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		<title>Plandomizer</title>
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		<updated>2022-05-19T04:02:37Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Note about dev starting items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Plandomizer&#039;&#039;&#039;, often shortened to just &#039;&#039;&#039;Plando&#039;&#039;&#039;, permits total control over item placement. You can place a specific item on any location and locations not specified will be filled following the normal algorithm. Using a &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; format text file, referred to as a &#039;&#039;&#039;distribution file&#039;&#039;&#039; when using plandomizer, most aspects of the randomizer can be overwritten.&lt;br /&gt;
&lt;br /&gt;
This can be used to create custom challenges to play through yourself or share with others. The more details defined in a plandomizer, the less the randomizer interferes, though the randomizer will still verify whether it is beatable based on the logic settings, and if it is logically impossible it will refuse to generate a seed.&lt;br /&gt;
&lt;br /&gt;
There is a [https://ootrandomizer.com/plandoMaker beta GUI for Plandomizer on the website] that can help you with simpler plandomizer ideas, however to truly grasp the power of plandomizer you will have to modify a distribution file yourself. &#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This is a beta feature and frequently generates JSON files with issues that must be fixed in a text editor prior to use. Please visit the {{discord|plando-support}} channel in the {{discord}} for help resolving these errors. &lt;br /&gt;
{{collapsible list code style&lt;br /&gt;
|Deliver Letter&lt;br /&gt;
|Sell Big Poe&lt;br /&gt;
|Skull Mask&lt;br /&gt;
|Spooky Mask&lt;br /&gt;
|Keaton Mask&lt;br /&gt;
|Bunny Hood&lt;br /&gt;
|Mask of Truth&lt;br /&gt;
|Milk&lt;br /&gt;
|Goron Mask&lt;br /&gt;
|Zora Mask&lt;br /&gt;
|Gerudo Mask&lt;br /&gt;
|Zeldas Letter&lt;br /&gt;
|Location: HC Zeldas Letter&lt;br /&gt;
|title=Also note that the following are not assignable.}}&lt;br /&gt;
These items and location are used internally by the logic to handle new item locations becoming available. They are not meant to be used in a plando.&lt;br /&gt;
&lt;br /&gt;
== Using a Plandomizer Distribution File on the Generator ==&lt;br /&gt;
Plandomizer&#039;s distribution file text box is hidden by default. To enable it go to &amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt; on the generator and turn on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Optional)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; setting. Then use the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Browse&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; button next to the new text box to find your Plandomizer distribution &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
== Opening and Editing a Distribution File ==&lt;br /&gt;
Distributions are just normal text files using the &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; extension instead of the &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; extension. They can be opened in any text editor that will open &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; files. Even Notepad, TextEdit, and gedit can open these files. The extension is only to help let you know that text within is expected to look a certain way.&lt;br /&gt;
&lt;br /&gt;
=== Distribution File Format ===&lt;br /&gt;
&#039;&#039;&#039;JSON&#039;&#039;&#039; is a common format used for data that both a human and a computer are intended to read. It&#039;s a fairly picky format so it is a good idea to use a text editor that can tell you if you did something wrong through syntax highlighting. [https://visualstudio.microsoft.com/ Visual Studio Code] is such a text editor, and as it is cross-platform and used by many people in the community. It is the one we recommend you use if you go down this path. Alternatively, a validator such as [https://jsonlint.com/ JSONLint] can check formatting, if you prefer a text editor without syntax highlighting. A validator may also help identify issues which are harder to understand in VSCode.&lt;br /&gt;
&lt;br /&gt;
The randomizer generator on the website will also display an error if you try to use a distribution file that is not in the proper JSON format. You may wish to use this, JSONLint, and VSCode all together to figure out how to fix any formatting problems.&lt;br /&gt;
&lt;br /&gt;
=== Understanding a Distribution File ===&lt;br /&gt;
When generating a seed with a spoiler log, that spoiler log is actually a distribution file itself. It can be used directly to generate the exact same seed. Because of this, you can take a look at a spoiler log to help you get familiar with the types of things that can be changed, and how to format the distribution file.&lt;br /&gt;
&lt;br /&gt;
Since a distribution file is in JSON format, it&#039;s somewhat rigid about how things can be written.&lt;br /&gt;
&lt;br /&gt;
=== The Base Dictionary ===&lt;br /&gt;
First, a distribution file starts with a &amp;lt;kbd&amp;gt;{&amp;lt;/kbd&amp;gt; opening curly brace, and ends with a &amp;lt;kbd&amp;gt;}&amp;lt;/kbd&amp;gt; closing curly brace. Everything you define must be placed between these braces. These braces mark a &#039;&#039;&#039;Dictionary&#039;&#039;&#039; or an [https://en.wikipedia.org/wiki/Associative_array associative array], and while that link has a lot of useful information, you don&#039;t really have to understand it. Think of a dictionary data structure like you would a dictionary in the real world. You have a term, then you have the definition of that term. As this is the base dictionary, you don&#039;t write a term as the code that reads the JSON file creates its own term for this dictionary.&lt;br /&gt;
&lt;br /&gt;
=== The Dictionary &amp;quot;Terms&amp;quot; ===&lt;br /&gt;
Within the base dictionary there are many terms, such as &amp;lt;samp&amp;gt;:version&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt;. If you are viewing a spoiler log you&#039;ll notice some of these terms start with a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt;. These terms are ignored when Plandomizer is used and are autogenerated by the randomizer. When you are creating a distribution file yourself you can delete these terms (or take advantage of this mechanic to put in comments between sections, but note that it cannot be used within {} sections such as Locations or Entrances).&lt;br /&gt;
&lt;br /&gt;
Terms are followed by a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt; and then some spaces, then their definitions.&lt;br /&gt;
&lt;br /&gt;
Definitions that start and end with &amp;lt;kbd&amp;gt;&amp;quot;&amp;lt;/kbd&amp;gt; are &#039;&#039;&#039;Strings&#039;&#039;&#039;. They are just text you write, but it is important that they are between quotes.&lt;br /&gt;
&lt;br /&gt;
Definitions starting with &amp;lt;kbd&amp;gt;[&amp;lt;/kbd&amp;gt; an open bracket and ending with a &amp;lt;kbd&amp;gt;]&amp;lt;/kbd&amp;gt; closing bracket are called &#039;&#039;&#039;Lists&#039;&#039;&#039;. In a distribution file lists will usually only contain strings. However, with other types of JSON files you could see them containing other data structures such as dictionaries, or other lists.&lt;br /&gt;
&lt;br /&gt;
The rest of the definitions are just more dictionaries with their own terms that have definitions. These are the only data structures that you have to keep in mind, and generally they are already defined properly in the spoiler log for you so you can just modify them how you see fit. Just ensure you don&#039;t accidentally remove the symbols that go before and after the term.&lt;br /&gt;
&lt;br /&gt;
=== The Most Common Format/Syntax Issue ===&lt;br /&gt;
You&#039;ll notice that each of these terms is followed at the very end by a &amp;lt;kbd&amp;gt;,&amp;lt;/kbd&amp;gt; comma, except the very last one. This is probably the most common mistake someone will make when making their own distribution file. Each term needs to be separated by a comma, but the last one cannot have a comma after it. This is true for strings inside of lists, and lists, strings, and other dictionaries within a dictionary as well. If you are getting a syntax error, you probably added a comma you shouldn&#039;t have, or removed one you need. The generator will tell you that your JSON is invalid if you try to use a distribution file with one of these errors.&lt;br /&gt;
&lt;br /&gt;
== What Can Plandomizer Affect ==&lt;br /&gt;
Plandomizer can affect an enormous amount of the resulting seed. Everything from inconsequential things like the File Hash, to the Settings the randomizer uses to fill the world, and even specifically set items in locations that the world fill algorithm will have to work around.&lt;br /&gt;
&lt;br /&gt;
=== File Hash ===&lt;br /&gt;
The file hash is the 5 icons that are displayed at the top of the file select screen. You can set these to any valid [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Spoiler.py#L9-L42 HASH_ICON].&lt;br /&gt;
&lt;br /&gt;
You can set the &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt; definition to a list of up to 5 hash icons. If you do not want to specify an icon for a set position you can either set it to the value &#039;&#039;&#039;null&#039;&#039;&#039;, or if it is after all the ones you do want to set you can just not include it.&lt;br /&gt;
&lt;br /&gt;
==== Hash Icons ====&lt;br /&gt;
{{collapsible list code style&lt;br /&gt;
|&#039;Deku Stick&#039;&lt;br /&gt;
|&#039;Deku Nut&#039;&lt;br /&gt;
|&#039;Bow&#039;&lt;br /&gt;
|&#039;Slingshot&#039;&lt;br /&gt;
|&#039;Fairy Ocarina&#039;&lt;br /&gt;
|&#039;Bombchu&#039;&lt;br /&gt;
|&#039;Longshot&#039;&lt;br /&gt;
|&#039;Boomerang&#039;&lt;br /&gt;
|&#039;Lens of Truth&#039;&lt;br /&gt;
|&#039;Beans&#039;&lt;br /&gt;
|&#039;Megaton Hammer&#039;&lt;br /&gt;
|&#039;Bottled Fish&#039;&lt;br /&gt;
|&#039;Bottled Milk&#039;&lt;br /&gt;
|&#039;Mask of Truth&#039;&lt;br /&gt;
|&#039;SOLD OUT&#039;&lt;br /&gt;
|&#039;Cucco&#039;&lt;br /&gt;
|&#039;Mushroom&#039;&lt;br /&gt;
|&#039;Saw&#039;&lt;br /&gt;
|&#039;Frog&#039;&lt;br /&gt;
|&#039;Master Sword&#039;&lt;br /&gt;
|&#039;Mirror Shield&#039;&lt;br /&gt;
|&#039;Kokiri Tunic&#039;&lt;br /&gt;
|&#039;Hover Boots&#039;&lt;br /&gt;
|&#039;Silver Gauntlets&#039;&lt;br /&gt;
|&#039;Gold Scale&#039;&lt;br /&gt;
|&#039;Stone of Agony&#039;&lt;br /&gt;
|&#039;Skull Token&#039;&lt;br /&gt;
|&#039;Heart Container&#039;&lt;br /&gt;
|&#039;Boss Key&#039;&lt;br /&gt;
|&#039;Compass&#039;&lt;br /&gt;
|&#039;Map&#039;&lt;br /&gt;
|&#039;Big Magic&#039;&lt;br /&gt;
|title=Expand to view the full list of valid hash icons for the current version of the randomizer.}}&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set all 5 icons to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the first icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, null, null, null, null]&lt;br /&gt;
}}&lt;br /&gt;
or&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the last icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [null, null, null, null, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
This is a dictionary defining the rules that the randomizer uses to fill the world. &#039;&#039;Any settings you set here will override the ones set in the GUI&#039;&#039;. That also means that you can leave some settings out of this dictionary and the person using your distribution file to create a seed can have a small amount of customization they can apply in case they need a little more additional help, or perhaps want to increase the difficulty a little bit.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to set these manually. Instead, you should go to the beta plandomizer maker on the website. You can set all the settings you want on the first tab, then create the JSON file. From here you can copy the settings dictionary from that file into this file and remove any settings you don&#039;t want to enforce. Alternatively, if you only want a few settings to be enforced, you can copy only the settings you want from the dictionary in that other JSON file into the settings dictionary in your settings file.&lt;br /&gt;
&lt;br /&gt;
There are two major issues with creating the settings dictionary entirely manually:&lt;br /&gt;
# If you mistype, or the name of a setting changes between versions, you will not get an error. The randomizer will just ignore this issue entirely.&lt;br /&gt;
# The process of figuring out the proper name for a setting, and the various values it can hold is tedious.&lt;br /&gt;
&lt;br /&gt;
If you still think you want to try this method, the file in the source code you want to look at to see all this necessary information is [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/SettingsList.py SettingsList.py]. This is a 3000 line monstrosity that isn&#039;t very useful if you&#039;re not already pretty familiar with the settings you are looking for in the first place. Each setting has a &amp;lt;var&amp;gt;name&amp;lt;/var&amp;gt; that you have to use for a definition inside of the settings dictionary. Then various other variables within the option&#039;s object in the settings list file are used to determine what possible definitions you want to use for that setting.&lt;br /&gt;
&lt;br /&gt;
Just using the plandomizer maker on the website is highly recommended over putting yourself through this experience.&lt;br /&gt;
&lt;br /&gt;
=== Starting Items ===&lt;br /&gt;
The starting items dictionary lets you define what items a player starts with, and how many of them. This includes both items you find in the world, and consumables you would pick up such as ammo and bombs. Any items you start with will be replaced by junk in the item pool. Songs placed here will force an item to be on one of the song locations even if &amp;lt;var&amp;gt;shuffle_song_items&amp;lt;/var&amp;gt; is not set. This will completely override the starting items set on the randomizer generator GUI.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to start with. The definition is how many of that item you want to start with. The number is not a string and should not be put in quotes.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Start with full wallet without Max Rupees setting&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Rupees&amp;quot;: 99&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with all shields&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Hylian Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Mirror Shiled&amp;quot;: 1&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note there are two starting item sections&#039;&#039;&#039;, this section refers to the one after randomized_settings in a spoiler log. The starting items, starting equipment, and starting songs sections within the settings section have a different format, but as listing what falls under each here would be a long section, please instead generate a spoiler log using the GUI to see where items need to be listed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: In current dev versions, the starting items sections have been unified into the one under the settings dictionary. Make sure to place your starting items dictionary inside the settings dictionary for it to work.&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
This is a dictionary defining every item possible to place in the world. &#039;&#039;It is highly recommended that you do not set every possible item to a value in this dictionary.&#039;&#039; Primarily junk items because the randomizer often needs to generate new junk, but will not change any value you manually place in the item pool. This would make your plandomizer very rigid and can cause various issues if you try changing settings that change what, and how many items you start with, or that are available in the base pool.&lt;br /&gt;
&lt;br /&gt;
You can also specify if you want to &amp;lt;var&amp;gt;add&amp;lt;/var&amp;gt; to the base number, &amp;lt;var&amp;gt;remove&amp;lt;/var&amp;gt; from the base number, or &amp;lt;var&amp;gt;set&amp;lt;/var&amp;gt; the base number for the item. The default is to set the value. If you want to use the other options you&#039;ll need to set the definition to be another dictionary.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to specify the number of in the pool. The definition is either:&lt;br /&gt;
# The number of that item you want in the pool&lt;br /&gt;
# A dictionary with a term of &amp;lt;var&amp;gt;type&amp;lt;/var&amp;gt; set to any of the strings &amp;quot;add&amp;quot;, &amp;quot;remove&amp;quot;, or &amp;quot;set&amp;quot; and a term of &amp;lt;var&amp;gt;count&amp;lt;/var&amp;gt; set to the number to modify by.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Mirror Shield to have 3 copies placed in the world&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: 3&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
or&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;set&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add 3 Deku Shields to place in the world in addition to the ones already in the base pool&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;add&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
This dictionary lets you define which dungeons are &amp;lt;var&amp;gt;vanilla&amp;lt;/var&amp;gt; and which are &amp;lt;var&amp;gt;mq&amp;lt;/var&amp;gt; (master quest). &#039;&#039;You will have to set the number of MQ dungeons setting to match at least whatever master quest dungeons you define here&#039;&#039;. However, you do not have to define all of the dungeons and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the dungeon. The definitions is either the string &amp;quot;vanilla&amp;quot;, the string &amp;quot;mq&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set only Deku Tree to mq&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Tree&amp;quot;: &amp;quot;mq&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only Spirit Temple to vanilla, because you don&#039;t want to learn the second version of spirit logic&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Spirit Temple&amp;quot;: &amp;quot;vanilla&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Dodongo&#039;s Cavern to random&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Dodongos Cavern&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Trials ===&lt;br /&gt;
You will define which trials are &amp;lt;var&amp;gt;active&amp;lt;/var&amp;gt; and which ones are &amp;lt;var&amp;gt;inactive&amp;lt;/var&amp;gt; in this dictionary. &#039;&#039;You will have to set the number of trials to match at least the trials you define here&#039;&#039;. However, you do not have to define all of the trials and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the trial. The definition is either the string &amp;quot;active&amp;quot;, the string &amp;quot;inactive&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set forest, fire, and water trials as inactive&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Forest&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;inactive&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set light trial to active, ensuring that 3 strength upgrades are required for fighting Ganon&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Light&amp;quot;: &amp;quot;active&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set water trial to random&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Entrances ===&lt;br /&gt;
This dictionary defines how different entrances are linked together when using entrance randomizer. Entrances must be shuffled among their respective groups so you cannot use plandomizer to force a mixed entrance pool seed. You may wish to generate a entrance randomizer seed and use its spoiler log to ensure you use the correct names for the locations.&lt;br /&gt;
&lt;br /&gt;
The term is the loading zone you pass through. The definition is:&lt;br /&gt;
* &#039;&#039;&#039;For Dungeons and Interiors&#039;&#039;&#039;: a string with the name of the location you end up at&lt;br /&gt;
* &#039;&#039;&#039;For Overworld&#039;&#039;&#039;: a dictionary with a term of &amp;lt;var&amp;gt;region&amp;lt;/var&amp;gt; set to a string of the overworld region it leads to and a term of &amp;lt;var&amp;gt;from&amp;lt;/var&amp;gt; set to a string of the loading zone in that region that you will appear out of.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Deku Tree entrance to Gerudo Training Ground&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Outside Deku Tree -&amp;gt; Deku Tree Lobby&amp;quot;: {&amp;quot;region&amp;quot;: &amp;quot;Gerudo Training Ground Lobby&amp;quot;, &amp;quot;from&amp;quot;: &amp;quot;Gerudo Fortress&amp;quot;}&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Hyrule Castle exit from Market to Lon Lon Ranch main entrance&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;Market -&amp;gt; Castle Grounds&amp;quot;: {&lt;br /&gt;
        &amp;quot;region&amp;quot;: &amp;quot;Lon Lon Ranch&amp;quot;, &lt;br /&gt;
        &amp;quot;from&amp;quot;: &amp;quot;Hyrule Field&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
This dictionary handles what is probably the main feature of plandomizer. You can assign items to any location in the game world here. Which locations are available are heavily influenced by the settings chosen, so ensure you have the proper settings set.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the location. The definition is either:&lt;br /&gt;
* A string of an item to place there.&lt;br /&gt;
* A list containing multiple items to randomly choose from to place there.&lt;br /&gt;
* A dictionary containing the term &amp;lt;var&amp;gt;item&amp;lt;/var&amp;gt; containing one of the above two bullet points.&lt;br /&gt;
** If making a multiworld plandomizer: the term &amp;lt;var&amp;gt;player&amp;lt;/var&amp;gt; with the world number value of the player the item belongs to.&lt;br /&gt;
** If the location is a shop: the term &amp;lt;var&amp;gt;price&amp;lt;/var&amp;gt; with the rupee number value the item should cost. &#039;&#039;You cannot set scrub prices using plandomizer&#039;&#039;&lt;br /&gt;
** If the item can be an ice trap: the term &amp;lt;var&amp;gt;model&amp;lt;/var&amp;gt; set to a string of the item model it should appear as in the overworld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Item names can also take advantage of the wildcard &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;*&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; and the not indicator &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;!&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For example, this will guarantee Link starts with a medallion, Spirit Temple will always have a stone, and one of the shields can be found in Mido&#039;s House.&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
   &amp;quot;Links Pocket&amp;quot;: &amp;quot;*Medallion&amp;quot;,&lt;br /&gt;
   &amp;quot;Twinrova&amp;quot;: &amp;quot;!Medallion&amp;quot;,&lt;br /&gt;
   &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;*Shield&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shop Location Numbers ====&lt;br /&gt;
Due to the odd way the shop items are stored in the game files, using shopsanity item placement is not very intuitive.&lt;br /&gt;
&lt;br /&gt;
When using 1 item shopsanity, the number you use is 7 and is the bottom left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 2 items shopsanity, you also have number 5 which is the bottom right item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 3 items shopsanity, you add on the number 8 which is the top left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 4 items shopsanity, you can now use all 4 numbers 5-8 for all of the left side items.&lt;br /&gt;
&lt;br /&gt;
==== Shop Location Prices ====&lt;br /&gt;
When defining a shop location, rather than simply assigning a string of the item name to the location, you must define a dictionary with the properties item (a string of the item name) and price (a number). So for example, a shop item location will look something like this:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;KF Shop Item 7&amp;quot;: {&lt;br /&gt;
    &amp;quot;item&amp;quot;: &amp;quot;Light Arrows&amp;quot;, &lt;br /&gt;
    &amp;quot;price&amp;quot;: 40&lt;br /&gt;
},&lt;br /&gt;
}}&lt;br /&gt;
If you try to set a price higher than 999, it will simply be capped to 999 so it won&#039;t be impossible to buy. However, you can actually plando negative prices, which will give the player the absolute value of the price. So if you plando a shop item to be -10 rupees, the player will be able to purchase it with any wallet size and it will give them 10 rupees. Due to reasons related to the binary numbers used to represent the prices in-game, the lowest possible price is -32768.&lt;br /&gt;
 &lt;br /&gt;
==== Special Item Groups ====&lt;br /&gt;
There are shortcut terms you can use for certain items when using plandomizer. They start with the &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; character. The ones that should work fine are:&lt;br /&gt;
{{collapsible list code style&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Bottle - Places a bottle and randomly chooses a contents for it&lt;br /&gt;
|#Junk - Places a junk item (used by exclude locations)&lt;br /&gt;
|#AdultTrade - Places the adult trade item without specifying which one&lt;br /&gt;
|title=The ones that should work fine:&lt;br /&gt;
|expand=yes&lt;br /&gt;
}}&lt;br /&gt;
{{-}}&lt;br /&gt;
{{collapsible list code style&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Vanilla - Places whatever was on that location in the original game. Also applies to MQ locations.&lt;br /&gt;
|#MajorItem - Places a settings-dependent major item at that location.&lt;br /&gt;
|#Song - Places a song item&lt;br /&gt;
|#NonWarpSong - Places non warp song item&lt;br /&gt;
|#WarpSong - Places a warp song item&lt;br /&gt;
|#JunkSong - Places Serenade or Prelude in non-entrance randomizer.&lt;br /&gt;
|#Spell - Places one of the three spells&lt;br /&gt;
|#Shield - Deku or Hylian. Doesn&#039;t include Mirror.&lt;br /&gt;
|#HealthUpgrade - Heart Container or Piece of Heart&lt;br /&gt;
|title=If you are feeling a little bit more daring, you can try:&lt;br /&gt;
|expand=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
All of these should work, but only the first list have been extensively tested.&lt;br /&gt;
&lt;br /&gt;
You can also define your own, custom item groups by adding a &amp;lt;code&amp;gt;custom_groups&amp;lt;/code&amp;gt; dictionary to your plando. Within this dictionary you can define groups which contain a list of item names in brackets, and then use those group names as you would with other item groups.&lt;br /&gt;
&lt;br /&gt;
Here is such an example, which will place a random sword in Mido&#039;s top left chest and a small key for water or shadow temple in his top right chest:&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;custom_groups&amp;quot;: {&lt;br /&gt;
    &amp;quot;CustomList1&amp;quot;: [ &amp;quot;Kokiri Sword&amp;quot;, &amp;quot;Biggoron Sword&amp;quot;, &amp;quot;Giants Knife&amp;quot; ],&lt;br /&gt;
    &amp;quot;CustomList2&amp;quot;: [ &amp;quot;Small Key (Water Temple)&amp;quot;, &amp;quot;Small Key (Shadow Temple)&amp;quot; ]&lt;br /&gt;
  },&lt;br /&gt;
  &amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#CustomList1&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#CustomList2&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that currently patterns do not work on custom groups (so, for example, you cannot do &amp;lt;code&amp;gt;!#CustomList1&amp;lt;/code&amp;gt;) and custom groups cannot be nested.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Ready to fight Ganon after Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;Bow&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;Magic Meter&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;Ice Trap&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bottles in Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One step to fighting Ganon in the Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Kokiri Sword Chest&amp;quot;: [&amp;quot;Bow&amp;quot;, &amp;quot;Magic Meter&amp;quot;, &amp;quot;Light Arrows&amp;quot;]&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting shopsanity 1 item in Kokiri Shop to Ice Trap posing as Light Arrows&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Shop Item 7&amp;quot;: {&lt;br /&gt;
        &amp;quot;item&amp;quot;: &amp;quot;Ice Trap&amp;quot;, &lt;br /&gt;
        &amp;quot;price&amp;quot;: 60,&lt;br /&gt;
        &amp;quot;model&amp;quot;: &amp;quot;Light Arrows&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place player 2&#039;s Light Arrows in player 1&#039;s Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;World 1&amp;quot;: {&lt;br /&gt;
        &amp;quot;KF Kokiri Sword Chest&amp;quot;: {&lt;br /&gt;
            &amp;quot;item&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
            &amp;quot;player&amp;quot;: 2&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hint Distribution Files ===&lt;br /&gt;
&lt;br /&gt;
Hint distribution file format is similar to the old hard-coded dictionaries, plus new keys to offer finer control of different hint groups. The goal of this change is to facilitate easier sharing and updating of custom hint distributions for the different racing tournaments. An example with the Tournament distribution is provided below.&lt;br /&gt;
&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;name&amp;quot;:                  &amp;quot;tournament&amp;quot;,&lt;br /&gt;
    &amp;quot;gui_name&amp;quot;:              &amp;quot;Tournament&amp;quot;,&lt;br /&gt;
    &amp;quot;description&amp;quot;:           &amp;quot;Hint Distribution for the S5 Tournament. 5 Goal Hints, 3 Barren Hints, 5 Sometimes hints, 7 Always hints (including skull mask).&amp;quot;,&lt;br /&gt;
    &amp;quot;add_locations&amp;quot;:         [{ &amp;quot;location&amp;quot;: &amp;quot;Deku Theater Skull Mask&amp;quot;, &amp;quot;types&amp;quot;: [&amp;quot;always&amp;quot;]}],&lt;br /&gt;
    &amp;quot;remove_locations&amp;quot;:      [{&amp;quot;location&amp;quot;: &amp;quot;Ganons Castle Shadow Trial Golden Gauntlets Chest&amp;quot;, &amp;quot;types&amp;quot;: &amp;quot;sometimes&amp;quot;}],&lt;br /&gt;
    &amp;quot;add_items&amp;quot;:             [],&lt;br /&gt;
    &amp;quot;remove_items&amp;quot;:          [{ &amp;quot;item&amp;quot;: &amp;quot;Zeldas Lullaby&amp;quot;, &amp;quot;types&amp;quot;: [&amp;quot;goal&amp;quot;]}],&lt;br /&gt;
    &amp;quot;dungeons_woth_limit&amp;quot;:   2,&lt;br /&gt;
    &amp;quot;dungeons_barren_limit&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;named_items_required&amp;quot;:  true,&lt;br /&gt;
    &amp;quot;vague_named_items&amp;quot;:     false,&lt;br /&gt;
    &amp;quot;use_default_goals&amp;quot;:     true,&lt;br /&gt;
    &amp;quot;distribution&amp;quot;:          {&lt;br /&gt;
        &amp;quot;trial&amp;quot;:      {&amp;quot;order&amp;quot;:  1, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;always&amp;quot;:     {&amp;quot;order&amp;quot;:  2, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;goal&amp;quot;:       {&amp;quot;order&amp;quot;:  3, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   5, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;barren&amp;quot;:     {&amp;quot;order&amp;quot;:  4, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   3, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;entrance&amp;quot;:   {&amp;quot;order&amp;quot;:  5, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   4, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;sometimes&amp;quot;:  {&amp;quot;order&amp;quot;:  6, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;: 100, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;random&amp;quot;:     {&amp;quot;order&amp;quot;:  7, &amp;quot;weight&amp;quot;: 9.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;item&amp;quot;:       {&amp;quot;order&amp;quot;:  0, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;song&amp;quot;:       {&amp;quot;order&amp;quot;:  0, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;overworld&amp;quot;:  {&amp;quot;order&amp;quot;:  0, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;dungeon&amp;quot;:    {&amp;quot;order&amp;quot;:  0, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;junk&amp;quot;:       {&amp;quot;order&amp;quot;:  0, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;named-item&amp;quot;: {&amp;quot;order&amp;quot;:  8, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;woth&amp;quot;:       {&amp;quot;order&amp;quot;:  0, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2}&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;groups&amp;quot;: [],&lt;br /&gt;
    &amp;quot;disabled&amp;quot;: []&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
GUI names and tooltip descriptions are now defined with each distribution file. Tooltips are automatically parsed to add line returns as needed for the GUI.&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Distribution ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;distribution&amp;lt;/code&amp;gt; key is a similar format to the previous dictionary. Each hint group must be listed with the following keys:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;order&amp;lt;/code&amp;gt;: Integer to sort hint types from smallest to largest&lt;br /&gt;
* &amp;lt;code&amp;gt;weight&amp;lt;/code&amp;gt;: Same as hint type weight in balanced and similar hint distributions&lt;br /&gt;
* &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt;: Same as tournament distribution number of hints per world&lt;br /&gt;
* &amp;lt;code&amp;gt;copies&amp;lt;/code&amp;gt;: Same as count per hint in predefined distributions&lt;br /&gt;
&lt;br /&gt;
Tournament-style fixed hints and weighted-style hints are defined together in the same distribution. Fixed hints are rolled first. Any remaining gossip stones are filled from a random choice of hint types with assigned weights. Checks exist to make sure there are enough gossip stones left for a given random hint type count per hint. Fixed hints do not have this safeguard and rely on the user not to overfill them. Using the tournament distribution as an example, fixed hints are rolled according to the defined order and fixed number. If any gossip stones remain, the &amp;lt;code&amp;gt;random&amp;lt;/code&amp;gt; hint group is rolled as part of the weighted hint types (in this case the only one, so it is guaranteed upon exhaustion of all sometimes hints). Other built-in hint types with no fixed hints have non-zero orders for all types and weights equal to the old style weight, and all types have a &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt; value of &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Dungeon Limits ====&lt;br /&gt;
&lt;br /&gt;
Dungeon way of the hero and barren limitations are moved out of the hint generation functions into the distribution files. Values are identical in all built-in distributions except &amp;lt;code&amp;gt;very_strong&amp;lt;/code&amp;gt;, which has a limit of &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; for both (equivalent to no limit).&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Requirements and Exclusions ====&lt;br /&gt;
&lt;br /&gt;
Four new lists are provided to include or exclude hinted locations from different hint groups, as specified by the location name or filled item name. As seen in the tournament distribution, the &amp;lt;code&amp;gt;add_locations&amp;lt;/code&amp;gt; key can be used to force a given location to be hinted by adding it to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; hint type. Locations can be added to (or removed from) any hint type. Likewise, the item keys allow for adding or removing locations to be hinted based on what items they contain. For example, to remove all songs from being hinted as way of the hero, the following would be utilized:&lt;br /&gt;
&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;remove_items&amp;quot;: [&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Zeldas Lullaby&amp;quot;,     &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Eponas Song&amp;quot;,        &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Sarias Song&amp;quot;,        &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Suns Song&amp;quot;,          &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Song of Time&amp;quot;,       &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Song of Storms&amp;quot;,     &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Minuet of Forest&amp;quot;,   &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Bolero of Fire&amp;quot;,     &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Serenade of Water&amp;quot;,  &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Requiem of Spirit&amp;quot;,  &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Nocturne of Shadow&amp;quot;, &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Prelude of Light&amp;quot;,   &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] }&lt;br /&gt;
]&lt;br /&gt;
