" entrance (with and without the turtle head),
- Two versions of the "tongue" entrance,
- the "BS level 2" entrance,
- BigJoe's remade Classic dungeon entrance,
- a catacomb-style entrance,
- the BS seaside dungeon entrance, and
- a collapsed mine entrance (in brown or colored).



----------------------
 Section 6.2 - Houses 
----------------------

All man-made houses and huts are in this section.


A. - Standard Houses

These are standard houses in two available colors per CSet. The first is the "ritzy" LTTP variety. The second type is for normal LTTP houses. After that we have LTTP tent roofs, LTTP grass roofs, and LTTP wooden roofs (w/ chimney). The wooden walls are my custom edit (more walls can be found in the next subsection). Lastly, a Minish Cap log cabin. All houses I just mentioned are compatible with DoR's assortment of standard house doors and walls.


B. - House Walls, Etc.

This section starts off with the front corners for houses. If your house is small, that may be all you need. However, there are other options should you need them. For instance, some tiles have half a window on them. Combine two half-windows to get a complete one. After the corners, there are blank walls should you need them, and shadows for the east side of houses. After that, there are some icons you can place above doorways to show what "service" is available within.


C. - Standard House Doors

The DoR tileset has four types of doors and three types of doorframes. Through layering, you can have any combination of those you want!  Just pick a pair of combos that contain the door you prefer, lay it down on layer 0, then place your choice of empty door frame on layer 1.

There are some walkable "doorsteps" that you can place in front of doors (optional in most cases). Actually, their real purpose is to provide something to put on layer 1, so you can put "trigger temp" combos on layer 0. The trigger combos can be 
used to open the door right before Link walks in, using Secret Combo flags.



D. - Stump Houses

Improved versions of the "witch's house" seen in LTTP. These are compatible with DoR standard doors, so feel free to mix and match. Cattle skull optional.  If you're looking for Kokiri-sized tree houses, you might want to try the "Trees and Brush" section.



---------------------------
 Section 6.3 - Extra Roofs 
---------------------------

If you are in need of something more flexible in the way of roofs, try these. They can be made to accomodate most any shape of house. They are also good when you want to make a hut, rather than an actual house, since their minimum size is smaller.  You still need to use DoR standard doors.



---------------------
 Section 6.4 - Mills 
---------------------

The DoR tileset has two types of mills for your use: a windmill and a watermill.  There are two main buildings, both of which can be made into either type of mill.  The first building can also double as a lookout tower. You may very well find other buildings types that work well as mills.




*******************************************************



~~~~~~~~~~~~~~~~~~~~~~
|   DUNGEON COMBOS   | 
~~~~~~~~~~~~~~~~~~~~~~

From here on, all combos are intended to be used primarily in dungeon palettes.  However!  They are not quite as restrictive as in most tilesets.  Many dungeon combos are compatible with overworld palettes (though not all), particularly white and gray objects, and to some extent, dungeon walls.  You could also use a dungeon palette which contains one overworld CSet, giving you access to both at once.

At the very least, dungeon palettes use the same basic color layout as overworld palettes, though some of the actual colors 
within that layout will be completely different.
  However, solid black outlines are always the same regardless of what palette or CSet you use, though the actual shade will vary a little.



 -------------------------
| DUNGEON WALL SETS Pt. 1 |
-----------------------------------
 Section 1.0 - LTTP House Interior
-----------------------------------

The Dungeon portion of the combo index begins with an overworld-related dungeon set: house interiors.  Most house interiors don't use other "dungeon" combos, but they do WORK like a dungeon wall set. House interior doors, for instance, are not compatible with other dungeon doors.

A. - LTTP House Doors

These doors are solely intended to be used with LTTP house interiors.  All locked doors in the combo list are lock blocks, so feel free to lay them down directly on the screen without using the "Doors" tool. Similarly, all passageways and bombed walls use the "Overhead" property, so you can lay those directly on layer 0, if you need to.

----------------------------------------------------------
 NOTE: Combo cycling is available for some dungeon doors.
       This will cause the doors to execute an "opening"
       animation once the player triggers it, if set up
       properly. For instructions on usage, check the 
       DoR tileset tutorial doc.
       Combo cycling is not available for door templates.
----------------------------------------------------------


B. - LTTP House Walls

LTTP house interior walls are the standard two combos in height.  Additionally, there are windows and support beams that you can lay into the walls for decoration.


