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The Legend Of Zelda For Mac Free Download

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by guticonca1986 2021. 4. 22. 12:00

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The Legend of Zelda has been enthralling gamers since it made its Super NES debut in April 1992. It has recently been re-issued so that newcomers to 16-bit gaming can share the Zelda experience. Zelda was also selected by Nintendo as one of its top-five SNES games of all time. Known for its complexity, Zelda's gameplay is measured in months. The latest MacOS version of Zelda Classic. This version is packed with new features such as an enemy editor, item editor, scripting, and more. This also includes a better, larger interface with more features. This now includes a MacOS X build of ZCLaunch. Download File Zelda-Classic-2.50.2-with-ZCL.zip – 12 MB.

After reforging the TriForce and banishing Ganon's minions from Hyrule for all eternity, twice, Link thought nothing could tear him and the love-of-his-life Princess Zelda apart ever again. He was right. But an untold tale concerning Link's virgin voyage in the realm of Hyrule is about to take center stage on the Super Famicom: The Legend of Zelda: A Link to the Past takes us back in time, back before Ganon's legendary badness, back before even the NES, to Link and Zelda's ancestors (who coincidentally are also named Link and Zelda!) and a fabulous adventure.

One of Ganon's unholy colleagues, the corrupt priest Agnim, has swiped the Seven Daughters of Hyrule, shattered the TriForce, locked Zelda in a dungeon, and thrown away the key. Spring her from jail and you're only just getting your toenails wet in Nintendo's most complex role-playing maze-a-rama ever. Here's a sneak peek at this Japanese sales sensation, now available overseas for the Super Famicom and on the verge of a U.S. launch for the Super NES.

New Looks, New Levels, New Link

Zelda I ('87) and Zelda II ('89) set standards for excellence in NES swords-and-sorcery games. The Super Famicom redesign, a top-down perspective game, plays closest to the original Zelda, with a similar play interface, revamped enemies, and hot music and graphics. Our green-garbed hero's third, er, first quest spans the four comers of Hyrule and all points in-between, including waterfalls, caverns, villages, dungeons, and mountains. He does battle with all the skeletons, bats, rats, swordsmen, and rock-spitting octopuses Zelda fanatics can stand.

The first and foremost of Z III's play improvements is the incorporation of four -- count 'em four -- button inputs instead of just two. In addition to Sword (B) and Item (Y), you can lift, push, pull, and throw inanimate objects with A, and access a gorgeous, scrolling, slant-view overworld map with X. Link's tools of the fantasy trade include Swords, Shields, Bombs, Clothes, Boots, Gloves, Flippers (for swimming of course), Magic, Keys, Maps, assorted Treasures, and money in the form of Gems.

Every role-playing type title requires maze running and mapping, but rarely, if ever, is it done as well as in Zelda III. As opposed to Zelda I's basic overhead-view one-level movement, several 'layers' of tunnels and passageways can crisscross all on one screen! You climb or descend ladders and walls to jump from one layer to another.

Visually the characters look like and are well-drawn upgrades of their cartoony selves. Awe-inspiring effects such as a chilling thunderstorm and the Forest's foggy environs add welcome flavor to Hyrule's many mystical locales. And music? Take a listen and you'll be spirited away to Hyrule in no time. Old and new tunes are as absorbing as 16-bit sounds get.

A Legendary Zelda

To borrow a line from a well-known TV commercial, Zelda III is 'a bit more exciting, a bit more challenging, a bit more graphic, a bit more colorful, a bit more...' Heck with it, Zelda III is a LOT more of those traits and then some. No word yet on what will and what won't change between the Japanese and U.S. versions, but all indicators are pointing to a near-direct translation, so check out the following highlight tips and tricks. Look for Link's Super Nintendo debut within a month a two, at which time we'll print a blowout strategy guide. Be there or be an Octorok!

ProTips:

  • Plead your case to this forlorn soul and he'll fork over a weak but usable sword. Your next blade's stashed in Fog Forest.
  • Pull the right-wall lever with all your might to unlock the door.
  • Push this crossed-swords blockade to open a secret passage.
  • Pepper the gang of Darknuts with arrows from a distance and polish them off with sword-swipes. Run under the red leader's leaping stomp attacks and counter-strike when possible.
  • Heave ho, have Link lift this bush to uncover a back entrance to the palace.
  • Trap skeletons against the wall and hack 'em to bits with a fully-charged Sword.
  • Stun the jail keeper with your boomerang, move in and clobber him for the kill, and free Zelda from her too-cruel captivity.
  • Don't look down and leap feet first into this cauldron to fall into a bonus treasure room.
  • Move quickly and step on the top-left tile to unseal the locked doors in the bouncing bowling ball trap room.
  • Slash the middle bush in this section of the super-creepy Fog Forest to uncover a drop to a hidden heart piece.
  • Pick up pots for a quickie life or magic refill, then toss 'em at enemies for a one-hit knockout.
Overall rating: 10
Click Here for Extras, Add-Ons, Third-Party Tools, and Older Versions.

