Bszelda 3 AST dungeon editor
Version 0.9a
By Euclid

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here's some simple instructions

table of contents
1. Rooms Layout
2. tile select
3. Each Room/Edit box
4. Show box
5. Grid Box
6. Stuff up the top left area.
7. stuff up at the top middle area (Room header details)
8. saving
9. copy room.
10. coping with those bugs.
11. finishing up
12. credits

Bugs and Issues:
- water and lots of animation tiles missing
- colours look weird in some rooms
- floors are wrong colour and sometimes not the right pattern.


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1. Rooms Layout

Each bs zelda 3 rom has room layouts like this:
  0   1   2   3   4   5   6   7   8   9  10  11  12  13  14  15
 16  17  18  19  20  21  22  23  24  25  26  27  28  29  30  31
....
128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 xxx

saharasla's room (starting room for week 1) is room 97, this is consistant for all weeks.

I've noticed from room 80 onwards it's mostly caves/indoor houses.

When you do open your rom i've set it so you open room 97, the U/D/L/R moves the room your editing around. (left goes to room 96 etc)

Room 143 is used for some header information, no harm done since that room is not used anyway.

That's it about room layout.

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2. Tile Select

you may notice all the tiles in the right, there's a total of 3 pages worth of tiles, for week 1 only the first page will be used, if you open week2/3/4 you'll notice there's more tiles.

Clicking on any tile which you shouldn't be using (naming the black ones on the 2nd/3rd pages) will not select it, so don't worry about stuffing up the rom that way.

You will also see that the selected tile has a purple box around it, why purple? I don't know, it seems to stand out. The selected tile will be used for painting onto the picture/room (the big square picture box)

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3. Each room/Edit box

You need to know each room has 2 layers, One is called the BG1 and one is called the BG2.

The BG1 is used for "upper level" of the room, where the BG2 is used for "lower level" of the room.

To draw on the different layers, the Edit will select which BG to draw on, do check this before you draw each room! (i once draw my whole room in BG2 where i'm suppose to draw on BG1, ouch for me)

In the show box, you can disable what you don't want to see when you're drawing it.

Take room 82 in my week1 prototype rom for example, we know that you can walk "above" the stalfos, that means the stalfos are on BG2.

So how to draw on the BG2? the rule of thumb is when you disable BG1 in the show, the BG2 should still have walls surrounding it so "the hero" can't walk out. Also, to draw a "transparent" tile to BG2, use the first black tile (the same tile for all weeks) on BG1.

The room showing picture box thing, if you right click on it, you'll select that tile in the tile select, if you left click, you'll draw what you selected, quite easy to use, click and drag also works (just have to pause the mouse before the room refreshes, that way it won't kill your cpu, painting the box 100000 times)

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4. Show box

Details
- BG1 - show/hide BG1
- BG2 - show/hide BG2
- objects - show/hide treasure chests/ladders/moles/pots etc
- Doors - show/hide doors
- Sprites - show/hide those sprites

The order of drawing of this editor is:

Back <--------------------------------------------------------> Front
BG2, BG2 objects, BG1, BG1 objects, Any other objects, Doors,Sprites

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5. Grid Box

16x16 will put a white grid around each tile you can select/draw on in both the tile select and the room drawing thing.

But if 16x16 hurts your eyes, go with the 32x32, just remember in each box there's 2x2 tiles which you can draw on.

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6. Stuff on the top left area

Layout number works like lttp, see Hyrule Magic for details. 0 is 4 rooms, 7 is an open big room.

Blockset and Palette works just like Hyrule Magic version of them, but you can't edit them (it won't save anyway)

Entrance combo box with 00 written on it does nothing for now.

Entrance blockset is the blockset (0-31) which you can view it in. Because each entrance you go in from the overworld loads a somewhat different bunch of graphics (like caves has that rocky kind of gfx for doors instead of say dungeon 1), the only way to change your own room to look like the caves etc is by changing this value. Note this value is not saved, think of it as a "switch view" kind of option to make the room you're editing look more accurate. NOTE save before you use this or lose all changes to the room.