C. - Household Objects

A collection of objects usually seen in houses.  Included are such objects as beds, cupboards, dishware, and carpets.  Most other objects will require some form of layering.  The standard wooden floor is also found in this section.  The last item you'll see is a set of "beams" visually identical to ones used as an outline for the tops of LTTP house walls, should you need it for layering.



----------------------------------------
 Section 1.1 - Minish Cap Tree Interior 
----------------------------------------

A. - Tree Trunk Walls

Here's a tree trunk set used for specific "tree house" interiors in Minish Cap. This particular interior set uses the "MC Tree Houses" level palette, but it will also work well in the standard overworld palette (CSet 3). It is mostly used for "one-room" tree houses, since there is no door set for this particular graphic. You should use the "draw 4x2 block" function heavily to create this round screen.

B. - Doors, Windows, and Floor

There are windows and a doorway available, but they require special 
layering in order to be used.  There is an example screen in on screen 65.  There is more than one way to do it; the method displayed is a way to do it with just two extra layers. The floor has "knots" for you to scatter wherever you like.

C. - Leafy Adornments

The combos which contain leaves at the bottom of the section are intended to be placed on layer 1 in various portions of the tree trunk walls, to make it look more "alive." Each leaf combo is intended for a specific point on the wall. Experiment placing them until it looks "right."



--------------------------
 Section 1.2 - LTTP Caves 
--------------------------

This section contains a modified version of the cave interiors from Link to the Past.  You might not recognize the difference without comparing them directly, but they have been heavily custom-edited to work in their ZC format.  However, these tiles will still be a bit confusing because they are multi-level.


A. - Cave Walls, Floors, and Decor

The darker walkable floors are intended for walkable surfaces on lower levels; lighter walkable floors are intended for upper.  Cave walls are 3 tiles high.  Combos 9000 to 9031 should give you a visual example of how a 3-combos-high wall will look.  You don't have to always use the lowest portion of the wall, though.  Use the outer combos (and the light version of the standard cave floor tile), which can be found in the section that contains combos 9032 through 9051, to create the base for any wall that doesn't extend all the way to the lower levels.

The "middle" level of the 3 "levels" of cave tiles (example: combo #9004) can be repeated to make your cave deeper than 3 combos. This should be particularly useful for making cave walls that are 4 combos high, a depth which makes it easy to use cave staircases (combos 9164 through 9179).


B. - Cave Doors and Overhead Combos (Upper)

Cave versions of the standard doors are all available here.  Combo cycling doors are also available (see LTTP House Doors for note).
  These doors can be used in freeform, which is also similar to LTTP House Doors. Entrances, 
bombable walls, and stairways are also included.  "Entrance" passageways require layering to work properly.


C. Cave Doors and Overhead Combos (Lower)

This section is nearly identical to the previous set, except that the walls are darker, since they are made to be placed on the lower, darker levels of a cave.  Like lower cave walls, these are optional, but potentially quite handy if you like multiple-level caves.



-------------------------------------
 Section 1.3 - Rounded Brick Dungeon
-------------------------------------

This custom dungeon set is an expansion of a wall type submitted to the PureZC database as "GBC-style dungeon walls."  They have since been updated to take advantage of DoR's palette and the LTTP style of dungeon walls and doors.

Rounded brick walls are compatible with combo-cycling DoR standard doors, but only so long as you use layers.  Otherwise, this set can be used entirely on its own.



-------------------------------------
 Section 1.4 - RPGMaker Dark Dungeon
-------------------------------------

Named such to reflect that it came from a fanmade RPGMaker chipset, this dungeon wall set looks best in dark palettes.  Unlike the previous dungeon wall set, DoR standard walls can be used with this set.  You will still need to use layering to incorporate combo-cycling DoR standard doors.



-------------------------------------------------
 Section 1.5 - NoeL's "Prophecies" Adobe Dungeon
-------------------------------------------------

These walls were originally included in NoeL's "Prophecies" forest dungeon set.  When separated from the vines and grassy floors, however, they look like regular adobe walls.  This version of the dungeon set has been edited a fair bit to make them look right next to LTTP-style walls and doors.  I also created diagonal walls and made other related changes and additions.

