BS-Zelda Kodai No Sekiban - Week 4, Indoor Patch v1.4 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 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!

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.
Lastly, corrected the telepathic dialogue in the first room of dungeon 7.
The patch also changes the palette for the thieves hideout to the one it 
had in ALttP. We thought the different palette was due to the bad dump 
of the game, but it turns out it was colored like that in the original 
broadcast too. Because it doesn't really make sense for tables to be green 
and for a structure that is exactly the same to have changed colors, we 
have not removed what we still perceive as a bug fix.


V 1.1 - Fixed a cave with a faulty puzzle and some mistaken tiles in others.
Furthermore, the room for the boss of the last dungeon is now made so that 
you can't leave before you've won. It was really easy once I knew how. 
But...

V 1.4 - A spiky update. Fixed three rooms in dungeon 8 and three caves that
didn't work quite the way they should have. About all of which I did using 
spikes :P

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 and the hero's palette when Zelda accompanies you (the latter is now 
fixed with an additional patch).
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.
The room for the boss of the last dungeon still should not scroll until you 
take the tablet. We have not been able to fix for the time being.


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 about 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.