}}&lt;br /&gt;
Alternately, if songsanity is disabled, the song locations could be removed from the &amp;lt;code&amp;gt;woth&amp;lt;/code&amp;gt; hint type to achieve the same effect.&lt;br /&gt;
&lt;br /&gt;
Way of the Hero and Barren hints cannot have locations added via `add_locations`. Additionally, Barren hints cannot be removed via `remove_locations`. This is to prevent situations where required items are in hinted barren areas. Using the song example again, a foolish Song of Storms that leads to a required item in Bottom of the Well would be confusing to players unfamiliar with the setting. Excluding from way of the hero means it won’t be hinted, not that the game is actively lying to you.&lt;br /&gt;
&lt;br /&gt;
Barren hints can be added or removed from consideration for specific items via the &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove_items&amp;lt;/code&amp;gt; lists. This affects not just hints, but also the &amp;lt;code&amp;gt;:barren_regions&amp;lt;/code&amp;gt; list in the spoiler log. In contrast, way of the hero items will still be listed in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; section regardless of hint distribution changes. Forced barren items that are logically required still show up in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; list if required by the seed.&lt;br /&gt;
&lt;br /&gt;
==== Plando Support ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;hint_dist_user&amp;lt;/code&amp;gt; setting takes a hint distribution dictionary as defined by the built-in hint distribution files. If specified, it overrides the GUI-selected hint distribution. Internally, the distribution is defined as &amp;lt;code&amp;gt;custom&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Custom Goals ====&lt;br /&gt;
&lt;br /&gt;
As of version 6.0.111, the &#039;&#039;&#039;goal&#039;&#039;&#039; hint type can use built-in goals for the bridge, Ganon&#039;s Castle Boss Key, and Trials conditions as well as custom goals defined in the hint distribution. Custom goals use the &amp;lt;code&amp;gt;custom_goals&amp;lt;/code&amp;gt; key inside a custom hint distribution as shown in the example below.&lt;br /&gt;
&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;settings&amp;quot;:                      {&lt;br /&gt;
        &amp;quot;hint_dist_user&amp;quot;:            {&lt;br /&gt;
            ...&lt;br /&gt;
            &amp;quot;custom_goals&amp;quot;:          [&lt;br /&gt;
                {&lt;br /&gt;
                    &amp;quot;category&amp;quot;: &amp;quot;all_items&amp;quot;,&lt;br /&gt;
                    &amp;quot;priority&amp;quot;: 1,&lt;br /&gt;
                    &amp;quot;minimum_goals&amp;quot;: 4,&lt;br /&gt;
                    &amp;quot;lock_entrances&amp;quot;: [&amp;quot;Ganons Castle Grounds -&amp;gt; Ganons Castle Lobby&amp;quot;],&lt;br /&gt;
                    &amp;quot;goals&amp;quot;: [&lt;br /&gt;
                        {&lt;br /&gt;
                            &amp;quot;name&amp;quot;: &amp;quot;memes&amp;quot;,&lt;br /&gt;
                            &amp;quot;hint_text&amp;quot;: &amp;quot;path of memes&amp;quot;,&lt;br /&gt;
                            &amp;quot;color&amp;quot;: &amp;quot;Light Blue&amp;quot;,&lt;br /&gt;
                            &amp;quot;items&amp;quot;: [&lt;br /&gt;
                                {&amp;quot;name&amp;quot;: &amp;quot;Ice Arrows&amp;quot;, &amp;quot;quantity&amp;quot;: 2, &amp;quot;minimum&amp;quot;: 1, &amp;quot;hintable&amp;quot;: true},&lt;br /&gt;
                                {&amp;quot;name&amp;quot;: &amp;quot;Double Defense&amp;quot;, &amp;quot;quantity&amp;quot;: 2, &amp;quot;minimum&amp;quot;: 1, &amp;quot;hintable&amp;quot;: true},&lt;br /&gt;
                                {&amp;quot;name&amp;quot;: &amp;quot;Stone of Agony&amp;quot;, &amp;quot;quantity&amp;quot;: 2, &amp;quot;minimum&amp;quot;: 1, &amp;quot;hintable&amp;quot;: true},&lt;br /&gt;
                                {&amp;quot;name&amp;quot;: &amp;quot;Nayrus Love&amp;quot;, &amp;quot;quantity&amp;quot;: 2, &amp;quot;minimum&amp;quot;: 1, &amp;quot;hintable&amp;quot;: true}&lt;br /&gt;
                            ]&lt;br /&gt;
                        }&lt;br /&gt;
                    ]&lt;br /&gt;
                }&lt;br /&gt;
            ],&lt;br /&gt;
            ...&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Category Definition&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Both goal categories and individual goals can be defined. Goals can be assigned to existing default categories by setting the `category` key to one of the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;rainbow_bridge&#039;&#039;&#039; - Includes goals for dungeon rewards or skulltula tokens. Not active with open bridge.&lt;br /&gt;
* &#039;&#039;&#039;ganon_bosskey&#039;&#039;&#039; - Includes goals for dungeon rewards, skulltula tokens, or Ganon&#039;s Boss Key directly. Not active with the boss key removed or vanilla.&lt;br /&gt;
* &#039;&#039;&#039;trials&#039;&#039;&#039; - Includes path to the Tower goal for any enabled trials. Only active with non-zero trials&lt;br /&gt;
* &#039;&#039;&#039;triforce_hunt&#039;&#039;&#039; - Includes path of gold goal for Triforce Pieces. Only active when Triforce Hunt is enabled&lt;br /&gt;
* &#039;&#039;&#039;ganon&#039;&#039;&#039; - Equivalent to way of the hero. Only active with open bridge and Ganon&#039;s Castle Boss Key removed/vanilla and zero trials.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Category Priority&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Custom goals follow the same category priority rules as default goals. A custom goal in the &amp;lt;code&amp;gt;ganon_bosskey&amp;lt;/code&amp;gt; category will not include items that are part of the bridge category. A custom category with a priority between the &amp;lt;code&amp;gt;bridge&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ganon_bosskey&amp;lt;/code&amp;gt; categories will not include items from the &amp;lt;code&amp;gt;bridge&amp;lt;/code&amp;gt; category, and the &amp;lt;code&amp;gt;ganon_bosskey&amp;lt;/code&amp;gt; category will not include items from &amp;lt;code&amp;gt;bridge&amp;lt;/code&amp;gt; or the custom category. Caution should be used adding custom categories before or in the middle of default categories for this reason. If a custom category has the same priority as a default goal, a required item can be included for goals in both categories. Default priorities are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;rainbow_bridge&#039;&#039;&#039; - 10&lt;br /&gt;
* &#039;&#039;&#039;ganon_bosskey&#039;&#039;&#039; - 20 for dungeon rewards/tokens, 30 for keysanity variants&lt;br /&gt;
* &#039;&#039;&#039;trials&#039;&#039;&#039; - 30&lt;br /&gt;
* &#039;&#039;&#039;triforce_hunt&#039;&#039;&#039; - 30&lt;br /&gt;
* &#039;&#039;&#039;ganon&#039;&#039;&#039; - 30&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Category Minimum Goals&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Minimum goals determine if the overall category objective is fulfilled. For example, the &amp;lt;code&amp;gt;bridge&amp;lt;/code&amp;gt; category has a minimum requirement of however many dungeon rewards are needed to spawn the bridge to Ganon&#039;s Castle. If there are not enough obtainable goals in the world, the category objective is not fulfilled and goal hints will not be generated for that category. This system is available to custom goal categories with the &amp;lt;code&amp;gt;minimum_goals&amp;lt;/code&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Category Entrance Locks&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Entrances between regions can be disconnected to artificially restrict world access for a category. This was designed primarily for the rainbow bridge to only hint goals reachable without access to Ganon&#039;s Castle. The system can be used with custom goal categories by listing entrances to lock in the &amp;lt;code&amp;gt;lock_entrances&amp;lt;/code&amp;gt; key. Entrance names use the syntax &amp;quot;Region A -&amp;gt; Region B&amp;quot;, where the different regions are named in the logic files. This has only been tested with overworld entrances, but should work with dungeon internal entrances as well.&lt;br /&gt;
&lt;br /&gt;
It is not possible to change default goal category entrance locks.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Goal Definition&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
All goal names must be unique within a category. Goal names are only used internally. The &amp;lt;code&amp;gt;hint_text&amp;lt;/code&amp;gt; key defines how the goal is presented in the spoiler log and in hints. Default goals use the convention &amp;quot;path to &amp;lt;X&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Goal colors change how the path is colored. The hinted area with the required item will always be light blue.&lt;br /&gt;
{{collapsible list code style&lt;br /&gt;
|White&lt;br /&gt;
|Red&lt;br /&gt;
|Green&lt;br /&gt;
|Blue&lt;br /&gt;
|Light Blue&lt;br /&gt;
|Pink&lt;br /&gt;
|Yellow&lt;br /&gt;
|Black&lt;br /&gt;
|title=Valid colors are:&lt;br /&gt;
|expand=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Required item definition can include any number of items for each goal. Each item has four keys:&lt;br /&gt;
&lt;br /&gt;
* name - Item name as defined in &amp;lt;code&amp;gt;ItemList.py&amp;lt;/code&amp;gt;&lt;br /&gt;
* quantity - Maximum possible items to complete the goal&lt;br /&gt;
* minimum - Minimum possible items to complete the goal&lt;br /&gt;
* hintable - Whether or not this item can be directly hinted, or only items required to obtain this item. In both cases required items are a possibility for hints.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;quantity&amp;lt;/code&amp;gt; key must be equal to or greater than the &amp;lt;code&amp;gt;minimum&amp;lt;/code&amp;gt; key. The &amp;lt;code&amp;gt;minimum&amp;lt;/code&amp;gt; key cannot be zero. The randomizer will consider a goal valid for hints if the all minimum items are reachable. It will attempt to hint items required for all copies of this item up to the maximum &amp;lt;code&amp;gt;quantity&amp;lt;/code&amp;gt;, but will automatically reduce the &amp;lt;code&amp;gt;quantity&amp;lt;/code&amp;gt; to the maximum reachable copies in beatable only or with a category lock defined.&lt;br /&gt;
&lt;br /&gt;
Required items for goals must be major items. Rupees and heart containers are not major items and will cause the goal to always be unobtainable and thus unhintable.&lt;br /&gt;
&lt;br /&gt;
==== Example Plando ====&lt;br /&gt;
&lt;br /&gt;
The attached plando&lt;br /&gt;
&lt;br /&gt;
* Requires a “random”-type location hint for the location containing Lens of Truth&lt;br /&gt;
* Adds shooting the sun in Lake Hylia as an always hint with custom text&lt;br /&gt;
* Removes Frog Ocarina Game and 40 Skulls as always hints&lt;br /&gt;
* Keeps other “conditional” always hints from Standard weekly settings, including Skull Mask&lt;br /&gt;
* Adds the location with Zelda’s Lullaby as an always hint&lt;br /&gt;
* Removes all other song locations from way of the hero and sometimes hint types&lt;br /&gt;
* Forces Rutos Letter to be considered foolish, and places it outside Ganon’s Castle to verify&lt;br /&gt;
* Excludes Biggoron Sword from foolish hints, and places it in the Haunted Wasteland to verify&lt;br /&gt;
&lt;br /&gt;
and applies a custom hint distribution as follows:&lt;br /&gt;
&lt;br /&gt;
====== Fixed Hints ======&lt;br /&gt;
&lt;br /&gt;
(in order) &lt;br /&gt;
* Always and Trials hints at 2 stones/hint &lt;br /&gt;
* 1 Named Item hint for Lens of Truth at 2 stones/hint (as required by &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt;) &lt;br /&gt;
* 3 Way of the Hero hints at 2 stones/hint &lt;br /&gt;
* 2 Foolish hints at 1 stone/hint &lt;br /&gt;
* 4 Entrance hints at 2 stones/hint &lt;br /&gt;
* 5 Sometimes hints at 1 stone/hint&lt;br /&gt;
&lt;br /&gt;
====== Weighted Hints ======&lt;br /&gt;
&lt;br /&gt;
On weekly settings, this is 27-29 gossip stones filled, depending on if Zelda’s Lullaby is on Ocarina of Time. The remaining 11-13 stones draw hints from weighted hint types as follows:&lt;br /&gt;
&lt;br /&gt;
* Random (0.5 weight, 2 stones/hint)&lt;br /&gt;
* Item (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Song (2.0 weight, 2 stones/hint)&lt;br /&gt;
* Overworld (3.0 weight, 2 stones/hint)&lt;br /&gt;
* Dungeon (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Junk (0.5 weight, 1 stone/hint)&lt;br /&gt;
&lt;br /&gt;
At least 1 junk hint will be added due to the odd number of remaining stones.&lt;br /&gt;
&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;settings&amp;quot;:            {&lt;br /&gt;
      &amp;quot;item_hints&amp;quot;: [&lt;br /&gt;
        &amp;quot;Lens of Truth&amp;quot;&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;quot;hint_dist_user&amp;quot;: {&lt;br /&gt;
        &amp;quot;name&amp;quot;:                  &amp;quot;custom&amp;quot;,&lt;br /&gt;
        &amp;quot;gui_name&amp;quot;:              &amp;quot;Plando Test Hint Distribution&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot;:           &amp;quot;for debugging&amp;quot;,&lt;br /&gt;
        &amp;quot;add_locations&amp;quot;:         [&lt;br /&gt;
            { &amp;quot;location&amp;quot;: &amp;quot;LH Sun&amp;quot;,                  &amp;quot;types&amp;quot;: [&amp;quot;always&amp;quot;], &amp;quot;text&amp;quot;: &amp;quot;those who #blot out the sun# will find&amp;quot; },&lt;br /&gt;
            { &amp;quot;location&amp;quot;: &amp;quot;Deku Theater Skull Mask&amp;quot;, &amp;quot;types&amp;quot;: [&amp;quot;always&amp;quot;] }&lt;br /&gt;
        ],&lt;br /&gt;
        &amp;quot;remove_locations&amp;quot;:      [&lt;br /&gt;
            { &amp;quot;location&amp;quot;: &amp;quot;ZR Frogs Ocarina Game&amp;quot;,        &amp;quot;types&amp;quot;: [&amp;quot;always&amp;quot;] },&lt;br /&gt;
            { &amp;quot;location&amp;quot;: &amp;quot;Kak 40 Gold Skulltula Reward&amp;quot;, &amp;quot;types&amp;quot;: [&amp;quot;always&amp;quot;] }&lt;br /&gt;
        ],&lt;br /&gt;
        &amp;quot;add_items&amp;quot;:             [&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Zeldas Lullaby&amp;quot;,     &amp;quot;types&amp;quot;: [&amp;quot;always&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Rutos Letter&amp;quot;,       &amp;quot;types&amp;quot;: [&amp;quot;barren&amp;quot;] }&lt;br /&gt;
        ],&lt;br /&gt;
        &amp;quot;remove_items&amp;quot;:          [&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Eponas Song&amp;quot;,        &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Sarias Song&amp;quot;,        &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Suns Song&amp;quot;,          &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Song of Time&amp;quot;,       &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Song of Storms&amp;quot;,     &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Minuet of Forest&amp;quot;,   &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Bolero of Fire&amp;quot;,     &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Serenade of Water&amp;quot;,  &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Requiem of Spirit&amp;quot;,  &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Nocturne of Shadow&amp;quot;, &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Prelude of Light&amp;quot;,   &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Biggoron Sword&amp;quot;,     &amp;quot;types&amp;quot;: [&amp;quot;barren&amp;quot;] }&lt;br /&gt;
        ],&lt;br /&gt;
        &amp;quot;dungeons_woth_limit&amp;quot;:   2,&lt;br /&gt;
        &amp;quot;dungeons_barren_limit&amp;quot;: 1,&lt;br /&gt;
        &amp;quot;named_items_required&amp;quot;:  &amp;quot;True&amp;quot;,&lt;br /&gt;
        &amp;quot;distribution&amp;quot;:          {&lt;br /&gt;
            &amp;quot;trial&amp;quot;:      {&amp;quot;order&amp;quot;:  1, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;always&amp;quot;:     {&amp;quot;order&amp;quot;:  2, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;woth&amp;quot;:       {&amp;quot;order&amp;quot;:  3, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   3, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;barren&amp;quot;:     {&amp;quot;order&amp;quot;:  4, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   2, &amp;quot;copies&amp;quot;: 1},&lt;br /&gt;
            &amp;quot;entrance&amp;quot;:   {&amp;quot;order&amp;quot;:  5, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   4, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;sometimes&amp;quot;:  {&amp;quot;order&amp;quot;:  6, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   5, &amp;quot;copies&amp;quot;: 1},&lt;br /&gt;
            &amp;quot;random&amp;quot;:     {&amp;quot;order&amp;quot;:  7, &amp;quot;weight&amp;quot;: 0.5, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;item&amp;quot;:       {&amp;quot;order&amp;quot;:  8, &amp;quot;weight&amp;quot;: 1.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;song&amp;quot;:       {&amp;quot;order&amp;quot;:  9, &amp;quot;weight&amp;quot;: 2.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;overworld&amp;quot;:  {&amp;quot;order&amp;quot;: 10, &amp;quot;weight&amp;quot;: 3.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;dungeon&amp;quot;:    {&amp;quot;order&amp;quot;: 11, &amp;quot;weight&amp;quot;: 1.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;junk&amp;quot;:       {&amp;quot;order&amp;quot;: 12, &amp;quot;weight&amp;quot;: 0.5, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 1},&lt;br /&gt;
            &amp;quot;named-item&amp;quot;: {&amp;quot;order&amp;quot;: 13, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2}&lt;br /&gt;
        }&lt;br /&gt;
      }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;randomized_settings&amp;quot;: {},&lt;br /&gt;
    &amp;quot;starting_items&amp;quot;:      {},&lt;br /&gt;
    &amp;quot;item_pool&amp;quot;:           {},&lt;br /&gt;
    &amp;quot;entrances&amp;quot;:           {},&lt;br /&gt;
    &amp;quot;locations&amp;quot;:           {&lt;br /&gt;
        &amp;quot;OGC Great Fairy Reward&amp;quot;: &amp;quot;Rutos Letter&amp;quot;,&lt;br /&gt;
        &amp;quot;Wasteland Chest&amp;quot;: &amp;quot;Biggoron Sword&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}}&lt;br /&gt;
==== Item Hints for Bingo ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando setting contains a list of items as named in ItemList.py to be added as “random” location hints. This is outside of the hint distribution setting. Built-in hint distributions assume copies per hint is the same as the sometimes category equivalent of the original distribution. The &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; hint distribution key controls if named item hints are treated as always hints. In contrast to always hints, an error will be thrown if any required named item hint cannot be placed.&lt;br /&gt;
&lt;br /&gt;
Plando or third party hint distribution files can specify fixed or weighted &amp;lt;code&amp;gt;named-item&amp;lt;/code&amp;gt; group hints if &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; is false.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; provides similar functionality to the &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando key if an item is added to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; group. The reason for duplication of this feature is to provide an easier interface for Bingo races desiring hinted tile goals without building a whole hint distribution from scratch.&lt;br /&gt;
&lt;br /&gt;
===== Example Bingo Plando =====&lt;br /&gt;
&lt;br /&gt;
The example plando below:&lt;br /&gt;
&lt;br /&gt;
* Requires two separate strength upgrades to be hinted&lt;br /&gt;
* Requires Lens of Truth to be hinted&lt;br /&gt;
* Modifies the item pool to contain 3 empty bottles, one of which will be hinted.&lt;br /&gt;
&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;settings&amp;quot;: {&lt;br /&gt;
      &amp;quot;item_hints&amp;quot;: [&lt;br /&gt;
            &amp;quot;Progressive Strength Upgrade&amp;quot;,&lt;br /&gt;
            &amp;quot;Progressive Strength Upgrade&amp;quot;,&lt;br /&gt;
            &amp;quot;Lens of Truth&amp;quot;,&lt;br /&gt;
            &amp;quot;Bottle&amp;quot;&lt;br /&gt;
        ]&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;randomized_settings&amp;quot;: {},&lt;br /&gt;
    &amp;quot;starting_items&amp;quot;:      {},&lt;br /&gt;
    &amp;quot;item_pool&amp;quot;:           {&lt;br /&gt;
        &amp;quot;Bottle&amp;quot;: 3&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;entrances&amp;quot;:           {},&lt;br /&gt;
    &amp;quot;locations&amp;quot;:           {}&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Gossip Stones ===&lt;br /&gt;
This dictionary is just evil. It lets you replace the Gossip Stone text with any text you wish. Unlike normal randomizer, this text can lie and mislead the player. It is recommended that you use it more for inside jokes, or different types of hints than you&#039;d normally get using the randomizer to keep the plandomizer fun for the player. Gossip stones set here will not be taken into consideration for hints by logic.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the Gossip Stone. The definition is a dictionary with the term &amp;lt;var&amp;gt;text&amp;lt;/var&amp;gt;.&lt;br /&gt;
* Multiple text boxes can be assigned to a single gossip stone by separating the strings with &amp;lt;kbd&amp;gt;^&amp;lt;/kbd&amp;gt;. However, this is not strictly required as the randomizer will automatically break up strings that are too long for a single text box.&lt;br /&gt;
* Any text you surround with &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; can also be colored. If you wish to do this add another term to the inner dictionary with the term &amp;lt;var&amp;gt;colors&amp;lt;/var&amp;gt; and set it to a list containing strings of the colors you wish to use. You can have multiple groups of text surrounded by &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; and each one can be a different color.&lt;br /&gt;
&lt;br /&gt;
{{collapsible list code style&lt;br /&gt;
|White&lt;br /&gt;
|Red&lt;br /&gt;
|Green&lt;br /&gt;
|Blue&lt;br /&gt;
|Light Blue&lt;br /&gt;
|Pink&lt;br /&gt;
|Yellow&lt;br /&gt;
|Black&lt;br /&gt;
|title=Valid colors:&lt;br /&gt;
|expand=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Special Characters ====&lt;br /&gt;
You can also use some special characters within your hints. In terms of normal characters, you can use within your hint text the following just by putting them within the string as usual: À, Á, Â, Ä, Ç, È, É, Ê, Ë, Ï, Ô, Ö, Ù, Û, Ü, the lowercase versions of all previous characters, and ß.&lt;br /&gt;
&lt;br /&gt;
You can also specify codes for special, in-game button characters using Unicode values. Reference the following table for the value for each button character, and then it can be specified within your hint text with \u00xx, where xx is the value from the table. For example, the A button has a value of 9F, so it would be printed using \u009F within your hint. [https://i.imgur.com/sfbnKF6.png Here] you can see what these characters look like in-game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Code || 9F || A0 || A1 || A2 || A3 || A4 || A5 || A6 || A7 || A8 || A9 || AA&lt;br /&gt;
|-&lt;br /&gt;
| Button Displayed || A || B || C || L || R || Z || C-up || C-down || C-left || C-right || Down arrow || Joystick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sound Effects ====&lt;br /&gt;
Each text box can be equipped with a sound effect. The full list of sound effect IDs can be found at [https://wiki.cloudmodding.com/oot/Sound_Effect_Ids on CloudModding], but it takes a little bit of work to convert them to the correct format. Sound effects are designated by &amp;lt;kbd&amp;gt;${12 x8 yy}&amp;lt;/kbd&amp;gt;, where x is the &amp;quot;Bank&amp;quot; as indicated on CloudModding and yy is the sound number within the bank. The &amp;lt;kbd&amp;gt;8&amp;lt;/kbd&amp;gt; will be swapped for &amp;lt;kbd&amp;gt;9&amp;lt;/kbd&amp;gt; if the sound number is greater than FF (i.e. it has 3 characters on CloudModding).&lt;br /&gt;
&lt;br /&gt;
Please note that only one sound effect will play per gossip stone, but it will play on whichever text box &amp;lt;kbd&amp;gt;${12 x8 yy}&amp;lt;/kbd&amp;gt; is placed in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: Looping sounds will not stop until Link leaves the area or dies, so it&#039;s recommended to avoid these sounds.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Just white text&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;It&#039;s hot in here!&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored text&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;They say #Luigi# was put in this game instead of Super #Mario# 64&amp;quot;,&lt;br /&gt;
        &amp;quot;colors&amp;quot;: [&amp;quot;Green&amp;quot;, &amp;quot;Red&amp;quot;]&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helpful Tutorial Message&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF (Outside Storms)&amp;quot;: { &amp;quot;text&amp;quot;: &amp;quot;To target, press \u00A4&amp;quot; }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appreciation&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF (Deku Tree Right)&amp;quot;: { &amp;quot;text&amp;quot;: &amp;quot;Dampé is a pretty cool guy.&amp;quot; }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sound Effects Added&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;ToT (Left)&amp;quot;: { &amp;quot;text&amp;quot;: &amp;quot;The time is ${1F}.^${12 28 df}The cow goes moo.&amp;quot; },&lt;br /&gt;
    &amp;quot;ToT (Left-Center)&amp;quot;: { &amp;quot;text&amp;quot;: &amp;quot;${12 39 C7}Ganondorf laughs maniacally.&amp;quot; }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Cosmetics and Sounds ===&lt;br /&gt;
&lt;br /&gt;
As of version 6.0 users can select both their cosmetics and sounds with a cosmetics plandomizer file. Just like how the spoiler log syntax is used to create a plandomizer file for locations, entrances, etcetera, the cosmetics log syntax is used to create a cosmetics plandomizer file. &#039;&#039;&#039;This plandomizer file has to be inserted separately&#039;&#039;&#039;, because cosmetics and sounds are typically (re-)applied after the patching process. Make sure that the file is saved as a &amp;lt;kbd&amp;gt;.json&amp;lt;/kbd&amp;gt; file. To insert a cosmetics plando, toggle &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Cosmetics Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; tab and insert it in the field that will appear below. Note; if you also toggled &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, then there will be two fields.&lt;br /&gt;
&lt;br /&gt;
[[File:Cosmeticsplandoweb.png|700px]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmetics ====&lt;br /&gt;
&#039;&#039;Note: Custom cosmetics colors can be chosen through the GUI as well, so it is not needed to specify these in the plandomizer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two ways in which you can plandomize cosmetics. The first is to specify colors through hex values. This gives you the freedom to select any color in the color spectrum for any of the cosmetics options. The second method is to use presets built into the randomizer. These are the options found in the dropdown bars in the GUI and include options such as &amp;quot;Kokiri Green&amp;quot;, &amp;quot;Random Choice&amp;quot; and &amp;quot;Magenta&amp;quot;. Keep in mind that each cosmetic option has its own set of preset colors and that they can&#039;t be used interchangeably. For example, tunics have the preset color &amp;quot;Majora Purple&amp;quot;, but gauntlets do not, so that color cannot be set for gauntlets unless you specify hex values. Because of this limitation it is recommended that users specify hex values. [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Colors.py The hex values associated with the preset colors can be found here]. The correct formatting for the plandomizer file is to take the three double-character codes that follow an &amp;quot;x&amp;quot; and put them next to each other in the order in which they appear, preceded by a &amp;quot;#&amp;quot;. For example the hex value for &amp;quot;Kokiri Green&amp;quot; in the correct format is &amp;lt;code&amp;gt;#1E691B&amp;lt;/code&amp;gt;. It&#039;s case-insensitive and the order matters.&lt;br /&gt;
&lt;br /&gt;
Some cosmetics can be made to cycle through the colors of the rainbow. This cannot be done with hex values and must be specified using the &amp;quot;Rainbow&amp;quot; preset. This is currently only supported for Navi, Bombchu trail, Boomerang trail and Sword trail cosmetics.&lt;br /&gt;
&lt;br /&gt;
The sword trail duration option is unique in that you don&#039;t specify a string but an integer. This integer denotes for how many frames the sword trail will linger with the presets being &amp;quot;Default&amp;quot; (= 4), &amp;quot;Long&amp;quot; (= 10), &amp;quot;Very Long&amp;quot; (= 15) and &amp;quot;Lightsaber&amp;quot; (= 20). Normal gameplay is 20 frames per second, so &amp;quot;Lightsaber&amp;quot; will leave a trail for roughly 1 second. This integer can be set higher than 20, but you can expect lag if the number is set extremely high. &lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set the tunic colors using hex values&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;#ffffff&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;#1E691B&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;#AAaaAA&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set tunic colors using built-in color options&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;Goron Red&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;Majora Purple&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;Completely Random&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set rainbow sword trail with a duration of 1 second&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sword_trail_color_inner&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_color_outer&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_duration&amp;quot;:        20&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Sounds ====&lt;br /&gt;
&lt;br /&gt;
To set sound effects, choose the sound you want to use as the value (right column) and the event when it plays as the key (left column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Sounds.py A list of sounds effects can be found here] (use the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column). Valid strings for the plandomizer file are found in the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column. For vanilla sound effects choose &amp;lt;code&amp;gt;default&amp;lt;/code&amp;gt;, except for &amp;lt;samp&amp;gt;sfx_low_hp&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;sfx_ocarina&amp;lt;/samp&amp;gt; where the vanilla sounds are called &amp;lt;code&amp;gt;soft-beep&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ocarina&amp;lt;/code&amp;gt; respectively. &amp;lt;samp&amp;gt;completely-random&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-ear-safe&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-choice&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;none&amp;lt;/samp&amp;gt; are also valid choices.&lt;br /&gt;
&lt;br /&gt;
To set background music, choose the location where you want the music to be played as the key (left column) and the music that will be played as the corresponding value (right column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Music.py A list of valid strings can be found here]. Note that these strings are valid both as key and value. Use &amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt; for no background music.&lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set sound effects&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sfx_low_hp&amp;quot;:                  &amp;quot;soft-beep&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_overworld&amp;quot;:          &amp;quot;bow-twang&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_enemy&amp;quot;:              &amp;quot;navi-hey&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_cursor&amp;quot;:             &amp;quot;ruto-wiggle&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_select&amp;quot;:             &amp;quot;talon-snore&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_horse_neigh&amp;quot;:             &amp;quot;default&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_nightfall&amp;quot;:               &amp;quot;completely-random&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_hover_boots&amp;quot;:             &amp;quot;child-owo&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_ocarina&amp;quot;:                 &amp;quot;malon&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set background music&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;bgm&amp;quot;:         {&lt;br /&gt;
    &amp;quot;Hyrule Field&amp;quot;:         &amp;quot;None&amp;quot;, &lt;br /&gt;
    &amp;quot;Temple of Time&amp;quot;:       &amp;quot;Shop&amp;quot;,&lt;br /&gt;
    &amp;quot;Gerudo Valley&amp;quot;:        &amp;quot;Ingo Theme&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is also possible to plando [https://wiki.ootrandomizer.com/index.php?title=Readme#Custom_Music_and_Fanfares custom music]. In this case what you insert as the track name is whatever is on the first line of the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;.meta&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; file (open with any text editor). If this is done incorrectly, then the randomizer will skip it and not output an error message. This means that some other track will be placed there instead without your knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Plando Exclusive Features ===&lt;br /&gt;
As of v6.1 there is a setting that can only be changed through the use of Plandomizer. &lt;br /&gt;
&lt;br /&gt;
==== Light Arrows Cutscene Condition ====&lt;br /&gt;
&lt;br /&gt;
This is a setting that determines what the condition is for triggering the Light Arrows Cutscene (LACS) event. This was originally made a setting so that Ganon&#039;s Boss Key could be placed here with the condition being, for example, a certain number of dungeon rewards. This would allow players to have the Rainbow Bridge open from the start for early access to Ganon&#039;s Castle while still locking Ganondorf behind a certain condition. Now that Ganon&#039;s Boss Key can be given to the player anywhere, this setting is no longer needed and was made to be Plando-only rather than removed completely.&lt;br /&gt;
&lt;br /&gt;
To use this setting, add the following to the settings dictionary of the Plando file&lt;br /&gt;
&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;lacs_condition&amp;quot;:                            &amp;quot;X&amp;quot;,&lt;br /&gt;
}}&lt;br /&gt;
where valid settings for &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; are &amp;lt;code&amp;gt;Stones&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Medallions&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Dungeons&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Tokens&amp;lt;/code&amp;gt;. If you wish for the LACS condition to remain vanilla, then simply don&#039;t add anything to your Plando file as vanilla is the default setting. Finally, you&#039;ll want to add the following line&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;lacs_stones/medallions/dungeons/tokens&amp;quot;:    Y,&lt;br /&gt;
}}&lt;br /&gt;
where &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt; is a number (note the lack of quotation marks) and where you should choose &amp;lt;code&amp;gt;lacs_medallions/stones/dungeons/tokens&amp;lt;/code&amp;gt; as appropriate (so &amp;lt;code&amp;gt;lacs_stones&amp;lt;/code&amp;gt; if you picked Spiritual Stones as your condition, &amp;lt;code&amp;gt;lacs_medallions&amp;lt;/code&amp;gt; if you picked Medallions etc.). Keep in mind that the last line of the settings dictionary should &#039;&#039;&#039;not&#039;&#039;&#039; have a comma at the end, so remove it if appropriate.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set the LACS condition to be 69 Gold Skulltula Tokens&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;lacs_condition&amp;quot;:                            &amp;quot;Tokens&amp;quot;,&lt;br /&gt;
    &amp;quot;lacs_tokens&amp;quot;:                               69&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Common Errors ==&lt;br /&gt;
You&#039;re very likely to run into many errors while trying to make a plandomizer. These explanations should help you with some of the more cryptic ones. You can also narrow down the source of the error code by running small sections of the original plandomizer at a time until you get the error message.&lt;br /&gt;
&lt;br /&gt;
=== Not A Valid JSON Format ===&lt;br /&gt;
[https://wiki.ootrandomizer.com/index.php?title=Plandomizer#The_Most_Common_Format.2FSyntax_Issue See this section]&lt;br /&gt;
&lt;br /&gt;
=== Game Unbeatable ===&lt;br /&gt;