Like the Rounded Brick set, to use combo-cycling doors you will need to layer doorway combos on top of the DoR standard cycling doors.

*********************************
IMPORTANT NOTE, ADOBE CORNERS:

My version of NoeL's Adobe walls has very different corner combos, though it may not be immediately obvious.  It will be easy to accidentally mix up two particular types of combos.  Here's the difference -- the following combos should be used ONLY for 2x2 wall corners:
combos #10305, 10311, 10312, and 10318.

The following combos can be used for straight walls:
combos #10306, 10308, 10315, and 10317.

To be safe, try to use only the second set for straight walls.  Whenever you want to create a corner, use the "Draw 2x2 block" command, as that is guaranteed to lay them down as they were intended. :)
*********************************






 -----------------------------------------
| DUNGEON WALL SETS Pt. 2 - LTTP DUNGEONS |
---------------------------------------------
 Section 2.0 - LTTP-style Standard DoR Doors
---------------------------------------------

A. - Doorways

All of the dungeon wall sets in this tileset are modelled after the LTTP style with regards to scale and usage, but this section contains the actual LTTP tiles.  The first section is the most important: standard doors.  They are so important because the same door tiles can be used in most dungeon sets.

----------------------------------------------------------
 NOTE: Combo cycling is available for some dungeon doors.
       This will cause the doors to execute an "opening"
       animation once the player triggers it, if set up
       properly. For instructions on usage, check the 
       DoR tileset tutorial doc.
       Combo cycling is not available for door templates.
----------------------------------------------------------

First we have the two types of open doorways: passageways, and bombed walls.  Next, you'll see shutter doors. The one on the right in each pair is a combo-cycling animation, even though the animation doesn't show in the combo list.  The same goes for the next door type: lock blocks. Boss lock blocks follow, using the same rules as lock blocks.

After that, you'll see some doors which are three combos tall.  These are "East/West" doors, named such because they are centered to be in the middle of the screen for east and west doors.  The East/West doors found here are combo-cycling.  In most cases, the DoR tileset instead assumes that you won't be using East/West doors very often outside of the Doors template function.



B. - Stairways, Etc.

This follow-up section contains standard DoR stairways (the kind with doorframes), some "solid concrete" outlines to place around dungeon rooms (when you don't want it to appear as though the unwalkable area continues as solid concrete forever in every direction), and some floor rubble for use with bombable walls.



--------------------------------------
 Section 2.1 - LTTP dungeon #1: Brick
--------------------------------------

This is the most basic (and possibly the most unexciting) LTTP dungeon wall set.  If you use standard DoR doors in conjuction with this, you will have all the wall utilities you need.

Quick Tip: You will find that all LTTP dungeon wall sets use essentially the same layout.  You can skip to an identical combo in a different wall set by pressing "CTRL + Up/Down" from the screen editor.



--------------------------------------
 Section 2.2 - LTTP dungeon #2: Aged
--------------------------------------

This set looks very similar to the basic "Brick" LTTP set, except that it looks older and the doorways are a little more ornate.

Incidentally, combo-cycling doors use this dungeon set as their default.  To use some combo-cycling doors, you may have to layer a doorframe from another dungeon set over the "Aged" combo-cycling doors.



---------------------------------------
 Section 2.3 - LTTP dungeon #3: Frozen
---------------------------------------

As the name implies, this dungeon is intended to be used in one of the winter or ice dungeon palettes. Aside from that, it works exactly like the other LTTP sets.



--------------------------------------
 Section 2.4 - LTTP dungeon #4: Snake
--------------------------------------

The last of the standard LTTP wall sets works the same as the others.  It is named for the serpentine doorways it sports.  This dungeon set was used for Ganon's personal fortress in LTTP.



 ---------------
| DELUGE TEMPLE |
------------------------------------------------
 Section 3.0 - BH4's & Radien's Forest Temple
------------------------------------------------


The last of the complete dungeon sets is also the biggest.  If you've played DoR demo #2, you might recognize this as the forest temple set that was used for Deluge Temple.  BH4 created the original mostly-complete dungeon set, which was created to include flooded portions (which is of course the reason I chose it for Deluge Temple).