Primary Developers: Gleeok, Grayswandir, Venrob, ZoriaRPG

The latest, and final version of ZC in the 2.50.x branch, replacing 2.50.3.

Play

Change Log| Source Code| ZCLaunch Source Code

Quests made in 2.53 will play in 2.50.0, 2.50.1, 2.50.2, and 2.55–however, player versions prior to 2.53 may not properly play a quest made using 2.53, depending on quest rules, and ZScript usage. 2.53 will properly play all quests made using 2.50.0, 2.50.1, and 2.50.2.

Long-term support for four years from the published date of the release build.

Zelda Classic, v2.53 Long Term Support Edition

Release 2

17th April, 2019 (21:11GMT).

Primary Developers: Venrob, ZoriaRPG

A preliminary build package of 2.53.1, for the 20th Anniversary ‘6th Quest’ Contest

This package includes new features including modular data packages (.ztile, .znpc, .zcombo, .zitem, .zdmap, .zalias), GUI skins, support for multiple .sav files, a new version of ZCL to set the current skins and the current save file, and a lot of bugfixes and improvements. Once 6th.qst is done, it will be packaged with this build alongside a new blank quest with Z1 maps pre-set-up and all of the Classic.zh elements pre-configured. This build will replace 2.53.0 Release 2 in December 2019 or January 2020 to mark the 20th Anniversary of Zelda Classic! Furthermore, this is the first version of ZC that bundles a standalone version of DXGL, that you may enable, disable, and configure direct from ZCLaunch.

2.53.0 Release 3 (Preliminary) is updated very regularly, so check back often to ensue that you remain current!

Change Log| Source Code| ZCLaunch Source Code

.

Zelda Classic 2.53.1, Pre-release package for 20th Anniversary, 6th-Quest Contest