The randomizer generator could not place items following your defined settings. You&#039;ve created a situation that is not logically possible to complete. &lt;br /&gt;
&lt;br /&gt;
Sometimes this is just bad luck and you have to try generating again, but if you continuously get the same exact error messages over and over, you most likely need to modify your settings or where items are placed in the world. Think carefully about what logical problems your settings and item placements might have. Refer to the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/master/data/World Release logic files] or the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/Dev/data/World Dev logic files] depending on which one you are using to try to help find any you have forgotten.&lt;br /&gt;
&lt;br /&gt;
Of course you can always come to the {{discord|plando-support}} channel on the {{discord}} to ask for help if you&#039;re feeling stuck. We can usually point you in the right direction or find the exact issue causing the error.&lt;br /&gt;
&lt;br /&gt;
=== Cannot Choose From An Empty Sequence ===&lt;br /&gt;
&lt;br /&gt;
This means that an item in your &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt; dictionary was not spelled correctly (e.g. &amp;lt;samp&amp;gt;Light Arrow&amp;lt;/samp&amp;gt; instead of &amp;lt;samp&amp;gt;Light Arrows&amp;lt;/samp&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== My Plandomized Track Is Not Playing ===&lt;br /&gt;
&lt;br /&gt;
Make sure that there are no spelling errors. If you&#039;re using custom music, then make sure that you are using the track name that is inside the &amp;lt;code&amp;gt;.meta&amp;lt;/code&amp;gt; file.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=2932</id>
		<title>Dolphin</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=2932"/>
		<updated>2022-04-07T19:28:57Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Increase size of region picture as it was hard to read&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dolphin is a popular emulator for both Gamecube and Wii games, but it can also be used to play Ocarina of Time Randomizer on thru the Wii&#039;s Virtual Console mode. Dolphin is very good at emulating Wii VC and only suffers from potential slight additional lag in certain areas (such as Market as child), which can be mitigated using settings discussed below. &lt;br /&gt;
&lt;br /&gt;
While Dolphin will be used as a Wii emulator, it is actually much simpler than setting up a Wii. There is no need to softmod, move data onto an SD card, or install a WAD. That being said, there are some steps that need to be taken first.&lt;br /&gt;
&lt;br /&gt;
== First Time Dolphin User Set Up ==&lt;br /&gt;
&lt;br /&gt;
[https://dolphin-emu.org/download/ Download the latest beta release of Dolphin.] Like other emulators, you will need the latest beta release of Dolphin rather than the latest stable release. Note that, by default, Dolphin will check for a new beta release monthly and auto-update. You will need a version specific to the operating system you use, see below for details.&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
Once Dolphin is downloaded, extract the zip and open Dolphin.exe. You should see something like this (except that, if this is your first time, your games list will be empty):&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinHome.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Note the buttons within the red box, these will be used in the upcoming steps. The first thing you will want to do is create a game directory. Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Paths&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Add...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select the directory in which you would like your games to be placed. You can even have multiple game directories, if you wish. This will then cause any .iso or .wad files in your selected directory to show up in the home menu, as seen above.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinPaths.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
=== Mac OS ===&lt;br /&gt;
&lt;br /&gt;
On the Dolphin page, download the latest MacOS Intel version and drag to Application folder per normal installation.&lt;br /&gt;
&lt;br /&gt;
[[File:MacDownloadPage.png|Mac Download Page]]&lt;br /&gt;
&lt;br /&gt;
The Disk Image (DMG) will include Dolphin and the Dolphin Updater.&lt;br /&gt;
&lt;br /&gt;
[[File:DMG.png|Mac OS Dolphin DMG]]&lt;br /&gt;
&lt;br /&gt;
Similar to the Windows setup, create a filepath directory to where the WAD will be located.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinMacEmu.png|Dolphin main screen]]&lt;br /&gt;
&amp;lt;!-- For setting up controllers, you may use either USB or BlueTooth enabled devices. In the controller setup screen, configure your specific setup and map the button inputs. Virtual notches can be configured in this screen as well. &lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlerConfig.png|Controller Configuration screen]]--&amp;gt;&lt;br /&gt;
=== Controller Configuration ===&lt;br /&gt;
&lt;br /&gt;
Click on &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controllers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the home page. Controllers can be setup either as &amp;quot;GameCube Controllers&amp;quot;, or as &amp;quot;Wii Remotes&amp;quot;. For the purpose of the randomizer your controller will need to be configured as a &amp;quot;GameCube Controller&amp;quot; (even if it is, say, an Xbox controller). Under Gamecube controllers, click &amp;lt;samp&amp;gt;Configure&amp;lt;/samp&amp;gt; next to Port 1.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlConfig1.png|275px|DolphinControlConfig1.png]]&lt;br /&gt;
&lt;br /&gt;
If you are using a Gamecube Controller with a Wii U Adapter by either Nintendo or Mayflash (Wii U mode), then your controller should be detected and configured automatically and the new window that opens will simply ask you to enable/disable the Rumble Pak.&lt;br /&gt;
&lt;br /&gt;
[[File:Gcnadapter.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
For reference, these are the default controller mappings Dolphin will use. Keep in mind that if you&#039;ve used the webpatcher, or gzinjectgui with the right configuration, that D-pad left/right/down will be overwritten to properly work with boots/ocarina on D-pad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gamecube Controls.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
If you are using any other controller, or if you&#039;re using a Gamecube adapter in PC mode, then you will need to configure the controller yourself. Note that, even if you have a controller with analog triggers, you must set &amp;lt;samp&amp;gt;L&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R&amp;lt;/samp&amp;gt; for the buttons to work properly, not just &amp;lt;samp&amp;gt;L-Analog&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R-Analog&amp;lt;/samp&amp;gt;. Below shows a sample controller config with an Xbox controller.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlConfig2.png|725px|DolphinControlConfig2.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlerConfig.png|Controller Configuration screen]]&lt;br /&gt;
&lt;br /&gt;
If you find the sensitivity is not to your liking even after calibrating, you can right click the gray box for each direction on the joystick and adjust the range. Lower range is lower sensitivity. Note you must set the range for each direction individually.&lt;br /&gt;
&lt;br /&gt;
== Randomizer Dolphin Set Up ==&lt;br /&gt;
&lt;br /&gt;
So, now you have either just finished setting up Dolphin for the first time, or are an experienced Dolphin user. There are a few more settings that must be set to certain values to properly play the randomizer.&lt;br /&gt;
&lt;br /&gt;
First, under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; make sure that &amp;lt;samp&amp;gt;Allow Mismatched Region Settings&amp;lt;/samp&amp;gt; is unchecked and &amp;lt;samp&amp;gt;Fallback Region&amp;lt;/samp&amp;gt; is set to &amp;lt;samp&amp;gt;NTSC-J&amp;lt;/samp&amp;gt;. This ensures that you don&#039;t get a PAL frame rate.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinRegion.png|450px|DolphinRegion.png]]&lt;br /&gt;
&lt;br /&gt;
Next, close the window and under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Graphics Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hacks&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, ensure that &amp;lt;samp&amp;gt;Store EFB Copies to Texture Only&amp;lt;/samp&amp;gt; is unchecked. This fixes the black pause screens&lt;br /&gt;
&lt;br /&gt;
[[File:EFBImage.png|Setting for EFB]]&lt;br /&gt;
&lt;br /&gt;
=== Enable FPS Display ===&lt;br /&gt;
&lt;br /&gt;
Under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Graphics Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, check the box which says &amp;lt;samp&amp;gt;Show FPS&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Starting a Seed ==&lt;br /&gt;
&lt;br /&gt;
This is the only part of setting up Dolphin which is similar to the set up for Wii VC. [https://wiki.ootrandomizer.com/index.php?title=Wii_Virtual_Console#Generating_a_Seed Refer to the &amp;quot;Generating a Seed&amp;quot; section on the Wii VC page for how to generate a WAD.]&lt;br /&gt;
&lt;br /&gt;
After generating the WAD, place it in your game directory. It should appear in your home menu. Double-clicking the seed should then launch it the same way any other .iso is launched from Dolphin, no NAND installation or Wii channel required. If there is already an in-game save file present, delete it before starting the new seed.&lt;br /&gt;
&lt;br /&gt;
== After Finishing a Seed ==&lt;br /&gt;
&lt;br /&gt;
Since all OoTR WADs use the same internal ID, Dolphin will consider them all the same game, meaning saves will carry over between seeds. You&#039;ll just need to delete the old save data to make room for a new save.&lt;br /&gt;
&lt;br /&gt;
== Optional Settings ==&lt;br /&gt;
&lt;br /&gt;
=== Recommended Baseline Settings ===&lt;br /&gt;
&lt;br /&gt;
If you are experiencing lag, these are optional settings to change from default.&lt;br /&gt;
&lt;br /&gt;
First go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Graphics Settings&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, and then in the &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt; tab change the &amp;lt;samp&amp;gt;Backend&amp;lt;/samp&amp;gt; from &amp;lt;samp&amp;gt;OpenGL&amp;lt;/samp&amp;gt; to &amp;lt;samp&amp;gt;Vulkan&amp;lt;/samp&amp;gt; if you are on Windows. Dolphin recommends switching this driver as there may or may not be performance driven issues using OpenGL and its compatibility: [https://dolphin-emu.org/docs/guides/performance-guide/ Dolphin Performance Page]&lt;br /&gt;
&lt;br /&gt;
[[File:VideoDriver.png|Video Driver Screen]]&lt;br /&gt;
&lt;br /&gt;
Second, there are optional graphics settings enabled for more frame rate heavy games which are not required for Ocarina of Time. Below are some settings to verify if you are experiencing lag and what to uncheck.&lt;br /&gt;
&lt;br /&gt;
[[File:VulcanGraphicsConfigEnhancements.png|Under the Enhancements tab]]&lt;br /&gt;
&lt;br /&gt;
[[File:VulcanGraphicsConfigAdvanced.png|Advanced Tab]]&lt;br /&gt;
&lt;br /&gt;
=== Graphical Enhancements ===&lt;br /&gt;
&lt;br /&gt;
Depending on the power of your computer, you may want to enable some graphics enhancements. If your computer can handle it as it makes games look much nicer. Back on the home page, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Graphics Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Enhancements&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. There is no exact guide for what to do here, mouse over each individual component to see what it does. If your computer is powerful enough, you can probably enable most things without worrying about it. Otherwise, you may have to do some trial and error to figure out what your computer can handle. &amp;lt;samp&amp;gt;Per-Pixel Lighting&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;Anti-Aliasing&amp;lt;/samp&amp;gt; above 4x are particularly demanding. &amp;lt;samp&amp;gt;Post-Processing Effects&amp;lt;/samp&amp;gt; are mostly gimmicks.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnhancements.png|350px|DolphinEnhancements.png]]&lt;br /&gt;
&lt;br /&gt;
=== Aspect Ratio ===&lt;br /&gt;
&lt;br /&gt;
Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Graphics Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Aspect Ratio&amp;lt;/samp&amp;gt; &amp;lt;/kbd&amp;gt;, and select whatever you prefer. Note that if you update Dolphin, this setting may return to its default state of 16x9.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinAspect.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
These are common issues with running Dolphin. If you are having issues, try any of these that seem like they may help. If you continue to have problems running the randomizer in Dolphin, please come to {{discord|setup-support}} channel on the {{discord}}.&lt;br /&gt;
&lt;br /&gt;
=== MacOS will not open Dolphin ===&lt;br /&gt;
&lt;br /&gt;
Some security settings may affect whether the application has privledges to write to a file directory. This can be overridden by giving permission to Dolphin to write to Finder. Open Terminal and in the command line copy these two commands and run them in one after the other:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;samp&amp;gt;sudo xattr -r -d com.apple.quarantine /path/to/Dolphin.app&amp;lt;/samp&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;samp&amp;gt;sudo xattr -r -d com.apple.quarantine /path/to/DolphinUpdater.app&amp;lt;/samp&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change where it says path to your path directory location before running the command. You can copy the path by right clicking Dolphin.app with &amp;lt;samp&amp;gt;Opt key&amp;lt;/samp&amp;gt; held and click &amp;lt;samp&amp;gt;Copy Path Name&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
After running the commands, Dolphin should reopen normally.&lt;br /&gt;
&lt;br /&gt;
=== Performance may be poor message on startup ===&lt;br /&gt;
&lt;br /&gt;
When starting the emulator, yellow text may appear which says &amp;quot;Performance may be poor&amp;quot;. This only occurs on older computers or computers with specifications lower than Dolphin recommends. Refer to the previous section on Optional Settings to decrease Graphical Enhancements and change Video Driver. Actual gameplay may not be affected, however you may experience some lag.&lt;br /&gt;
&lt;br /&gt;
[[File:PerformanceMayBePoor.png|Performance may be poor]]&lt;br /&gt;
&lt;br /&gt;
=== The Game is Running Slowly/Less than 20 FPS ===&lt;br /&gt;
&lt;br /&gt;
The first thing you need to do in this case is look to the top left of your emulation window. There it should display both FPS and VPS. FPS is the framerate of the game you&#039;re running, while VPS is the framerate of Dolphin&#039;s output. Based on the VPS value, continue to one of the following subsections.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinVPS.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
==== VPS is less than 60 and unstable ====&lt;br /&gt;
&lt;br /&gt;
If this is the case, your computer can not handle the current emulation, you should turn down some of [https://wiki.ootrandomizer.com/index.php?title=Dolphin#Graphical_Enhancements your graphical enhancements].&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 50 ====&lt;br /&gt;
&lt;br /&gt;
There is likely some issue with the region being stuck at PAL, ensure you took the proper steps regarding the region in [https://wiki.ootrandomizer.com/index.php?title=Dolphin#Randomizer_Dolphin_Set_Up Randomizer Dolphin Set Up].&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 60 ====&lt;br /&gt;
&lt;br /&gt;
This one is much trickier, as this implies that, as far as the emulator is concerned, the game is running at full frame rate. &#039;&#039;&#039;This should be a last resort&#039;&#039;&#039;, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Clock Override&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, checking &amp;lt;samp&amp;gt;Enable Emulated CPU Clock Override&amp;lt;/samp&amp;gt;, and setting the slider to 200% (or whatever number seems to work for you). &#039;&#039;&#039;&amp;lt;span&amp;gt;This is not allowed for racing.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinOverclock.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
=== The Wii Home Menu Randomly Pops Up ===&lt;br /&gt;
&lt;br /&gt;
Click on &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controllers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the home page and then either untick &amp;lt;samp&amp;gt;Background Input&amp;lt;/samp&amp;gt; (your controller inputs will still be registered with this setting unticked even when the window is unfocused), or change the &amp;lt;samp&amp;gt;HOME&amp;lt;/samp&amp;gt; binding of &amp;lt;samp&amp;gt;Wii Remote 1&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== GFX FIFO Unknown Opcode on Resetting ===&lt;br /&gt;
&lt;br /&gt;
This is a known bug with resetting VC on Dolphin. You can click OK on both dialogs that pop up and then won&#039;t have to worry about it again until you restart Dolphin itself. You can also go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Configuration&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Interface&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and disable &amp;lt;samp&amp;gt;Use Panic Handlers&amp;lt;/samp&amp;gt; to always ignore it.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Trackers&amp;diff=2526</id>
		<title>Trackers</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Trackers&amp;diff=2526"/>
		<updated>2022-02-13T01:53:07Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Update countdhoun link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Going through and finishing an OoTR seed can be quite a challenge. There is a long list of settings that can be used to mess with item locations, available places and logic. To keep close tabs on your progress and your remaining options, using a tracker program can be of great use. &#039;&#039;&#039;Item Trackers&#039;&#039;&#039; help keep track of which items you have found in your playthrough so far. &#039;&#039;&#039;Map Trackers&#039;&#039;&#039; include a map portion that shows which item locations are available to you. &#039;&#039;&#039;Entrance Trackers&#039;&#039;&#039; help you keep track of all the shuffled entrances when playing Entrance Randomizer. For beginners we strongly recommend the use of a &#039;&#039;Map Tracker&#039;&#039;. Feel free to browse through the different solutions provided by some of our community members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Please keep in mind that using auto-trackers and/or logic trackers during a race is against our community&#039;s racing rules (except for some [[Dungeon_Door_Requirement|DDR]] races)&amp;lt;/span&amp;gt;.&#039;&#039;&#039; In the list below it will be indicated in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;&#039;&#039;&#039; if a tracker is banned for racing.&lt;br /&gt;
&lt;br /&gt;
If you would like to see a Tracker added to the list, please submit a request in the {{discord|dev-item-tracker}} channel on the {{discord}}.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|1}}&lt;br /&gt;
&lt;br /&gt;
= Web Trackers =&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;alphachain ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://alphachain.recursivebytes.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Create a network of entrances by typing chains in a field using a custom syntax. &lt;br /&gt;
&lt;br /&gt;
*Filter all the chains that are irrelevant to the place you wish to go to. &lt;br /&gt;
&lt;br /&gt;
*It takes some getting used to this tracker, but it&#039;s a very powerful tool when mastered. &lt;br /&gt;
&lt;br /&gt;
[[File:Alphachain.png|800x450px|Alphachain.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;bfrie&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8v2 Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple, color-coded spreadsheet that can be used locally. &lt;br /&gt;
&lt;br /&gt;
[[File:Bfrie.png|800x450px|Bfrie.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;brakkum&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://tracker.brakke.dev/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Simple interface for inputting entrances. &lt;br /&gt;
&lt;br /&gt;
*Built-in routing: just input your current location and your destination and it will show you a path. &lt;br /&gt;
&lt;br /&gt;
*Presets of vanilla entrances for when not every ER setting is turned on. &lt;br /&gt;
&lt;br /&gt;
[[File:Brakkum.png|800x450px|Brakkum.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;MisoSoup&#039;s Spoilizer Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://spoilizer.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Creates a checklist from your spoiler log. &lt;br /&gt;
&lt;br /&gt;
*Marking checks as completed shows the item they had. &lt;br /&gt;
&lt;br /&gt;
*Option to show all spoilers. &lt;br /&gt;
&lt;br /&gt;
*Option to share a link to your spoiler log checklist. Useful for support.&amp;amp;nbsp;;) &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Spoilizer.png|300x169px|Spoilizer.png]][[File:Spoilizer2.png|800x450px|Spoilizer2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Soli&#039;s Circus Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://soilflux.github.io/tracker/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Checklist Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*An item tracker. &lt;br /&gt;
&lt;br /&gt;
*Shows available checks in list format.&lt;br /&gt;
&lt;br /&gt;
*Space for writing down hints. &lt;br /&gt;
&lt;br /&gt;
*Key counts.&lt;br /&gt;
&lt;br /&gt;
*Shows how many checks remain.&lt;br /&gt;
&lt;br /&gt;
*Shows required/useful items for clearing adult dungeons.&lt;br /&gt;
&lt;br /&gt;
*Click the small &amp;lt;code&amp;gt;halp&amp;lt;/code&amp;gt; button in the column next to the patch notes for more info.&lt;br /&gt;
&lt;br /&gt;
*Note that in its current state, this tracker &#039;&#039;&#039;is&#039;&#039;&#039; race-legal.&lt;br /&gt;
&lt;br /&gt;
[[File:soli1.png|544x306px|soli1.png]][[File:soli2.png|544x306px|soli2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;TOoTR ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://mracsys.github.io/tootr/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance/Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome, iOS&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Configurable Entrance Randomizer options from full ER to individual settings &lt;br /&gt;
&lt;br /&gt;
*Interior locations listed under their corresponding shuffled entrance &lt;br /&gt;
&lt;br /&gt;
*Vanilla/MQ dungeon checklists &lt;br /&gt;
&lt;br /&gt;
*Supports Dev-R branch-exclusive mixed entrance pools and decoupled entrances &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Mracsysoverworld.png|560x315px|mracsysoverworld.png]][[File:Tootrdungeons.png|560x315px|tootrdungeons.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vado&#039;s Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://vadorando.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple checklist for keeping track of which checks you&#039;ve gotten. &lt;br /&gt;
&lt;br /&gt;
*Supports MQ, tokensanity and scrubsanity, but not cowsanity, bean shuffle or keysanity. &lt;br /&gt;
&lt;br /&gt;
*Filter out checks you&#039;ve done. &lt;br /&gt;
&lt;br /&gt;
[[File:Vadorando1.png|800x450px|Vadorando1.png]][[File:Vadorando2.png|800x450px|Vadorando2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://ootr-random-settings-tracker.web.app/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerXoparWebTrackerDimmed.jpg|600x388px|TrackerXoparWebTrackerDimmed.jpg]] [[File:TrackerXoparWebTrackerLit.jpg|600x388px|TrackerXoparWebTrackerLit.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;ZidArgs Map Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
(formerly known as 2deep4real)&lt;br /&gt;
&lt;br /&gt;
[https://track-oot.net/ Link] || [https://dev.track-oot.net/ beta / in-development version] || [https://discord.com/invite/wgFVtuv Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Colored squares/circles indicating the &#039;&#039;&#039;logical&#039;&#039;&#039; availability of checks: green means all checks can be gotten with the current items, yellow means some but not all can be gotten, and red means no items can be gotten. &lt;br /&gt;
&lt;br /&gt;
*All &amp;quot;sanity&amp;quot; settings are supported. &lt;br /&gt;
&lt;br /&gt;
*Automatic configuration of the tracker is supported, simply import a Spoiler Log via the Extras menu. You can choose what you want it to automatically configure (choose how much is spoiled): &lt;br /&gt;
**Settings &lt;br /&gt;
**Starting Items &lt;br /&gt;
**Entrances (Entrance Randomizer) &lt;br /&gt;
**Shop Contents &lt;br /&gt;
**Mark areas Barren/Way of the Hero &lt;br /&gt;
**Indicate required Ganon Trials &lt;br /&gt;
**Indicate which dungeons are Vanilla or Master Quest &lt;br /&gt;
**Reveal all item locations &lt;br /&gt;
**And more...   &lt;br /&gt;
&lt;br /&gt;
*Save and load your progress. &lt;br /&gt;
*A tab for taking notes (e.g. hints). &lt;br /&gt;
*Shop contents for Shopsanity. &lt;br /&gt;
*Songsanity configuration &lt;br /&gt;
*Way of the Hero &amp;amp; Barren indicators &lt;br /&gt;
*Network/Multiplayer mode, multiple people can manage the tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:2deep4real.png|544x306px|2deep4real.png]][[File:2deep4realshops.png|560x315px|2deep4realshops.png]][[File:2deep4realsettings1.png|560x315px|2deep4realsettings1.png]][[File:2deep4realsettings2.png|560x315px|2deep4realsettings2.png]][[File:2Deep4Real Spoiler Log Import UI.png|560x480px|2Deep4Real Spoiler Log Import UI.png]]&lt;br /&gt;
&lt;br /&gt;
= Downloadable Trackers =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=== &#039;&#039;&#039;Automatic Item Tracker v8&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOig Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker  --&amp;gt;&amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;!--&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch. &lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Please keep in mind that auto-trackers are banned in all races (except for some [[Dungeon_Door_Requirement|DDR]] races) that take place on Racetime and SpeedRunsLive&amp;lt;/span&amp;gt;.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Autov8.png|560x315px|Autov8.png]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Barinade&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOif Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Emulator Support (confirmed)&#039;&#039;&#039;: Project64, Bizhawk, Retroarch&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch. &lt;br /&gt;
&lt;br /&gt;
*Customizable colors, item icons and more. &lt;br /&gt;
&lt;br /&gt;
*Supports MMR. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Please keep in mind that auto-trackers are banned in all races (except for some [[Dungeon_Door_Requirement|DDR]] races) that take place on Racetime and SpeedRunsLive&amp;lt;/span&amp;gt;.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Barinade.png|650x366px|Barinade.png]][[File:Barinade2.png|650x366px|Barinade2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Countdhoun&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://countdhoun.itch.io/countdhouns-item-tracker Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and random song notes. &lt;br /&gt;
&lt;br /&gt;
*Save load up to 6 trackers. &lt;br /&gt;
&lt;br /&gt;
*Allows counting skulls, heart pieces, ice traps and blupees with keyboard binds. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout and background. &lt;br /&gt;
&lt;br /&gt;
*MMR support planned. &lt;br /&gt;
&lt;br /&gt;
[[File:Countdhoun.png|650x366px|Countdhoun.png]][[File:Countdhoun3.png|650x366px|Countdhoun3.png]][[File:Countdhoun2.png|650x366px|Countdhoun2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cuyler&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jl Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Automatically adjusts the layout upon resizing of window. &lt;br /&gt;
&lt;br /&gt;
[[File:Cuyler.png|560x315px|Cuyler.png]] &amp;lt;!-- === &#039;&#039;&#039;Emperor Koala&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Emperor-Koala/tootr#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supported on Android, iOS, Linux, macOS, and Windows&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerKoalaTrackerV1.png|276x367px|TrackerKoalaTrackerV1.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fenhl&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/fenhl/oottracker#readme Link] &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports manual tracking on macOS 10.9+ and Windows systems &lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.6+, Project64 3.0.0+, and RetroArch 1.8.5+ &lt;br /&gt;
*Can connect to the networked trackers [https://oot-tracker.web.app/ https://oot-tracker.web.app/], [https://ootr-tracker.web.app/ https://ootr-tracker.web.app/] and [https://ootr-random-settings-tracker.web.app/ https://ootr-random-settings-tracker.web.app/] &lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Please keep in mind that auto-trackers are banned in all races (except for some [[Dungeon_Door_Requirement|DDR]] races) that take place on Racetime and SpeedRunsLive&amp;lt;/span&amp;gt;.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Fenhl Tracker Mactintosh.png|276x367px]][[File:Fenhl Tracker - Windows.png|276x367px]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Draeko/ootr_gst/tree/ladder_version/Latest Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with space for hints and a built-in timer. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout. The default layout suits standard weeklies, and a layout for the Scrub Tournament preset can be found in their own Discord. Read the readme for instructions on how to change layouts. &lt;br /&gt;
&lt;br /&gt;
*Drag &#039;n Drop items/songs to mark song locations and hints. &lt;br /&gt;
&lt;br /&gt;
*Supports both N64 and 3DS item icons. &lt;br /&gt;
&lt;br /&gt;
[[File:Gossipstones.png|650x366px|Gossipstones.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Tracker HD&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/HapaxL/GSTHD#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
All features from Drekorig&#039;s original Gossip Stones tracker, with many additional changes (see Readme for more details):&lt;br /&gt;
&lt;br /&gt;
*Simple tracker features, including management of medallions and hints (including Goal Hints and Last WotH support)&lt;br /&gt;
&lt;br /&gt;
*Drag &amp;amp; Drop elements (items/songs/medallions/bottles/etc.) onto &amp;quot;Gossip Stones&amp;quot; to mark song locations and hints, and drag them around from Gossip Stone to Gossip Stone&lt;br /&gt;
&lt;br /&gt;
*Fully customizable layout with many features (dungeon names, default icon sets, colors, labels, textboxes, bulk-adding Gossip Stones, Majora&#039;s Mask icons...)&lt;br /&gt;
&lt;br /&gt;
*Numerous control scheme features and options&lt;br /&gt;
&lt;br /&gt;
*Menu bar for quick access to some settings&lt;br /&gt;
&lt;br /&gt;
*Actively maintained, with many user-made layouts available online &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHapaxGossipStonesTrackerHDV1.png|650x366px|TrackerHapaxGossipStonesTrackerHDV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;HoodTracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/hoodedpaladin/HoodTracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location/Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Handles Entrance Shuffle &lt;br /&gt;
*Uses the Randomizer logic directly &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHoodTrackerV1.png|641x499px|TrackerHoodTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ivan Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DNro Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with a timer and space for noting hints. The hints section uses the hint distribution of the weeklies. &lt;br /&gt;
&lt;br /&gt;
*The tracker can be operated thru keyboard or mouse. Read the readme carefully to learn how to use it. &lt;br /&gt;
&lt;br /&gt;
*Built-in input viewer. &lt;br /&gt;
&lt;br /&gt;
[[File:Ivan.png|650x366px|Ivan.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;LinSo&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/vYrNGweu Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Mac, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:Linso.png|560x315px|Linso.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lobsterzelda&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Lobsterzelda/OOT_Randomizer_Entrance_Tracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Randomizer Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Users can set/view/delete connections between entrances &lt;br /&gt;
*Users can set warp song destinations &lt;br /&gt;
*Users can set Link&#039;s spawn point after save-warping as adult &amp;amp; child &lt;br /&gt;
*Users can set reminders &lt;br /&gt;
*Users can view the shortest path between two entrances (and can also exclude certain entrances from being included in this path) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerLobsterTrackerV1.png|800x463px|TrackerLobsterTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;rattus128&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DBxi Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker. &lt;br /&gt;
&lt;br /&gt;
*Connect regions by drawing lines. Read the readme to learn how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Lots of screen space is strongly recommended. &lt;br /&gt;
&lt;br /&gt;
[[File:Rattrack.png|800x450px|Rattrack.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Riptide&#039;s Auto Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/RiptideSage/OoT-CompletedChecks#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.3 &lt;br /&gt;
*Every time you run this tracker, it gives you a list of locations you haven&#039;t checked (it doesn&#039;t run continously) &lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Please keep in mind that auto-trackers are banned in all races (except for some [[Dungeon_Door_Requirement|DDR]] races) that take place on Racetime and SpeedRunsLive&amp;lt;/span&amp;gt;.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerRiptideTrackerV1.png|310x599px|TrackerRiptideTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tyrus&#039;s Green Rupee Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jm Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Green Rupee Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Green Rupee Tracker. &lt;br /&gt;
&lt;br /&gt;
*Doesn&#039;t support MQ. &lt;br /&gt;
&lt;br /&gt;
[[File:Tyrus.png|560x315px|Tyrus.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Zarby&#039;s &amp;amp; Numberplay&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/1w5yi11ikmkkpne/HudZeldaOoT.zip/file Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Option to force it to always be the topmost window. &lt;br /&gt;
&lt;br /&gt;
*Freely swap the item layout and change the background color. &lt;br /&gt;
&lt;br /&gt;
*See stats of when items have been marked. &lt;br /&gt;
&lt;br /&gt;
*Doubles as an Item Tracker for alttpr &lt;br /&gt;
&lt;br /&gt;
[[File:Zarbynumberplay.png|650x366px|Zarbynumberplay.png]]&lt;br /&gt;
&lt;br /&gt;
= EmoTracker = &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://emotracker.net/ EmoTracker] is a framework for item, map and entrance trackers for many different randomizers. There are several packages for OoTR, including elaborate map trackers.&lt;br /&gt;
&lt;br /&gt;
[[File:Emotrackerpackages.png|800x450px|Emotrackerpackages.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;coavins&#039; Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A fork of [https://wiki.ootrandomizer.com/index.php?title=Trackers#Hamsda.27s_Package Hamsda&#039;s Package] that added auto-tracker support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Please keep in mind that auto-trackers are banned in all races (except for some [[Dungeon_Door_Requirement|DDR]] races) that take place on Racetime and SpeedRunsLive&amp;lt;/span&amp;gt;.&#039;&#039;&#039; This is true even in &amp;quot;manual mode&amp;quot;, so use Hamsda&#039;s pack if you wish to use this tracker in races.&lt;br /&gt;
&lt;br /&gt;
*Shares all the other features of Hamsda&#039;s Package. The packages can be distinguished by the auto-tracker robot icon in the item tracker portion.&lt;br /&gt;
&lt;br /&gt;
*The package and setup instructions can be found on [https://github.com/coavins/EmoTrackerPacks the github page].&lt;br /&gt;
&lt;br /&gt;
[[File:coavins.png|800x450px|coavins.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fouton&#039;s PugHUD Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Has an option to track the number of chests opened in each of the main dungeons. &lt;br /&gt;
&lt;br /&gt;