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7. stuff up at the top middle area (Room header details)

You can't edit any of this stuff, just view.

When Pits hurt is checked, that means this room can contain pits, which... just hurts you instead of dumping you in another room.

Tag1 and Tag2 are room properties, this is same list as Hyrule Magic, once in a while you'll see unknown - 65, that basically means the whatever event room is scripted (say in the dungeon 2 entrance it is light 2 torches to open)

Those 5 values requires some thinking to get over.
H/W - room which this will go to if you have a Hole or a Warp in this room
Stair 1 - first stair in this room
Stair 2 - second stair in this room
ST3 DL - stair 3
ST4 DR - stair 4

I'll explain what DL and DR is when you do see it used (i doubt it's used)

Ok in these boxes you'll see random numbers most of the time. I haven't eliminated the useless information here. But here's how to see those values
- To have a value in stair 1, you'll need a value in H/W
- To have a value in stair 2, you'll need a value in Stair 1
- etc etc
- Any value above 143 is definately mean that field and stuff after that is not used.

Take Room 82 in week 1 for example, there's 1 stair there, so stair 1 will have the room number which the stair goes to, in this case 68, if you get to room 68, you'll see it's where the stair connects to, woohoo.

So how do you know if there's a working hole or Warp?
The warp means the destination room is on the same level (check the dungeon maps) as the current room.
The hole means the destination room is on the same place but one level down from the current room (also check the dungeon maps)

One classic example is Room 22 in week2, you see how H/W in that case is 70 and there's a stair 1 value of 70 (and the rest are junk)? that means there's holes from that room connecting to room 70.

Room 33 in week2 is also another dilemma, you see no exits there, the only way out is a non-door exit to the room under it... or is it? check H/W, it's room 50, go there and wow, H/W value of 33! this means the two rooms are connected through a warp.

If you need more explaination/clarification when you're doing the later dungeons (those tend to have more warps/holes) just ask me.

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8. saving

To save, File -> save, do it for each room you finish.

Nothing will be written to the rom until you press the save and you have to do it per room, don't be tempted to look at other rooms while you're working on one (in that case just open a new editor window and do that :) )

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9. copy room

This function is a "lazy" function which allows you to copy the layout of a room to your current room 

Say you've just drawn room 97, and you're at room 60 and like... "oh i don't want to spend all that time drawing the generic empty room with borders and the walls and stuff", just use this function, type in 97, and like bang, copied, then edit away!

Note this copies both BG1 AND BG2 data.

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10 coping with those bugs.

With the water bug, I can tell you the water tile is ALWAYS the tile between the Left water boundary thing and the right water boundary thing.
In week 1 it's the second row second tile, in week 2, it's the 6th row 2nd last tile.

Floors with wrong colour - to find what floors should it be using (in all weeks):
1. go to room 97, the white tile as you see in week 1 should be the floor tile for the "upper" level.
2. for the brick looking one for indoor houses, you should also find it in the same room.
3. for the "lower" level one (use with BG2), it's always the green floor tile one in that room.

as for colours looking weird, i'm working on it.

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11 finishing up

So with all this knowledge, you should be able to edit the rooms with no problems.

Feel free to ask me to put improvements (especially improvements which will make editing easier!)

I don't plan to do any more work on this editor (at least not now, maybe ask me in a few years)

I was going to put email here but I don't feel like getting more spam.

Just PM me a message on Acmlm's board (http://board.acmlm.org) or Romhacking.net (http://www.romhacking.net) or bszelda forums (http://bszelda.zeldalegends.net)


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12 credits

Hmm lets see...
Duke Serkol - for everything and everything, yeah everything, period.
Cent208 - for telling me bszelda3 needs fixing!
d4s - great insight on the dungeon data, thanks!
Nintendo (of japan) - for making the game as usual.
And everyone on the Bszelda forums :)