A. - White Wall Tops

One of the things that distinguishes this dungeon set is that the walls can be made to be unusually tall (Up to 5 combos high, in fact).  The first two wall types are an optional "wall-topper" that looks like bones or pebbles, and a decorative white stone border (also optional).  Just remember that both of these face OUTWARD, unlike the other wall tiles.


B. - Normal Walls

The lightest combos are for upper walls; the slightly darker ones are for lower walls. Below both of those is yet another set, which is for "pit"-level walls.


C. - Straight Up/Down Walls

Sandwiched between the previous wall section and the beginning of the doors section, there are some "north side only" walls which go straight up and have corners.  They work a little like "cake layer" mountains, and are most useful for outdoor temple screens.


D. - Forest Temple Doors

Forest Temple doors are taller than usual, with the door frame extending well into the next combo.  Thus, each door combo is 2x2 in size. Their function doesn't change much, though.  The first door combos you'll see are all combo-cycling.  If you see walls in this section at ALL, pay attention to their properties: they will ALL be partially walkable, with the "Overhead" property, so you can place them behind doors and bombable walls.


E. - Misc. Forest Temple Stuff #1

Here you will have bombable tiles, torches, and flickering lighting for the walls.  Lastly, some wall tiles for REALLY sharp drop-offs.  Please note that they are ALL walkable, as they are intended for use with bridges.


F. - Non-cycling Lock Blocks

In case you want lock blocks that do not combo cycle, they are right here.  Also included are non-cycling East/West doors (open passageways, lock blocks, and shutters), which are centered for East/West passageways.


G. - Stairways and Staircases

Here are some 2x2 stairways (warps) and staircases (slow walk) for your use.


H. - Vines

Vines for use as decoration.  Normally, these look best in green dungeon palettes.  The darker ones are for lower walls.


I. - Floating Boards

Boards floating in the water, and non-floating versions of them in case you want to create water-draining puzzles such as seen in Deluge Temple.  These normally look best either in brown dungeon palettes, or in an overworld CSet.

Immediately following the floating boards, but before the Forest Temple water section, are some walkable water tiles intended for use with these floating boards.  They are shaded darker than the other water tiles, because floating boards look best if there's a shadow beneath them. I recommend extending the shadow one tile south by putting a walkable water tile on layer 1, just below the board. (If you're not sure what I just said, then just do what looks best :P)


J. - Forest Temple Water Tiles

BH4's Forest Temple has mucky water.  The bottom of each pool of water is covered with mud.  This is why there are some "slow walk" tiles just above the regular water tiles, which are intended to be used in a standard dungeon CSet (usually Cset 2).  You can use this "mucky" floor for areas that have been drained of water, in water-draining puzzles.

If you need more water tiles, look in later sections.  This water section is made specifically for BH4's Forest Temple; the standard water tiles are yet to come. :)


K. - Misc. Forest Temple Stuff #2

Canopy shadows, dungeon-colored tall grass, dripping water, and other miscellaneous stuff is available here. If you can't figure out what something here is used for, chances are it won't be terribly vital for you, so don't worry too much about it.

(Crap, I almost ran out of letters for this section...)




 -------------
| LOWER WALLS |
--------------------------------------------
 Section 4.0 - Standard lower dungeon walls
--------------------------------------------

A. - Lower Walls and Lowest Walls

Not quite a dungeon wall set, but almost completely functional as one, we have the oddball "lower walls" section.  These tiles are based somewhat on LTTP's lower walls, which could be seen in just about every LTTP dungeon whenever the floor dropped away to a depth where the dungeon's wall template couldn't be used.  They are also useful for walkable "grates," which are often used as a dungeon version of bridges.

These walls work almost identically to regular walls, although there are some slight differences in the diagonal tiles (in order to give you more freedom, of course ^_^).  Lower wall torches are also included, of course.


B. - Lower Wall Doors

Just like any other dungeon set.  Since lower walls can potentially get used quite often, I included combo-cycling doors for these too. However, I didn't bother including non-cycling lock blocks, so in this case you will have to make them yourself, in the rare instance that you might need them (I doubt many of you will).