[[File:Pughud.png|560x315px|Pughud.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hamsda&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Contains Item, Map and Entrance Trackers. &lt;br /&gt;
&lt;br /&gt;
*Supports all sanities and settings. &lt;br /&gt;
&lt;br /&gt;
*Map trackers have colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten, blue means items can be peeked, and yellow means items can be gotten with logical tricks or glitches. &lt;br /&gt;
&lt;br /&gt;
*Can mark off Gossip Stones that have been read. &lt;br /&gt;
&lt;br /&gt;
*[https://github.com/Hamsda/OoTRMapTracker/blob/master/README.md Readme] &lt;br /&gt;
&lt;br /&gt;
[[File:Hamsdapackages.png|300x169px|Hamsdapackages.png]]&amp;lt;br/&amp;gt; [[File:Hamsda1.png|800x450px|Hamsda1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;JRJathome&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:JRJathome.png|560x315px|JRJathome.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Raikaru&#039;s &amp;amp; atz&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Raikaruatz.png|560x315px|Raikaruatz.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Xopar.png|600x388px|Xopar.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Darkened5ky&#039;s &amp;amp; Spleebie&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOTE: According to the creators themselves this package is very out of date with logic and will therefore probably be changed to an item-only package in the near future due to neither of them having the desire/time to keep it updated. Use at your own risk.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and different DoT, forest and rainbow bridge options. &lt;br /&gt;
&lt;br /&gt;
*Has colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten. &lt;br /&gt;
&lt;br /&gt;
[[File:Darkened5kyspleebie.png|800x450px|Darkened5kyspleebie.png]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Glossary&amp;diff=2360</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Glossary&amp;diff=2360"/>
		<updated>2022-01-21T02:04:54Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Add mk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most every small community will eventually create its own jargon and abbreviations for things naturally out of the desire to communicate more quickly.&amp;amp;nbsp; Ocarina of Time and the Randomizer which was built for it is no different.&amp;amp;nbsp; Below you&#039;ll find an alphabetized list of both terminology and abbreviations commonly used in both the Ocarina of Time speedrunning and randomizer communities.&amp;amp;nbsp; If you join the discord or a stream chat and are curious what something means, but don&#039;t want to ask, this is the place for you.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|limit=2}}&lt;br /&gt;
&lt;br /&gt;
= A =&lt;br /&gt;
=== ACE ===&lt;br /&gt;
- Arbitrary Code Execution.  Allows the player to write data into the game&#039;s memory and have it executed as code.  This is one of the most powerful glitches any video game can have as it theoretically allows you to rewrite the entire game into something else using nothing but the game itself.&lt;br /&gt;
=== AD ===&lt;br /&gt;
- An abbreviation for All Dungeons.  In randomizer this can refer to both a setting which requires all of the dungeons to be beaten, but often it is refering to a seed where it was not required by the settings to beat every dungeon yet the item placement and ruleset combination forced it. This is also a speedrun category where the goal is to beat every dungeon and reach the credits.&lt;br /&gt;
=== All Locations Reachable ===&lt;br /&gt;
- A setting available as part of the randomizer which ensures that you can reach every location in the game under your current [[logic]] setting.&lt;br /&gt;
=== ALR ===&lt;br /&gt;
- [[#All Locations Reachable|All Locations Reachable]].&lt;br /&gt;
&lt;br /&gt;
= B =&lt;br /&gt;
=== BA ===&lt;br /&gt;
- Bottle Adventure.  A glitch which allows the player to write an arbitrary value to their B button.&lt;br /&gt;
=== Bait ===&lt;br /&gt;
- A term used to describe an item, location, or hint that may be unnecessary if the player knows a way to circumvent it.&lt;br /&gt;
=== Barren ===&lt;br /&gt;
- A synonym for [[#Foolish|Foolish]].&lt;br /&gt;
=== Beatable Only ===&lt;br /&gt;
- A reference to turning the [[#All Locations Reachable|All Locations Reachable]] setting off which can logically lock off entire sections of the game, based on an older name for this setting.&lt;br /&gt;
=== BGS ===&lt;br /&gt;
- Biggoron&#039;s Sword.&lt;br /&gt;
=== Bingo ===&lt;br /&gt;
- A game mode where you generate a 5x5 board of goals to complete.  When you&#039;ve completed a goal you check it off the board.  There are many sub-variants of bingo which change how it is played.  The most common ways to play, however, are standard bingo (any 5 in a row, column, or diagonal), blackout (complete all 25 goals), and lockout (only 1 person can complete any goal, person who has the most wins).&lt;br /&gt;
=== BK ===&lt;br /&gt;
- Boss Key.&lt;br /&gt;
=== BK Mode ===&lt;br /&gt;
- A commonly used phrase in [[Multiworld]] games describing the situation where a player can no longer do any [[#Check|checks]] due to their lacking of items.  Stands for &amp;quot;Burger King Mode&amp;quot; after a player actually went to Burger King to get food while their teammates gathered items.&lt;br /&gt;
=== Blue Potato ===&lt;br /&gt;
- A nickname for the Ocarina of Time, due to its color and shape.&lt;br /&gt;
=== BotW ===&lt;br /&gt;
- Bottom of the Well.  This is also used as an abbreviation for the game The Legend of Zelda: Breath of the Wild.  Normally it is clear from context which is meant, however this shared abbreviation is often used in jokes.&lt;br /&gt;
=== BQ ===&lt;br /&gt;
- Beta Quest.  A romhack which randomizes shuffles the entrance table completely randomly.  Items remain in their vanilla areas, but those areas can be anywhere.&lt;br /&gt;
=== Burning Kak ===&lt;br /&gt;
- Alternative name for the Nocturne of Shadow [[#Check|check]], requiring the Forest, Fire, and Water Medallions and then walking into Kakariko Village.&lt;br /&gt;
&lt;br /&gt;
= C =&lt;br /&gt;
=== Check ===&lt;br /&gt;
- A location in the game where you can receive a randomized item. &lt;br /&gt;
=== Chest Size Matches Contents ===&lt;br /&gt;
- A setting in the randomizer which changes the appearance of every chest to be in line with what&#039;s inside of it.&lt;br /&gt;
=== Co-op ===&lt;br /&gt;
- Often written as simply &amp;quot;coop&amp;quot;, this can be referring to a couple things.  &amp;quot;Local coop&amp;quot; is where multiple people play the same seed separately, but share information.  &amp;quot;[[#Online|Online]] coop&amp;quot; refers to a separate emulator setup that allows multiple people to play in the same game as the same time.&lt;br /&gt;
=== CSMC ===&lt;br /&gt;
- [[#Chest Size Matches Contents|Chest Size Matches Contents]].&lt;br /&gt;
=== Culling ===&lt;br /&gt;
- The act of moving the camera or Link far enough away from an actor so that it ceases updating every frame.  This can be used glitchlessly to hold actors in place, most useful for Keese.  If glitches are allowed, then it can be used to ignore some collision as well.&lt;br /&gt;
&lt;br /&gt;
= D =&lt;br /&gt;
=== Damage ESS ===&lt;br /&gt;
- An alternative name for a [[#FESS|FESS]].&lt;br /&gt;
=== DC ===&lt;br /&gt;
- Dodongo&#039;s Cavern.&lt;br /&gt;
&lt;br /&gt;
=== DDR ===&lt;br /&gt;
- [[Dungeon Door Requirement]].  A [[Rules|ruleset]] for racing which allows more glitches than [[#Standard|Standard]].&lt;br /&gt;
&lt;br /&gt;
=== DMC ===&lt;br /&gt;
- Death Mountain Crater.&lt;br /&gt;
=== DMT ===&lt;br /&gt;
- Death Mountain Trail.&lt;br /&gt;
=== DoT ===&lt;br /&gt;
- The Door of Time.  Openable with just the [[#SoT|Song of Time]].  One of the oldest glitches in Ocarina of Time is the DoT skip, allowing the player to become adult without first obtaining the Song of Time.&lt;br /&gt;
=== DT ===&lt;br /&gt;
- Deku Tree.  An uncommon abbreviation.&lt;br /&gt;
&lt;br /&gt;
= E =&lt;br /&gt;
=== Egg ===&lt;br /&gt;
- Can refer to either the [[#Pocket Egg|Pocket Egg]] or the [[#Weird Egg|Weird Egg]].&lt;br /&gt;
=== Entrance Randomizer === &lt;br /&gt;
- A setting which shuffles the entrances in the world giving it an entirely new geography.&lt;br /&gt;
=== ER ===&lt;br /&gt;
- [[Entrance Randomizer|Entrance Randomizer]].&lt;br /&gt;
&lt;br /&gt;
=== ESS ===&lt;br /&gt;
- Extended Superslide.  However, this acronym is most commonly used in reference to the region on the control stick in which the game recognizes minimal input.  Link will turn in place at a constant angle per frame, which is exceedingly useful for setups.  You will almost never see this written out.&lt;br /&gt;
&lt;br /&gt;
=== ESS Turns ===&lt;br /&gt;
- Using [[#ESS|ESS]] position in small increments to turn specific angles.  Often seen in discrete amounts such as &amp;quot;3 ess turns right&amp;quot; or &amp;quot;3 ess right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= F =&lt;br /&gt;
=== FESS ===&lt;br /&gt;
- An abbreviation for Forward [[#Extended Superslide|Extended Superslide]].  Also known as a [[#Damage ESS|Damage ESS]], this is a method of failure when attempting a [[#HESS|HESS]].  This is almost never seen typed out fully.&lt;br /&gt;
=== FiT ===&lt;br /&gt;
- Fire Temple.&lt;br /&gt;
=== Flame Storange ===&lt;br /&gt;
- A glitch which allows you to remotely light a Deku Stick on fire, allowing you to carry it a longer distance.&lt;br /&gt;
=== Foolish ===&lt;br /&gt;
- Used to describe a region of the game which is devoid of logically useful items.  Hints will say that searching the area is a &amp;quot;[[Hints#Foolish Choice|Foolish Choice]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== FoT ===&lt;br /&gt;
- Forest Temple.&lt;br /&gt;
=== Freestanding ===&lt;br /&gt;
- This is used to describe [[#Check|checks]] which are not in a chest and instead just items on the ground to be picked up.  In randomizer, they will take on the appearance of the item which you will receive as in vanilla they are all Heart Pieces, Heart Containers, and small keys.  Be careful of ice traps!&lt;br /&gt;
=== Frog Song ===&lt;br /&gt;
- After playing the 6 white note songs for the frogs in Zora&#039;s River, you can prompt them to play a bug catching game.  The goal of the game is to press the button of the corresponding frog when the bug is over their head.  However, the order of this song never changes.  It is always: A &amp;lt; &amp;gt; v &amp;lt; &amp;gt; v A v A v &amp;gt; &amp;lt; A&lt;br /&gt;
&lt;br /&gt;
[[File:FrogSong.png|450px|center]]&lt;br /&gt;
&lt;br /&gt;
=== FW ===&lt;br /&gt;
- Farore&#039;s Wind&lt;br /&gt;
&lt;br /&gt;
= G =&lt;br /&gt;
=== GBK ===&lt;br /&gt;
- Ganon&#039;s Boss Key.&lt;br /&gt;
=== GC ===&lt;br /&gt;
- An abbreviation for either Ganon&#039;s Castle or Goron City.  This is used inconsistently, but is usually clear from context.&lt;br /&gt;
&lt;br /&gt;
=== GF ===&lt;br /&gt;
- Gerudo Fortress.&lt;br /&gt;
=== GIM ===&lt;br /&gt;
- Get Item Manipulation.  A glitch which allows the player to modify the item which is queued to be given to them.&lt;br /&gt;
=== GJ ===&lt;br /&gt;
- [[#Groundjump|Groundjump]].&lt;br /&gt;
=== GK ===&lt;br /&gt;
- Giant&#039;s Knife.  This is a very uncommon abbreviation.  Can refer to both the [[#Check|check]] and the item itself.&lt;br /&gt;
=== Glow Mode ===&lt;br /&gt;
- The point in a randomizer game when you only need to gather the Light Arrows to proceed to the end of the game.&lt;br /&gt;
=== Go Mode ===&lt;br /&gt;
- The point in a randomizer game when you either have or know the location of every item you require to beat the game.&lt;br /&gt;
=== Greg ===&lt;br /&gt;
- A nickname for the &amp;quot;Rupee (1)&amp;quot; item, standing for Green Rupee of Eternal Glory. &lt;br /&gt;
=== Groundjump ===&lt;br /&gt;
- A glitch that allows the player to cancel a backflip or sidehop, effectively giving Link the ability to jump slightly higher.&lt;br /&gt;
=== GS ===&lt;br /&gt;
- Gold Skulltula.&lt;br /&gt;
=== GT ===&lt;br /&gt;
- An abbreviation for Ganon&#039;s Tower.  This is not very commonly used.&lt;br /&gt;
=== GTG ===&lt;br /&gt;
- Gerudo Training Ground.&lt;br /&gt;
&lt;br /&gt;
=== GV === &lt;br /&gt;
- Gerudo Valley.&lt;br /&gt;
=== GY ===&lt;br /&gt;
- An uncommon abbreviation for the Graveyard.&lt;br /&gt;
=== GZ ===&lt;br /&gt;
- Our [https://practicerom.com/ practice tool], also known as the Practice ROM.&lt;br /&gt;
&lt;br /&gt;
= H =&lt;br /&gt;
=== HBA ===&lt;br /&gt;
- Horseback Archery.  Refers to both the 1000 and 1500 game in the Gerudo Fortress that in vanilla rewards a Heart Piece and Quiver upgrade, respectively.&lt;br /&gt;
=== HC ===&lt;br /&gt;
- Heart Container/Hyrule Castle.&lt;br /&gt;
&lt;br /&gt;
=== HESS ===&lt;br /&gt;
- Hyper [[#Extended Superslide|Extended Superslide]].  A glitch which allows the player to move backwards at the highest sustainable in-game speed.  This is almost never seen typed out fully.&lt;br /&gt;
=== HF ===&lt;br /&gt;
- Hyrule Field.&lt;br /&gt;
=== Hookshot Extension ===&lt;br /&gt;
- A technique which allows the player to fire their hookshot, longshot, bow, or slingshot from slightly in front of where it would normally fire, allowing you to hook on to things a little bit easier and even shoot through some walls.&lt;br /&gt;
=== Hover ===&lt;br /&gt;
- In a glitchless context, refers to using the Hover boots to cross a gap.  In glitch contexts, can also refer to using [[#ISG|ISG]] and a damage source to literally hover in midair.&lt;br /&gt;
=== HP ===&lt;br /&gt;
- Heart Piece. Also commonly referred to as PoH or Piece of Heart.&lt;br /&gt;
&lt;br /&gt;
= I =&lt;br /&gt;
=== IC ===&lt;br /&gt;
- Ice Cavern.&lt;br /&gt;
=== IM ===&lt;br /&gt;
- An umbrella term for the three glitches: [[#RBA|RBA]], [[#BA|BA]], and [[#GIM|GIM]]. Stands for Item Manipulation.&lt;br /&gt;
&lt;br /&gt;
=== ISG ===&lt;br /&gt;
- Infinite Sword Glitch; a glitch which results in your weapon being in a constant attack state.&lt;br /&gt;
&lt;br /&gt;
= J =&lt;br /&gt;
=== Jabu ===&lt;br /&gt;
- Jabu Jabu&#039;s Belly.  Sometimes referred to as JJB.&lt;br /&gt;
&lt;br /&gt;
= K =&lt;br /&gt;
=== Kak ===&lt;br /&gt;
- Short for Kakariko Village.&lt;br /&gt;
=== KD ===&lt;br /&gt;
- King Dodongo.&lt;br /&gt;
=== KF ===&lt;br /&gt;
- Kokiri Forest.&lt;br /&gt;
=== Know Mode ===&lt;br /&gt;
- Exclusive to restreams, this is a point in the randomizer whereby the audience knows the location of every item required to beat the game through the means of watching multiple players at once.&lt;br /&gt;
=== KZ ===&lt;br /&gt;
- King Zora.&lt;br /&gt;
&lt;br /&gt;
= L =&lt;br /&gt;
=== LACS ===&lt;br /&gt;
- Light Arrow Cutscene.  In randomizer, this mainly refers to the location where you would normally receive the Light Arrows in vanilla.&lt;br /&gt;
=== Ladder ===&lt;br /&gt;
- A type of randomizer race where a pool of racers are ranked  on one leaderboard where rank is determined by a pairing of many 1-vs.-1 races.  Please see their [https://ootrladder.com/ website] for more details.&lt;br /&gt;
=== Lensless Wasteland ===&lt;br /&gt;
- The act of crossing the Haunted Wasteland without the Lens of Truth.  The path is always the same, so memorizing it removes the need for following the Poe.&lt;br /&gt;
=== LH ===&lt;br /&gt;
- Lake Hylia.&lt;br /&gt;
=== LLR ===&lt;br /&gt;
- Lon Lon Ranch.&lt;br /&gt;
=== LW ===&lt;br /&gt;
- Lost Woods.&lt;br /&gt;
&lt;br /&gt;
= M =&lt;br /&gt;
=== Megaflip ===&lt;br /&gt;
- A glitch which allows the player to backflip with maximum sustainable speed to extend its distance.&lt;br /&gt;
=== Megasidehop ===&lt;br /&gt;
- A glitch which allows the player to sidehop with maximum sustainable speed to extend its distance.&lt;br /&gt;
=== MK ===&lt;br /&gt;
- Market, specifically, Hyrule Castle Town market.&lt;br /&gt;
=== MoT ===&lt;br /&gt;
- Mask of Truth.  Refers to both the item and the [[#Check|check]] from showing it in the Deku Theatre.&lt;br /&gt;
&lt;br /&gt;
= N = &lt;br /&gt;
=== Naked Wasteland ===&lt;br /&gt;
- The act of crossing the Haunted Wasteland, although more specifically the quicksand on the Gerudo Fortress side of the Wasteland, without the use of any items.  This can be achieved with a well-aimed backwalk.&lt;br /&gt;
=== NL ===&lt;br /&gt;
- Nayru&#039;s Love.&lt;br /&gt;
=== No IM/WW ===&lt;br /&gt;
- A [[No IM/WW|ruleset]] for racing.&lt;br /&gt;
=== No Logic ===&lt;br /&gt;
- A setting that will place items into the world completely at random without checking that the game is beatable.  Ocarina of Time has many glitches, so most seeds will still be beatable but often may require use of very advanced tech.&lt;br /&gt;
&lt;br /&gt;
= O =&lt;br /&gt;
=== Ocarina Minigame ===&lt;br /&gt;
- The minigame in Lost Woods in which you repeat back a series of ocarina notes to two skull kids.&lt;br /&gt;
=== OGC ===&lt;br /&gt;
- Outside Ganon&#039;s Castle.  Refers to the area where the Rainbow Bridge spawns, the Gold Skulltula there, as well as the Fairy Fountain reward.&lt;br /&gt;
=== Online ===&lt;br /&gt;
- Refers to the [https://discord.gg/UFVY9DE ModLoader64] emulator and setup which allows multiple people to play in the same game at the same time. Sometimes abbreviated OoTO.&lt;br /&gt;
&lt;br /&gt;
=== OoT ===&lt;br /&gt;
- The Legend of Zelda: Ocarina of Time.  Also commonly used to refer to the Ocarina of Time item or location.&lt;br /&gt;
=== Out of Logic ===&lt;br /&gt;
- Obtaining an item or performing an activity outside of the intended order determined by the program&#039;s logic.&lt;br /&gt;
&lt;br /&gt;
= P =&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
- A type of [[Hints#Path of Gold|hint]] describing an area which contains an item logically required to collect every Triforce Piece in the seed. Appears only when [[#Triforce Hunt|Triforce Hunt]] is enabled.&lt;br /&gt;
=== PCS ===&lt;br /&gt;
- [[#Power Crouch Stab|Power Crouch Stab]]&lt;br /&gt;
=== PG ===&lt;br /&gt;
- Phantom Ganon.&lt;br /&gt;
=== Pocket Egg ===&lt;br /&gt;
- The first item in the adult trade sequence, ultimately resulting in the Biggoron&#039;s Sword.&lt;br /&gt;
=== PoG ===&lt;br /&gt;
- [[#Path of Gold|Path of Gold]].&lt;br /&gt;
=== PoH ===&lt;br /&gt;
- Piece of Heart.  Also commonly referred to as HP or Heart Piece.&lt;br /&gt;
=== Potato ===&lt;br /&gt;
- A nickname for the Fairy Ocarina, due to its color and shape.&lt;br /&gt;
=== Power Crouch Stab ===&lt;br /&gt;
- The damage value used for crouch stabs is the last attack used with a sword/hammer/stick. Most often used in conjuction with a jumpslash to &amp;quot;store&amp;quot; a high damage attack in order to deal damage more quickly. This technique is known as &#039;&#039;Power Crouch Stabbing&#039;&#039;. When no sword/hammer/stick has been used since entering the current area the crouch stab will take the damage value of a regular Kokiri Sword slash.&lt;br /&gt;
&lt;br /&gt;
= Q =&lt;br /&gt;
=== QPA ===&lt;br /&gt;
- Quick Putaway.  A glitch which allows the player to store a glitched [[#Power Crouch Stab|Power Crouch Stab]] value.&lt;br /&gt;
&lt;br /&gt;
= R =&lt;br /&gt;
=== RA ===&lt;br /&gt;
- A common abbreviation for the emulator [[Retroarch]].&lt;br /&gt;
=== Reverse Wasteland ===&lt;br /&gt;
- The act of traveling the Haunted Wasteland from the Colossus side to the Fortress side. This is considered [[#Out of Logic|Out of Logic]] by default, though can be enabled via the Tricks menu.&lt;br /&gt;
=== RBA ===&lt;br /&gt;
- Reverse Bottle Adventure.  A glitch which allows the player to write values into memory.  It is extremely powerful, but very limited.&lt;br /&gt;
&lt;br /&gt;
= S =&lt;br /&gt;
=== SFM ===&lt;br /&gt;
- Sacred Forest Meadow.&lt;br /&gt;
=== ShT ===&lt;br /&gt;
- Shadow Temple.&lt;br /&gt;
=== Skull Mask ===&lt;br /&gt;
- This refers to both the item itself which is part of the Child Trade Quest, as well as the [[#Check|check]] in which the mask is shown off in the Deku Theater.&lt;br /&gt;
=== SoA ===&lt;br /&gt;
- Stone of Agony.&lt;br /&gt;
=== SoS ===&lt;br /&gt;
- Song of Storms.  Can refer to both the song itself and the location you would normally find it in vanilla.&lt;br /&gt;
=== SoT ===&lt;br /&gt;
- Song of Time.  Can refer to both the song itself and the location you would normally find it in vanilla.&lt;br /&gt;
=== Spheres ===&lt;br /&gt;
- Spheres are a conceptual explanation of how more things become available to you as you collect more items. It is the &amp;quot;intended path&amp;quot; as written by a computer, but you will likely never actually go from sphere to sphere while playing.&lt;br /&gt;
&amp;quot;Sphere 0&amp;quot; is what you can get as soon as you boot up your game without collecting anytime else, such as Mido&#039;s house and the freestanding Gerudo Valley HPs.&lt;br /&gt;
What you&#039;ve collected in Sphere 0 enables what you have access to in Sphere 1. Under normal settings, you get an Ocarina from Saria in Sphere 0. So, whatever you get from Ocarina Minigame is acquired in Sphere 1. Let&#039;s say that reward is a Scale. If you receive a Scale in Sphere 1, then anything it unlocks is part of that seed&#039;s Sphere 2. Let&#039;s say you find a Bomb Bag at the Ruto Bottle check. That Bomb Bag is in Sphere 2, and everything it directly unlocks becomes part of Sphere 3.&lt;br /&gt;
Keep radiating outward as you collect more unique items that unlock more unique locations until you are able to defeat Ganon.&lt;br /&gt;
&lt;br /&gt;
The description above details how Spheres work for the Playthrough in your Spoiler Log. Colloquially, for example when discussing a race seed, a slightly different variant is also used, where non-randomized checks and events that are the same every seed don&#039;t increase the Sphere count. The Ocarina Minigame is placed in Sphere 1 in the above example, whereas in this variant it is counted in Sphere 0 because you can always immediately get the Ocarina if it is unshuffled. Same goes for events such as unlocking Time Travel. Usually only Sphere 0 is discussed this way, because figuring out which check is in which Sphere can get very convoluted and can change over the course of the seed as players find more items.&lt;br /&gt;
&lt;br /&gt;
=== Spoiler Log ===&lt;br /&gt;
- A document created by the randomizer which lists all the settings, item locations, hints, etc.  This will not open automatically or give you any extra information.  It simply serves as a resource in case you get stuck or if you really wanted to know what was in that one chest you forgot.&lt;br /&gt;
=== SpT ===&lt;br /&gt;
Spirit Temple.&lt;br /&gt;
=== SRM ===&lt;br /&gt;
- Stale Reference Manipulation.  A glitch which allows the player to take advantage of free but uncleared memory to do a variety of things including but not limited to calling arbitrary functions, redirecting pointers, and [[#ACE|Arbitrary Code Execution]].&lt;br /&gt;
=== Standard ===&lt;br /&gt;
- [[Standard]] is the most common racing [[rules|ruleset]].&lt;br /&gt;
&lt;br /&gt;
= T =&lt;br /&gt;
=== TH ===&lt;br /&gt;
- [[#Triforce Hunt|Triforce Hunt]].&lt;br /&gt;
=== Three Song Route === &lt;br /&gt;
- A common opener for the [[Standard]] weekly races that involves [[#Check|checking]] all 3 child song locations - Zelda&#039;s Lullaby, Epona&#039;s Song, Saria&#039;s Song - in quick succession.&lt;br /&gt;
=== ToT ===&lt;br /&gt;
- Temple of Time.&lt;br /&gt;
=== Trials ===&lt;br /&gt;
- Another way to refer to entirety of Ganon&#039;s Castle and Ganon&#039;s Tower.&lt;br /&gt;
=== Triforce Hunt===&lt;br /&gt;
- An alternative game mode where pieces of the Triforce are spread throughout the world and you must collect a certain number to win.&lt;br /&gt;
&lt;br /&gt;
= U =&lt;br /&gt;
&lt;br /&gt;
= V = &lt;br /&gt;
&lt;br /&gt;
= W =&lt;br /&gt;
=== WaT ===&lt;br /&gt;
- Water Temple, sometimes just WT.&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
- A [[Hints#Way of the Hero|hint]] which describes an area which contains an item that is logically required to beat the game.&lt;br /&gt;
&lt;br /&gt;
=== Weird Egg === &lt;br /&gt;
- The first item in the child trade series, ultimately resulting in the Mask of Truth.&lt;br /&gt;
=== Weirdshot ===&lt;br /&gt;
- A glitch which allows the player to fire first person weapons from underground.&lt;br /&gt;
=== WOTH ===&lt;br /&gt;
- [[#Way of the Hero|Way of the Hero]]&lt;br /&gt;
&lt;br /&gt;
= X =&lt;br /&gt;
&lt;br /&gt;
= Y =&lt;br /&gt;
&lt;br /&gt;
= Z =&lt;br /&gt;
=== ZD ===&lt;br /&gt;
- Zora&#039;s Domain.&lt;br /&gt;
=== ZF ===&lt;br /&gt;
- Zora&#039;s Fountain.&lt;br /&gt;
=== ZL ===&lt;br /&gt;
- An abbreviation for either Zelda&#039;s Letter or Zelda&#039;s Lullaby.  It is often clear from context which is meant.  It can also refer to the vanilla location of Zelda&#039;s Lullaby to refer to it as a [[#Check|check]].&lt;br /&gt;
=== ZR ===&lt;br /&gt;
- Zora&#039;s River.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Glossary&amp;diff=2356</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Glossary&amp;diff=2356"/>
		<updated>2022-01-09T21:38:46Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Add adult dungeon appreviations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most every small community will eventually create its own jargon and abbreviations for things naturally out of the desire to communicate more quickly.&amp;amp;nbsp; Ocarina of Time and the Randomizer which was built for it is no different.&amp;amp;nbsp; Below you&#039;ll find an alphabetized list of both terminology and abbreviations commonly used in both the Ocarina of Time speedrunning and randomizer communities.&amp;amp;nbsp; If you join the discord or a stream chat and are curious what something means, but don&#039;t want to ask, this is the place for you.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|limit=2}}&lt;br /&gt;
&lt;br /&gt;
= A =&lt;br /&gt;
=== ACE ===&lt;br /&gt;
- Arbitrary Code Execution.  Allows the player to write data into the game&#039;s memory and have it executed as code.  This is one of the most powerful glitches any video game can have as it theoretically allows you to rewrite the entire game into something else using nothing but the game itself.&lt;br /&gt;
=== AD ===&lt;br /&gt;
- An abbreviation for All Dungeons.  In randomizer this can refer to both a setting which requires all of the dungeons to be beaten, but often it is refering to a seed where it was not required by the settings to beat every dungeon yet the item placement and ruleset combination forced it. This is also a speedrun category where the goal is to beat every dungeon and reach the credits.&lt;br /&gt;
=== All Locations Reachable ===&lt;br /&gt;
- A setting available as part of the randomizer which ensures that you can reach every location in the game under your current [[logic]] setting.&lt;br /&gt;
=== ALR ===&lt;br /&gt;
- [[#All Locations Reachable|All Locations Reachable]].&lt;br /&gt;
&lt;br /&gt;
= B =&lt;br /&gt;
=== BA ===&lt;br /&gt;
- Bottle Adventure.  A glitch which allows the player to write an arbitrary value to their B button.&lt;br /&gt;
=== Bait ===&lt;br /&gt;
- A term used to describe an item, location, or hint that may be unnecessary if the player knows a way to circumvent it.&lt;br /&gt;
=== Barren ===&lt;br /&gt;
- A synonym for [[#Foolish|Foolish]].&lt;br /&gt;
=== Beatable Only ===&lt;br /&gt;
- A reference to turning the [[#All Locations Reachable|All Locations Reachable]] setting off which can logically lock off entire sections of the game, based on an older name for this setting.&lt;br /&gt;
=== BGS ===&lt;br /&gt;
- Biggoron&#039;s Sword.&lt;br /&gt;
=== Bingo ===&lt;br /&gt;
- A game mode where you generate a 5x5 board of goals to complete.  When you&#039;ve completed a goal you check it off the board.  There are many sub-variants of bingo which change how it is played.  The most common ways to play, however, are standard bingo (any 5 in a row, column, or diagonal), blackout (complete all 25 goals), and lockout (only 1 person can complete any goal, person who has the most wins).&lt;br /&gt;
=== BK ===&lt;br /&gt;
- Boss Key.&lt;br /&gt;
=== BK Mode ===&lt;br /&gt;
- A commonly used phrase in [[Multiworld]] games describing the situation where a player can no longer do any [[#Check|checks]] due to their lacking of items.  Stands for &amp;quot;Burger King Mode&amp;quot; after a player actually went to Burger King to get food while their teammates gathered items.&lt;br /&gt;
=== Blue Potato ===&lt;br /&gt;
- A nickname for the Ocarina of Time, due to its color and shape.&lt;br /&gt;
=== BotW ===&lt;br /&gt;
- Bottom of the Well.  This is also used as an abbreviation for the game The Legend of Zelda: Breath of the Wild.  Normally it is clear from context which is meant, however this shared abbreviation is often used in jokes.&lt;br /&gt;
=== BQ ===&lt;br /&gt;
- Beta Quest.  A romhack which randomizes shuffles the entrance table completely randomly.  Items remain in their vanilla areas, but those areas can be anywhere.&lt;br /&gt;
=== Burning Kak ===&lt;br /&gt;
- Alternative name for the Nocturne of Shadow [[#Check|check]], requiring the Forest, Fire, and Water Medallions and then walking into Kakariko Village.&lt;br /&gt;
&lt;br /&gt;
= C =&lt;br /&gt;
=== Check ===&lt;br /&gt;
- A location in the game where you can receive a randomized item. &lt;br /&gt;
=== Chest Size Matches Contents ===&lt;br /&gt;
- A setting in the randomizer which changes the appearance of every chest to be in line with what&#039;s inside of it.&lt;br /&gt;
=== Co-op ===&lt;br /&gt;
- Often written as simply &amp;quot;coop&amp;quot;, this can be referring to a couple things.  &amp;quot;Local coop&amp;quot; is where multiple people play the same seed separately, but share information.  &amp;quot;[[#Online|Online]] coop&amp;quot; refers to a separate emulator setup that allows multiple people to play in the same game as the same time.&lt;br /&gt;
=== CSMC ===&lt;br /&gt;
- [[#Chest Size Matches Contents|Chest Size Matches Contents]].&lt;br /&gt;
=== Culling ===&lt;br /&gt;
- The act of moving the camera or Link far enough away from an actor so that it ceases updating every frame.  This can be used glitchlessly to hold actors in place, most useful for Keese.  If glitches are allowed, then it can be used to ignore some collision as well.&lt;br /&gt;
&lt;br /&gt;
= D =&lt;br /&gt;
=== Damage ESS ===&lt;br /&gt;
- An alternative name for a [[#FESS|FESS]].&lt;br /&gt;
=== DC ===&lt;br /&gt;
- Dodongo&#039;s Cavern.&lt;br /&gt;
&lt;br /&gt;
=== DDR ===&lt;br /&gt;
- [[Dungeon Door Requirement]].  A [[Rules|ruleset]] for racing which allows more glitches than [[#Standard|Standard]].&lt;br /&gt;
&lt;br /&gt;
=== DMC ===&lt;br /&gt;
- Death Mountain Crater.&lt;br /&gt;
=== DMT ===&lt;br /&gt;
- Death Mountain Trail.&lt;br /&gt;
=== DoT ===&lt;br /&gt;
- The Door of Time.  Openable with just the [[#SoT|Song of Time]].  One of the oldest glitches in Ocarina of Time is the DoT skip, allowing the player to become adult without first obtaining the Song of Time.&lt;br /&gt;
=== DT ===&lt;br /&gt;
- Deku Tree.  An uncommon abbreviation.&lt;br /&gt;
&lt;br /&gt;
= E =&lt;br /&gt;
=== Egg ===&lt;br /&gt;
- Can refer to either the [[#Pocket Egg|Pocket Egg]] or the [[#Weird Egg|Weird Egg]].&lt;br /&gt;
=== Entrance Randomizer === &lt;br /&gt;
- A setting which shuffles the entrances in the world giving it an entirely new geography.&lt;br /&gt;
=== ER ===&lt;br /&gt;
- [[Entrance Randomizer|Entrance Randomizer]].&lt;br /&gt;
&lt;br /&gt;
=== ESS ===&lt;br /&gt;
- Extended Superslide.  However, this acronym is most commonly used in reference to the region on the control stick in which the game recognizes minimal input.  Link will turn in place at a constant angle per frame, which is exceedingly useful for setups.  You will almost never see this written out.&lt;br /&gt;
&lt;br /&gt;
=== ESS Turns ===&lt;br /&gt;
- Using [[#ESS|ESS]] position in small increments to turn specific angles.  Often seen in discrete amounts such as &amp;quot;3 ess turns right&amp;quot; or &amp;quot;3 ess right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= F =&lt;br /&gt;
=== FESS ===&lt;br /&gt;
- An abbreviation for Forward [[#Extended Superslide|Extended Superslide]].  Also known as a [[#Damage ESS|Damage ESS]], this is a method of failure when attempting a [[#HESS|HESS]].  This is almost never seen typed out fully.&lt;br /&gt;
=== FiT ===&lt;br /&gt;
- Fire Temple.&lt;br /&gt;
=== Flame Storange ===&lt;br /&gt;
- A glitch which allows you to remotely light a Deku Stick on fire, allowing you to carry it a longer distance.&lt;br /&gt;
=== Foolish ===&lt;br /&gt;
- Used to describe a region of the game which is devoid of logically useful items.  Hints will say that searching the area is a &amp;quot;[[Hints#Foolish Choice|Foolish Choice]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== FoT ===&lt;br /&gt;
- Forest Temple.&lt;br /&gt;
=== Freestanding ===&lt;br /&gt;
- This is used to describe [[#Check|checks]] which are not in a chest and instead just items on the ground to be picked up.  In randomizer, they will take on the appearance of the item which you will receive as in vanilla they are all Heart Pieces, Heart Containers, and small keys.  Be careful of ice traps!&lt;br /&gt;
=== Frog Song ===&lt;br /&gt;
- After playing the 6 white note songs for the frogs in Zora&#039;s River, you can prompt them to play a bug catching game.  The goal of the game is to press the button of the corresponding frog when the bug is over their head.  However, the order of this song never changes.  It is always: A &amp;lt; &amp;gt; v &amp;lt; &amp;gt; v A v A v &amp;gt; &amp;lt; A&lt;br /&gt;
&lt;br /&gt;
[[File:FrogSong.png|450px|center]]&lt;br /&gt;
&lt;br /&gt;
=== FW ===&lt;br /&gt;
- Farore&#039;s Wind&lt;br /&gt;
&lt;br /&gt;
= G =&lt;br /&gt;
=== GBK ===&lt;br /&gt;
- Ganon&#039;s Boss Key.&lt;br /&gt;
=== GC ===&lt;br /&gt;
- An abbreviation for either Ganon&#039;s Castle or Goron City.  This is used inconsistently, but is usually clear from context.&lt;br /&gt;
&lt;br /&gt;
=== GF ===&lt;br /&gt;
- Gerudo Fortress.&lt;br /&gt;
=== GIM ===&lt;br /&gt;
- Get Item Manipulation.  A glitch which allows the player to modify the item which is queued to be given to them.&lt;br /&gt;
=== GJ ===&lt;br /&gt;
- [[#Groundjump|Groundjump]].&lt;br /&gt;
=== GK ===&lt;br /&gt;
- Giant&#039;s Knife.  This is a very uncommon abbreviation.  Can refer to both the [[#Check|check]] and the item itself.&lt;br /&gt;
=== Glow Mode ===&lt;br /&gt;
- The point in a randomizer game when you only need to gather the Light Arrows to proceed to the end of the game.&lt;br /&gt;
=== Go Mode ===&lt;br /&gt;
- The point in a randomizer game when you either have or know the location of every item you require to beat the game.&lt;br /&gt;
=== Greg ===&lt;br /&gt;
- A nickname for the &amp;quot;Rupee (1)&amp;quot; item, standing for Green Rupee of Eternal Glory. &lt;br /&gt;
=== Groundjump ===&lt;br /&gt;
- A glitch that allows the player to cancel a backflip or sidehop, effectively giving Link the ability to jump slightly higher.&lt;br /&gt;
=== GS ===&lt;br /&gt;
- Gold Skulltula.&lt;br /&gt;
=== GT ===&lt;br /&gt;
- An abbreviation for Ganon&#039;s Tower.  This is not very commonly used.&lt;br /&gt;
=== GTG ===&lt;br /&gt;
- Gerudo Training Ground.&lt;br /&gt;
&lt;br /&gt;
=== GV === &lt;br /&gt;
- Gerudo Valley.&lt;br /&gt;
=== GY ===&lt;br /&gt;
- An uncommon abbreviation for the Graveyard.&lt;br /&gt;
=== GZ ===&lt;br /&gt;
- Our [https://practicerom.com/ practice tool], also known as the Practice ROM.&lt;br /&gt;
&lt;br /&gt;
= H =&lt;br /&gt;
=== HBA ===&lt;br /&gt;
- Horseback Archery.  Refers to both the 1000 and 1500 game in the Gerudo Fortress that in vanilla rewards a Heart Piece and Quiver upgrade, respectively.&lt;br /&gt;
=== HC ===&lt;br /&gt;
- Heart Container/Hyrule Castle.&lt;br /&gt;
&lt;br /&gt;
=== HESS ===&lt;br /&gt;
- Hyper [[#Extended Superslide|Extended Superslide]].  A glitch which allows the player to move backwards at the highest sustainable in-game speed.  This is almost never seen typed out fully.&lt;br /&gt;
=== HF ===&lt;br /&gt;
- Hyrule Field.&lt;br /&gt;
=== Hookshot Extension ===&lt;br /&gt;
- A technique which allows the player to fire their hookshot, longshot, bow, or slingshot from slightly in front of where it would normally fire, allowing you to hook on to things a little bit easier and even shoot through some walls.&lt;br /&gt;
=== Hover ===&lt;br /&gt;
- In a glitchless context, refers to using the Hover boots to cross a gap.  In glitch contexts, can also refer to using [[#ISG|ISG]] and a damage source to literally hover in midair.&lt;br /&gt;
=== HP ===&lt;br /&gt;
- Heart Piece. Also commonly referred to as PoH or Piece of Heart.&lt;br /&gt;
&lt;br /&gt;
= I =&lt;br /&gt;
=== IC ===&lt;br /&gt;
- Ice Cavern.&lt;br /&gt;
=== IM ===&lt;br /&gt;
- An umbrella term for the three glitches: [[#RBA|RBA]], [[#BA|BA]], and [[#GIM|GIM]]. Stands for Item Manipulation.&lt;br /&gt;
&lt;br /&gt;
=== ISG ===&lt;br /&gt;
- Infinite Sword Glitch; a glitch which results in your weapon being in a constant attack state.&lt;br /&gt;
&lt;br /&gt;
= J =&lt;br /&gt;
=== Jabu ===&lt;br /&gt;
- Jabu Jabu&#039;s Belly.  Sometimes referred to as JJB.&lt;br /&gt;
&lt;br /&gt;
= K =&lt;br /&gt;
=== Kak ===&lt;br /&gt;
- Short for Kakariko Village.&lt;br /&gt;
=== KD ===&lt;br /&gt;
- King Dodongo.&lt;br /&gt;
=== KF ===&lt;br /&gt;
