Quest Rules alter the behaviour and features of Zelda Classic's game engine. The Header lists the name of the quest, its author, and contains the password required to edit it (if any). Here is a list of terms and concepts for various defining features of Zelda Classic quests. It is also considerably easier to navigate than this text file. There is a documentation wiki which explains each feature in detail. This is not an exhaustive manual, but a summary of the numerous features of ZQuest. It is now possible to make quests that bear very little resemblance to The Legend of Zelda. It still holds true, though its limitations are fewer with each new version. The above was written by Phantom Menace referring to the 1.84 version in mid 2000. It also allows you to customize the graphics, colors, MIDIs, and more. It allows for multiple overworlds, huge dungeons, and caves and dungeons that aren't "levels". "That said, you'll find that there is a lot that can be done within ZC's limitations. Although it has grown and will continue to grow, it can't do everything you might have in mind. It started out as a clone of Zelda 1, which is also very limited. Upon selecting any of these options, you will be given the option to view additional debug information in the Music Room, by pressing Z to confirm, and X to prevent displaying them.īy going through the door, regardless of having the Key, Urotsuki will enter the Debug Room."The first thing you should know is that Zelda Classic does have its limitations. The Soundtrack also has an additional menu, with the following options: Change money value (set to 900000 to cancel)Īccessing the Wallpaper List here will show an additional menu, with options as follows:.Toggle effects or change amount of money held.Modify speed (Cancelling will set the speed to default).Also, various areas will have speech bubbles and other elements that contain author commentary when interacted with.ĭebug Mode provides an effect called ★Debug★, which contains the following options: Pressing F9 in Debug Mode will open a menu that allows one to edit the game's variables and switches. By setting the number of days to a value greater than 365, a dummy Game Over event will be triggered, thereby returning the player to the title screen. The first button from the top increments the number of days by 1, the second by 10, and the third by 100. When Debug Mode is activated, three buttons will appear on the lower-right area of Urotsuki's room, and a counter for the number of days will appear on the right side of the screen. "Window" is appended under the assumption that the game crashes if it is set to full screen. You will hear a short jingle when you step on the right tile.Īn alternate approach to running Noclip Mode can be done by creating a shortcut of RPG_RT.exe, then changing the target location as follows, where "drive" is the drive where the game is installed, and "arbitrary location" is the game's RPG_RT.exe location, which is usually the "ゆめ2っき" folder.Įxample: ":\\RPG_RT.exe" "TestPlay" "ShowTitle" "Window" 119g, it is in the upper-right corner of the door and requires you to press the interact key. It can be accessed via Noclip Mode, a nickname for running the game in RPG Maker, that allows you to walk through solid, unwalkable tiles by holding down the Ctrl key (Or ⌘ on a Mac (needs confirmation)), and from there by stepping on a special tile somewhere outside the walls of Urotsuki's Room in the real world, that may change based on the version. Debug Mode is a game mode accessible via running the game in RPG Maker, that allows you to take advantage of certain in-game exploits designed to aid authors in testing their worlds.
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