I'm curious on a few things in this project.
For instance, I have been wanting to use a lighting affect and this just might have been the answer I have been looking for, can this lighting effect be used with basic shapes or will you be able to implement it using tiles?
How are you able to use multiple text colors in a dialogue box? I assume you are using different fonts that are just different colors of the same, or are you able to use RGB coefficients on the text in certain parts of the dialogue?
Will the minimap automatically populate or will we need to create image files for the individual dungeons like it was done in Mystery of Solarus? If it does automatically populate, will it only create the shape of the traversable paths? I am of course fine with that if it does, but am curious all the same 
Overall, this project looks in-FREAKIN-credible and I look forward to seeing what else you have in store.
(Can't answer in Youtube, it seems laggy, again ...)
The light effect use bitmaps with alpha channel, don't really know how to explain it, but it might be possible with tiles as well, if you are curious about how it works.
You'll need the clock script (or use the one you've made)
https://github.com/MetalES/Project-Zelda/blob/master/data/scripts/hud/clock.luaAnd the tone manager (basically where the tone and effects are applied
https://github.com/MetalES/Project-Zelda/blob/master/data/scripts/gameplay/screen/tone_manager.lua(And the graphics)
(And the savegame values)
The thread where everything is explained
http://forum.solarus-games.org/index.php/topic,676.0.html2 - Isn't colored textbox already available in MoS DX ? If not, I did take the script from wrightmat's project and modified the way color is applied (using Diarandor's solution), as it is plug & play you can take it.
3 - The minimap is not generated, it would take a lot of time for the script to read and draw all of the map file into a 51x51 square, plus, it would imply drawing a surface with a color for each pixels of this 51x51 square, which is not the best solution since Solarus doesn't have a set_pixel function, yet.
The only thing retrieved from the map file is chest position
The solution is fact, you just have to screen the room, scale it down to 51x51 and color it, the script is automatically calculating the size of the map and scale everything so everything is always nice and clean