- Kokiri Forest.&lt;br /&gt;
=== Know Mode ===&lt;br /&gt;
- Exclusive to restreams, this is a point in the randomizer whereby the audience knows the location of every item required to beat the game through the means of watching multiple players at once.&lt;br /&gt;
=== KZ ===&lt;br /&gt;
- King Zora.&lt;br /&gt;
&lt;br /&gt;
= L =&lt;br /&gt;
=== LACS ===&lt;br /&gt;
- Light Arrow Cutscene.  In randomizer, this mainly refers to the location where you would normally receive the Light Arrows in vanilla.&lt;br /&gt;
=== Ladder ===&lt;br /&gt;
- A type of randomizer race where a pool of racers are ranked  on one leaderboard where rank is determined by a pairing of many 1-vs.-1 races.  Please see their [https://ootrladder.com/ website] for more details.&lt;br /&gt;
=== Lensless Wasteland ===&lt;br /&gt;
- The act of crossing the Haunted Wasteland without the Lens of Truth.  The path is always the same, so memorizing it removes the need for following the Poe.&lt;br /&gt;
=== LH ===&lt;br /&gt;
- Lake Hylia.&lt;br /&gt;
=== LLR ===&lt;br /&gt;
- Lon Lon Ranch.&lt;br /&gt;
=== LW ===&lt;br /&gt;
- Lost Woods.&lt;br /&gt;
&lt;br /&gt;
= M =&lt;br /&gt;
=== Megaflip ===&lt;br /&gt;
- A glitch which allows the player to backflip with maximum sustainable speed to extend its distance.&lt;br /&gt;
=== Megasidehop ===&lt;br /&gt;
- A glitch which allows the player to sidehop with maximum sustainable speed to extend its distance.&lt;br /&gt;
=== MoT ===&lt;br /&gt;
- Mask of Truth.  Refers to both the item and the [[#Check|check]] from showing it in the Deku Theatre.&lt;br /&gt;
&lt;br /&gt;
= N = &lt;br /&gt;
=== Naked Wasteland ===&lt;br /&gt;
- The act of crossing the Haunted Wasteland, although more specifically the quicksand on the Gerudo Fortress side of the Wasteland, without the use of any items.  This can be achieved with a well-aimed backwalk.&lt;br /&gt;
=== NL ===&lt;br /&gt;
- Nayru&#039;s Love.&lt;br /&gt;
=== No IM/WW ===&lt;br /&gt;
- A [[No IM/WW|ruleset]] for racing.&lt;br /&gt;
=== No Logic ===&lt;br /&gt;
- A setting that will place items into the world completely at random without checking that the game is beatable.  Ocarina of Time has many glitches, so most seeds will still be beatable but often may require use of very advanced tech.&lt;br /&gt;
&lt;br /&gt;
= O =&lt;br /&gt;
=== Ocarina Minigame ===&lt;br /&gt;
- The minigame in Lost Woods in which you repeat back a series of ocarina notes to two skull kids.&lt;br /&gt;
=== OGC ===&lt;br /&gt;
- Outside Ganon&#039;s Castle.  Refers to the area where the Rainbow Bridge spawns, the Gold Skulltula there, as well as the Fairy Fountain reward.&lt;br /&gt;
=== Online ===&lt;br /&gt;
- Refers to the [https://discord.gg/UFVY9DE ModLoader64] emulator and setup which allows multiple people to play in the same game at the same time. Sometimes abbreviated OoTO.&lt;br /&gt;
&lt;br /&gt;
=== OoT ===&lt;br /&gt;
- The Legend of Zelda: Ocarina of Time.  Also commonly used to refer to the Ocarina of Time item or location.&lt;br /&gt;
=== Out of Logic ===&lt;br /&gt;
- Obtaining an item or performing an activity outside of the intended order determined by the program&#039;s logic.&lt;br /&gt;
&lt;br /&gt;
= P =&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
- A type of [[Hints#Path of Gold|hint]] describing an area which contains an item logically required to collect every Triforce Piece in the seed. Appears only when [[#Triforce Hunt|Triforce Hunt]] is enabled.&lt;br /&gt;
=== PCS ===&lt;br /&gt;
- [[#Power Crouch Stab|Power Crouch Stab]]&lt;br /&gt;
=== PG ===&lt;br /&gt;
- Phantom Ganon.&lt;br /&gt;
=== Pocket Egg ===&lt;br /&gt;
- The first item in the adult trade sequence, ultimately resulting in the Biggoron&#039;s Sword.&lt;br /&gt;
=== PoG ===&lt;br /&gt;
- [[#Path of Gold|Path of Gold]].&lt;br /&gt;
=== PoH ===&lt;br /&gt;
- Piece of Heart.  Also commonly referred to as HP or Heart Piece.&lt;br /&gt;
=== Potato ===&lt;br /&gt;
- A nickname for the Fairy Ocarina, due to its color and shape.&lt;br /&gt;
=== Power Crouch Stab ===&lt;br /&gt;
- The damage value used for crouch stabs is the last attack used with a sword/hammer/stick. Most often used in conjuction with a jumpslash to &amp;quot;store&amp;quot; a high damage attack in order to deal damage more quickly. This technique is known as &#039;&#039;Power Crouch Stabbing&#039;&#039;. When no sword/hammer/stick has been used since entering the current area the crouch stab will take the damage value of a regular Kokiri Sword slash.&lt;br /&gt;
&lt;br /&gt;
= Q =&lt;br /&gt;
=== QPA ===&lt;br /&gt;
- Quick Putaway.  A glitch which allows the player to store a glitched [[#Power Crouch Stab|Power Crouch Stab]] value.&lt;br /&gt;
&lt;br /&gt;
= R =&lt;br /&gt;
=== RA ===&lt;br /&gt;
- A common abbreviation for the emulator [[Retroarch]].&lt;br /&gt;
=== Reverse Wasteland ===&lt;br /&gt;
- The act of traveling the Haunted Wasteland from the Colossus side to the Fortress side. This is considered [[#Out of Logic|Out of Logic]] by default, though can be enabled via the Tricks menu.&lt;br /&gt;
=== RBA ===&lt;br /&gt;
- Reverse Bottle Adventure.  A glitch which allows the player to write values into memory.  It is extremely powerful, but very limited.&lt;br /&gt;
&lt;br /&gt;
= S =&lt;br /&gt;
=== SFM ===&lt;br /&gt;
- Sacred Forest Meadow.&lt;br /&gt;
=== ShT ===&lt;br /&gt;
- Shadow Temple.&lt;br /&gt;
=== Skull Mask ===&lt;br /&gt;
- This refers to both the item itself which is part of the Child Trade Quest, as well as the [[#Check|check]] in which the mask is shown off in the Deku Theater.&lt;br /&gt;
=== SoA ===&lt;br /&gt;
- Stone of Agony.&lt;br /&gt;
=== SoS ===&lt;br /&gt;
- Song of Storms.  Can refer to both the song itself and the location you would normally find it in vanilla.&lt;br /&gt;
=== SoT ===&lt;br /&gt;
- Song of Time.  Can refer to both the song itself and the location you would normally find it in vanilla.&lt;br /&gt;
=== Spheres ===&lt;br /&gt;
- Spheres are a conceptual explanation of how more things become available to you as you collect more items. It is the &amp;quot;intended path&amp;quot; as written by a computer, but you will likely never actually go from sphere to sphere while playing.&lt;br /&gt;
&amp;quot;Sphere 0&amp;quot; is what you can get as soon as you boot up your game without collecting anytime else, such as Mido&#039;s house and the freestanding Gerudo Valley HPs.&lt;br /&gt;
What you&#039;ve collected in Sphere 0 enables what you have access to in Sphere 1. Under normal settings, you get an Ocarina from Saria in Sphere 0. So, whatever you get from Ocarina Minigame is acquired in Sphere 1. Let&#039;s say that reward is a Scale. If you receive a Scale in Sphere 1, then anything it unlocks is part of that seed&#039;s Sphere 2. Let&#039;s say you find a Bomb Bag at the Ruto Bottle check. That Bomb Bag is in Sphere 2, and everything it directly unlocks becomes part of Sphere 3.&lt;br /&gt;
Keep radiating outward as you collect more unique items that unlock more unique locations until you are able to defeat Ganon.&lt;br /&gt;
&lt;br /&gt;
The description above details how Spheres work for the Playthrough in your Spoiler Log. Colloquially, for example when discussing a race seed, a slightly different variant is also used, where non-randomized checks and events that are the same every seed don&#039;t increase the Sphere count. The Ocarina Minigame is placed in Sphere 1 in the above example, whereas in this variant it is counted in Sphere 0 because you can always immediately get the Ocarina if it is unshuffled. Same goes for events such as unlocking Time Travel. Usually only Sphere 0 is discussed this way, because figuring out which check is in which Sphere can get very convoluted and can change over the course of the seed as players find more items.&lt;br /&gt;
&lt;br /&gt;
=== Spoiler Log ===&lt;br /&gt;
- A document created by the randomizer which lists all the settings, item locations, hints, etc.  This will not open automatically or give you any extra information.  It simply serves as a resource in case you get stuck or if you really wanted to know what was in that one chest you forgot.&lt;br /&gt;
=== SpT ===&lt;br /&gt;
Spirit Temple.&lt;br /&gt;
=== SRM ===&lt;br /&gt;
- Stale Reference Manipulation.  A glitch which allows the player to take advantage of free but uncleared memory to do a variety of things including but not limited to calling arbitrary functions, redirecting pointers, and [[#ACE|Arbitrary Code Execution]].&lt;br /&gt;
=== Standard ===&lt;br /&gt;
- [[Standard]] is the most common racing [[rules|ruleset]].&lt;br /&gt;
&lt;br /&gt;
= T =&lt;br /&gt;
=== TH ===&lt;br /&gt;
- [[#Triforce Hunt|Triforce Hunt]].&lt;br /&gt;
=== Three Song Route === &lt;br /&gt;
- A common opener for the [[Standard]] weekly races that involves [[#Check|checking]] all 3 child song locations - Zelda&#039;s Lullaby, Epona&#039;s Song, Saria&#039;s Song - in quick succession.&lt;br /&gt;
=== ToT ===&lt;br /&gt;
- Temple of Time.&lt;br /&gt;
=== Trials ===&lt;br /&gt;
- Another way to refer to entirety of Ganon&#039;s Castle and Ganon&#039;s Tower.&lt;br /&gt;
=== Triforce Hunt===&lt;br /&gt;
- An alternative game mode where pieces of the Triforce are spread throughout the world and you must collect a certain number to win.&lt;br /&gt;
&lt;br /&gt;
= U =&lt;br /&gt;
&lt;br /&gt;
= V = &lt;br /&gt;
&lt;br /&gt;
= W =&lt;br /&gt;
=== WaT ===&lt;br /&gt;
- Water Temple, sometimes just WT.&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
- A [[Hints#Way of the Hero|hint]] which describes an area which contains an item that is logically required to beat the game.&lt;br /&gt;
&lt;br /&gt;
=== Weird Egg === &lt;br /&gt;
- The first item in the child trade series, ultimately resulting in the Mask of Truth.&lt;br /&gt;
=== Weirdshot ===&lt;br /&gt;
- A glitch which allows the player to fire first person weapons from underground.&lt;br /&gt;
=== WOTH ===&lt;br /&gt;
- [[#Way of the Hero|Way of the Hero]]&lt;br /&gt;
&lt;br /&gt;
= X =&lt;br /&gt;
&lt;br /&gt;
= Y =&lt;br /&gt;
&lt;br /&gt;
= Z =&lt;br /&gt;
=== ZD ===&lt;br /&gt;
- Zora&#039;s Domain.&lt;br /&gt;
=== ZF ===&lt;br /&gt;
- Zora&#039;s Fountain.&lt;br /&gt;
=== ZL ===&lt;br /&gt;
- An abbreviation for either Zelda&#039;s Letter or Zelda&#039;s Lullaby.  It is often clear from context which is meant.  It can also refer to the vanilla location of Zelda&#039;s Lullaby to refer to it as a [[#Check|check]].&lt;br /&gt;
=== ZR ===&lt;br /&gt;
- Zora&#039;s River.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Plandomizer&amp;diff=2298</id>
		<title>Plandomizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Plandomizer&amp;diff=2298"/>
		<updated>2021-11-13T21:37:37Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Remove dev version comments now that 6.1 is out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Plandomizer&#039;&#039;&#039;, often shortened to just &#039;&#039;&#039;Plando&#039;&#039;&#039;, permits total control over item placement. You can place a specific item on any location and locations not specified will be filled following the normal algorithm. Using a &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; format text file, referred to as a &#039;&#039;&#039;distribution file&#039;&#039;&#039; when using plandomizer, most aspects of the randomizer can be overwritten.&lt;br /&gt;
&lt;br /&gt;
This can be used to create custom challenges to play through yourself or share with others. The more details defined in a plandomizer, the less the randomizer interferes, though the randomizer will still verify whether it is beatable based on the logic settings, and if it is logically impossible it will refuse to generate a seed.&lt;br /&gt;
&lt;br /&gt;
There is a [https://ootrandomizer.com/plandoMaker beta GUI for Plandomizer on the website] that can help you with simpler plandomizer ideas, however to truly grasp the power of plandomizer you will have to modify a distribution file yourself. &#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This is a beta feature and frequently generates JSON files with issues that must be fixed in a text editor prior to use. Please visit the plando-support channel in the discord for help resolving these errors. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;overflow:auto&amp;quot;&amp;gt;Also note that the following are not assignable. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;Deliver Letter&lt;br /&gt;
Sell Big Poe&lt;br /&gt;
Skull Mask&lt;br /&gt;
Spooky Mask&lt;br /&gt;
Keaton Mask&lt;br /&gt;
Bunny Hood&lt;br /&gt;
Mask of Truth&lt;br /&gt;
Milk&lt;br /&gt;
Goron Mask&lt;br /&gt;
Zora Mask&lt;br /&gt;
Gerudo Mask&lt;br /&gt;
Zeldas Letter&lt;br /&gt;
Location: HC Zeldas Letter&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
These items and location are used internally by the logic to handle new item locations becoming available. They are not meant to be used in a plando.&lt;br /&gt;
&lt;br /&gt;
== Using a Plandomizer Distribution File on the Generator ==&lt;br /&gt;
Plandomizer&#039;s distribution file text box is hidden by default. To enable it go to &amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt; on the generator and turn on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Optional)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; setting. Then use the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Browse&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; button next to the new text box to find your Plandomizer distribution &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
== Opening and Editing a Distribution File ==&lt;br /&gt;
Distributions are just normal text files using the &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; extension instead of the &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; extension. They can be opened in any text editor that will open &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; files. Even Notepad, TextEdit, and gedit can open these files. The extension is only to help let you know that text within is expected to look a certain way.&lt;br /&gt;
&lt;br /&gt;
=== Distribution File Format ===&lt;br /&gt;
&#039;&#039;&#039;JSON&#039;&#039;&#039; is a common format used for data that both a human and a computer are intended to read. It&#039;s a fairly picky format so it is a good idea to use a text editor that can tell you if you did something wrong through syntax highlighting. [https://visualstudio.microsoft.com/ Visual Studio Code] is such a text editor, and as it is cross-platform and used by many people in the community. It is the one we recommend you use if you go down this path. Alternatively, a validator such as [https://jsonlint.com/ JSONLint] can check formatting, if you prefer a text editor without syntax highlighting. A validator may also help identify issues which are harder to understand in VSCode.&lt;br /&gt;
&lt;br /&gt;
The randomizer generator on the website will also display an error if you try to use a distribution file that is not in the proper JSON format. You may wish to use this, JSONLint, and VSCode all together to figure out how to fix any formatting problems.&lt;br /&gt;
&lt;br /&gt;
=== Understanding a Distribution File ===&lt;br /&gt;
When generating a seed with a spoiler log, that spoiler log is actually a distribution file itself. It can be used directly to generate the exact same seed. Because of this, you can take a look at a spoiler log to help you get familiar with the types of things that can be changed, and how to format the distribution file.&lt;br /&gt;
&lt;br /&gt;
Since a distribution file is in JSON format, it&#039;s somewhat rigid about how things can be written.&lt;br /&gt;
&lt;br /&gt;
=== The Base Dictionary ===&lt;br /&gt;
First, a distribution file starts with a &amp;lt;kbd&amp;gt;{&amp;lt;/kbd&amp;gt; opening curly brace, and ends with a &amp;lt;kbd&amp;gt;}&amp;lt;/kbd&amp;gt; closing curly brace. Everything you define must be placed between these braces. These braces mark a &#039;&#039;&#039;Dictionary&#039;&#039;&#039; or an [https://en.wikipedia.org/wiki/Associative_array associative array], and while that link has a lot of useful information, you don&#039;t really have to understand it. Think of a dictionary data structure like you would a dictionary in the real world. You have a term, then you have the definition of that term. As this is the base dictionary, you don&#039;t write a term as the code that reads the JSON file creates its own term for this dictionary.&lt;br /&gt;
&lt;br /&gt;
=== The Dictionary &amp;quot;Terms&amp;quot; ===&lt;br /&gt;
Within the base dictionary there are many terms, such as &amp;lt;samp&amp;gt;:version&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt;. If you are viewing a spoiler log you&#039;ll notice some of these terms start with a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt;. These terms are ignored when Plandomizer is used and are autogenerated by the randomizer. When you are creating a distribution file yourself you can delete these terms (or take advantage of this mechanic to put in comments between sections, but note that it cannot be used within {} sections such as Locations or Entrances).&lt;br /&gt;
&lt;br /&gt;
Terms are followed by a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt; and then some spaces, then their definitions.&lt;br /&gt;
&lt;br /&gt;
Definitions that start and end with &amp;lt;kbd&amp;gt;&amp;quot;&amp;lt;/kbd&amp;gt; are &#039;&#039;&#039;Strings&#039;&#039;&#039;. They are just text you write, but it is important that they are between quotes.&lt;br /&gt;
&lt;br /&gt;
Definitions starting with &amp;lt;kbd&amp;gt;[&amp;lt;/kbd&amp;gt; an open bracket and ending with a &amp;lt;kbd&amp;gt;]&amp;lt;/kbd&amp;gt; closing bracket are called &#039;&#039;&#039;Lists&#039;&#039;&#039;. In a distribution file lists will usually only contain strings. However, with other types of JSON files you could see them containing other data structures such as dictionaries, or other lists.&lt;br /&gt;
&lt;br /&gt;
The rest of the definitions are just more dictionaries with their own terms that have definitions. These are the only data structures that you have to keep in mind, and generally they are already defined properly in the spoiler log for you so you can just modify them how you see fit. Just ensure you don&#039;t accidentally remove the symbols that go before and after the term.&lt;br /&gt;
&lt;br /&gt;
=== The Most Common Format/Syntax Issue ===&lt;br /&gt;
You&#039;ll notice that each of these terms is followed at the very end by a &amp;lt;kbd&amp;gt;,&amp;lt;/kbd&amp;gt; comma, except the very last one. This is probably the most common mistake someone will make when making their own distribution file. Each term needs to be separated by a comma, but the last one cannot have a comma after it. This is true for strings inside of lists, and lists, strings, and other dictionaries within a dictionary as well. If you are getting a syntax error, you probably added a comma you shouldn&#039;t have, or removed one you need. The generator will tell you that your JSON is invalid if you try to use a distribution file with one of these errors.&lt;br /&gt;
&lt;br /&gt;
== What Can Plandomizer Affect ==&lt;br /&gt;
Plandomizer can affect an enormous amount of the resulting seed. Everything from inconsequential things like the File Hash, to the Settings the randomizer uses to fill the world, and even specifically set items in locations that the world fill algorithm will have to work around.&lt;br /&gt;
&lt;br /&gt;
=== File Hash ===&lt;br /&gt;
The file hash is the 5 icons that are displayed at the top of the file select screen. You can set these to any valid [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Spoiler.py#L9-L42 HASH_ICON].&lt;br /&gt;
&lt;br /&gt;
You can set the &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt; definition to a list of up to 5 hash icons. If you do not want to specify an icon for a set position you can either set it to the value &#039;&#039;&#039;null&#039;&#039;&#039;, or if it is after all the ones you do want to set you can just not include it.&lt;br /&gt;
&lt;br /&gt;
==== Hash Icons ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;overflow:auto&amp;quot;&amp;gt;Expand to view the full list of valid hash icons for the current version of the randomizer.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
    &#039;Deku Stick&#039;,&lt;br /&gt;
    &#039;Deku Nut&#039;,&lt;br /&gt;
    &#039;Bow&#039;,&lt;br /&gt;
    &#039;Slingshot&#039;,&lt;br /&gt;
    &#039;Fairy Ocarina&#039;,&lt;br /&gt;
    &#039;Bombchu&#039;,&lt;br /&gt;
    &#039;Longshot&#039;,&lt;br /&gt;
    &#039;Boomerang&#039;,&lt;br /&gt;
    &#039;Lens of Truth&#039;,&lt;br /&gt;
    &#039;Beans&#039;,&lt;br /&gt;
    &#039;Megaton Hammer&#039;,&lt;br /&gt;
    &#039;Bottled Fish&#039;,&lt;br /&gt;
    &#039;Bottled Milk&#039;,&lt;br /&gt;
    &#039;Mask of Truth&#039;,&lt;br /&gt;
    &#039;SOLD OUT&#039;,&lt;br /&gt;
    &#039;Cucco&#039;,&lt;br /&gt;
    &#039;Mushroom&#039;,&lt;br /&gt;
    &#039;Saw&#039;,&lt;br /&gt;
    &#039;Frog&#039;,&lt;br /&gt;
    &#039;Master Sword&#039;,&lt;br /&gt;
    &#039;Mirror Shield&#039;,&lt;br /&gt;
    &#039;Kokiri Tunic&#039;,&lt;br /&gt;
    &#039;Hover Boots&#039;,&lt;br /&gt;
    &#039;Silver Gauntlets&#039;,&lt;br /&gt;
    &#039;Gold Scale&#039;,&lt;br /&gt;
    &#039;Stone of Agony&#039;,&lt;br /&gt;
    &#039;Skull Token&#039;,&lt;br /&gt;
    &#039;Heart Container&#039;,&lt;br /&gt;
    &#039;Boss Key&#039;,&lt;br /&gt;
    &#039;Compass&#039;,&lt;br /&gt;
    &#039;Map&#039;,&lt;br /&gt;
    &#039;Big Magic&#039;,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set all 5 icons to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the first icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, null, null, null, null]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the last icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [null, null, null, null, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
This is a dictionary defining the rules that the randomizer uses to fill the world. &#039;&#039;Any settings you set here will override the ones set in the GUI&#039;&#039;. That also means that you can leave some settings out of this dictionary and the person using your distribution file to create a seed can have a small amount of customization they can apply in case they need a little more additional help, or perhaps want to increase the difficulty a little bit.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to set these manually. Instead, you should go to the beta plandomizer maker on the website. You can set all the settings you want on the first tab, then create the JSON file. From here you can copy the settings dictionary from that file into this file and remove any settings you don&#039;t want to enforce. Alternatively, if you only want a few settings to be enforced, you can copy only the settings you want from the dictionary in that other JSON file into the settings dictionary in your settings file.&lt;br /&gt;
&lt;br /&gt;
There are two major issues with creating the settings dictionary entirely manually:&lt;br /&gt;
# If you mistype, or the name of a setting changes between versions, you will not get an error. The randomizer will just ignore this issue entirely.&lt;br /&gt;
# The process of figuring out the proper name for a setting, and the various values it can hold is tedious.&lt;br /&gt;
&lt;br /&gt;
If you still think you want to try this method, the file in the source code you want to look at to see all this necessary information is [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/SettingsList.py SettingsList.py]. This is a 3000 line monstrosity that isn&#039;t very useful if you&#039;re not already pretty familiar with the settings you are looking for in the first place. Each setting has a &amp;lt;var&amp;gt;name&amp;lt;/var&amp;gt; that you have to use for a definition inside of the settings dictionary. Then various other variables within the option&#039;s object in the settings list file are used to determine what possible definitions you want to use for that setting.&lt;br /&gt;
&lt;br /&gt;
Just using the plandomizer maker on the website is highly recommended over putting yourself through this experience.&lt;br /&gt;
&lt;br /&gt;
=== Starting Items ===&lt;br /&gt;
The starting items dictionary lets you define what items a player starts with, and how many of them. This includes both items you find in the world, and consumables you would pick up such as ammo and bombs. Any items you start with will be replaced by junk in the item pool. Songs placed here will force an item to be on one of the song locations even if &amp;lt;var&amp;gt;shuffle_song_items&amp;lt;/var&amp;gt; is not set. This will completely override the starting items set on the randomizer generator GUI.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to start with. The definition is how many of that item you want to start with. The number is not a string and should not be put in quotes.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Start with full wallet without Max Rupees setting&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Rupees&amp;quot;: 99&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with all shields&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Hylian Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Mirror Shiled&amp;quot;: 1&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note there are two starting item sections&#039;&#039;&#039;, this section refers to the one after randomized_settings in a spoiler log. The starting items, starting equipment, and starting songs sections within the settings section have a different format, but as listing what falls under each here would be a long section, please instead generate a spoiler log using the GUI to see where items need to be listed.&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
This is a dictionary defining every item possible to place in the world. &#039;&#039;It is highly recommended that you do not set every possible item to a value in this dictionary.&#039;&#039; Primarily junk items because the randomizer often needs to generate new junk, but will not change any value you manually place in the item pool. This would make your plandomizer very rigid and can cause various issues if you try changing settings that change what, and how many items you start with, or that are available in the base pool.&lt;br /&gt;
&lt;br /&gt;
You can also specify if you want to &amp;lt;var&amp;gt;add&amp;lt;/var&amp;gt; to the base number, &amp;lt;var&amp;gt;remove&amp;lt;/var&amp;gt; from the base number, or &amp;lt;var&amp;gt;set&amp;lt;/var&amp;gt; the base number for the item. The default is to set the value. If you want to use the other options you&#039;ll need to set the definition to be another dictionary.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to specify the number of in the pool. The definition is either:&lt;br /&gt;
# The number of that item you want in the pool&lt;br /&gt;
# A dictionary with a term of &amp;lt;var&amp;gt;type&amp;lt;/var&amp;gt; set to any of the strings &amp;quot;add&amp;quot;, &amp;quot;remove&amp;quot;, or &amp;quot;set&amp;quot; and a term of &amp;lt;var&amp;gt;count&amp;lt;/var&amp;gt; set to the number to modify by.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Mirror Shield to have 3 copies placed in the world&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: 3&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;set&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add 3 Deku Shields to place in the world in addition to the ones already in the base pool&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;add&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
This dictionary lets you define which dungeons are &amp;lt;var&amp;gt;vanilla&amp;lt;/var&amp;gt; and which are &amp;lt;var&amp;gt;mq&amp;lt;/var&amp;gt; (master quest). &#039;&#039;You will have to set the number of MQ dungeons setting to match at least whatever master quest dungeons you define here&#039;&#039;. However, you do not have to define all of the dungeons and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the dungeon. The definitions is either the string &amp;quot;vanilla&amp;quot;, the string &amp;quot;mq&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set only Deku Tree to mq&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Tree&amp;quot;: &amp;quot;mq&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only Spirit Temple to vanilla, because you don&#039;t want to learn the second version of spirit logic&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Spirit Temple&amp;quot;: &amp;quot;vanilla&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Dodongo&#039;s Cavern to random&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Dodongos Cavern&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trials ===&lt;br /&gt;
You will define which trials are &amp;lt;var&amp;gt;active&amp;lt;/var&amp;gt; and which ones are &amp;lt;var&amp;gt;inactive&amp;lt;/var&amp;gt; in this dictionary. &#039;&#039;You will have to set the number of trials to match at least the trials you define here&#039;&#039;. However, you do not have to define all of the trials and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the trial. The definition is either the string &amp;quot;active&amp;quot;, the string &amp;quot;inactive&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set forest, fire, and water trials as inactive&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Forest&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;inactive&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set light trial to active, ensuring that 3 strength upgrades are required for fighting Ganon&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Light&amp;quot;: &amp;quot;active&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set water trial to random&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Entrances ===&lt;br /&gt;
This dictionary defines how different entrances are linked together when using entrance randomizer. Entrances must be shuffled among their respective groups so you cannot use plandomizer to force a mixed entrance pool seed. You may wish to generate a entrance randomizer seed and use its spoiler log to ensure you use the correct names for the locations.&lt;br /&gt;
&lt;br /&gt;
The term is the loading zone you pass through. The definition is:&lt;br /&gt;
* &#039;&#039;&#039;For Dungeons and Interiors&#039;&#039;&#039;: a string with the name of the location you end up at&lt;br /&gt;
* &#039;&#039;&#039;For Overworld&#039;&#039;&#039;: a dictionary with a term of &amp;lt;var&amp;gt;region&amp;lt;/var&amp;gt; set to a string of the overworld region it leads to and a term of &amp;lt;var&amp;gt;from&amp;lt;/var&amp;gt; set to a string of the loading zone in that region that you will appear out of.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Deku Tree entrance to Gerudo Training Grounds&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Outside Deku Tree -&amp;gt; Deku Tree Lobby&amp;quot;: {&amp;quot;region&amp;quot;: &amp;quot;Gerudo Training Grounds Lobby&amp;quot;, &amp;quot;from&amp;quot;: &amp;quot;Gerudo Fortress&amp;quot;}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Hyrule Castle exit from Market to Lon Lon Ranch main entrance&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;Market -&amp;gt; Castle Grounds&amp;quot;: {&lt;br /&gt;
        &amp;quot;region&amp;quot;: &amp;quot;Lon Lon Ranch&amp;quot;, &lt;br /&gt;
        &amp;quot;from&amp;quot;: &amp;quot;Hyrule Field&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
This dictionary handles what is probably the main feature of plandomizer. You can assign items to any location in the game world here. Which locations are available are heavily influenced by the settings chosen, so ensure you have the proper settings set.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the location. The definition is either:&lt;br /&gt;
* A string of an item to place there.&lt;br /&gt;
* A list containing multiple items to randomly choose from to place there.&lt;br /&gt;
* A dictionary containing the term &amp;lt;var&amp;gt;item&amp;lt;/var&amp;gt; containing one of the above two bullet points.&lt;br /&gt;
** If making a multiworld plandomizer: the term &amp;lt;var&amp;gt;player&amp;lt;/var&amp;gt; with the world number value of the player the item belongs to.&lt;br /&gt;
** If the location is a shop: the term &amp;lt;var&amp;gt;price&amp;lt;/var&amp;gt; with the rupee number value the item should cost. &#039;&#039;You cannot set scrub prices using plandomizer&#039;&#039;&lt;br /&gt;
** If the item can be an ice trap: the term &amp;lt;var&amp;gt;model&amp;lt;/var&amp;gt; set to a string of the item model it should appear as in the overworld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Item names can also take advantage of the wildcard &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;*&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; and the not indicator &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;!&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For example, this will guarantee Link starts with a medallion, Spirit Temple will always have a stone, and one of the shields can be found in Mido&#039;s House.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
   &amp;quot;Links Pocket&amp;quot;: &amp;quot;*Medallion&amp;quot;,&lt;br /&gt;
   &amp;quot;Twinrova&amp;quot;: &amp;quot;!Medallion&amp;quot;,&lt;br /&gt;
   &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;*Shield&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shop Location Numbers ====&lt;br /&gt;
Due to the odd way the shop items are stored in the game files, using shopsanity item placement is not very intuitive.&lt;br /&gt;
&lt;br /&gt;
When using 1 item shopsanity, the number you use is 7 and is the bottom left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 2 items shopsanity, you also have number 5 which is the bottom right item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 3 items shopsanity, you add on the number 8 which is the top left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 4 items shopsanity, you can now use all 4 numbers 5-8 for all of the left side items.&lt;br /&gt;
&lt;br /&gt;
==== Shop Location Prices ====&lt;br /&gt;
When defining a shop location, rather than simply assigning a string of the item name to the location, you must define a dictionary with the properties item (a string of the item name) and price (a number). So for example, a shop item location will look something like this:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;KF Shop Item 7&amp;quot;: {&lt;br /&gt;
    &amp;quot;item&amp;quot;: &amp;quot;Light Arrows&amp;quot;, &lt;br /&gt;
    &amp;quot;price&amp;quot;: 40&lt;br /&gt;
},&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you try to set a price higher than 999, it will simply be capped to 999 so it won&#039;t be impossible to buy. However, you can actually plando negative prices, which will give the player the absolute value of the price. So if you plando a shop item to be -10 rupees, the player will be able to purchase it with any wallet size and it will give them 10 rupees. Due to reasons related to the binary numbers used to represent the prices in-game, the lowest possible price is -32768.&lt;br /&gt;
 &lt;br /&gt;
==== Special Item Groups ====&lt;br /&gt;
There are shortcut terms you can use for certain items when using plandomizer. They start with the &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; character. The ones that should work fine are:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
#Bottle - Places a bottle and randomly chooses a contents for it&lt;br /&gt;
#Junk - Places a junk item (used by exclude locations)&lt;br /&gt;
#AdultTrade - Places the adult trade item without specifying which one&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are feeling a little bit more daring, you can try:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
#Vanilla - Places whatever was on that location in the original game. Also applies to MQ locations.&lt;br /&gt;
#MajorItem - Places a settings-dependent major item at that location.&lt;br /&gt;
#Song - Places a song item&lt;br /&gt;
#NonWarpSong - Places non warp song item&lt;br /&gt;
#WarpSong - Places a warp song item&lt;br /&gt;
#JunkSong - Places Serenade or Prelude in non-entrance randomizer.&lt;br /&gt;
#Spell - Places one of the three spells&lt;br /&gt;
#Shield - Deku or Hylian. Doesn&#039;t include Mirror.&lt;br /&gt;
#HealthUpgrade - Heart Container or Piece of Heart&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of these should work, but only the first list have been extensively tested.&lt;br /&gt;
&lt;br /&gt;
You can also define your own, custom item groups by adding a &amp;lt;code&amp;gt;custom_groups&amp;lt;/code&amp;gt; dictionary to your plando. Within this dictionary you can define groups which contain a list of item names in brackets, and then use those group names as you would with other item groups.&lt;br /&gt;
&lt;br /&gt;
Here is such an example, which will place a random sword in Mido&#039;s top left chest and a small key for water or shadow temple in his top right chest:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;custom_groups&amp;quot;: {&lt;br /&gt;