Updated on 23rd November, 2020 @ 22:57 GMT

  • Disabled header guard due to bugs.
  • Updated Allegro to v4.4.4.
  • Added a special colour (teal) to water combos when drowning is off.
  • Fixed Linux console using Debian.
  • Add forced NULL terminator to pointers passed to TraceS().
  • Added 'Snap to Grid' to FFC Right Click contextual menu.
  • Raised max deaths count from 999 to 65535.
  • Updated package with classic.zh v1.13, fixing a compiling error.
  • Find the B52s Easter Egg.
  • Added Quest->Rules->Pick Ruleset to ZQ menus.
  • Updated classic.zh to v 1.12. The ChangeRoomGuy script now ignores NPC_FIRE.
  • <std 1.5013> Added sanity guard on SetLayerCombo/GetLayerCombo functions.
  • Rewrote the MIDI Patch Fix to work properly on modern (Post-XP) Windows.
  • Added Fullsceen confirmation warning, backported from 2.55.
  • Fixed error messages for invald GOTO type instructions.
  • Fixed possible crash on invalid gotos from logging args order.
  • Epilepsy Protection is now set when you launch a NEW INSTALL of ZC, immediately prior to loaing the player interface.
  • Reduced the amplitude of screen wave effects when epilepsy protection is enabled.
  • Added a ZQE hotkey for '?' that opens the version info display.
  • Added an emulation flag '2.10 Hammer Upward Reach'.
  • Implemented a request from ShadowTiger, whereby when you edit a DMap, and select a map tile, when you go to edit further DMap map tiles within the same session, the DMap editor will remember the last tile that you used.
  • Header Guard for the ZScript compiler is now defaulted to off.
  • Added the following configs to ZQuest: PreFillTileEditorPage = (0|1), PreFillComboEditorPage = (0|1), PreFillMapTilePage = (0|1).
  • Don't allow taking ZC GUI snapshot, with menu open, with wonky colours.
  • ZC GUI snapshot (Shift+F12) uses correct game colours, as long as the menu isn't active.
  • Allow taking a screenshot in ZC that shows the subscreen area when the NOSUBSCREEN flag is enabled, by holding the ALT key when taking the snapshot.
  • Preserve the quest colours when taking a GUI snapshot in ZC Player unless the user holds the CONTROL key when taking the snapshot.
  • Fixed a crash reported by ywkls,that when trying to use the tile grabber on .qst and .qsu files, where the tile grabber would allow the user to scroll outside the bounds of the .qst tile buffer.
  • Fixed issues with playing some 2.10 quests, particularly HttH.
  • Fixed some bugs related to A+B and B-only subscreen quest init that prevented using the A-button item.
  • Fixed a crash when selecting 'Cancel' during ZScript compilation caused by a memory leak.
  • Added sanity guard to inline bool get_item(int id). This prevents some illegal access to gamedata.
  • Fixed possible crash and bad error message for Screen->Combo[] errors.
  • Slight timing fix to directItemA, for B-only quests.
  • Added copy/paste floodfill to the Tile Editor.
  • Added the ability to copy a tile block and overlay that to multiple tiles in the Tile Editor.
  • Fixed bugs when mass-overlaying tiles in the Tile Editor.
  • Make default cheat modkeys SHIFT, not CTL+SHIFT.
  • Added a new Quest Report type: Bugged Next-> Combos.
  • Added extra sanity guards and reports to Link->Warp, and PitWarp.
    Fixed a bug where custom quests would advance to 1st qsuest on winning them.
  • Added Game->IncrementQuest() for use by 6th entries that have custom credits.
  • Backported Rob's fixes for abc list size from 2.55.
  • Backported the Linux console from 2.55 to 2.53.1.
  • Fixed a long-term bug where A-button items fail to work after playing an A+B quest.
  • Fixed initialisation for forced_awpn, forced_bwpn.
  • Fixed a bug where the custom .sav file was being ignored if absent, rather than generated.
  • Writing Link->Equipment no longer resets on screen/Dmap changes.
  • Updated Zscript_Changes.txt
  • All file and other alphabetical listers now allow typing multiple characters to jump to an entry.
  • Backported ZQE minimap enhancements from 2.55.
  • Fixed ' not working in import/include directives.
  • Improved the efficiency of compiled ZScript.
  • Fixed ZVersion.zh
  • FIxed 'Use Pal CSet' tickbox in the Enemy Editor.
  • The emulation option for Old / Bugged Bush->Next+Flag is on by default for 2.50.3 or earlier quests.
  • Add H, S, L Hotkeys (Shift or Control) to Colour Picker.
  • Fix include paths ordering grabbing incorrect files.
  • Added the .zdoors file type, import and export doorsets.
  • Backported Link->Eaten from 2.55.
  • Fixed some header guard issues and crashes.
