#----------
# Pure Remembrance FAQ
#
#  This file contains some useful information
#  on how to use Pure Remembrance correctly.
#----------

After designing your quest, turn the pink transparent colors into black, otherwise some overhead combos will be pink. You only need to do this for the palettes you've used.

If you can't stand the pink transparent color, you can import no_pink.zpl (a palette pack) into pure_remembrance.qst, which will turn pink to black.

You'll need to use layers to draw some of the bigger objects (e.g., big trees). I suggest enabling layers 1, 2, and 3 as a _bare_ minimum. You'll run into problems with fewer layers. Also, make sure warps and interactive combos are placed on layer 0.

To draw a big LTTP-style tree, lay down the trunk on layer 0 and then draw the tree top on layer 3.

Get extra combo space by moving/deleting combo sets you don't want to use (e.g., mountains, dungeon sets, ground tiles).

To replace Hybrid Link:
 1. Replace the Link tiles on page 0.
 2. Replace the Link colors in cset 6 and Extra Sprite Palette (ESP) csets 6-12.
 3. Adjust wieldable items (sword, hammer, wand, etc.).

Use shift+Page Up/Down to scroll the combo list column-by-column. Use ctrl+Page Up/Down to scroll page-by-page.

Remember to check out the "+" palettes for extra color suggestions if none of the level colors suit your needs.

Palette 9B contains extra single colors. You must convert these colors into csets before you can use them. There are two simple ways of turning one color into a series of shades (e.g., 4 shades of brown):
1. Choose a color and adjust all the RGB values by +/- 5.
2. Scale each RGB color by some factor (e.g., RGB = 2 4 8 -> times 2 -> RGB = 4 8 16).

Dark rooms are not implemented. To manually implement them, turn interpolated fading off (page 1 rules) then go to the level palette you want darkened. Press the "Dark" button to darken the palette. Finally, turn interpolated fading on for smooth fading effects. If you want a dim room (but not completely black), copy the next-to-the-last set of dark colors into the last set (i.e., override the black colors).

Palette cycling is not implemented. You must turn interpolated fading on (page 1 rules) and create your own cset cycles to use this feature.

Just like PTUX, dungeon palettes come with an extra cset 3 which you can readily replace, delete, or modify. Also, by replacing the yellow/burgundy colors, you can change flame, border, and carpet colors without recoloring anything.

If you're using door sets, cracks in bombable walls are not visible. To implement these cracks, go to Quest > Graphics > Door Combo Sets and replace the "Wall" door combos with cracked walls. As a tradeoff, every time you use the "Wall" door, you need to cover up the crack manually by brushing it over with regular wall combos.

Some common types of combos are not implemented (e.g., walkable dungeon water for grates, hookshot objects, no-wait push blocks), but it should be easy enough to copy and modify the existing combos to fit your needs without resorting to the tile sheets directly.

To make a title screen, grab title_screen-bg.bmp and title_screen-logo.bmp. Using palette 94, draw the background with cset 2 and the logo with cset 3.