C. - Lowest Wall Doors

Just like section B, except these are intended for REALLY low walls.  The note in the tileset says "for lower walls," even though they are all "lower" in the wall set.  These just happen to be lower than the regular lower walls.



 -----------------
| DUNGEON OBJECTS |
---------------------------------
 Section 5.0 - Dungeon Entrances
---------------------------------


Here is a section which contains a variety of tiles you can use for the entry foyers of your dungeons.  The doors themselves are at the top and bottom of this section.  You will have to utilize layer 1 for some of those tiles.

You can also place large statues on either side of the doorway.  Both north and south versions are available for all of these.  One possible trick you might want to use is to have the two halves of a statue separate, to reveal a doorway between them (once triggered).



----------------------------
 Section 5.1 - Wall Objects
----------------------------

This set of big and medium-sized objects contains combos that are mostly intended to be placed on or in front of a wall.  Many of them are associated with a particular dungeon wall set, whereas others can be used just about everywhere.  Many of these can have some fairly creative applications, so give them a good look. :)



---------------------------
 Section 5.2 - Big Objects
---------------------------

These large objects usually stand somewhere in the middle of a room.  At the end of this section, there are also some staircases (slow walk), stairways (stair warps), and pit combos (direct warps).



----------------------------------------
 Section 5.3 - OMG CHESTZ!! ...and JARZ
----------------------------------------

Yes, this section was named after a stupid running gag. :)

Large treasure chests are made to be opened with "Sword" flags.  Small treasure chests are slash combos, made to be used with "Armos->Item" flags.  After that, all jars and skulls will give hearts and rupees when slashed.

(You might notice that they use the "Flowers" combo property - this is because the sprite for "flower petals" in the DoR tileset is actual set to look like broken rubble.)



---------------------------
 Section 5.4 - Interactive
---------------------------

"Interactive" is a fancy word which means "it does stuff."  So, this section contains pretty much anything and everything that does something interesting.  Here's a list (in order):

- Triggers (both temporary and permanent)

- circuit breaker-style switches
- Arrow-triggered eye switches
- Slashable crystals and crystal balls
- Slashable crystals (on walls)
- Raising/lowering blocks (combo-cycling)
- Extending staircases (also combo-cycling)

- PUSH BLOCKS (caps because they're important)

- Block locks (actually shaped like blocks)
- Fans (combine with conveyors, covered with floor combos on layer 1, to get "wind")
- Conveyors

- Blocks on conveyors, an innovation which also uses combo-cycling (make sure you use the "Draw 4x2 block" function when using this feature).
- Quicksand (conveyors)
- Secret compartment treasure chests (combo-cycling)
- Push blocks with portruding spikes (combo-cycling)
- Secret compartment push blocks (combo-cycling)
- "Push the block off the ledge" (combo-cycling)
- Magic-reflecting/refracting mirrors
- Whack-a-mole
- Icey tiles
- Dungeon docks
- Hookshot targets

- Spike traps
- Fire shooters (including Beamos)
- Raising/lowering spikes (pay attention to the Next property when assigning combos)
- LTTP lightning barrier


Lastly, Falling rocks...

IMPORTANT NOTE:  when placing falling rocks in ZQuest, use ONLY the leftmost column of rocks. place them on layer 0, and place the floor on layer *1*.  You will NOT be able to see the rocks falling in ZQuest unless you uncheck layer 1.  Do not trust your eyes until you see it in the ZC player.



-----------------------
 Section 5.5 - Symbols
-----------------------

Zelda dungeons usually have plenty of these, even if they're just for decoration.  Whether you use them for puzzles or just to look pretty or not is up to you.

The white tablet at the top is usually used as an all-purpose "hint" sign.



-----------------------------
 Section 5.6 - Small Objects
-----------------------------

A. - Random Clutter

More objects and decor, this time smaller.  The variety is great, but most of them aren't interactive unless you assign a flag to them, so just take a look for yourself.


B. - LTTP Dividers

More ornate than push blocks, you can use these large railings as a way of separating two parts of a dungeon screen when there isn't enough room for an actual wall.  They are very handy, no foolin.'


C. - Grates, Drains, and Drop-offs

These are very useful when used with combos found in the "Dungeon Water" section or the "Lower Walls" dungeon set, as well as the walkable lower walls which are after the "Lava" section below.