  • Added sanity bounds and error logging to Screen->Combo*[pos].
  • The console now shows more metadata for quests.
  • Fixed a clash between Tile Warp and Warp Ring dialogues.
  • Added fire effect to new AGN logo.
  • Added new splash logo by King_Aquamentus, and new splash audio by stk13.
    • This means that the build has a new zelda.dat file. This .dat file and the old .dat are incompatible.
    • Warning: If you use the new .dat with an older version of ZC Player, or the new zelda.exe with an old zelda.dat, it may crash. Do not mixand match these new files!
  • Fixed vine tiles on story scroll and updated qst.dat.
  • New ghost.zh, version 2.8.12.
  • Fixed a trace logged when creating dustpile sprites.
  • All roomtypes now allow a 'Generic Catchall' set via the menus.
  • Fixed the 'Item 2' and 'Item 3' counter subscreen elements.
  • Fixed .ZCOMBO files corrupting due to combo animations.
  • Make ZASM errors for scommand printf format %lu, not %ld.
  • Fixed the DMap Selection window not drawing a preview or other data.
  • Experimentally Allow setting all item pickup flags. None are blocked.
  • Disabled include/import logging in the compiler output window.
  • Made header guards strict, to match 2.55.
  • Updated std.zh to 1.5012, adding remchr(*ptr).
  • Updated copyright year to 2020.
  • Added TheRandomHeader v2 to ./headers.
  • Fixed a bug where traps repeatedly set the screen flag temporary no return.
  • Fixed bugs in the input dialogues.
  • Removed clipped decimal map ID in small mode.
  • Fixed a sanity check in float Distance(int x1, int y1, int x2, int y2, int scale).
  • std.zh now uses #include, not import.
  • Properly report script exit.
  • The include directive now scans inlude paths first, and root last to atch 2.55.
  • Fixed Daira enemies in qst.dat.
  • Optimised Zscript function calls to use one fewer opcode.
  • Fixed a bug with ->Next combos and screen secrets.
  • Added header guards and a ZScript Copiler settings dialogue.
  • Fixed a possible crash when saving MIDI files from ZC Player.
  • Clear the panel recent screen buttons when creating a new quest.
  • Clear the panel recent screen buttons to prevent crashes from invalid maps.
  • ZScript Dialogue: Import is now Load (hotkey 'L'), to match 2.55.
  • Display both hex and decimal numbers for the screen.
  • Display colour in tile editor as hex.
  • Fixed a memory leak caused by mirror-reflected weapons.
  • Fixed potions killing ambient screen sounds.
  • UI and Help Improvements, and fixes.
  • Added Isabelle Chiming's Z1 and Z2 NSFs, plus license in ./music
  • Added include paths: 'include', 'headers', 'scripts'.
  • Updated headers and qst.dat (buffer) to call '#include'.
  • Fixed a crash when working with .ztile/.ztileset files.
  • Fixed new quests not logging game events by default.
  • Revised .zdmap format, and added the ability to import or export sets of dmaps in one file.
  • Revised Import and Export menus a bit.
  • Fixed bugs when working with combo alias mode (arrows, scrolling with hotkeys).
  • Fixed TF drop in Ganon rooms with conveyors (...but, WHY?!)
  • Minor fixes to Ganon respawn and ashes spawn.
  • Fixed negative layers being rendered improperly in ZQuest.
  • Fixed (none) list positions.
  • The parser now gives wrong version errors if you use 2.55-specific / reserved tokens.
  • Added simplified #include directive and alt tokens to the lexer.
  • Fixed default cursor sizes.
  • Updated .ztheme files, std.zh, ghost.zh, tango.zh.
  • CRITICAL: Fixed crashes if you set compiler SFX to 0.
  • Added block comments and some alternate tokens to the lexer.
  • Fixed errors in zscript.txt, now v0.7.6.
  • Fixed crashes when saving files with very long paths.
  • Fixed an off-by-one error in .ztile and in .ztileset load/write.
  • Added .ZMOD in a new 'light' format for 2.53.1.
  • Refactored .DMP int .ZDMAPSET.
  • Refactored full tileset import and export, adding .ZTILESET.
  • Added .ZTILE, .ZNPC, .ZDMAP, .ZCOMBO, and .ZALIAS file types.
  • Fixed an issue that caused Malwarebytes to false flag ZC.
  • Added scale options for the mouse cursors.
  • Added .ZITEM individual item save/load to the Item Editor--UPDATED @17:37GMT.
  • Updated ZCL to 2.8.0 with new zc.cfg options, and which handles loading user theme/skin files.
  • CRITICAL: Fixed a bug where very old ghosted enemies were rendered invisible.
  • CRITICAL: Fixed a bug that caused zc.sav to be eaten.
  • Added hotkeys for Level palettes and Fixed Incorrect (violet) Level palette mapscreen grid display.

