Subscreen Creation Notes:

The Cursor

I have not found a way to change the actual combo tile that the cursor uses, as any attempt to do sop reverts to the hardcoded tile (###). It is on the other hand, pretty easy to change the actual design of the combos that it uses, whicb is what I have done with this quest. Select the combo range in the tile editor (###) to (###), then paste them one screen up, change them, and replace the original set. I suggest making a backup pf the original sprites/tiles first; I pasted two copy sets of the originals before replacing them elsewhere on the sprite sheet. 

Having multiple objects that have increasing levels, such as the sword is possible, however, while in the item editor you should set each to a UNIQUE level IN SEQUENCE, in the subscreen editor, use the zz### classes for these. I only use hardcoded classes in the editor for unique items, or items that will replace when upgraded, but NEVER for an item that can be upgraded, where you can use BOTH VERSIONS at once, as this causes strange behaviour, such as the item being usable, but not visible in the subscreen; or the oppossite (the item is visible before you collect it, and cannot be used). 

When making a custom item, if you use the 'Custom Class ##' series when making the item in the Item Editor, use the same 'Custom Class ##' on the item in the subscreen. In order to make the 'Cigar' item, displayed next to the HCP, I set the item to 'Cutsom Itemclass 09' in the item editor, then made a new CURRENT ITEM on the subscreen, set to 'Custom Class 09', with a position of '-1' and NO ITEM OVERRIDE! 
Remember that if you want to have an item appear on the subscreen, that you need to set it as an INVENTORY ITE, despite if you can actively use it or if it is a passive (or collectible) object.
All item,s that you do not want to be selected with the cursor should be set to POSITION '-1'. It is possible to do this with weapons and ammunition, which is how the bow and arrow are used:
There is an invisible current item set to be the ammunition ('Arrow' item) on the spot to select the weapon. On top of that you can place the bow and/or arrows by setting both to be visible with a POSITION of '-1'. Remember that items with a '-1' position will not be selected by moving the cursor, so only the invisible item will be usable; be sure that it is either the built-in 'Arrow' ammunition, or your own scripted item. NEITHER of the built-in bows do ANYTHING if set as an ACTIVE item!


Place all of your subscreen items before worrying about POSITIONS. Once you have them all laid out in some kind of pattern or array, it is easier to set the POSITIONS, as you can merely go through them and examine their neighbours. 
I have noticed that the subscreen editor's built-in CURSOR BUTTONS refuse to select items if you have more than a certain amount, despite having the POITIONS correctly established; this does not affect selecting them in-game.

FOr custom, usable items, I use the zz### item classes. I found that it is pretty much possible to mix and match between these as item classes in the item editor and in the subscreen... Let me explain:

For the swords, while the item in the item editor uses the 'Swords' item class, using that in the ubscreen just begss for trouble. Instead, I used the zz### classes in the SUBSCREEN EDITOR (even though the item is set as a 'Sword Class' in the ITEM EDITOR) and set each to ITEM OVERRIDE, with the specific sword I want in that location. I did the same with the 'candles' (as you can notwe, one is a ROD in this game), and the healing items, as having potions with other healing items causes the same kind of problems as having multiple swords or boomerangs at one time.

For boomerangs, i do the same thing, setting each item in the ITEM EDITOR to the item class 'Boomerangs
; then in the SUBSCREEN EDITOR, I set each to a zz### class.

Be sure to keep each zz### class in the SUBSCREEN EDITOR and in the ITEM EDITOR ***UNIQUE***. never re-use one of these unless you have MULTIPLE LEVELS of that item ***AND*** you want collecting a higher level item to replace the one below it, rather than having both at one time. 

FOr my custom items, such as scripted items, that do not use an in-built class, I opted to use the zz### classes esclusively. To use these with the SUBSCREEN EDITOR and ITEM EDITOR, you can set items in the ITEM EDITOR to a zz### class, and use that class in the SUBSCREEN EDITOR, or use another zz### class that is unused and set each to ITEM OVERRIDE to the specific item you want in the subscreen. I advise using ITEM OVERRIDE for anything that isn't standard. I believe the only items I don't have on ITEM OVERRIDE are the passive items, and the following ACTIVE ITEMS: whistle, letter, arrow, potion, roc's feather, faeore's wind, din's fire, nayru's love, and bait. Obviously, if you plan to make multiple versions of these items, you will want to set the item to its class in the ITEM EDITOR, but not int he SUBSCREEN EDITOR.
I advise allocating a block of 'zz###' classes, or 'Custom Class ##' classes to use for items that do not use custom classes in the ITEM EDITOR, but will need them in the SUBSCREEN EDITOR. A good way to do this is the back to front method: WHen adding new items that use a custom class or zz### class, use the lowest number available, and go in sequence. When adding items to the SUBSCREEN that use a standard class (such as 'Swords', 'nayru's Love', Potions', etc., use the highest numbered zz### class first, then do in descending order (thus zz254, then zz253, then zz252, and so on). This way you won't need to worry about item conflicts, and you can maintain a constant trace of the sequential order of your items. In doing this, you could potentially have 276 fully custom items; more if you use multiple levels of each that replace the prior item. This would require heavy scripting of the subscreen itself however that I have yet to do, as there is no qay to fit that many items on the editor unless you use microscopic tiles for them. 

I find no way to resize the TRIFORCE FRAME. Every attempt to change its size seem to DO NOTHING. This means that if you intend to have objects that will fill up a collection that act as Triforce Pieces in any conventional sense, that they must fit within the space allotted and you will need to incorporate that into your layout accordingly. That doesn't mean that you need to use the in-built designs though. You can design any set of tiles in the tile editor and set them to display on the subscreen by drawing a TILE BLOCK. I have done this in this quest, placing a tile block for each of the KEY ITEMS as a backdrop or frame; I choose a greyed=out (unlit) item image for this, so that when the player collects the item, it appears to light up that spot. There are an unlimited number of ways to do this, and remember that if you want a number of KEY ITEMS other than eight, that to have LESS THAN EIGHT items, you can start the player with a specific number of TF pieces that you do not include (do not display) on your subscreen, and if you want MORE THAN EIGHT, you can add more generic objects that each have a UNIQUE CUSTOM CLASS or zz### CLASS. Set each to appear on the subscreen with your key items by adding them as CURRENT ITEMS, set to POSITION '-1' and lay them out next to your other KEY ITEMS inside or around the TRIFORCE FRAME. 
Otherwise, populate the Triforce Frame with TRIFORCE PIECE objects, set each to a level, and when the player collects the object in a level that matches the number you set here, the object will appear. TF Pieces have levels equal to the level you set on the DMAP on which you place them. 

If you want a usable Triforce, create an item that you want to use as the Triforce (or whatever McGuffin you are using in your story), assign it as a custom##/zz### item class in the ITEM EDITOR, note its ITEM NUMBER, set its graphics to the same graphic you use as the Triforce object the player is going to pick up, and then make a matching item that is set to the item class 'TRIFORCE FRAGMENT'. Place the following script into your game and set it as the PICKUP SCRIPT on the USABLE ITEM, and place that item in the dungeon. (You can probably also do this in reverse, setting the pickup script on the TRIFORCE FRAGMENT, se to the number of your usable item.)
Change ### to the ITEM NUMBER of the item you are picking up. 


item script pickuptriforce{

void run(int m){

item givenitem = Screen->CreateItem(143);
givenitem->X = Link->X;
givenitem->Y = Link->Y;
givenitem->Z = Link->Z;

}
}