    &amp;quot;CustomList1&amp;quot;: [ &amp;quot;Kokiri Sword&amp;quot;, &amp;quot;Biggoron Sword&amp;quot;, &amp;quot;Giants Knife&amp;quot; ],&lt;br /&gt;
    &amp;quot;CustomList2&amp;quot;: [ &amp;quot;Small Key (Water Temple)&amp;quot;, &amp;quot;Small Key (Shadow Temple)&amp;quot; ]&lt;br /&gt;
  },&lt;br /&gt;
  &amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#CustomList1&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#CustomList2&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that currently patterns do not work on custom groups (so, for example, you cannot do &amp;lt;code&amp;gt;!#CustomList1&amp;lt;/code&amp;gt;) and custom groups cannot be nested.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Ready to fight Ganon after Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;Bow&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;Magic Meter&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;Ice Trap&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bottles in Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One step to fighting Ganon in the Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Kokiri Sword Chest&amp;quot;: [&amp;quot;Bow&amp;quot;, &amp;quot;Magic Meter&amp;quot;, &amp;quot;Light Arrows&amp;quot;]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting shopsanity 1 item in Kokiri Shop to Ice Trap posing as Light Arrows&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Shop Item 7&amp;quot;: {&lt;br /&gt;
        &amp;quot;item&amp;quot;: &amp;quot;Ice Trap&amp;quot;, &lt;br /&gt;
        &amp;quot;price&amp;quot;: 60,&lt;br /&gt;
        &amp;quot;model&amp;quot;: &amp;quot;Light Arrows&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place player 2&#039;s Light Arrows in player 1&#039;s Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;World 1&amp;quot;: {&lt;br /&gt;
        &amp;quot;KF Kokiri Sword Chest&amp;quot;: {&lt;br /&gt;
            &amp;quot;item&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
            &amp;quot;player&amp;quot;: 2&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hint Distribution Files ===&lt;br /&gt;
&lt;br /&gt;
Hint distribution file format is similar to the old hard-coded dictionaries, plus new keys to offer finer control of different hint groups. The goal of this change is to facilitate easier sharing and updating of custom hint distributions for the different racing tournaments. An example with the Tournament distribution is provided below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;amp;quot;name&amp;amp;quot;:                  &amp;amp;quot;tournament&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;gui_name&amp;amp;quot;:              &amp;amp;quot;Tournament&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;description&amp;amp;quot;:           &amp;amp;quot;Fixed number of hints for each type, contains duplicates, and only useful hints.&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;add_locations&amp;amp;quot;:         [&lt;br /&gt;
        { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Deku Theater Skull Mask&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
    ],&lt;br /&gt;
    &amp;amp;quot;remove_locations&amp;amp;quot;:      [],&lt;br /&gt;
    &amp;amp;quot;add_items&amp;amp;quot;:             [],&lt;br /&gt;
    &amp;amp;quot;remove_items&amp;amp;quot;:          [],&lt;br /&gt;
    &amp;amp;quot;dungeons_woth_limit&amp;amp;quot;:   2,&lt;br /&gt;
    &amp;amp;quot;dungeons_barren_limit&amp;amp;quot;: 1,&lt;br /&gt;
    &amp;amp;quot;named_items_required&amp;amp;quot;:  &amp;amp;quot;True&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;distribution&amp;amp;quot;:          {&lt;br /&gt;
        &amp;amp;quot;trial&amp;amp;quot;:      {&amp;amp;quot;order&amp;amp;quot;:  1, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;always&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  2, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;woth&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  3, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   5, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;barren&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  4, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   3, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;entrance&amp;amp;quot;:   {&amp;amp;quot;order&amp;amp;quot;:  5, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   4, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;sometimes&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  6, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;: 100, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;random&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  7, &amp;amp;quot;weight&amp;amp;quot;: 9.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;item&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;song&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;overworld&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;dungeon&amp;amp;quot;:    {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;junk&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;named-item&amp;amp;quot;: {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2}&lt;br /&gt;
    }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
GUI names and tooltip descriptions are now defined with each distribution file. Tooltips are automatically parsed to add line returns as needed for the GUI.&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Distribution ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;distribution&amp;lt;/code&amp;gt; key is a similar format to the previous dictionary. Each hint group must be listed with the following keys:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;order&amp;lt;/code&amp;gt;: Integer to sort hint types from smallest to largest&lt;br /&gt;
* &amp;lt;code&amp;gt;weight&amp;lt;/code&amp;gt;: Same as hint type weight in balanced and similar hint distributions&lt;br /&gt;
* &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt;: Same as tournament distribution number of hints per world&lt;br /&gt;
* &amp;lt;code&amp;gt;copies&amp;lt;/code&amp;gt;: Same as count per hint in predefined distributions&lt;br /&gt;
&lt;br /&gt;
Tournament-style fixed hints and weighted-style hints are defined together in the same distribution. Fixed hints are rolled first. Any remaining gossip stones are filled from a random choice of hint types with assigned weights. Checks exist to make sure there are enough gossip stones left for a given random hint type count per hint. Fixed hints do not have this safeguard and rely on the user not to overfill them. Using the tournament distribution as an example, fixed hints are rolled according to the defined order and fixed number. If any gossip stones remain, the &amp;lt;code&amp;gt;random&amp;lt;/code&amp;gt; hint group is rolled as part of the weighted hint types (in this case the only one, so it is guaranteed upon exhaustion of all sometimes hints). Other built-in hint types with no fixed hints have non-zero orders for all types and weights equal to the old style weight, and all types have a &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt; value of &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Dungeon Limits ====&lt;br /&gt;
&lt;br /&gt;
Dungeon way of the hero and barren limitations are moved out of the hint generation functions into the distribution files. Values are identical in all built-in distributions except &amp;lt;code&amp;gt;very_strong&amp;lt;/code&amp;gt;, which has a limit of &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; for both (equivalent to no limit).&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Requirements and Exclusions ====&lt;br /&gt;
&lt;br /&gt;
Four new lists are provided to include or exclude hinted locations from different hint groups, as specified by the location name or filled item name. As seen in the tournament distribution, the &amp;lt;code&amp;gt;add_locations&amp;lt;/code&amp;gt; key can be used to force a given location to be hinted by adding it to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; hint type. Locations can be added to (or removed from) any hint type. Likewise, the item keys allow for adding or removing locations to be hinted based on what items they contain. For example, to remove all songs from being hinted as way of the hero, the following would be utilized:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;quot;remove_items&amp;amp;quot;: [&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Zeldas Lullaby&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Eponas Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Sarias Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Suns Song&amp;amp;quot;,          &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Time&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Storms&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Minuet of Forest&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Bolero of Fire&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Serenade of Water&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Requiem of Spirit&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Nocturne of Shadow&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Prelude of Light&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] }&lt;br /&gt;
]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Alternately, if songsanity is disabled, the song locations could be removed from the &amp;lt;code&amp;gt;woth&amp;lt;/code&amp;gt; hint type to achieve the same effect.&lt;br /&gt;
&lt;br /&gt;
Way of the Hero and Barren hints cannot have locations added via `add_locations`. Additionally, Barren hints cannot be removed via `remove_locations`. This is to prevent situations where required items are in hinted barren areas. Using the song example again, a foolish Song of Storms that leads to a required item in Bottom of the Well would be confusing to players unfamiliar with the setting. Excluding from way of the hero means it won’t be hinted, not that the game is actively lying to you.&lt;br /&gt;
&lt;br /&gt;
Barren hints can be added or removed from consideration for specific items via the &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove_items&amp;lt;/code&amp;gt; lists. This affects not just hints, but also the &amp;lt;code&amp;gt;:barren_regions&amp;lt;/code&amp;gt; list in the spoiler log. In contrast, way of the hero items will still be listed in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; section regardless of hint distribution changes. Forced barren items that are logically required still show up in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; list if required by the seed.&lt;br /&gt;
&lt;br /&gt;
==== Plando Support ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;hint_dist_user&amp;lt;/code&amp;gt; setting takes a hint distribution dictionary as defined by the built-in hint distribution files. If specified, it overrides the GUI-selected hint distribution. Internally, the distribution is defined as &amp;lt;code&amp;gt;custom&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Custom Goals ====&lt;br /&gt;
&lt;br /&gt;
As of version 6.0.111, the &#039;&#039;&#039;goal&#039;&#039;&#039; hint type can use built-in goals for the bridge, Ganon&#039;s Castle Boss Key, and Trials conditions as well as custom goals defined in the hint distribution. Custom goals use the &amp;lt;code&amp;gt;custom_goals&amp;lt;/code&amp;gt; key inside a custom hint distribution as shown in the example below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;settings&amp;quot;:                      {&lt;br /&gt;
        &amp;quot;hint_dist_user&amp;quot;:            {&lt;br /&gt;
            ...&lt;br /&gt;
            &amp;quot;custom_goals&amp;quot;:          [&lt;br /&gt;
                {&lt;br /&gt;
                    &amp;quot;category&amp;quot;: &amp;quot;all_items&amp;quot;,&lt;br /&gt;
                    &amp;quot;priority&amp;quot;: 1,&lt;br /&gt;
                    &amp;quot;minimum_goals&amp;quot;: 4,&lt;br /&gt;
                    &amp;quot;lock_entrances&amp;quot;=[&amp;quot;Ganons Castle Grounds -&amp;gt; Ganons Castle Lobby&amp;quot;],&lt;br /&gt;
                    &amp;quot;goals&amp;quot;: [&lt;br /&gt;
                        {&lt;br /&gt;
                            &amp;quot;name&amp;quot;: &amp;quot;memes&amp;quot;,&lt;br /&gt;
                            &amp;quot;hint_text&amp;quot;: &amp;quot;path of memes&amp;quot;,&lt;br /&gt;
                            &amp;quot;color&amp;quot;: &amp;quot;Light Blue&amp;quot;,&lt;br /&gt;
                            &amp;quot;items&amp;quot;: [&lt;br /&gt;
                                {&amp;quot;name&amp;quot;: &amp;quot;Ice Arrows&amp;quot;, &amp;quot;quantity&amp;quot;: 2, &amp;quot;minimum&amp;quot;: 1, &amp;quot;hintable&amp;quot;: true},&lt;br /&gt;
                                {&amp;quot;name&amp;quot;: &amp;quot;Double Defense&amp;quot;, &amp;quot;quantity&amp;quot;: 2, &amp;quot;minimum&amp;quot;: 1, &amp;quot;hintable&amp;quot;: true},&lt;br /&gt;
                                {&amp;quot;name&amp;quot;: &amp;quot;Stone of Agony&amp;quot;, &amp;quot;quantity&amp;quot;: 2, &amp;quot;minimum&amp;quot;: 1, &amp;quot;hintable&amp;quot;: true},&lt;br /&gt;
                                {&amp;quot;name&amp;quot;: &amp;quot;Nayrus Love&amp;quot;, &amp;quot;quantity&amp;quot;: 2, &amp;quot;minimum&amp;quot;: 1, &amp;quot;hintable&amp;quot;: true}&lt;br /&gt;
                            ]&lt;br /&gt;
                        }&lt;br /&gt;
                    ]&lt;br /&gt;
                }&lt;br /&gt;
            ],&lt;br /&gt;
            ...&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Category Definition&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Both goal categories and individual goals can be defined. Goals can be assigned to existing default categories by setting the `category` key to one of the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;rainbow_bridge&#039;&#039;&#039; - Includes goals for dungeon rewards or skulltula tokens. Not active with open bridge.&lt;br /&gt;
* &#039;&#039;&#039;ganon_bosskey&#039;&#039;&#039; - Includes goals for dungeon rewards, skulltula tokens, or Ganon&#039;s Boss Key directly. Not active with the boss key removed or vanilla.&lt;br /&gt;
* &#039;&#039;&#039;trials&#039;&#039;&#039; - Includes path to the Tower goal for any enabled trials. Only active with non-zero trials&lt;br /&gt;
* &#039;&#039;&#039;triforce_hunt&#039;&#039;&#039; - Includes path of gold goal for Triforce Pieces. Only active when Triforce Hunt is enabled&lt;br /&gt;
* &#039;&#039;&#039;ganon&#039;&#039;&#039; - Equivalent to way of the hero. Only active with open bridge and Ganon&#039;s Castle Boss Key removed/vanilla and zero trials.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Category Priority&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Custom goals follow the same category priority rules as default goals. A custom goal in the &amp;lt;code&amp;gt;ganon_bosskey&amp;lt;/code&amp;gt; category will not include items that are part of the bridge category. A custom category with a priority between the &amp;lt;code&amp;gt;bridge&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ganon_bosskey&amp;lt;/code&amp;gt; categories will not include items from the &amp;lt;code&amp;gt;bridge&amp;lt;/code&amp;gt; category, and the &amp;lt;code&amp;gt;ganon_bosskey&amp;lt;/code&amp;gt; category will not include items from &amp;lt;code&amp;gt;bridge&amp;lt;/code&amp;gt; or the custom category. Caution should be used adding custom categories before or in the middle of default categories for this reason. If a custom category has the same priority as a default goal, a required item can be included for goals in both categories. Default priorities are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;rainbow_bridge&#039;&#039;&#039; - 10&lt;br /&gt;
* &#039;&#039;&#039;ganon_bosskey&#039;&#039;&#039; - 20 for dungeon rewards/tokens, 30 for keysanity variants&lt;br /&gt;
* &#039;&#039;&#039;trials&#039;&#039;&#039; - 30&lt;br /&gt;
* &#039;&#039;&#039;triforce_hunt&#039;&#039;&#039; - 30&lt;br /&gt;
* &#039;&#039;&#039;ganon&#039;&#039;&#039; - 30&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Category Minimum Goals&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Minimum goals determine if the overall category objective is fulfilled. For example, the &amp;lt;code&amp;gt;bridge&amp;lt;/code&amp;gt; category has a minimum requirement of however many dungeon rewards are needed to spawn the bridge to Ganon&#039;s Castle. If there are not enough obtainable goals in the world, the category objective is not fulfilled and goal hints will not be generated for that category. This system is available to custom goal categories with the &amp;lt;code&amp;gt;minimum_goals&amp;lt;/code&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Category Entrance Locks&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Entrances between regions can be disconnected to artificially restrict world access for a category. This was designed primarily for the rainbow bridge to only hint goals reachable without access to Ganon&#039;s Castle. The system can be used with custom goal categories by listing entrances to lock in the &amp;lt;code&amp;gt;lock_entrances&amp;lt;/code&amp;gt; key. Entrance names use the syntax &amp;quot;Region A -&amp;gt; Region B&amp;quot;, where the different regions are named in the logic files. This has only been tested with overworld entrances, but should work with dungeon internal entrances as well.&lt;br /&gt;
&lt;br /&gt;
It is not possible to change default goal category entrance locks.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Goal Definition&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
All goal names must be unique within a category. Goal names are only used internally. The &amp;lt;code&amp;gt;hint_text&amp;lt;/code&amp;gt; key defines how the goal is presented in the spoiler log and in hints. Default goals use the convention &amp;quot;path to &amp;lt;X&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Goal colors change how the path is colored. The hinted area with the required item will always be light blue. Valid colors are: &lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;* White&lt;br /&gt;
* Red&lt;br /&gt;
* Green&lt;br /&gt;
* Blue&lt;br /&gt;
* Light Blue&lt;br /&gt;
* Pink&lt;br /&gt;
* Yellow&lt;br /&gt;
* Black&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Required item definition can include any number of items for each goal. Each item has four keys:&lt;br /&gt;
&lt;br /&gt;
* name - Item name as defined in &amp;lt;code&amp;gt;ItemList.py&amp;lt;/code&amp;gt;&lt;br /&gt;
* quantity - Maximum possible items to complete the goal&lt;br /&gt;
* minimum - Minimum possible items to complete the goal&lt;br /&gt;
* hintable - Whether or not this item can be directly hinted, or only items required to obtain this item. In both cases required items are a possibility for hints.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;quantity&amp;lt;/code&amp;gt; key must be equal to or greater than the &amp;lt;code&amp;gt;minimum&amp;lt;/code&amp;gt; key. The &amp;lt;code&amp;gt;minimum&amp;lt;/code&amp;gt; key cannot be zero. The randomizer will consider a goal valid for hints if the all minimum items are reachable. It will attempt to hint items required for all copies of this item up to the maximum &amp;lt;code&amp;gt;quantity&amp;lt;/code&amp;gt;, but will automatically reduce the &amp;lt;code&amp;gt;quantity&amp;lt;/code&amp;gt; to the maximum reachable copies in beatable only or with a category lock defined.&lt;br /&gt;
&lt;br /&gt;
Required items for goals must be major items. Rupees and heart containers are not major items and will cause the goal to always be unobtainable and thus unhintable.&lt;br /&gt;
&lt;br /&gt;
==== Example Plando ====&lt;br /&gt;
&lt;br /&gt;
The attached plando&lt;br /&gt;
&lt;br /&gt;
* Requires a “random”-type location hint for the location containing Lens of Truth&lt;br /&gt;
* Adds shooting the sun in Lake Hylia as an always hint with custom text&lt;br /&gt;
* Removes Frog Ocarina Game and 40 Skulls as always hints&lt;br /&gt;
* Keeps other “conditional” always hints from Standard weekly settings, including Skull Mask&lt;br /&gt;
* Adds the location with Zelda’s Lullaby as an always hint&lt;br /&gt;
* Removes all other song locations from way of the hero and sometimes hint types&lt;br /&gt;
* Forces Rutos Letter to be considered foolish, and places it outside Ganon’s Castle to verify&lt;br /&gt;
* Excludes Biggoron Sword from foolish hints, and places it in the Haunted Wasteland to verify&lt;br /&gt;
&lt;br /&gt;
and applies a custom hint distribution as follows:&lt;br /&gt;
&lt;br /&gt;
====== Fixed Hints ======&lt;br /&gt;
&lt;br /&gt;
(in order) &lt;br /&gt;
* Always and Trials hints at 2 stones/hint &lt;br /&gt;
* 1 Named Item hint for Lens of Truth at 2 stones/hint (as required by &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt;) &lt;br /&gt;
* 3 Way of the Hero hints at 2 stones/hint &lt;br /&gt;
* 2 Foolish hints at 1 stone/hint &lt;br /&gt;
* 4 Entrance hints at 2 stones/hint &lt;br /&gt;
* 5 Sometimes hints at 1 stone/hint&lt;br /&gt;
&lt;br /&gt;
====== Weighted Hints ======&lt;br /&gt;
&lt;br /&gt;
On weekly settings, this is 27-29 gossip stones filled, depending on if Zelda’s Lullaby is on Ocarina of Time. The remaining 11-13 stones draw hints from weighted hint types as follows:&lt;br /&gt;
&lt;br /&gt;
* Random (0.5 weight, 2 stones/hint)&lt;br /&gt;
* Item (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Song (2.0 weight, 2 stones/hint)&lt;br /&gt;
* Overworld (3.0 weight, 2 stones/hint)&lt;br /&gt;
* Dungeon (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Junk (0.5 weight, 1 stone/hint)&lt;br /&gt;
&lt;br /&gt;
At least 1 junk hint will be added due to the odd number of remaining stones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
  &amp;amp;quot;settings&amp;amp;quot;:            {&lt;br /&gt;
    &amp;amp;quot;item_hints&amp;amp;quot;: [&lt;br /&gt;
      &amp;amp;quot;Lens of Truth&amp;amp;quot;&lt;br /&gt;
    ],&lt;br /&gt;
    &amp;amp;quot;hint_dist_user&amp;amp;quot;: {&lt;br /&gt;
      &amp;amp;quot;name&amp;amp;quot;:                  &amp;amp;quot;custom&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;gui_name&amp;amp;quot;:              &amp;amp;quot;Plando Test Hint Distribution&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;description&amp;amp;quot;:           &amp;amp;quot;for debugging&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;add_locations&amp;amp;quot;:         [&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;LH Sun&amp;amp;quot;,                  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;], &amp;amp;quot;text&amp;amp;quot;: &amp;amp;quot;those who #blot out the sun# will find&amp;amp;quot; },&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Deku Theater Skull Mask&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;remove_locations&amp;amp;quot;:      [&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;ZR Frogs Ocarina Game&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Kak 40 Gold Skulltula Reward&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;add_items&amp;amp;quot;:             [&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Zeldas Lullaby&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Rutos Letter&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;barren&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;remove_items&amp;amp;quot;:          [&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Eponas Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Sarias Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Suns Song&amp;amp;quot;,          &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Time&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Storms&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Minuet of Forest&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Bolero of Fire&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Serenade of Water&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Requiem of Spirit&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Nocturne of Shadow&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Prelude of Light&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Biggoron Sword&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;barren&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;dungeons_woth_limit&amp;amp;quot;:   2,&lt;br /&gt;
      &amp;amp;quot;dungeons_barren_limit&amp;amp;quot;: 1,&lt;br /&gt;
      &amp;amp;quot;named_items_required&amp;amp;quot;:  &amp;amp;quot;True&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;distribution&amp;amp;quot;:          {&lt;br /&gt;
          &amp;amp;quot;trial&amp;amp;quot;:      {&amp;amp;quot;order&amp;amp;quot;:  1, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;always&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  2, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;woth&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  3, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   3, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;barren&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  4, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   2, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;entrance&amp;amp;quot;:   {&amp;amp;quot;order&amp;amp;quot;:  5, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   4, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;sometimes&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  6, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   5, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;random&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  7, &amp;amp;quot;weight&amp;amp;quot;: 0.5, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;item&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  8, &amp;amp;quot;weight&amp;amp;quot;: 1.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;song&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  9, &amp;amp;quot;weight&amp;amp;quot;: 2.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;overworld&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;: 10, &amp;amp;quot;weight&amp;amp;quot;: 3.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;dungeon&amp;amp;quot;:    {&amp;amp;quot;order&amp;amp;quot;: 11, &amp;amp;quot;weight&amp;amp;quot;: 1.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;junk&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;: 12, &amp;amp;quot;weight&amp;amp;quot;: 0.5, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;named-item&amp;amp;quot;: {&amp;amp;quot;order&amp;amp;quot;: 13, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2}&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  },&lt;br /&gt;
  &amp;amp;quot;randomized_settings&amp;amp;quot;: {},&lt;br /&gt;
  &amp;amp;quot;starting_items&amp;amp;quot;:      {},&lt;br /&gt;
  &amp;amp;quot;item_pool&amp;amp;quot;:           {},&lt;br /&gt;
  &amp;amp;quot;entrances&amp;amp;quot;:           {},&lt;br /&gt;
  &amp;amp;quot;locations&amp;amp;quot;:           {&lt;br /&gt;
      &amp;amp;quot;OGC Great Fairy Reward&amp;amp;quot;: &amp;amp;quot;Rutos Letter&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;Wasteland Chest&amp;amp;quot;: &amp;amp;quot;Biggoron Sword&amp;amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== Item Hints for Bingo ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando setting contains a list of items as named in ItemList.py to be added as “random” location hints. This is outside of the hint distribution setting. Built-in hint distributions assume copies per hint is the same as the sometimes category equivalent of the original distribution. The &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; hint distribution key controls if named item hints are treated as always hints. In contrast to always hints, an error will be thrown if any required named item hint cannot be placed.&lt;br /&gt;
&lt;br /&gt;
Plando or third party hint distribution files can specify fixed or weighted &amp;lt;code&amp;gt;named-item&amp;lt;/code&amp;gt; group hints if &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; is false.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; provides similar functionality to the &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando key if an item is added to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; group. The reason for duplication of this feature is to provide an easier interface for Bingo races desiring hinted tile goals without building a whole hint distribution from scratch.&lt;br /&gt;
&lt;br /&gt;
===== Example Bingo Plando =====&lt;br /&gt;
&lt;br /&gt;
The example plando below:&lt;br /&gt;
&lt;br /&gt;
* Requires two separate strength upgrades to be hinted&lt;br /&gt;
* Requires Lens of Truth to be hinted&lt;br /&gt;
* Modifies the item pool to contain 3 empty bottles, one of which will be hinted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;amp;quot;settings&amp;amp;quot;: {&lt;br /&gt;
      &amp;amp;quot;item_hints&amp;amp;quot;: [&lt;br /&gt;
            &amp;amp;quot;Progressive Strength Upgrade&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Progressive Strength Upgrade&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Lens of Truth&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Bottle&amp;amp;quot;&lt;br /&gt;
        ]&lt;br /&gt;
    },&lt;br /&gt;
    &amp;amp;quot;randomized_settings&amp;amp;quot;: {},&lt;br /&gt;
    &amp;amp;quot;starting_items&amp;amp;quot;:      {},&lt;br /&gt;
    &amp;amp;quot;item_pool&amp;amp;quot;:           {&lt;br /&gt;
        &amp;amp;quot;Bottle&amp;amp;quot;: 3&lt;br /&gt;
    },&lt;br /&gt;
    &amp;amp;quot;entrances&amp;amp;quot;:           {},&lt;br /&gt;
    &amp;amp;quot;locations&amp;amp;quot;:           {}&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gossip Stones ===&lt;br /&gt;
This dictionary is just evil. It lets you replace the Gossip Stone text with any text you wish. Unlike normal randomizer, this text can lie and mislead the player. It is recommended that you use it more for inside jokes, or different types of hints than you&#039;d normally get using the randomizer to keep the plandomizer fun for the player. Gossip stones set here will not be taken into consideration for hints by logic.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the Gossip Stone. The definition is a dictionary with the term &amp;lt;var&amp;gt;text&amp;lt;/var&amp;gt;.&lt;br /&gt;
* Multiple text boxes can be assigned to a single gossip stone by separating the strings with &amp;lt;kbd&amp;gt;^&amp;lt;/kbd&amp;gt;. However, this is not strictly required as the randomizer will automatically break up strings that are too long for a single text box.&lt;br /&gt;
* Any text you surround with &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; can also be colored. If you wish to do this add another term to the inner dictionary with the term &amp;lt;var&amp;gt;colors&amp;lt;/var&amp;gt; and set it to a list containing strings of the colors you wish to use. You can have multiple groups of text surrounded by &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; and each one can be a different color.&lt;br /&gt;
&lt;br /&gt;
==== Valid Colors ====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;White&lt;br /&gt;
Red&lt;br /&gt;
Green&lt;br /&gt;
Blue&lt;br /&gt;
Light Blue&lt;br /&gt;
Pink&lt;br /&gt;
Yellow&lt;br /&gt;
Black&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Special Characters ====&lt;br /&gt;
You can also use some special characters within your hints. In terms of normal characters, you can use within your hint text the following just by putting them within the string as usual: À, Á, Â, Ä, Ç, È, É, Ê, Ë, Ï, Ô, Ö, Ù, Û, Ü, the lowercase versions of all previous characters, and ß.&lt;br /&gt;
&lt;br /&gt;
You can also specify codes for special, in-game button characters using Unicode values. Reference the following table for the value for each button character, and then it can be specified within your hint text with \u00xx, where xx is the value from the table. For example, the A button has a value of 9F, so it would be printed using \u009F within your hint. [https://i.imgur.com/sfbnKF6.png Here] you can see what these characters look like in-game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Code || 9F || A0 || A1 || A2 || A3 || A4 || A5 || A6 || A7 || A8 || A9 || AA&lt;br /&gt;
|-&lt;br /&gt;
| Button Displayed || A || B || C || L || R || Z || C-up || C-down || C-left || C-right || Down arrow || Joystick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sound Effects ====&lt;br /&gt;
Each text box can be equipped with a sound effect. The full list of sound effect IDs can be found at [https://wiki.cloudmodding.com/oot/Sound_Effect_Ids on CloudModding], but it takes a little bit of work to convert them to the correct format. Sound effects are designated by &amp;lt;kbd&amp;gt;${12 x8 yy}&amp;lt;/kbd&amp;gt;, where x is the &amp;quot;Bank&amp;quot; as indicated on CloudModding and yy is the sound number within the bank. The &amp;lt;kbd&amp;gt;8&amp;lt;/kbd&amp;gt; will be swapped for &amp;lt;kbd&amp;gt;9&amp;lt;/kbd&amp;gt; if the sound number is greater than FF (i.e. it has 3 characters on CloudModding).&lt;br /&gt;
&lt;br /&gt;
Please note that only one sound effect will play per gossip stone, but it will play on whichever text box &amp;lt;kbd&amp;gt;${12 x8 yy}&amp;lt;/kbd&amp;gt; is placed in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: Looping sounds will not stop until Link leaves the area or dies, so it&#039;s recommended to avoid these sounds.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Just white text&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;It&#039;s hot in here!&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored text&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;They say #Luigi# was put in this game instead of Super #Mario# 64&amp;quot;,&lt;br /&gt;
        &amp;quot;colors&amp;quot;: [&amp;quot;Green&amp;quot;, &amp;quot;Red&amp;quot;]&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helpful Tutorial Message&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF (Outside Storms)&amp;quot;: { &amp;quot;text&amp;quot;: &amp;quot;To target, press \u00A4&amp;quot; }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appreciation&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF (Deku Tree Right)&amp;quot;: { &amp;quot;text&amp;quot;: &amp;quot;Dampé is a pretty cool guy.&amp;quot; }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sound Effects Added&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;ToT (Left)&amp;quot;: { &amp;quot;text&amp;quot;: &amp;quot;The time is ${1F}.^${12 28 df}The cow goes moo.&amp;quot; },&lt;br /&gt;
    &amp;quot;ToT (Left-Center)&amp;quot;: { &amp;quot;text&amp;quot;: &amp;quot;${12 39 C7}Ganondorf laughs maniacally.&amp;quot; }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cosmetics and Sounds ===&lt;br /&gt;
&lt;br /&gt;
As of version 6.0 users can select both their cosmetics and sounds with a cosmetics plandomizer file. Just like how the spoiler log syntax is used to create a plandomizer file for locations, entrances, etcetera, the cosmetics log syntax is used to create a cosmetics plandomizer file. &#039;&#039;&#039;This plandomizer file has to be inserted separately&#039;&#039;&#039;, because cosmetics and sounds are typically (re-)applied after the patching process. Make sure that the file is saved as a &amp;lt;kbd&amp;gt;.json&amp;lt;/kbd&amp;gt; file. To insert a cosmetics plando, toggle &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Cosmetics Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; tab and insert it in the field that will appear below. Note; if you also toggled &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, then there will be two fields.&lt;br /&gt;
&lt;br /&gt;
[[File:Cosmeticsplandoweb.png|700px]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmetics ====&lt;br /&gt;
&#039;&#039;Note: Custom cosmetics colors can be chosen through the GUI as well, so it is not needed to specify these in the plandomizer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two ways in which you can plandomize cosmetics. The first is to specify colors through hex values. This gives you the freedom to select any color in the color spectrum for any of the cosmetics options. The second method is to use presets built into the randomizer. These are the options found in the dropdown bars in the GUI and include options such as &amp;quot;Kokiri Green&amp;quot;, &amp;quot;Random Choice&amp;quot; and &amp;quot;Magenta&amp;quot;. Keep in mind that each cosmetic option has its own set of preset colors and that they can&#039;t be used interchangeably. For example, tunics have the preset color &amp;quot;Majora Purple&amp;quot;, but gauntlets do not, so that color cannot be set for gauntlets unless you specify hex values. Because of this limitation it is recommended that users specify hex values. [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Colors.py The hex values associated with the preset colors can be found here]. The correct formatting for the plandomizer file is to take the three double-character codes that follow an &amp;quot;x&amp;quot; and put them next to each other in the order in which they appear, preceded by a &amp;quot;#&amp;quot;. For example the hex value for &amp;quot;Kokiri Green&amp;quot; in the correct format is &amp;lt;code&amp;gt;#1E691B&amp;lt;/code&amp;gt;. It&#039;s case-insensitive and the order matters.&lt;br /&gt;