Primary Developers: Gleeok, Grayswandir, Venrob, ZoriaRPG

The latest, in-development version of ZC. This version introduces Modules to both the ZQuest Editor, and ZC Player, and it introduces many new features, including script types for weapons, enemies, Link, and DMaps, more graphical capabilities, and general expansion of all ZQuest Editor capabilities.

Change Log | Source Code | ZCLaunch Source Code

You are now able to do things such as making larger enemies, giving items pick-up strings, and more, purely using the editor, without scripts.

Note that the download size is rather large, because it includes many test quest files, along with three modules (Classic, Default, and Expo). Eventually, the Classic module will be separate, DLC, and the Default module (when complete), will be the primary module included with ZQuest Creator.

Modules Downoads

Default| Zelda Classic| Demo| PhantomMenace | Expo 2018| Module Tools

There may be some bugs along the way, but we fix them as they occur.

For a taste of things to come, please feel free to try 2.55 today. The development team fully-supports developing new quests in these Alphas.

Legend Of Zelda For Computer

Updated on 14th November, 2020 @ 22:40 GMT

  • Many additional bugfixes and improvements.
  • Added a script quest instruction setting to cause Link's respawn points to match script-written EntryX and EntryY for Screen->Entry* with a Script Settings Rule.
  • Fixed the bug where Link's spin attack animation is misused when he falls into pits if he is holding a charged sword.
  • <std 1.7109> : Fix error message on invalid CanWalk directions.
  • Fix Keyboard Cheat Modifier Dialogue.
  • Updated Allegro to v4.4.4 (Lib file date 28-Sept-2020).
  • Added a special colour (teal) to water combos when drowning is off when viewing combo solidity.
  • Updated Classic.zh to v2.14, and added ./docs/Classix.txt.
  • Writing ComboD[] should now restart combodata scripts for the target id.
  • Fixed Linux console issues and Linux compile issues.
  • Writing ->CSet on Leever enemy types now also affects their submerged CSet.
  • The player can no longer change direction when stunned.
  • Fixed some crashes where non-NULL-terminated strings were passed to TraceS() and printf().
  • Added 'Snap to Grid' to FFC Right Click contextual menu.
  • Raised max deaths count from 999 to 65535.
  • Prevent hard crash when out of memory during compile ZScript.
  • Added dmap flag to allow fully custom item cellar and passageway enemies.
  • Added a number of extra features to TF fragments.
  • Updated classic_qst.dat with diagonal hookshot gfx.
  • Additional work on zscript_manual.rtf.
  • <std 1.7107> Added void HoldUpItem(...), and fixed enum HeroAction values.
  • Added a number of editor and script options to TF Fragment items.
  • All key types can now run scripts when used, within some limitations.
  • Added Diagonal Hookshot.
  • Fixed an issue where the SHOPCHEAT QR could cause subscreen corruption under very specific conditions.
  • Sparkle lweapons now run scripts.
  • Fixed BS Patra children reporting that they are cores.
  • Fixed ZScript logical errors with logical OR and logical AND, with negative values.
  • Fixed writing to dmapdata->Flags.
  • Enhanced Step->Effects with damage, sprites and other features.
  • Fixed Sideview Platform combo solidity and mechanics.
  • <classic.zh 2.13> Fixed script ChangeRoomGuy so that it does not treat NPC_FIRE as a room guy.
  • Added flag Split in Place to walking enemies.
  • Added the behavioral flag Centre Spawn to Gleeok enemies.
  • It is now possible to set enemy editor size attributes on some additional bosses but the outcome is possibly dubious.
  • Fixed splitting enemies splitting into one enemy.
  • Shallow water and tall grass combos now allow a step sound effect.
  • Added Combo Type Step->Effects.
  • Added Spawn No Enemies and Spawn All Enemies combo flags..
  • Fixed script draws in warps.
  • Show progress loading .sav file.
  • Show appropriate metadata when loading quests.
  • Added sanity guards to prevent Waterford.qst crashing.
  • Fixed memory holes in sprite enemy and mapscreen classes.
  • Refactored MIDI Patch Fix so that it works on modern OSes.
  • Added demo scripts hero script onDeath and global script F6.
  • <std 1.7106> Added sanity guards on all SetLayerCombo and GetLayerCombo functions, with warnings.
  • Fixed Palette Cycle dialogue.
  • Fixed crash on Options->Combos->2 dialogue.
  • Fixed combodata script scripts timing, and added Waitdraw support.
  • Fixed combodata script scripts setting their run condition without respecting layers.
  • Updated ffcscript.zh to version 2.0.1.
  • Fixed duplication of Enemy Editor Attributes[24] label.
  • <std 1.7105> Fixed a compiling error, and added constants for new npc types.
  • Hero->Stun was inappropriately sized as a byte; and I have now corrected it to be sized as an integer.