 ------------------------
| TO WALK OR NOT TO WALK |
-----------------------------
 Section 6.0 - Dungeon Water
-----------------------------

This section provides water for the dungeon palette, and various submerged objects that can be seen in pools of water.  There are also two types of waterfalls.  The former was originally intended to spew from serpent mouths (found in the "Wall Objects" section).



--------------------
 Section 6.1 - Lava

--------------------

A. - Lava and Sparks

DoR lava is stagnant, partially-crusted lava which does not bubble or flow.  However, in place of "magma falls," try using the "sparks" combos to make it look like hot sparks are filling the air near the lava.  Walkable lava is included for use with grating and bridges; make sure you don't use it on accident.

DoR lava can be used in some overworld palettes.  In fact, it is INTENDED to be used for overworld lava as well as dungeon, so don't think you have to limit yourself to just dungeon lava. The "Volcano" palette should have what you need.  And if you don't like it, create your own by simply pasting the dungeon lava CSet into a new overworld palette. :)

If you need more specific instructions for placing DoR lava combos, try searching for "DoR Crusted Lava" in the loose tile database at www.purezc.com.  There are images there for those who would prefer a diagram.


B. - Walkable Lower Walls

Not lava, but just as useful as walkable lava: here are some walkable lower walls.  I placed them here to keep them being accidentally used instead of the regular lower walls.  Make sure you only use these for screens with grating or some other kind of bridge.




--------------------------
 Section ??? - Misc. Crap

--------------------------

Why is this here?  Because I had nowhere better to put it.  So sue me.  There's underwater floor borders, some random shadows, and an unfinished version of Ccc's wooden house interior wall set.  There are some new diagonal walls there, so go nab 'em if you need 'em, you shameless rippers.



--------------------------------
 Section 6.2 - Floors & Borders

--------------------------------


Ever-popular, here we have dungeon floors, and the borders that love them.  I urge you to be responsible in your use (hopefully not overuse) of floor borders.

Why, do you ask?...

Well, floor borders are NOT entirely necessary in this tileset, because all wall sets have a solid line dividing the base of the wall from the floor.  Their original purpose was not to go between floor and anything-that-isn't-floor, as many people seem to interpret.

They will, however, make your screen look better, if you don't overuse them.  In conclusion...I shouldn't be ranting in a combo index. Oh well. :)


A. - Small "Railing" Borders

If you're desperate to keep Link from going somewhere, or simply want to put something out to keep him from jumping into a pit warp you worked out, try these railings.  This versatile set, originally created for the Pure tileset, will suit whatever your needs are.  I've even included some new diagonal railing tiles.


B. - Loose Floors

Here are a bunch of scattered floors patterns, some of which will not be found in the "floors with borders" section that follows.  If you like something you find here, try using the "blank" floor borders on layer 1 in order to make use of your favorite floor tile.

At the top you'll also see some partial "checkered" pattern tiles.  The reason they are only partially there is so you can use them with creative layering.  If you can't find a use for them, just ignore them.


C. - Floor Borders (type A)

This section contains a template for floor borders, and several sets of floor patterns to go with them.  Using the floors-with-borders sections will save you from having to use many more layers than you would otherwise need.  If a floor pattern you like does not have a border set, then use the "blank" border set on layer 1.  The "blank" set also includes some new diagonal floor borders.


************************************
Additional bonus: HIDDEN TRIGGERS

In the 3rd-to-last row of most of the floor border sections, you'll find a tile that looks ALMOST like a regular floor tile.  The difference is that one tile is raised slightly.  This tile can function as a hidden trigger.  All raised floor tiles use the "trigger temp" function.  Make sure to have that raised tile change to a regular tile when it is stepped on, and you will have an oh-so-clever hidden switch.  (by the way, this trick was used in Link to the Past, which is where I got the idea to make these)

NOTE: Hidden triggers are only found in the combo section which contains "type A" floor borders (the more narrow type).
************************************


D. - Floor Borders (type B)

Exactly the same variety of floors as type A, but with a different type of border.  This one is thicker.  Both types came from Link to the Past.  Type B, like type A, also has diagonal border tiles in the "blank" section, which is likewise used for layering.



