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---Zelda 1 Dungeon Editor---
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	By Euclid
	Version 0.21
	(use word wrap)

Requires VB6 runtime files, if you don't have them, get them off somewhere.

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---New in Version 0.2x---
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4/8/2003 - V0.21
- fixed up a stupid bug which doesn't allow you to display monsters in the second set
- fixed up the 'dungeon map editor' window.

2/8/2003 - V0.20
First Release!

Welcome to Zelda 1 dungeon editor! This editor can edit any dungeon room in Zelda 1, and the map which is below your items (sorry not the 'upper left corner map yet', i guess it's a bit of hex editing for you to do or until i have enough time to implement that bit). Now i finally know why nobody has successfully completed a fully working Zelda 1 dungeon editor because it's layout is annoying.

Anyway, this editor can edit the 42 room macros (can't change columns though, might include that in the future) + all the dungeon rooms in both quests and even the enemies, item, pushable block in the dungeon... to make this brief, if you have a decent understanding of how Zelda dungeon is layed out (by 4 different 'sets') then just go in there and play around with it! :P

Warnings/things you should know about Zelda 1 dungeon hacking:

1. if your room is full of blocks/rivers (eg/Room 20 in a unmodified zelda rom) and you place enemies in there, that room -Will- freeze when you enter. 
Reason: There is no place to put monsters, even if they're bats, you need space to put them on! (no they don't go on blocks)

2. There are the two rooms (i think it's 23 and 24) that has statues which shoots. If you don't put a statue there it will still shoot. (unless you did some ASM of course)

3. you must, must write down the room no. in the level properties which you use the tunnel/item stash (it will freeze if you don't do it)


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---Known Bugs:---
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after saving (using the room save function) the room with tunnels, make sure you check the room after the tunnel (exit the program first though) because VB somehow puts 00 in that spot for enemies everytime you save the tunnel (weird, yet i can't find a solution for)




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---Simple guide to Zelda 1 dungeon setup---
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For those who knows how the dungeons are set up, then feel free to skip this bit.

General layout:

Zelda dungeons are layed out in 'sets' of 8x16 rooms. quest 1 dungeons 1-6 are fitted together nicely in one set. A stair case/item stash also counts as a room.

Didn't get that? Well i'll try to explain it better in a diagram:

Take level 1 (1) and 5(5), you probably already know how those two dungeons look like on the map. 

  1 1		and 	  5 5
    1   1 1		5 5 5 5
1 1 1 1 1 		5 5 5 5 
  1 1 1 		5     5
    1			    5 5
  1 1 1			  5 5 5
			5 5 5 5
			    5 5

They are actually on the same 8x16 map, sticking together like this:

	5 5
      5 5 5 5
  1 1 5 5 5 5
    1 5 1 1 5
1 1 1 1 1 5 5
  1 1 1 5 5 5
    1 5 5 5 5
  1 1 1 . 5 5

Where I put the '.' shows a room which is left over. That room can be used as a item stash room or a stairs room. (in that case it's a stash room for the Magical Rod for level 6!) For your information, to the left of level 1 is level 4, to the right of level 5 is level 6, 3, 2 respectively.

Using this technique, The first 6 dungeons are stacked up in the first 'set', the second set contains the dungeons 7-9 in quest 1 (notice they are larger?), the third set contains dungeons 1-6 for the second quest and the last set for dungeons 7-9 in the second quest.

What I suggest when you're hacking the dungeon is to do a decent plan of how you want the rooms to be organised between levels.

Rooms:

There are 42 preset rooms in total in the game (with no Assembly). The rooms are defined using 12 columns each (notice there are 12 tile columns in each room?). There are approximately 80 or so preset tile columns, these tile columns fits together to form rooms (these columns are editable, but i couldn't find the data yet).

The biggest problem is that you can only use those 42 different room layouts to form your 4 sets of dungeons. (44 if you're including stairs/item stash), and if you change the layout of one room, it's going to apply to all the rooms which uses the layout.

I hope that's clear enough on rooms...

What i suggest is that you use the "column editor" in the program to edit the rooms, then as soon as you start hacking the layouts, monsters etc of the rooms, don't go back into the "column editor".

That's probably all you need to know to hack Zelda 1 dungeons, the rest i'll leave it up to you to play around with.


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---Credits---
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GameMakr24 - for all the dungeon data + some help! Thanks!
Zophar - for having so much info!
Zeldit - for the inspiration!
And everyone Challenge Games and Dragon Eye studios which go me started on romhacking!