Updates Bonanza!
Added some movement to the static title-screen by animating the fairy:

Restored a unimplemented feature from the original - alternative weapon sprite. This was obviously planned for the GB-port, since the sprite compositions were already defined, but scrapped for some reason. When you stab with the magic-rod - the weapon tile will not be a sword anymore:

Optimized the way sprite-compositions were stored and ended up with free space I could use to make the twin wiches appear with a unique look:

Remember when I said I had to cut two Zelda2 bosses (HelmetHead and ThunderBird) from the hack? Turns out I was lying - since I have included them now. You see - there are two islands in the game, each with two shores. In the original the same boss would guard both shores - so I'm basically reskinning the second appearance of each boss:

The lootable snakes also got a makeover, to set them apart from ordinary snakes:

I also found enough space for each swapped in rom-bank to implement a day-night cycle. Below are some examples, but the cycle is in effect for all the games 'outdoor' areas:


The original had a 'dark-cave puzzle' that was scrapped in the port. I brought that back - but in another place. You better come equipped with the right item when this happens:

Made the fairies in the fairy-fountains animated:

Made the secret island to be revealed in increments - depending on how many tri-forces you have located:

Made dialogs always to appear centered in the viewport - when you are talking to Sages:

Made the torches in Ganons-lair animated (with 3 frames!!):

...and there is still more stuff added than the above mentioned...
/dACE