  • Jumping enemies (vire, pols voice) now jump properly again.
  • Reading combo labels by script (Game->GetCombo(') should now be faster.
  • Fix some weapon tile errors.
  • Added Module->GetItemClass(char32 *buffer, int itemclass).
  • Added the global pointer class Module-> to ZScript.
  • Added int Module->GetInt(char32 *section, char32 *element);.
  • Added void Module->GetString(char32 *buffer, char32 *section, char32 *element);.`
  • Fixed the script name reports in error messages, adding new types and correcting the offsets.
  • Using a function or a variable on null pointer will now give its on error message.
  • Fixed whistle wind warps.
  • Added lwpn->Special to ZScript
  • Changed the subscreen code so that if a script forces a weapon to A or B, that the subscreen does not refuse to display it when out of ammo.
  • Add access to dmapdata-> for dmapdata subscreen script variables.
  • Fix zscript string functions truncating at 256 characters.
  • <std.zh 1.7104> Added constants for minimum, maximum, and count of counter types. Fixed typo on IC_WPN_CUSTOM_* chain of constants.
  • Fix lexer state not clearing
  • Fix npc->LinedUp() return *10000
  • <std 1.7103> Added SHD_* constants for shadow types on strings.
  • Add shadowsto DrawString as overloads.
  • Fix qr_SCRIPTSDRAWINWARPS
  • Allow passive subscript to run during death animimation.
  • Fix multiple importstrs on one line not working
  • Fixed error messages for invalid GOTO type instructions.
  • Fixed possible crash on invalid GOTOtype instructions logging args order.
  • Epilepsy Protection is now set when you launch a NEW INSTALL of ZC, immediately prior to loading the player interface.
  • Reduced the amplitude of screen wave effects when epilepsy protection is enabled.
  • Add conditional include #includeif.
  • Add IS_INCLUDED() to check included files.
  • Enemy shadows no longer fall into pits.
  • This may need revision when we add larger shadows.
  • Don't allow *Bats* to slow to a step of 0 over a pit.
  • <std 1.7102> Update FFRules to v1.6
  • Added a rule under Options>>>Other>>>2: Instant Respawn on Death.
  • Flying enemies with a Z <= 0 ignore pits unless they are stunned.
  • The following bosses now obey spawn flags, if the Behaviour Flag 'Obeys Spawn Flags' is enabled:
    • Aquamentus, GleeoK, Patra, Gohma, Moldorm. Lanmola.
  • Enemies do not fall during spawn animations.
  • Floaters do not land over pits.
  • Lanmolas do not spawn inside pits: All enemies need this code.
  • Added Graphics->IsBlankTile[214500]; to ZScript.
  • Fixed fallthrough on dmapdata->MiniMapCSet.
  • Fixed logging message for dmapdata->MapTile, MapCSet.
  • Moving Pushblocks now respect Pits
  • Fix ->ReadChars() and ReadString() missing *10000
  • Fix various things having collision while falling and Link being vulnerable while falling.
  • Add ENGINE PITS! These have a lot of interaction with enemies, items, weapons, and Link.
  • Add new Link sprites; 'Drown' and 'Falling' are implemented
  • Fix issue with importing .zcombo files
  • Fix dmap subscreen script slot Waitdraw().
  • Add QR allowing passive subscreen script to run during opening wipes / potion refilling.
  • Add new features to printf now can use %02D' format.
  • Fix minus key shifting combos on screen.
  • Fix combo editor 'X' in titlebar not working
  • <std 1.7055>, added GetMapscreenEflags, ScreenFlag for mapdata, MapscreenFlags and GetMapscreenFlags.
  • Fixed bitmap->Create.
  • Added dmapgrid.zh, astar.zh, infostring,zh, nme.zh, and roomtypes.zh.
  • Added mapdata->SFlags[10].
  • Fixed issues with player jump height.
  • Added a rule to prevent scrolling while jumping in overhead.
  • Fixed inaccuracies in zscript.txt.
  • Fixed Warp() and WarpEx() ignoring DMap offsets.
  • Added FileSystem->Remove('filename') and file->Remove().
  • Fixed mathematical bugs in sprite->Step and legacy quest emulation.
  • Added the hotkey ? to display version information in ZQE.
  • Added speed modifiers to the Raft item.
  • The DMap editor will now remember your last used tile when setting Map tiles.
  • Added configs: PreFillTileEditorPage, PreFillComboEditorPage and PreFillMapPage to zquest.cfg, to allow easier GoTo hotkey command use.
  • Fixed bugs with taking snapshots in ZC Player and added modifiers to hotkeys.
  • Fixed a crash that occurred if you use the Tile Grabber on a .qst file and try to scroll beyond the end of the file.
  • Fixed critical issues with Step in scripts.
  • Disabled the rule qr_STEP_IS_FLOAT on quest load for quests made before this version.
  • <std, 1.7053> Added `bool HasHeavyBoots()`, and added constants for new combo flags.
  • Fixed issues in some 2.10 quests related to the ladder and one-tile water combos.
  • Can now automatically cause the select quest dialogue to open on entering a save slot name.