&lt;br /&gt;
Some cosmetics can be made to cycle through the colors of the rainbow. This cannot be done with hex values and must be specified using the &amp;quot;Rainbow&amp;quot; preset. This is currently only supported for Navi, Bombchu trail, Boomerang trail and Sword trail cosmetics.&lt;br /&gt;
&lt;br /&gt;
The sword trail duration option is unique in that you don&#039;t specify a string but an integer. This integer denotes for how many frames the sword trail will linger with the presets being &amp;quot;Default&amp;quot; (= 4), &amp;quot;Long&amp;quot; (= 10), &amp;quot;Very Long&amp;quot; (= 15) and &amp;quot;Lightsaber&amp;quot; (= 20). Normal gameplay is 20 frames per second, so &amp;quot;Lightsaber&amp;quot; will leave a trail for roughly 1 second. This integer can be set higher than 20, but you can expect lag if the number is set extremely high. &lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set the tunic colors using hex values&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;#ffffff&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;#1E691B&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;#AAaaAA&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set tunic colors using built-in color options&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;Goron Red&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;Majora Purple&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;Completely Random&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set rainbow sword trail with a duration of 1 second&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sword_trail_color_inner&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_color_outer&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_duration&amp;quot;:        20&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sounds ====&lt;br /&gt;
&lt;br /&gt;
To set sound effects, choose the sound you want to use as the value (right column) and the event when it plays as the key (left column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Sounds.py A list of sounds effects can be found here] (use the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column). Valid strings for the plandomizer file are found in the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column. For vanilla sound effects choose &amp;lt;code&amp;gt;default&amp;lt;/code&amp;gt;, except for &amp;lt;samp&amp;gt;sfx_low_hp&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;sfx_ocarina&amp;lt;/samp&amp;gt; where the vanilla sounds are called &amp;lt;code&amp;gt;soft-beep&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ocarina&amp;lt;/code&amp;gt; respectively. &amp;lt;samp&amp;gt;completely-random&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-ear-safe&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-choice&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;none&amp;lt;/samp&amp;gt; are also valid choices.&lt;br /&gt;
&lt;br /&gt;
To set background music, choose the location where you want the music to be played as the key (left column) and the music that will be played as the corresponding value (right column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Music.py A list of valid strings can be found here]. Note that these strings are valid both as key and value. Use &amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt; for no background music.&lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set sound effects&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sfx_low_hp&amp;quot;:                  &amp;quot;soft-beep&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_overworld&amp;quot;:          &amp;quot;bow-twang&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_enemy&amp;quot;:              &amp;quot;navi-hey&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_cursor&amp;quot;:             &amp;quot;ruto-wiggle&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_select&amp;quot;:             &amp;quot;talon-snore&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_horse_neigh&amp;quot;:             &amp;quot;default&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_nightfall&amp;quot;:               &amp;quot;completely-random&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_hover_boots&amp;quot;:             &amp;quot;child-owo&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_ocarina&amp;quot;:                 &amp;quot;malon&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set background music&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;bgm&amp;quot;:         {&lt;br /&gt;
    &amp;quot;Hyrule Field&amp;quot;:         &amp;quot;None&amp;quot;, &lt;br /&gt;
    &amp;quot;Temple of Time&amp;quot;:       &amp;quot;Shop&amp;quot;,&lt;br /&gt;
    &amp;quot;Gerudo Valley&amp;quot;:        &amp;quot;Ingo Theme&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also possible to plando [https://wiki.ootrandomizer.com/index.php?title=Readme#Custom_Music_and_Fanfares custom music]. In this case what you insert as the track name is whatever is on the first line of the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;.meta&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; file (open with any text editor). If this is done incorrectly, then the randomizer will skip it and not output an error message. This means that some other track will be placed there instead without your knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Plando Exclusive Features ===&lt;br /&gt;
As of v6.1 there is a setting that can only be changed through the use of Plandomizer. &lt;br /&gt;
&lt;br /&gt;
==== Light Arrows Cutscene Condition ====&lt;br /&gt;
&lt;br /&gt;
This is a setting that determines what the condition is for triggering the Light Arrows Cutscene (LACS) event. This was originally made a setting so that Ganon&#039;s Boss Key could be placed here with the condition being, for example, a certain number of dungeon rewards. This would allow players to have the Rainbow Bridge open from the start for early access to Ganon&#039;s Castle while still locking Ganondorf behind a certain condition. Now that Ganon&#039;s Boss Key can be given to the player anywhere, this setting is no longer needed and was made to be Plando-only rather than removed completely.&lt;br /&gt;
&lt;br /&gt;
To use this setting, add the following to the settings dictionary of the Plando file&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;lacs_condition&amp;quot;:                            &amp;quot;X&amp;quot;,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
where valid settings for &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; are &amp;lt;code&amp;gt;Stones&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Medallions&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Dungeons&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Tokens&amp;lt;/code&amp;gt;. If you wish for the LACS condition to remain vanilla, then simply don&#039;t add anything to your Plando file as vanilla is the default setting. Finally, you&#039;ll want to add the following line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;lacs_stones/medallions/dungeons/tokens&amp;quot;:    Y,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
where &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt; is a number (note the lack of quotation marks) and where you should choose &amp;lt;code&amp;gt;lacs_medallions/stones/dungeons/tokens&amp;lt;/code&amp;gt; as appropriate (so &amp;lt;code&amp;gt;lacs_stones&amp;lt;/code&amp;gt; if you picked Spiritual Stones as your condition, &amp;lt;code&amp;gt;lacs_medallions&amp;lt;/code&amp;gt; if you picked Medallions etc.). Keep in mind that the last line of the settings dictionary should &#039;&#039;&#039;not&#039;&#039;&#039; have a comma at the end, so remove it if appropriate.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set the LACS condition to be 69 Gold Skulltula Tokens&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;lacs_condition&amp;quot;:                            &amp;quot;Tokens&amp;quot;,&lt;br /&gt;
&amp;quot;lacs_tokens&amp;quot;:                               69&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common Errors ==&lt;br /&gt;
You&#039;re very likely to run into many errors while trying to make a plandomizer. These explanations should help you with some of the more cryptic ones. You can also narrow down the source of the error code by running small sections of the original plandomizer at a time until you get the error message.&lt;br /&gt;
&lt;br /&gt;
=== Not A Valid JSON Format ===&lt;br /&gt;
[https://wiki.ootrandomizer.com/index.php?title=Plandomizer#The_Most_Common_Format.2FSyntax_Issue See this section]&lt;br /&gt;
&lt;br /&gt;
=== Game Unbeatable ===&lt;br /&gt;
The randomizer generator could not place items following your defined settings. You&#039;ve created a situation that is not logically possible to complete. &lt;br /&gt;
&lt;br /&gt;
Sometimes this is just bad luck and you have to try generating again, but if you continuously get the same exact error messages over and over, you most likely need to modify your settings or where items are placed in the world. Think carefully about what logical problems your settings and item placements might have. Refer to the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/master/data/World Release logic files] or the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/Dev/data/World Dev logic files] depending on which one you are using to try to help find any you have forgotten.&lt;br /&gt;
&lt;br /&gt;
Of course you can always come to the [https://discord.com/channels/274180765816848384/802659695323250729 #plando-support] channel on the Discord to ask for help if you&#039;re feeling stuck. We can usually point you in the right direction or find the exact issue causing the error.&lt;br /&gt;
&lt;br /&gt;
=== Cannot Choose From An Empty Sequence ===&lt;br /&gt;
&lt;br /&gt;
This means that an item in your &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt; dictionary was not spelled correctly (e.g. &amp;lt;samp&amp;gt;Light Arrow&amp;lt;/samp&amp;gt; instead of &amp;lt;samp&amp;gt;Light Arrows&amp;lt;/samp&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== My Plandomized Track Is Not Playing ===&lt;br /&gt;
&lt;br /&gt;
Make sure that there are no spelling errors. If you&#039;re using custom music, then make sure that you are using the track name that is inside the &amp;lt;code&amp;gt;.meta&amp;lt;/code&amp;gt; file.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=2279</id>
		<title>Dolphin</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=2279"/>
		<updated>2021-10-12T16:13:51Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Add info on how to manually adjust sensitivity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dolphin is a popular emulator for both Gamecube and Wii games, but it can also be used to play Ocarina of Time Randomizer on thru the Wii&#039;s Virtual Console mode. Dolphin is very good at emulating Wii VC and only suffers from potential slight additional lag in certain areas (such as Market as child), which can be mitigated using settings discussed below. &lt;br /&gt;
&lt;br /&gt;
While Dolphin will be used as a Wii emulator, it is actually much simpler than setting up a Wii. There is no need to softmod, move data onto an SD card, or install a WAD. That being said, there are some steps that need to be taken first.&lt;br /&gt;
&lt;br /&gt;
== First Time Dolphin User Set Up ==&lt;br /&gt;
&lt;br /&gt;
[https://dolphin-emu.org/download/ Download the latest beta release of Dolphin.] Like other emulators, you will need the latest beta release of Dolphin rather than the latest stable release. Note that, by default, Dolphin will check for a new beta release monthly and auto-update. You will need a version specific to the operating system you use, see below for details.&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
Once Dolphin is downloaded, extract the zip and open Dolphin.exe. You should see something like this (except that, if this is your first time, your games list will be empty):&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinHome.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Note the buttons within the red box, these will be used in the upcoming steps. The first thing you will want to do is create a game directory. Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Paths&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Add...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select the directory in which you would like your games to be placed. You can even have multiple game directories, if you wish. This will then cause any .iso or .wad files in your selected directory to show up in the home menu, as seen above.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinPaths.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
=== Mac OS ===&lt;br /&gt;
&lt;br /&gt;
On the Dolphin page, download the latest MacOS Intel version and drag to Application folder per normal installation.&lt;br /&gt;
&lt;br /&gt;
[[File:MacDownloadPage.png|Mac Download Page]]&lt;br /&gt;
&lt;br /&gt;
The Disk Image (DMG) will include Dolphin and the Dolphin Updater.&lt;br /&gt;
&lt;br /&gt;
[[File:DMG.png|Mac OS Dolphin DMG]]&lt;br /&gt;
&lt;br /&gt;
Similar to the Windows setup, create a filepath directory to where the WAD will be located.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinMacEmu.png|Dolphin main screen]]&lt;br /&gt;
&amp;lt;!-- For setting up controllers, you may use either USB or BlueTooth enabled devices. In the controller setup screen, configure your specific setup and map the button inputs. Virtual notches can be configured in this screen as well. &lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlerConfig.png|Controller Configuration screen]]--&amp;gt;&lt;br /&gt;
=== Controller Configuration ===&lt;br /&gt;
&lt;br /&gt;
Click on &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controllers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the home page. Controllers can be setup either as &amp;quot;GameCube Controllers&amp;quot;, or as &amp;quot;Wii Remotes&amp;quot;. For the purpose of the randomizer your controller will need to be configured as a &amp;quot;GameCube Controller&amp;quot; (even if it is, say, an Xbox controller). Under Gamecube controllers, click &amp;lt;samp&amp;gt;Configure&amp;lt;/samp&amp;gt; next to Port 1.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlConfig1.png|275px|DolphinControlConfig1.png]]&lt;br /&gt;
&lt;br /&gt;
If you are using a Gamecube Controller with a Wii U Adapter by either Nintendo or Mayflash (Wii U mode), then your controller should be detected and configured automatically and the new window that opens will simply ask you to enable/disable the Rumble Pak.&lt;br /&gt;
&lt;br /&gt;
[[File:Gcnadapter.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
For reference, these are the default controller mappings Dolphin will use. Keep in mind that if you&#039;ve used the webpatcher, or gzinjectgui with the right configuration, that D-pad left/right/down will be overwritten to properly work with boots/ocarina on D-pad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gamecube Controls.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
If you are using any other controller, or if you&#039;re using a Gamecube adapter in PC mode, then you will need to configure the controller yourself. Note that, even if you have a controller with analog triggers, you must set &amp;lt;samp&amp;gt;L&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R&amp;lt;/samp&amp;gt; for the buttons to work properly, not just &amp;lt;samp&amp;gt;L-Analog&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R-Analog&amp;lt;/samp&amp;gt;. Below shows a sample controller config with an Xbox controller.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlConfig2.png|725px|DolphinControlConfig2.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlerConfig.png|Controller Configuration screen]]&lt;br /&gt;
&lt;br /&gt;
If you find the sensitivity is not to your liking even after calibrating, you can right click the gray box for each direction on the joystick and adjust the range. Lower range is lower sensitivity. Note you must set the range for each direction individually.&lt;br /&gt;
&lt;br /&gt;
== Randomizer Dolphin Set Up ==&lt;br /&gt;
&lt;br /&gt;
So, now you have either just finished setting up Dolphin for the first time, or are an experienced Dolphin user. There are a few more settings that must be set to certain values to properly play the randomizer.&lt;br /&gt;
&lt;br /&gt;
First, under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; make sure that &amp;lt;samp&amp;gt;Allow Mismatched Region Settings&amp;lt;/samp&amp;gt; is unchecked and &amp;lt;samp&amp;gt;Fallback Region&amp;lt;/samp&amp;gt; is set to &amp;lt;samp&amp;gt;NTSC-J&amp;lt;/samp&amp;gt;. This ensures that you don&#039;t get a PAL frame rate.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinRegion.png|350px|DolphinRegion.png]]&lt;br /&gt;
&lt;br /&gt;
Next, close the window and under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Graphics Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hacks&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, ensure that &amp;lt;samp&amp;gt;Store EFB Copies to Texture Only&amp;lt;/samp&amp;gt; is unchecked. This fixes the black pause screens&lt;br /&gt;
&lt;br /&gt;
[[File:EFBImage.png|Setting for EFB]]&lt;br /&gt;
&lt;br /&gt;
=== Enable FPS Display ===&lt;br /&gt;
&lt;br /&gt;
Under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Graphics Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, check the box which says &amp;lt;samp&amp;gt;Show FPS&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Starting a Seed ==&lt;br /&gt;
&lt;br /&gt;
This is the only part of setting up Dolphin which is similar to the set up for Wii VC. [https://wiki.ootrandomizer.com/index.php?title=Wii_Virtual_Console#Generating_a_Seed Refer to the &amp;quot;Generating a Seed&amp;quot; section on the Wii VC page for how to generate a WAD.]&lt;br /&gt;
&lt;br /&gt;
After generating the WAD, place it in your game directory. It should appear in your home menu. Double-clicking the seed should then launch it the same way any other .iso is launched from Dolphin, no NAND installation or Wii channel required. If there is already an in-game save file present, delete it before starting the new seed.&lt;br /&gt;
&lt;br /&gt;
== After Finishing a Seed ==&lt;br /&gt;
&lt;br /&gt;
Since all OoTR WADs use the same internal ID, Dolphin will consider them all the same game, meaning saves will carry over between seeds. You&#039;ll just need to delete the old save data to make room for a new save.&lt;br /&gt;
&lt;br /&gt;
== Optional Settings ==&lt;br /&gt;
&lt;br /&gt;
=== Recommended Baseline Settings ===&lt;br /&gt;
&lt;br /&gt;
If you are experiencing lag, these are optional settings to change from default.&lt;br /&gt;
&lt;br /&gt;
First go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Graphics Settings&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, and then in the &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt; tab change the &amp;lt;samp&amp;gt;Backend&amp;lt;/samp&amp;gt; from &amp;lt;samp&amp;gt;OpenGL&amp;lt;/samp&amp;gt; to &amp;lt;samp&amp;gt;Vulcan&amp;lt;/samp&amp;gt; if you are on Windows. Dolphin recommends switching this driver as there may or may not be performance driven issues using OpenGL and its compatibility: [https://dolphin-emu.org/docs/guides/performance-guide/ Dolphin Performance Page]&lt;br /&gt;
&lt;br /&gt;
[[File:VideoDriver.png|Video Driver Screen]]&lt;br /&gt;
&lt;br /&gt;
Second, there are optional graphics settings enabled for more frame rate heavy games which are not required for Ocarina of Time. Below are some settings to verify if you are experiencing lag and what to uncheck.&lt;br /&gt;
&lt;br /&gt;
[[File:VulcanGraphicsConfigEnhancements.png|Under the Enhancements tab]]&lt;br /&gt;
&lt;br /&gt;
[[File:VulcanGraphicsConfigAdvanced.png|Advanced Tab]]&lt;br /&gt;
&lt;br /&gt;
=== Graphical Enhancements ===&lt;br /&gt;
&lt;br /&gt;
Depending on the power of your computer, you may want to enable some graphics enhancements. If your computer can handle it as it makes games look much nicer. Back on the home page, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Graphics Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Enhancements&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. There is no exact guide for what to do here, mouse over each individual component to see what it does. If your computer is powerful enough, you can probably enable most things without worrying about it. Otherwise, you may have to do some trial and error to figure out what your computer can handle. &amp;lt;samp&amp;gt;Per-Pixel Lighting&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;Anti-Aliasing&amp;lt;/samp&amp;gt; above 4x are particularly demanding. &amp;lt;samp&amp;gt;Post-Processing Effects&amp;lt;/samp&amp;gt; are mostly gimmicks.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnhancements.png|350px|DolphinEnhancements.png]]&lt;br /&gt;
&lt;br /&gt;
=== Aspect Ratio ===&lt;br /&gt;
&lt;br /&gt;
Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Graphics Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Aspect Ratio&amp;lt;/samp&amp;gt; &amp;lt;/kbd&amp;gt;, and select whatever you prefer. Note that if you update Dolphin, this setting may return to its default state of 16x9.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinAspect.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
These are common issues with running Dolphin. If you are having issues, try any of these that seem like they may help. If you continue to have problems running the randomizer in Dolphin, please come to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;#setup-support&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on [https://discord.gg/q6m6kzK our Discord].&lt;br /&gt;
&lt;br /&gt;
=== MacOS will not open Dolphin ===&lt;br /&gt;
&lt;br /&gt;
Some security settings may affect whether the application has privledges to write to a file directory. This can be overridden by giving permission to Dolphin to write to Finder. Open Terminal and in the command line copy these two commands and run them in one after the other:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;samp&amp;gt;sudo xattr -r -d com.apple.quarantine /path/to/Dolphin.app&amp;lt;/samp&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;samp&amp;gt;sudo xattr -r -d com.apple.quarantine /path/to/DolphinUpdater.app&amp;lt;/samp&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change where it says path to your path directory location before running the command. You can copy the path by right clicking Dolphin.app with &amp;lt;samp&amp;gt;Opt key&amp;lt;/samp&amp;gt; held and click &amp;lt;samp&amp;gt;Copy Path Name&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
After running the commands, Dolphin should reopen normally.&lt;br /&gt;
&lt;br /&gt;
=== Performance may be poor message on startup ===&lt;br /&gt;
&lt;br /&gt;
When starting the emulator, yellow text may appear which says &amp;quot;Performance may be poor&amp;quot;. This only occurs on older computers or computers with specifications lower than Dolphin recommends. Refer to the previous section on Optional Settings to decrease Graphical Enhancements and change Video Driver. Actual gameplay may not be affected, however you may experience some lag.&lt;br /&gt;
&lt;br /&gt;
[[File:PerformanceMayBePoor.png|Performance may be poor]]&lt;br /&gt;
&lt;br /&gt;
=== The Game is Running Slowly/Less than 20 FPS ===&lt;br /&gt;
&lt;br /&gt;
The first thing you need to do in this case is look to the top left of your emulation window. There it should display both FPS and VPS. FPS is the framerate of the game you&#039;re running, while VPS is the framerate of Dolphin&#039;s output. Based on the VPS value, continue to one of the following subsections.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinVPS.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
==== VPS is less than 60 and unstable ====&lt;br /&gt;
&lt;br /&gt;
If this is the case, your computer can not handle the current emulation, you should turn down some of [https://wiki.ootrandomizer.com/index.php?title=Dolphin#Graphical_Enhancements your graphical enhancements].&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 50 ====&lt;br /&gt;
&lt;br /&gt;
There is likely some issue with the region being stuck at PAL, ensure you took the proper steps regarding the region in [https://wiki.ootrandomizer.com/index.php?title=Dolphin#Randomizer_Dolphin_Set_Up Randomizer Dolphin Set Up].&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 60 ====&lt;br /&gt;
&lt;br /&gt;
This one is much trickier, as this implies that, as far as the emulator is concerned, the game is running at full frame rate. &#039;&#039;&#039;This should be a last resort&#039;&#039;&#039;, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Clock Override&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, checking &amp;lt;samp&amp;gt;Enable Emulated CPU Clock Override&amp;lt;/samp&amp;gt;, and setting the slider to 200% (or whatever number seems to work for you). &#039;&#039;&#039;&amp;lt;span&amp;gt;This is not allowed for racing.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinOverclock.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
=== The Wii Home Menu Randomly Pops Up ===&lt;br /&gt;
&lt;br /&gt;
Click on &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controllers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the home page and then either untick &amp;lt;samp&amp;gt;Background Input&amp;lt;/samp&amp;gt; (your controller inputs will still be registered with this setting unticked even when the window is unfocused), or change the &amp;lt;samp&amp;gt;HOME&amp;lt;/samp&amp;gt; binding of &amp;lt;samp&amp;gt;Wii Remote 1&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== GFX FIFO Unknown Opcode on Resetting ===&lt;br /&gt;
&lt;br /&gt;
This is a known bug with resetting VC on Dolphin. You can click OK on both dialogs that pop up and then won&#039;t have to worry about it again until you restart Dolphin itself. You can also go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Configuration&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Interface&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and disable &amp;lt;samp&amp;gt;Use Panic Handlers&amp;lt;/samp&amp;gt; to always ignore it.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Multiworld&amp;diff=2230</id>
		<title>Multiworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Multiworld&amp;diff=2230"/>
		<updated>2021-09-24T18:34:34Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Add info about a cause for unprotected call error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The aim of this page is to help the reader set up [[Bizhawk]] for Multiworld. Multiworld is a co-op mod for the OoT Randomizer. Players have their own inventory and their own world. Also, player-specific items are mixed between the worlds. For example, if you obtain an item in your world, it could either stay with you or get sent to another player. Everyone participating will be playing different intermingled seeds.&lt;br /&gt;
&lt;br /&gt;
As an example, there could be a scenario where Player 1 can only advance in their own world based on something Player 2 does. Once Player 2 finds the Megaton Hammer belonging to Player 1, Player 1 will automatically receive it. Every world is linked together. &lt;br /&gt;
&lt;br /&gt;
In order to link everyone&#039;s worlds together, players need to make use of &amp;quot;lua scripts&amp;quot;. As written, these are only compatible with Bizhawk, however the ModLoader64 devs have made a copy which is compatible with ModLoader64. ([https://discord.gg/mWDztG For assistance with ModLoader64, please join their Discord].) Support for other emulators, as well as console support, is planned for future releases.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|4}}&lt;br /&gt;
&lt;br /&gt;
== Generating the Seeds ==&lt;br /&gt;
&lt;br /&gt;
=== Using the Webpatcher ===&lt;br /&gt;
&lt;br /&gt;
Start off by going to the [https://ootrandomizer.com/generator Webpatcher] and set up the settings you want for the seed. On the &amp;lt;code&amp;gt;Rom Options&amp;lt;/code&amp;gt; tab change the &amp;lt;code&amp;gt;Player Count&amp;lt;/code&amp;gt; to however many people will be playing. Once you&#039;re done, generate the seed.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgen.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
After you have generated the seed, share the URL with your partners and have everyone choose a different &amp;lt;code&amp;gt;Player ID&amp;lt;/code&amp;gt;. Then continue patching the rom as you would normally (don&#039;t forget cosmetics and sfx). Each player should have their own Randomizer ROM, with the formula &amp;lt;code&amp;gt;OoT_SeedID_SettingsHash_W0P0&amp;lt;/code&amp;gt; with the W0 and P0 being world count and player ID respectively.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgen2.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
=== Using the Offline Version ===&lt;br /&gt;
&lt;br /&gt;
Generating a ROM using an offline build works a little differently. After choosing the settings you wish to play with, go to the &amp;lt;code&amp;gt;ROM Options&amp;lt;/code&amp;gt; tab and set &amp;lt;code&amp;gt;Generate From Seed&amp;lt;/code&amp;gt;. Choose &amp;lt;code&amp;gt;Patch File&amp;lt;/code&amp;gt; as your &amp;lt;code&amp;gt;Output Type&amp;lt;/code&amp;gt; and change the &amp;lt;code&amp;gt;Player Count&amp;lt;/code&amp;gt; to however many people will be playing. Then hit &amp;lt;code&amp;gt;Generate!&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgendev1.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
Send the patch file (.zpfz) to your partners and have them set &amp;lt;code&amp;gt;Generate From File&amp;lt;/code&amp;gt;. The &amp;lt;code&amp;gt;Output Type&amp;lt;/code&amp;gt; should be &amp;lt;code&amp;gt;Compressed [Stable]&amp;lt;/code&amp;gt; now, and everyone should choose a different &amp;lt;code&amp;gt;Player ID&amp;lt;/code&amp;gt;. Select the patch file and hit &amp;lt;code&amp;gt;Generate!&amp;lt;/code&amp;gt; (don&#039;t forget to set cosmetics and sfx). Each player should have their own Randomizer ROM, with the formula &amp;lt;code&amp;gt;OoT_SeedID_SettingsHash_W0P0&amp;lt;/code&amp;gt; with the W0 and P0 being world count and player ID respectively. &lt;br /&gt;
&lt;br /&gt;
[[File:mwromgendev3.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
Note: if your partners don&#039;t have the offline build they can also patch the rom using the website. Make sure to set &amp;lt;code&amp;gt;Generate From File&amp;lt;/code&amp;gt; and select your patch file (.zpfz).&lt;br /&gt;
&lt;br /&gt;
There are several reasons why someone might want to generate a ROM using an offline build. For example, some builds might have features that are not available on the website build (yet), like [https://github.com/Roman971/OoT-Randomizer additional Entrance Randomizer settings]. Generating from an offline build also lets you play with your own custom patches.&lt;br /&gt;
&lt;br /&gt;
== Installing Multiworld and Bizhawk ==&lt;br /&gt;
&lt;br /&gt;
=== The Recommended Method ===&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;Windows+R&#039;&#039;&#039; to open the &#039;&#039;&#039;Run&#039;&#039;&#039; dialog box, and then type &amp;quot;&#039;&#039;&#039;powershell&#039;&#039;&#039;&amp;quot; in the text box. Once you have your PowerShell window open, copy-paste this in:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;pre&amp;gt;cd $env:userprofile\downloads;&lt;br /&gt;
Set-ExecutionPolicy Bypass -Scope Process -Force;&lt;br /&gt;
[System.Net.ServicePointManager]::SecurityProtocol = [System.Net.ServicePointManager]::SecurityProtocol -bor 3072;&lt;br /&gt;
iex ((New-Object System.Net.WebClient).DownloadString(&#039;https://raw.githubusercontent.com/TestRunnerSRL/bizhawk-co-op/master/bizhawk-co-op.ps1&#039;))&amp;lt;/pre&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From here, the PowerShell is getting you 99% of the way done: it will create a new Bizhawk 2.3 install in your downloads folder and place everything for you. Say &#039;&#039;&#039;yes&#039;&#039;&#039; when PowerShell prompts you to install the &amp;lt;code&amp;gt;bizhawk_prereqs.exe&amp;lt;/code&amp;gt; file. Once PowerShell is done, you can move the Bizhawk 2.3 folder somewhere else if you wish. Afterwards, open up the Bizhawk 2.3 folder it created and launch &amp;lt;code&amp;gt;EmuHawk.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== The Alternate Method ===&lt;br /&gt;
&lt;br /&gt;
==== Download the Custom Bizhawk Installer ====&lt;br /&gt;
&lt;br /&gt;
First, you must download the Multiworld script from [https://github.com/TestRunnerSRL/bizhawk-co-op/archive/master.zip TestRunner&#039;s GitHub page]. When you download this, extract its contents to &#039;&#039;its own folder&#039;&#039; - it will be creating a new Bizhawk install for you to use, so you must keep it separate. &#039;&#039;Note: Whenever there is an update to the Multiworld script, everybody playing must update to the latest version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Running the Custom Bizhawk Installer ====&lt;br /&gt;
&lt;br /&gt;
Once you have the contents extracted to its own folder, locate the &amp;lt;code&amp;gt;bizhawk-co-op.ps1&amp;lt;/code&amp;gt; file. Right Click and select Run with PowerShell.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG1.png|610x149px|Run with PowerShell]]&lt;br /&gt;
&lt;br /&gt;
If Powershell prompts you for permissions, say yes to all. From here, the Powershell is getting you 99% of the way done: it will create a new Bizhawk 2.3 install and place everything for you. Once Powershell is done, open up the Bizhawk 2.3 folder it created and launch &amp;lt;code&amp;gt;EmuHawk.exe&amp;lt;/code&amp;gt;. &#039;&#039;Note: It is recommended you delete everything outside of the Bizhawk 2.3 folder that was created. These files are no longer needed and only add confusion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Powershell Permissions ====&lt;br /&gt;
&lt;br /&gt;
You may need to enable executing Powershell scripts without requiring the script to be digitally signed. Open Powershell from the Start Menu by right clicking it and selecting &amp;quot;Run as Admin&amp;quot;. Click the &amp;quot;Yes&amp;quot; button to allow Powershell to run as Administrator. Type &amp;lt;code&amp;gt;Set-ExecutionPolicy Unrestricted&amp;lt;/code&amp;gt; and press &amp;lt;code&amp;gt;Enter&amp;lt;/code&amp;gt; once, type &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt; then press &amp;lt;code&amp;gt;Enter&amp;lt;/code&amp;gt; again. The Powershell script should now run.&lt;br /&gt;
&lt;br /&gt;
== Configuring Bizhawk for Multiworld ==&lt;br /&gt;
&lt;br /&gt;
=== Bizhawk Settings ===&lt;br /&gt;
&lt;br /&gt;
There are a few things you need to do once you&#039;ve got the emulator running. The very first thing is go to &amp;lt;code&amp;gt;Config -&amp;gt; Customize&amp;lt;/code&amp;gt; and navigate to the Advanced tab. At the bottom, there is an option for Lua Core; select &amp;lt;code&amp;gt;Lua+LuaInterface&amp;lt;/code&amp;gt; and hit OK. While on the Advanced tab, you should also check the box for &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; and set it to a reasonable time, such as 60-180 seconds (keep in mind that setting this too low could increase lag and decrease overall emulator performance). This will allow Bizhawk to write your in-game save to your drive. This is &#039;&#039;&#039;NOT&#039;&#039;&#039; a form of save state - it simply periodically creates/updates a file on your hard drive with your in-game save data, and is wonderful for mitigating the effects of crashes. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;In the event of a crash (or if you open TAStudio by accident) DO NOT RELOAD THE ROM! DO NOT RELOAD THE ROM!&amp;lt;/span&amp;gt;&#039;&#039;&#039; Doing so will overwrite your backups, meaning that your save files will be gone. To recover your save file follow the instructions over [[Multiworld#Help! My emulator crashed!/I accidentally opened TAStudio and got a black screen!|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:bizhawkautosave.png|420x487px|Advanced Customization]]&lt;br /&gt;
&lt;br /&gt;
In the General tab of the Customize menu, tick the boxes for &amp;quot;Accept background input&amp;quot; and &amp;quot;Run in background&amp;quot; – this will allow Bizhawk to keep accepting controller inputs when you tab over to your tracker or notes and prevent the emulation from pausing (which will disconnect you). Clear your hotkeys by going to Config -&amp;gt; Hotkeys, and at the bottom click Misc and Clear All.&lt;br /&gt;