 --------------
| SPRITES ETC. |
---------------------------
 Section 7.0 - New Sprites

---------------------------

A. - New NPCs

This first section of sprites contains mostly sprites which were added for DoR.  They hold more of a resemblance to RPG character sprites than Nintendo's Zelda games normally have.  A few of these sprites are minor or major edits of Pure sprites which I created at some point.

Sprites in this section do not use the "CSet2" function, as for various reasons this was becoming inconvenient to me.  You may need to change this if you assign an NPC sprite to a secret combo.  However, I expect most of you will either use NPC for dialog windows, or for pointless living furniture. (Admit it - most quests contain more silent NPCs than talking ones. :P)



B. - Emotion Balloons

If you've ever played Tales of Symphonia, Star Ocean, or any similar RPG, you'll be quite familiar with emotion balloons.  They are, quite simply, a quick-and-dirty way to make a character express a certain emotion or gesture.

In case you're not familiar with some of these Japanese-ish icons, here's a "key" of sorts:

Exclamation Point			=  surprised, of course
Multiple sweatdrops, shooting upward	=  panicked
Single sweatdrop			=  embarrassed, either for yourself or for a friend
Question mark				=  Just what you think it means :P
. . .					=  awkward pause
Scrawled scribble			=  flustered, angry, irritated
Brown inflated "whisp"			=  fuming!! (usually about to yell at someone)
Rings with circling stars		=  knocked out, dizzy, dazed


Non-emotion icons in this section (just so you know):

- A button
- Burst of white smoke



----------------------------
 Section 7.1 - Pure Sprites

----------------------------

A. - Old Sprites

You've all seen 'em before.  They're old!  They're cliche!  They're overused! :D ...But if I didn't include them, not only would some people ask for them, but I would be rather short on NPC sprites.  DoR probably won't have a full complement of unique NPC sprites until I draw them all.  For the meantime, here are the tried-and-true Gameboy rips that everybody uses.

These combos use the "CSet2" function, so go ahead and lay them down using CSets 1 through 5.  They work fine for secret combos, as-is.


B. - LTTP flying bird

Not really a Pure sprite, but this bird from LTTP has been included.  The combos work in such a way that it can actually fly across the screen!  Simply lay the combos down from left to right, starting at the top row of combos and dropping down to the next until it stretches all the way across the screen.

Note: you should probably only use this on screens where the player cannot scroll to the left or right.  There's a chance this will show "half a bird" in the process, on rare occasions.  Just a graphical nitpick that some might notice, while others might not.


C. - OoT Medallions

Someone's old loose tile submission. These are the various medallions from the temples in Ocarina of Time, drawn into ZC format.  They work well in practically every CSet and palette in the tileset.




--------------------------------------------
 Section 7.2 - Dialog Windows & Backgrounds

--------------------------------------------

A. - Dialog Boxes

For those questmakers who like to have separate screens for their dialog, these dialog boxes will come in handy.  The same windows can be used for the subscreen graphics, but you don't need combos for those.  Since these are combos, they are meant to be screen data.

The first window is solid black, so you'll have to switch CSets in order to see its shape.  This is the DoR standard dialog box, which is modelled after Ocarina of Time.  It is intended to be used on a translucent layer 6.  There is an example screen in the QST file for this.


B. - The Legend of Zelda Title Screen

This title screen is probably nothing new for most of you, but it is indeed still available.  It requires use of a level palette specifically dedicated to it (palette #2E).



--------------
 Combo Scraps
--------------

Beyond the last section you will find some various other combos that are, for one reason or another, not placed elsewhere.  Usually it is because they are incomplete, but in such a way that I thought SOMEone might still find a use for them.  If you see something you really want to use, then go for it.



----------------------------------------
 Section X.X - Displaced Cycling Combos
----------------------------------------

To avoid mistakes with the moving of cycling combos, I displaced all cycling combos to page 187 in the combo organizer, and thereabouts.  After setting up all combo cycling there, the combos that needed to be accessible to the user were copied into the regular combo sections (the first 100 pages or so of combos).

If you are sure you know what you're doing, you can mess around with these files.  Just be forewarned that most of them will affect a combo elsewhere in the tileset if they are altered or deleted.  Most of these combos are labelled, though, so you will have a rough idea of where combo cycling is used in the tileset.