  • Added a Heavy flag to step combos, that requires a boots item with the Iron flag to trigger.
  • Fix combo scripts re-initializing every frame and crashes when using combo scripts on layers > 0.
  • Added <astar.zh> A* library.
  • More fixes to B-only and A+B item subscreen bugs that occur when shifting between quests.
  • Fixed LoadByUID functions or weapons and non-npc sprites.
  • Fixed a memory leak caused by aborting a script compilation.
  • Fixed some values related to Jump.
  • Fixed crashes relating to division by zero with Step, and with tribbling enemies.
  • Added option to emulate old Step values being truncated.
  • Prevent OOB array overflows when reading gamedata caused by faulty subscreen maths.
  • Fix enemies walking through walls.
  • Fixed a crash stemin gfrom Screen->Combo and mapdata->Combo error messages.
  • Fixed wallmasters not emerging from walls.
  • Fixed some issues with npc positions in scripts.
  • Enemies should now obey scripttile and scriptflip with Old Draw rule.
  • Various fixes to new String Editor and related QRs.
  • Added the config setting zc_menu_on_left to zc.cfg and to zquest.cfg.
  • Fixed main menu issues in small mode.
  • Fix fixed-point errors in the ZScript interpreter.
  • <std, 1.7051> Fixed the value for CF_SIDEVIEW_PLATFORM.
  • Added some new Favourite Commands and re-worked some existing commands.
  • Fixed printf() in ZScript wrecking negative float values.
  • You can now floodfill paste tiles after copying a single tile, in the Tile Editor.
  • Added the ability to overlay tile blocks in the Tile Editor.
  • Fixed mass overlay in the Tile Editor.
  • Added multi-jump to Feathers.
  • Rewrite the fix class used by Allegro. Now all float coordinates in ZScript are precise.
  • Updated ghost.zh to version 2.8.15.
  • Updated std.zh to version 1.7050.
  • Made sprintf and printf internal ZScript commands.
  • Added stricmp and strnicmp as internal ZScript commands.
  • Fixed swords not working after playing an A+B Subscreen quest.
  • Added Game->IncrementQuest() to ZScript.
  • You can now Import and Export all ZASM.
  • You can now use arbitrary files as read/write using file->.
  • Sped up array allocation in ZASM.
  • Added a Quest Report to easily locate buggy Next-> combos (with secret flags).
  • Added CONST_ASSERT to ZScript, and fixed some registration issues.
  • Fixed default cheat modifier keys to ensure that all keybindings are unique.
  • Add more copy/paste options to String Editor
  • Fix new combo animation respecting ASkipY and related issues.
  • Fix tile move not respecting ASkipX/Y
  • Added messagedata->TextHeight and messagedata->TextWidth
  • Fix the right 'Script Info' button.
  • Clean u script compilation error and warning output for pointers.
  • Add 'Clear' and 'Clear All' buttons to slot assign dialog.
  • Added Game->Reload() to ZScript
  • Fixed and updated the ZScript docs.
  • Fixed GetPixel() on Graphics-> and on bitmap->.
  • Fixed summoners not setting the ParentUID of their spawn.
  • Fixed ZASM corruption when compiling scripts with refVars.
  • Optimised drawing command ASM.
  • Added annotations to ZASM metadata.
  • Fixed issues with global script slots, and added global slot onSave.
  • Revamped bitmap-> allocation, and added Filesystem IO on file-> pointers.
  • Fix ripping tiles fro other quests changing or clearing QRs.
  • Added new string editor features to set portraits, text offsets, complex backgrounds (with option for translucency).
  • You can now type multiple letters to find items in alphabetical lists.
  • <std.zh> v1.7049.
  • Major optimisations of ZASM generation from ZScript files.
  • Added ZASM Metasdata.
  • Added zstruct type to ZScript.
  • Added .zdoors and Import/Export Doorsets.
  • Redesigned the Palette Editor, adding the ability to manually enter values.
  • Rewrote the NO_ERROR_HALT system.
  • Invalid tiles are black with an X, not colour of pal index 0.
  • ZVersion v0.7.3; fixes compiling issues.
  • Fixed the ability to set/unset 'Use Pal CSet' on enemies.
  • Updated ghost.zh to 2.8.14.
  • Added the SCC GOTOIFSCREEND that accepts dmap, screen, d reg.
  • Added sanity guards, fixing obscure crashes when using Screen/mapdata->Combo[]
  • Added the ability to call the Pick Ruleset dialogue at any time.
  • Fixed enemy oTile bugs.
  • Removed ANIMATECUSTOMWEAPONS and forced it off at all times.
  • Added combodata-> ars for new combo anim/tile/clock/frame.
  • Revamped QR rulesets, fixing bugs where rulesets were set changed, when you saved a < 2.55 quest.
  • Fixed combo cycling animation.
  • New variable Hero step speed.
  • New combo animation engine.
  • New logo and splash screen.
  • New 'Modern' Quest Rule Template.
  • Added Hero QR Dialogue.
  • Fixed a clash where Tile Warp and Warp Ring Dialogues corrupted one-another.
  • Revised the aesthetics of the ZQE screen selection grid.
