ZC Mapmaker v0.0 - For ZC version 1.90
by Eric King
	fatcatfan on AGN forums, http://www.armageddongames.net
fatcatfan@hotmail.com

Zelda Classic is available at 
http://zeldaclassic.armageddongames.net

MapMaker is a utility to produce bitmap images of custom quests created with
ZQuest, the Zelda Classic quest editor. For later versions of ZQuest with QSU
export files, you should instead use later versions of MapMaker which take
advantage of that new feature. This version *may* also work with ZC1.84.

There should be no mysteries with this program for the experienced ZQuest user,
but a few items need explanation.

On any screen, clicking a "..." button will activate a file browse dialog, to 
select the file for the adjacent text field.

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EACH FIELD ON THE INITIAL WINDOW CORRESPONDS TO A ZQUEST EXPORT FILE WITH THE 
DESIGNATED EXTENSION. YOU MUST CREATE THESE FILES IN ZQUEST BEFORE USING 
MAPMAKER.
################################################################################

On the initial window:
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The "all" text field allows you enter a "stub" filename that will be propagated 
into all the other text fields. This is useful when all your exported files are 
in the same location with the same filename, just different exensions.

The "dmp/map" text field accepts either a DMAP export file, or a MAP export file 
(who'd 'a guessed?). When you click the proceed button, the type of map to 
generate is detected based on this field, based on file size, not extension.

On the "Generate DMAP" dialog:
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This dialog appears after you click "proceed" on the initial screen when you 
have specified a DMAP export file in the "dmp/map" field.

The "map" text field contains the filename of the MAP export file containing the 
screens used by the DMAP selected above. You must provide this as there is no 
way to detect it via the export files.

The 8x8 array of buttons to the right allow you to specify additional screens to 
include in the output. When you select a dungeon or cave DMAP, the array is 
reset to represent that DMAP, but some dungeons contain "hidden" screens which 
are accessible in play, but do not appear on the DMAP. Raise the appropriate 
array button to include these additional screens.

On the "Generate MAP" dialog:
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If you select the first radio button, each screen will be colored based on the 
color you would see when viewing it in ZQuest. This is used in dungeons and 
caves to ensure that you see it in the correct color while editing. As the 
warning states, files generated like this are 11Mbytes, twice the size of
palettized bitmaps of the same dimensions. I suggest you use a paint program such
as Paint Shop Pro to reduce the colors with a smarter algorithm than I would be 
able to produce.