BS-Zelda Kodai No Sekiban - Week 3, Indoor Patch v1.2 documentation
by Euclid & Duke Serkol for the BS Zelda Homepage www.bszelda.zeldalegends.net

	*IMPORTANT*
Before using this patch on the Third Week of BS the Legend of Zelda Kodai 
no Sekiban, you should apply the overworld map and BSZ AST Restore patches 
by Dreamer Nom.
See their read me files for what patches should NOT be used together 
with these.

To English players I would reccommend also applying the translation patch.


What this patch does:

This patch fills the empty black indoors if the game with a reconstruction 
of what we suppose was meant to be there. Naturally because we have only 
limited indications some rooms may be somewhat different than what they 
were like when the game was originally aired on the Satellaview.
However, this should hopefully only concern decorative details (such as 
statues) because the order of the tiles within the rom gave us significant 
clues as to how some rooms should be like, because most things the player 
can interact with (such as vases) were already to be found in the unpatched 
game, and because we could tell when a room contained pits or warp tiles.
There are other finer details to our method, but this is no place to 
elaborate upon them, rather they may be addressed in the documentation to 
the editor when it is released.

Additionally, it fixes the palette in the thieves' hideout. 
Also the secret passage next to the castle has the ladders reversed so that 
they are in the correct direction.
Removed a placeholder tile Dreamer Nom has used for question marks.

Version 1.1 - Garrett, Real hotDog and Soggytoast found some mistakes. 
They're fixed now.

Version 1.2 - A few rooms have been tweaked, in particular the mole's room 
which now looks fine.


What is still to be fixed:

Music.
Also, there is no light coming from the windows in the thieves' hideout. 
We are not sure if this is a glitch or the way it's meant to be.


Distribution:

This patch can be shared in any way you please, which includes uploading 
it on a website. In fact, we encourage people to help others know it and 
get it.
Just, please, keep it together with this read me file.


Feedback:

Comments, questions and (hopefully won't prove necessary) bug reports can 
be mailed to webmaster@bszelda.zeldalegends.net


Who did what:

Euclid is the one that made the editor and solved coding problems like 
inverted ladders. He also figured out that the order of the tiles could 
clue us to the original content of the rooms, and helped out with the 
thoughest ones.
Duke Serkol re-designed most of the rooms, following the clues when 
possible and using ingenuity when there were none.


We wish to give credit to:

Dreamer Nom, for continuing Roto's work (thanks to him too) eventually 
creating the patch this one improves on.
Con, for creating the BsZelda Homepage, eventually leading to all these 
great results.
d4s for persuading us that the only way to get this fixed was to deduce 
the layouts on our own.
David, AKA Makoknight, for helping in starting to figure out the code.
And everybody who helped the BsZelda Homepage by providing patches or 
anything else.