  • Added custom SFX to Step>Secrets combo types.
  • Made Subscreen Counter Object 'Item2' and 'Item3' fields work as originally intended in 2.50.
  • Fixed a crash using NO_ERROR_HALT with undeclared constants.
  • Added tokens ~~ and ~= to ZScript.
  • Added case ranges to switch-case in ZScript.
  • Added sram.zh
  • Fixed the DMap minimap preview in the Select DMap dialogue.
  • Added combo scripts.
  • Various Combo Editor Enhancements
  • Fixed a crash when using Generic combos with IDs > 255.
  • Updated combos.txt to v4.
  • Fix Byrna beam orbit positions.
  • Added Waitdraw to npc scripts, and to lweapon scripts.
  • Added npc->Random.
  • Fixed a crash when using array literals.
  • Fixed header guard filename imprecision.
  • Fixed enemies with Animation Type 'None' animating.
  • Extensive upgrades to the Combo Editor.
  • Removed duplicate std.zh from root.
  • Fixed fire weapons from red candle and other bugs with wFire->Level.
  • Added Quest>>Rules>>Weapons>>All Dialogue
  • Added QRs for angular weapon and mirror interaction.
  • Updated std.zh to v1.7020, adding weapon.zh and 'namespace weapon'.
  • Added eweapon script 'addtwoangularshots'.
  • Added eweapon->Level
  • Added MakeBlockable(ew), MakeUnblockable(ew), and Duplicate() now clones wpn->Level
  • Added tiumezone to Module metadata.
  • Floor() and Ceiling() are now internal.
  • Added functions to resize a ZScript int to signed/unsigned 8-bit and 16-bit values.
  • Fixed combo animation during onLaunch, onF6, onDeath, and dmapdata subscreen scripts.
  • Fixed Link's tiles not working on extended tile pages.
  • Tile Editor now displays the current colour in hex, in addition to decimal.
  • Fixed a memory leak caused by mirror-reflected weapons.
  • Fixed potions killing ambient sounds.
  • Minor fixes to Weapon Type for lweapons.
  • Fixed case sensitivity on header guard filenames.
  • Added Time.zh and Bitmap.zh to ./include
  • Emulated Weapon Types now trigger secrets.
  • Fixed all known issues with Weapon Editor>>>Weapon>>>Weapon Type (Weapon Type Emulation)
  • Critical: Fixed crashes when creating eweapons with invalid types.
  • Expanded internal Help.
  • Added Module metadata.
  • Various UI improvements.
  • Improved ZASM ebugger, and monchrome option for ZScript Debugger.
  • Added Breakpoints to ZScript.
  • Sprite limits are now variable.
  • Added Isabelle Chiming's Z1 and Z2 NSFs, plus license in ./music
  • Added new enemy flags for behaviour and drawing.
  • Fixed bugs with using Waitdraw() in item scripts.
  • Added dropsetdata to ZScript.
  • Fixed arrows/page hotkeys in combo alias mode.
  • Added ->Gravity[] to ZScript
  • Fixed and added some combodata variables.
  • Fixed some issues with the DMap Sideview flag.
  • Fixed visual bugs when using negative layers in ZQ Creator.
  • Added logical xor to ZScript, plus fixed a crash from NO_HALT.
  • Fixed a crash when setting compiler SFX to 0.
  • Updated Classic.zh to v2.12, fixing some compilation issues.
  • Numerous fixes to Import/Export files.
  • CRITICAL Fixed crashes on saving files with long paths.
  • Added the ability to load sprite objects by UID, and added eweapon->ParentUID.
  • Fixed compatibility issues writing npc->Defense[NPCD_SCRIPT].
  • Fixed and added screenshot options.
  • Fixed shadow QRs for weapons and items.
  • Added the ability for npcs to fire Custom/Script eweapons.
  • Added more QRs for offscreen weapons. You can now have all weapons move offscreen.
  • Added EWeapon script to allow any enemy to fire lasers (.zs and .zasm).
  • Added Logical Xor to ZScript as '^^'.
  • Updates and fixes to combodata, dmapdata and added Game->Gravity[].

Latest Stable Release, Released October, 22nd, 2015
Primary Developers: DarkDragon, Dark Nation, Gleeok, jman2050, Joe123, _L_, pkmnfrk, Saffith

ZC 2.50.2 is deprecated by 2.53.Per-platform support for 2.50.2 ends when a final build of 2.53 is released for that platform. Please note that as of MacOS X v10.15, Zelda Classic will no longer run on Mac OSX, due to Apple deprecating 32-bit software support, OpenGL,Quarts, QT Libs, and requiring all apps to be certified by Apple.

Zelda For Free Download

We cannot support ARM, or similar CPU architectures, nor can we support Android or iOS.

The Legend Of Zelda For Mac Free Download Pc

Please come back on a PC to download the game for Windows, Linux, or MacOS.

The latest Linux version of Zelda Classic. This version is packed with new features such as an enemy editor, item editor, scripting, and more. This also includes a better, larger interface with more features.

The latest MacOS version of Zelda Classic. This version is packed with new features such as an enemy editor, item editor, scripting, and more. This also includes a better, larger interface with more features.

This now includes a MacOS X build of ZCLaunch.