BS-Zelda Kodai No Sekiban - Week 1, Indoor Patch v1.1 documentation
by Euclid & Duke Serkol for the BS Zelda Homepage www.bszelda.zeldalegends.net

	*IMPORTANT*
Before using this patch on the First 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 originally filled the empty black indoors if the game with a 
reconstruction of what we thought was meant to be there. That was because 
we have only limited indications of what they contained. However, now 
videos have surfaced recorded during the original broadcast, and it has 
been possible to recreate the game EXACTLY as it originally was.
If I myself may say so, the previous reconstruction was remarkably accurate 
in most parts, but there were many small differences scattered all over 
(mostly decorative details (such as statues), enough though to probably 
warrant another playthrough.
So have fun, once again!

Additionally, this patch fixes the glitched chest hidden in Dungeon 2. No 
more need to be checking the whole room before opening chests ;)


V 1.1 - BG2 passages were buggy and allowed you to get stuck into walls.
I have fixed that to the best of my ability and am pretty confident it's 
not possible to get stuck anymore.

V Final - Changed everything that was not as in the original broadcast to 
recreate it up to the smallest details.


What is still to be fixed:

Music.


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.