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Chapter 5-4: (Continued)

Part 8: Zelda

This is it. The final screen for this first section of the tutorial! Let's end things by creating a screen to rescue Zelda like in the original The Legend of Zelda.

Draw this screen on Map 3→Screen 44.

Map 3 Screen 44

Door Combo Sets and Placing Doors

Set the Room Type (Screen→Room Type or R) as Zelda. The only thing this does is spawn four fire enemies in front of the Guy. It doesn't even set the invisible barrier that is normally set with Guy rooms.

Room Type Zelda

Setting up the Cave Information

Placing Combo Flags

Map 3 Screen 44 combo flags

And with that, the Zelda Room should be almost finished. We just have one last step. But here is how the Zelda room should look at the moment.

Zelda is in Zelda Classic! My mind is blown.

Part 9: The End String

The ending sequence is almost entirely hard-coded and unchangeable for the most part. It's pretty much identical to the original The Legend of Zelda. The most you can really do to it if you try hard is change the sprites that show up before the credits start rolling by directly editing some tiles. But there is one part of it that ZQuest allows you to change rather easily: the End String.

First off, let's go over some rules regarding the end string, or rather strings.

With those rules in mind…

Setting up Strings

Go to Quest→Misc Data→End String.

Main Menu End String

Select the first of the two strings you created and press OK.

End String Selector

Once you have this set up, everything should be finished and ready to go.

The End ...but not for the tutorial.