&lt;br /&gt;
=== Controller Settings ===&lt;br /&gt;
&lt;br /&gt;
The next step is to set your controller up. Your controller configuration will vary based on what controller you are using; for Bizhawk to enable the Controller menu, you must have a ROM loaded. For a smooth controller experience, you must unbind the first 4 binds in Config -&amp;gt; Controller such that it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MWG3.png|320x207px|Normal Controls]]&lt;br /&gt;
&lt;br /&gt;
You&#039;ll then have to bind your analog stick in the Analog tab of your controller config and adjust your sensitivity and deadzones to your preference. &#039;&#039;Additional info on controller setup can be found in Step 6 of the [[Bizhawk|Bizhawk Guide]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Video Settings ===&lt;br /&gt;
&lt;br /&gt;
You can fix how your game looks by going to Config -&amp;gt; Cores -&amp;gt; N64 Video Plugin Settings. In here, change your resolution so that it runs smooth. Multiworld will drop your performance, so keep that in mind. The recommended video plugin is GLideN64. &#039;&#039;(This is not the same plugin as Glide64!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Starting the Multiworld Session ==&lt;br /&gt;
&lt;br /&gt;
=== Opening the Lua Console ===&lt;br /&gt;
&lt;br /&gt;
Once you have your emulator set up to run how you are comfortable with, its time to move to the Lua console. Go to Tools -&amp;gt; Lua Console, and a separate window will open up. &#039;&#039;This window must remain open at all times during a Multiworld.&#039;&#039; In the Lua Console, go to Settings and checkmark the Disable Scripts on loads.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG4.png|586x379px|Disable Scripts on Load]]&lt;br /&gt;
&lt;br /&gt;
This is the last of the settings changes you have to do. If you want Bizhawk to retain these settings changes for the next time, go to Config -&amp;gt; Save Config. Once you have these steps done, &#039;&#039;&#039;you MUST close your emulator and reopen it for this change to take effect&#039;&#039;&#039;. Close out of Bizhawk, and then reopen it and the Lua Console. Sometimes this will not be enough and you will still get an error trying to load the Lua file. In that case reboot your entire computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If for some reason you do not have your Multiworld ROM open, you must do so now.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From here in the Lua Console, Open Script and locate the &amp;lt;code&amp;gt;bizhawk co-op.lua&amp;lt;/code&amp;gt; file in the Bizhawk 2.3 folder. Once you have that done, a red square will appear in the console; double click it and a new window will open up.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG5 2.png|Bizhawk co-op]]&lt;br /&gt;
&lt;br /&gt;
This window must &#039;&#039;also&#039;&#039; stay open at all times.&lt;br /&gt;
&lt;br /&gt;
=== Rooms ===&lt;br /&gt;
&lt;br /&gt;
The Lua Console Script is where you set up a room and join rooms.&lt;br /&gt;
&lt;br /&gt;
If you are the Host: You must port forward. How you do this varies on what brand your router is. Instructions on how to do this can be found by Googling your brand/model of router. You&#039;ll want to use a port between 49152 and 65535. We highly recommend using the default port, 50000. You&#039;ll also want to ensure you&#039;re forwarding the TCP protocol as that is the protocol Multiworld uses. Most other games you have port forwarded in the past likely were using the UDP protocol.&lt;br /&gt;
&lt;br /&gt;
Once that is done, in the Bizhawk Co-op window the Host must set their name, password, and the port that was forwarded, along with setting the game script to Ocarina of Time. Don&#039;t set the IP address. Hit Create Room and tell the people joining the Room Name (= your name), password, and port. &#039;&#039;(It is not recommended to use your own personal password here, as it is shared with the group. Use something that will prevent random people from joining your room, but not something that will compromise your own security.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you are Joining and the Host has set up the room: hit Refresh in the Bizhawk Co-op window and select the Host&#039;s Room from the dropdown bar. When you input your username, keep in mind the game will use this to display who got what item for everyone playing. It will max out at 8 characters, even if you input more. Fill in the password and port number the Host gave you and select the Ocarina of Time Game Script and hit Join Room.&lt;br /&gt;
&lt;br /&gt;
You can also select a player number when both hosting and joining a room. This is non-mandatory, and player numbers will be automatically selected if non are entered. This also does not need to match the world number chosen when patching your ROM file. If you do select a player number, and that number is already filled in that room, you will be unable to join.&lt;br /&gt;
&lt;br /&gt;
=== Play Some Multiworld! ===&lt;br /&gt;
&lt;br /&gt;
Go and have fun with new or old friends! If you are part of the Ocarina of Time Randomizer Discord, you can assign the Multiworld role to yourself by going to the [https://discordapp.com/channels/274180765816848384/478962049079050241 #chat-bot] channel and typing &amp;lt;code&amp;gt;!role Multiworld&amp;lt;/code&amp;gt; - this will allow you to receive pings in the server where there are announcements from the Devs or folks are looking for players. You can also visit [https://discordapp.com/channels/274180765816848384/535739089521999883 #multiworld-planning] to look for additional players. It is &#039;&#039;highly&#039;&#039; recommended that you use one of the [[Trackers]] so that you don&#039;t accidentally leave those new friends out to dry if you miss a check. Map Trackers such as 2deep4real&#039;s Web Tracker or Hamsda&#039;s Map and Item Tracker package for EmoTracker are highly recommended.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
=== Installation Issues (Applies to both the Recommended and Alternate Methods) ===&lt;br /&gt;
&lt;br /&gt;
==== Windows 7 ====&lt;br /&gt;
&lt;br /&gt;
If you are running Windows 7 you will need to enable remote Powershell script execution, and make sure Powershell is updated.&lt;br /&gt;
&lt;br /&gt;
First, go to the [https://docs.microsoft.com/en-us/powershell/scripting/install/installing-windows-powershell?view=powershell-6#upgrading-existing-windows-powershell|Microsoft Installing Powershell page] and navigate to the download page for the the latest Windows 7 SP1 Powershell version. At the time of writing it is WMF 5.1. The file on the download page you want to download is named similar to &amp;lt;code&amp;gt;Win7AndW2K8R2-KB3191566-x64.zip&amp;lt;/code&amp;gt;. Run the &amp;lt;code&amp;gt;.msu&amp;lt;/code&amp;gt; file inside of the zip file and it should update Powershell.&lt;br /&gt;
&lt;br /&gt;
==== Anti-Virus ====&lt;br /&gt;
&lt;br /&gt;
Another issue that can occur while running the Powershell script is your anti-virus deleting the files it downloads. The BizHawk Prerequisites often gets marked as suspicious due to it being an installer that runs more installers. We can&#039;t give a detailed guide on how to exclude a folder in every anti-virus software, but search Google with a query like &amp;lt;code&amp;gt;Exclude Folder &amp;lt;your_anti-virus_name&amp;gt;&amp;lt;/code&amp;gt; and you should find a guide on their official site explaining how to do so. Exclude the folder that has the Powershell script in it and now you should be able to run it without the downloaded files getting deleted.&lt;br /&gt;
&lt;br /&gt;
=== Common Error Messages ===&lt;br /&gt;
These are the most common errors that pop up that have known solutions. If none of these solve the problem, try rebooting your computer again afterwards to ensure any new configurations are fully loaded.&lt;br /&gt;
&lt;br /&gt;
==== NullHawk Does Not Implement Memory Domains ====&lt;br /&gt;
You must load the ROM before activating the Lua scripts. &lt;br /&gt;
&lt;br /&gt;
If doing so does not fix the issue, open the Lua Console and look at &amp;lt;code&amp;gt;Settings -&amp;gt; Autoload&amp;lt;/code&amp;gt;. This setting should be &#039;&#039;&#039;disabled&#039;&#039;&#039;. Save the settings and completely close out of Bizhawk. Reopen, load the rom, and only after the rom is loaded open the Lua Console.&lt;br /&gt;
&lt;br /&gt;
==== Error 401 ====&lt;br /&gt;
This generally means that either the password entered was incorrect, or that the room name already exists. Also, avoid special characters like spaces in the room name. We recommend using letters (no accents) and numbers only.&lt;br /&gt;
&lt;br /&gt;
==== This ROM is not compatible with this version of the co-op script. ====&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op/archive/master.zip Update your scripts].&lt;br /&gt;
&lt;br /&gt;
==== Unable To Find Domain: CARTROM ====&lt;br /&gt;
You are using the A Link to the Past LUA script. Choose Ocarina of Time in the dropdown instead.&lt;br /&gt;
&lt;br /&gt;
==== Dynamic Libraries Not Enabled ====&lt;br /&gt;
You did not set the Lua Core setting properly. Remember to restart Bizhawk after changing it.&lt;br /&gt;
&lt;br /&gt;
==== Unprotected Error in Call to LUA API ====&lt;br /&gt;
This is a general error that pops up randomly. You need to ensure all copies of Bizhawk are closed properly. The easiest way to ensure this is by rebooting your computer.&lt;br /&gt;
&lt;br /&gt;
If you consistently get it when trying to start up the script, make sure the script is located in the Bizhawk root folder. This error will come up if you run the script from any other folder.&lt;br /&gt;
&lt;br /&gt;
==== Connection Failed: Timeout ====&lt;br /&gt;
There are several reasons this can happen, all of them being various methods of misconfiguration.&lt;br /&gt;
&lt;br /&gt;
First, the host must have the [[#Rooms|port being used forwarded]] if not using Hamachi. Your private IP address that you forward the port to can change for various reasons. Always ensure that the router is pointing to the right computer with the port forwarding options. The host must also not have pings blocked in their router settings. This setting can be found under many names depending on the router.&lt;br /&gt;
&lt;br /&gt;
Everyone playing must have the Bizhawk emulator allowed through their firewall.&lt;br /&gt;
&lt;br /&gt;
The above [[#Configuring_Bizhawk_for_Multiworld|Bizhawk configuration options]] are not optional. If you do not configure the emulator properly you will be unable to stay connected to each other.&lt;br /&gt;
&lt;br /&gt;
==== Invalid Arguments to Method Call ====&lt;br /&gt;
You&#039;ll get this error if files are in the wrong place. This can happen if you move any of the files manually, or if the Powershell script exits early.&lt;br /&gt;
&lt;br /&gt;
The easiest way to fix this is to remove the Bizhawk folder and re-run the Powershell script. If your bizhawk-co-op.lua file is in the Lua folder, you can try moving it to the root folder where EmuHawk.exe is instead and see if that works too.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Issues ===&lt;br /&gt;
&lt;br /&gt;
==== A Specific Item Failed to Transfer ====&lt;br /&gt;
&lt;br /&gt;
Items can be retrieved by having the receiving player enter a line of code into the Lua console, though it is best to avoid this situation entirely if possible. This frequently occurs if a player continues while one or more other players are disconnected from the room. To prevent this, always ensure everyone is connected before collecting any item.&lt;br /&gt;
&lt;br /&gt;
Go to [https://pidgezero.one/zootr/mwlua.html this website] (made by pidgezero_one) and select option 2. Locate the code for the missing item and follow the instructions there to retrieve the item. If the layout looks wrong, press ctrl+F5 to fix it.&lt;br /&gt;
&lt;br /&gt;
==== Help! My emulator crashed!/I accidentally opened TAStudio and got a black screen! ====&lt;br /&gt;
&lt;br /&gt;
First of all, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;DO NOT RELOAD THE ROM! DO NOT RELOAD THE ROM!&amp;lt;/span&amp;gt;&#039;&#039;&#039; Doing so will overwrite your backups, meaning that your save files will be gone. To recover your save files follow these instructions.&lt;br /&gt;
&lt;br /&gt;
# In your Bizhawk folder navigate to &amp;lt;code&amp;gt;\N64\SaveRAM&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Identify the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; files corresponding to your seed. Sorting by date may help. Note that the &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; files will only exist if you&#039;ve [[Multiworld#Bizhawk Settings|enabled that]] beforehand.&lt;br /&gt;
# Optional: manually make a backup of these files somewhere on your pc.&lt;br /&gt;
# Delete the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; file and rename &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; to take the place of the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; file you&#039;ve just deleted.&lt;br /&gt;
# Now you can safely load your seed again and continue playing.&lt;br /&gt;
&lt;br /&gt;
==== A Player Forfeits without Finishing ====&lt;br /&gt;
&lt;br /&gt;
If a player forfeits their world, the game can continue without them by entering code lines into the Lua console to retrieve the lost items for the remaining players. Upload the multiworld spoiler log on [https://pidgezero.one/zootr/mwlua.html this site] (made by pidgezero_one) and follow the instructions there.  If the layout looks wrong, press ctrl+F5 to fix it.&lt;br /&gt;
&lt;br /&gt;
==== LUA Console Window Too Small ====&lt;br /&gt;
&lt;br /&gt;
If your window for the LUA connection console is too small and the elements are overlapping, you need to change your DPI settings. Right click EmuHawk -&amp;gt; Properties -&amp;gt; Compatability -&amp;gt; High DPI scaling override, change to &amp;quot;System (Enhanced)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:DPISettings.png|326x407px|EmuHawk High DPI Settings]]&lt;br /&gt;
&lt;br /&gt;
== Multiworld Without Port-Forwarding or Bizhawk ==&lt;br /&gt;
&lt;br /&gt;
=== Hamachi ===&lt;br /&gt;
&lt;br /&gt;
If nobody in your multiworld group can port-forward for whatever reason, and you cannot get someone who can to join, then there is a program you can use: Hamachi. Let me preface this by saying that Hamachi basically &#039;tricks&#039; your computers to believe that you are all connected via LAN.&lt;br /&gt;
&lt;br /&gt;
To start, download Hamchi [[https://www.vpn.net/ here]] and install it. Create an account, and go to System &amp;gt; Preferences &amp;gt; Settings to make sure that &#039;Encryption&#039; is enabled. Then, click on the power button to go online.&lt;br /&gt;
&lt;br /&gt;
==== Hosting ====&lt;br /&gt;
If you&#039;re hosting, then click Network &amp;gt; Create a new network. Give it a unique name and password, making sure that nobody other than the people you&#039;re playing with find out this information. After this, you&#039;ll see it pop onscreen:&lt;br /&gt;
&lt;br /&gt;
[[File:Guide.JPG|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
To join an existing network, click Network &amp;gt; Join an existing network. Type in your friend&#039;s network ID and the network&#039;s password.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re all connected in the network, you can start the multiworld.&lt;br /&gt;
&lt;br /&gt;
Right click on the address above your nickname, and click &#039;Copy IPv4 address&#039; and share it with the people joining you:&lt;br /&gt;
&lt;br /&gt;
[[File:Guide2.JPG|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Then, start up the Bizhawk co-op lua script. Set &#039;Rooms&#039; to &#039;(Custom IP)&#039;, Set your Username and Password as usual, and the game script to Ocarina of Time.&lt;br /&gt;
&lt;br /&gt;
==== Joining ====&lt;br /&gt;
&lt;br /&gt;
Then, start up the Bizhawk co-op lua script. Set &#039;Rooms&#039; to &#039;(Custom IP)&#039; and paste the IPv4 the host gave you into the &#039;Host IP&#039; bar. Set your Username and Password as usual, and the game script to Ocarina of Time.&lt;br /&gt;
&lt;br /&gt;
Now you should be ready to start. As usual, if you have any more problems, seek advice within the OoTR Discord Server. &lt;br /&gt;
&lt;br /&gt;
==== Security Awareness ====&lt;br /&gt;
&#039;&#039;&#039;Be careful with who you give permission to join your network to.&#039;&#039;&#039; Using Hamachi is like letting everyone using it with you use a computer on the same network as yours.&lt;br /&gt;
&lt;br /&gt;
==== Hamachi Request Timed Out ====&lt;br /&gt;
[https://help.logmein.com/articles/en_US/FAQ/Resolving-Hamachi-Request-Timed-Out Follow these steps to ensure Hamachi is allowed through your firewall]. Both the Host and the clients connecting to the host should do this.&lt;br /&gt;
&lt;br /&gt;
=== Playing over LAN ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing over a LAN network, then all you need to do is set the &#039;room&#039; to (Custom IP), type the LAN&#039;s Ipv4 into the &#039;host IP&#039; field, and give yourself a username. Leave the password field blank.&lt;br /&gt;
&lt;br /&gt;
=== Play Without Bizhawk ===&lt;br /&gt;
&lt;br /&gt;
While Bizhawk is the officially supported emulator for multiworld, it is known to be a resource-intensive emulator in addition to being Windows only. If using Bizhawk is impossible for any reason, try the emulator ModLoader64 (Windows and Linux compatible), as DemoXin has modified the multiworld script to work with it. This method does not require a host. Modloader64 is also the only way to play Ocarina of Time Online, which allows players to see each other in the world, and also supports other various features. As we do not officially support this emulator or any of their paks, we kindly refer you to [https://discord.gg/mWDztG their Discord] for all issues and support.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Editing_RAM&amp;diff=2143</id>
		<title>Editing RAM</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Editing_RAM&amp;diff=2143"/>
		<updated>2021-07-18T23:00:47Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Add screenshot for how to view memory&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will tell you how to use emulator tools to add items to your inventory. This is useful for fixing bugged or softlocked seeds, resuming after losing a save, recreating issues on seeds without having to play through them, or just for fun.&lt;br /&gt;
&lt;br /&gt;
RAM is temporary memory within a system that holds values currently being used by the running program. Memory is accessed via addresses, which are represented as strings of hexadecimal numbers (more on those later). For our purposes, we are interested in certain addresses in RAM which are the [https://wiki.cloudmodding.com/oot/Save_Format#Save_Context &amp;quot;Save Context&amp;quot;] of OoT. The Save Context is everything that is stored when you save your game. It includes things like story and event flags, your current location, how many hearts you have, and importantly for this page, items obtained. Since the save context is checked when the game is deciding what items to place in your inventory, by overwriting the values at these addresses in RAM we can easily give the player items.&lt;br /&gt;
&lt;br /&gt;
== Accessing and Using the Hex Editor / Debugger ==&lt;br /&gt;
&lt;br /&gt;
=== Bizhawk ===&lt;br /&gt;
With your ROM loaded, head to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Tools&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hex Editor&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A new window should pop up. Next, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Memory Domains&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;System Bus&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Also go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Data Size&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;1 Byte&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the relevant address (e.g. &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt;) by hitting &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;CTRL + G&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; or going to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Go to Address...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. To make changes to the RAM, right-click the relevant byte and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Poke Address&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. In the new window enter the value you want to change the byte to and hit &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Poke&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; to confirm. Your changes should be reflected in the game immediately.&lt;br /&gt;
&lt;br /&gt;
[[File:bizhawk hex editor.png]][[File:bizhawk poke.png]]&lt;br /&gt;
&lt;br /&gt;
=== Project64 ===&lt;br /&gt;
To enable the debugger, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Settings...&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable debugger&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Click &amp;lt;samp&amp;gt;Apply&amp;lt;/samp&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
[[File:pj64 enable debugger.png]]&lt;br /&gt;
&lt;br /&gt;
Close the settings window and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Debugger&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;View memory...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A new window should pop up. Right-click any of the bytes in this window and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Byte group size&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;1&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the relevant address (e.g. &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt;) by entering the address in the field in the top left corner of the window. To make your changes, simply select the location where you want to make your change and type in the value. Your changes should be reflected in the game immediately.&lt;br /&gt;
&lt;br /&gt;
[[File:pj64 data size.png]][[File:pj64 byte.png]]&lt;br /&gt;
&lt;br /&gt;
=== Dolphin ===&lt;br /&gt;
To enable the debugger, go to  &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Interface&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Show Debugging UI&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A code window will pop up, and several things will be added to your toolbar. You can close the code window and ignore all the additions.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnableDebugger.png|400px]][[File:DolphinViewMemory.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Next, in the menu bar go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;View&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Memory&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. You&#039;ll see a window that looks like this. (Note that Dolphin only displays values in memory when emulation is paused, but values can still be set while emulation is running.) Pay attention to the highlighted section in the upper right, this is where we will be working.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinMemoryViewer.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, you must determine your offset value. Since Dolphin is running OoT within a WAD, the WAD itself adds bytes, meaning you must add an offset. Luckily, Dolphin&#039;s memory viewer already has an offset field, so you can just add it here and not worry about it. If you&#039;re using a US WAD, the offset will be &amp;lt;code&amp;gt;F64120&amp;lt;/code&amp;gt;. If you&#039;re using a JP WAD, the offset will be &amp;lt;code&amp;gt;E74000&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Finally, to set values in memory, you&#039;ll want to make sure Hex is selected, put the target address in the &amp;quot;Search Address&amp;quot; field, set Offset to the proper value, your desired value in the Value field, and then hit the Set Value button.&lt;br /&gt;
&lt;br /&gt;
Dolphin&#039;s memory viewer is different from the others in that you cannot click to select bytes and edit them that way, so it&#039;s a bit less intuitive to use. If you want to set the 3rd slot in inventory, you&#039;ll have to add 2 to the base inventory address for the 2 bytes skipped. (If you&#039;re unsure how to add hex numbers, you can add the number of slots to the base address with a calculator [https://www.calculator.net/hex-calculator.html like this one.])&lt;br /&gt;
&lt;br /&gt;
However, you can also set multiple bytes at once. For example, if you want to give yourself just deku sticks, you can enter the base inventory address and type &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; in the Value field to give yourself deku sticks in the first slot; but if you want to give yourself deku sticks, deku nuts, bombs, and the bow, you can enter &amp;lt;code&amp;gt;00010203&amp;lt;/code&amp;gt; in the Value field to give yourself them all at once. This can be used to make it easier to give yourself all ammo at once, giving all equipment, all keys, etc.&lt;br /&gt;
&lt;br /&gt;
=== Wii Virtual Console / Virtual Wii ===&lt;br /&gt;
&lt;br /&gt;
It is possible to transfer your save file from Wii VC/vWii (the latter is unconfirmed, but should theoretically work the same) onto an SD card, import it into Dolphin, make changes on Dolphin and then transfer the save file back onto your Wii/Wii U. To do this you&#039;ll first want to transfer your save file to your SD card thru the Wii system menu. Turn off the Wii/Wii U and inject the SD card into your computer. On your SD card navigate to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;private&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;wii&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;title&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;[Channel ID]&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. The Channel ID will be 4 letters, most likely &amp;lt;code&amp;gt;NICE&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;NRKE&amp;lt;/code&amp;gt;. Make a backup of &amp;lt;samp&amp;gt;data.bin&amp;lt;/samp&amp;gt; if you wish. Now open [[Dolphin]] and load the WAD that you were playing so it can create a save file. Right-click the WAD in the list of games and choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Open Wii Save Folder&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. There should be a &amp;lt;samp&amp;gt;banner.bin&amp;lt;/samp&amp;gt; file in here. If not, load the WAD again until there is one (it should be there once the N64 logo appears). Stop the emulation and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Tools&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Import Wii Save...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the &amp;lt;samp&amp;gt;data.bin&amp;lt;/samp&amp;gt; on your SD card and click Open. This should properly import the Wii save file for use on Dolphin. If there is an error about NAND being corrupt, then follow the instructions to clean it. Also make sure that the &amp;lt;samp&amp;gt;banner.bin&amp;lt;/samp&amp;gt; file was created. Now you can make your changes [https://wiki.ootrandomizer.com/index.php?title=Editing_RAM#Dolphin as described in the Dolphin section].&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve made your changes, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Tools&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Export All Wii Saves&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select a folder. You can just create a temporary folder on your Desktop. In this folder navigate to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;private&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;wii&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;title&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;[Channel ID]&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and you should see a &amp;lt;samp&amp;gt;data.bin&amp;lt;/samp&amp;gt; again. Copy this to your SD card in the same location and overwrite the existing file. Safely eject the SD card from your computer, insert it into the Wii/Wii U and then copy/move your save file from your SD card back onto your Wii/Wii U. Now when you load your seed it should have the changes you made on Dolphin.&lt;br /&gt;
&lt;br /&gt;
== Finding the Correct Address and Value ==&lt;br /&gt;
&lt;br /&gt;
In everyday life we use a &amp;quot;base 10 numeral system&amp;quot;, which means that we use 10 different symbols for denoting numbers: &amp;quot;0-9&amp;quot;. When we add one more to 9, we loop back to 0 but prefix it with a 1 to indicate that we&#039;ve looped back once and we get the number &amp;quot;10&amp;quot;. The hex editor/debugger uses a &amp;quot;base 16 numeral system&amp;quot; instead, which means it uses 16 different symbols for denoting numbers: &amp;quot;0-9&amp;quot; (for the numbers 0 to 9) and &amp;quot;A-F&amp;quot; (for the numbers 10-15). &amp;quot;Decimal numbers&amp;quot; are what we call the symbols of the first system and &amp;quot;hex numbers&amp;quot; are what we call symbols of the second system. To properly use the hex editor/debugger you will need to count in hex numbers. Fortunately, most calculators and many [https://www.binaryhexconverter.com/hex-to-decimal-converter tools] online can convert numbers between both numeral systems for you.&lt;br /&gt;
&lt;br /&gt;
=== (Progressive) Items ===&lt;br /&gt;
The locations of your items on the item select screen (i.e. items you can put on C buttons) start at address &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt; and last for 24 bytes (i.e. 24 double digit hex numbers) as seen in the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:RAM slots2.png]]&lt;br /&gt;
&lt;br /&gt;
The value of the first byte determines what item is in the first slot, the value of the second byte determines what item is in the second slot, etc. The ordering for the slots follows the &amp;quot;logical&amp;quot; western reading order, that is it starts in the top left corner and goes left-to-right and top-to-bottom. Below is a table that tells you which hex numbers correspond to which items. Keep in mind that this table is only true for these 24 bytes in the RAM.&lt;br /&gt;
&lt;br /&gt;
[[File:RAM items.png]]&lt;br /&gt;
&lt;br /&gt;
If you want to test if you understood everything so far correctly, then try to work out the inventory of the RAM in the first image of this section. The answer is: Deku Nuts in the Deku Nuts slot, Din&#039;s Fire in the Din&#039;s Fire slot, Ocarina of Time in the Ocarina slot, and Megaton Hammer in the Farore&#039;s Wind slot (whoops!).&lt;br /&gt;
&lt;br /&gt;
The addresses for ammo counts (e.g. Deku Sticks, Bombs, Magic Beans) start at &amp;lt;code&amp;gt;8011A65C&amp;lt;/code&amp;gt; and is 15 bytes long. However, only 7 of these bytes correspond to relevant ammo counts: the 1st, 2nd, 3rd, 4th, 7th, 9th and 15th (see image below). These are the counts for Deku Sticks, Deku Nuts, Bombs, Arrows, Deku Seeds, Bombchus and Magic Beans respectively. Using or obtaining additional ammo without the associated ammo holder, such as a Quiver for Arrows, will immediately drop the ammo count to 0. Note that even Deku Sticks and Deku Nuts require an &amp;quot;ammo holder&amp;quot;. There are two ways to prevent this. Firstly, you can right-click the relevant bytes and choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Freeze&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; (Bizhawk) or &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Lock value&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; (Project64) (no way to do this in Dolphin). Alternatively, you can give yourself the relevant ammo holders. This information is laid out in memory in a considerably more complicated way than the other &amp;quot;items&amp;quot; mentioned in this guide and are essentially &amp;quot;entangled&amp;quot; with each other and the Progressive Strength, Wallet and Scale Upgrades. So to keep things simple we will just give you the value for having the maximum of every upgrade, and after you&#039;ve resolved your softlock you can revert these bytes to their original value (make sure to write them down beforehand). Go to address &amp;lt;code&amp;gt;8011A670&amp;lt;/code&amp;gt; and change the first 4 bytes into &amp;lt;code&amp;gt;00 36 F4 DB&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Ammo memory.png]]&lt;br /&gt;
&lt;br /&gt;
To give yourself Magic, set the byte at &amp;lt;code&amp;gt;8011A60A&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, and the byte at &amp;lt;code&amp;gt;8011A603&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Swords/Shields/Tunics/Boots ===&lt;br /&gt;
&lt;br /&gt;
The address for modifying Tunics and Boots is &amp;lt;code&amp;gt;8011A66C&amp;lt;/code&amp;gt;, and the address for Swords and Shields is &amp;lt;code&amp;gt;8011A66D&amp;lt;/code&amp;gt;. They are both a single byte long. The first digit of each byte controls the Boots and Shields, and the second digit controls the Tunics and Swords. Changing any of these digits to a &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; will give you all Swords/Shields/Tunics/Boots. If you don&#039;t want to have them all but only 1 or 2, then try different numbers in the range 1-7 until you get the layout you desire. Keep in mind that if you want the Biggoron Sword instead of the Giant&#039;s Knife, you&#039;ll have to change the byte at &amp;lt;code&amp;gt;8011A60E&amp;lt;/code&amp;gt; from &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to play around with the famous &amp;quot;F boots&amp;quot; (= anti-gravity boots), then change the byte at &amp;lt;code&amp;gt;8011A640&amp;lt;/code&amp;gt; into &amp;lt;code&amp;gt;F1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Rewards, Songs and Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The address for modifying the Spiritual Stones, Song of Time, Song of Storms and Gerudo Card (and some irrelevant things) is &amp;lt;code&amp;gt;8011A675&amp;lt;/code&amp;gt;, the address for Bolero of Fire, Minuet of Forest and the Medallions is &amp;lt;code&amp;gt;8011A677&amp;lt;/code&amp;gt;, and the address for the other songs is &amp;lt;code&amp;gt;8011A676&amp;lt;/code&amp;gt;. They are all a single byte long. Changing these bytes to &amp;lt;code&amp;gt;FF&amp;lt;/code&amp;gt; will give you all of the items and songs. If you don&#039;t want to have them all but only a certain combination of them, then manually try different hex numbers. A systematic approach to finding the right number would be to increment the current hex number by 1 until you find the right one. &lt;br /&gt;
&lt;br /&gt;
=== Keys ===&lt;br /&gt;
&lt;br /&gt;
Below is a table that gives the addresses for the Small Keys and Boss Keys of all the relevant locations. They are all 1 byte long. For the Small Keys you can just insert the number of keys you want. For the Boss Keys you&#039;ll want to use one of the following numbers depending on if you also want the Map and/or Compass: &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;03&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;05&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;07&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Keys memory.png]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:DolphinViewMemory.png&amp;diff=2142</id>
		<title>File:DolphinViewMemory.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:DolphinViewMemory.png&amp;diff=2142"/>
		<updated>2021-07-18T22:58:17Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Editing_RAM&amp;diff=2134</id>
		<title>Editing RAM</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Editing_RAM&amp;diff=2134"/>
		<updated>2021-07-17T23:17:46Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Add use of lost saves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page is still a work in progress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page will tell you how to use emulator tools to add items to your inventory. This is useful for fixing bugged or softlocked seeds, resuming after losing a save, recreating issues on seeds without having to play through them, or just for fun.&lt;br /&gt;
&lt;br /&gt;
RAM is temporary memory within a system that holds values currently being used by the running program. Memory is accessed via addresses, which are represented as strings of hexadecimal numbers (more on those later). For our purposes, we are interested in certain addresses in RAM which are the [https://wiki.cloudmodding.com/oot/Save_Format#Save_Context &amp;quot;Save Context&amp;quot;] of OoT. The Save Context is everything that is stored when you save your game. It includes things like story and event flags, your current location, how many hearts you have, and importantly for this page, items obtained. Since the save context is checked when the game is deciding what items to place in your inventory, by overwriting the values at these addresses in RAM we can easily give the player items.&lt;br /&gt;
&lt;br /&gt;
== Accessing and Using the Hex Editor / Debugger ==&lt;br /&gt;
&lt;br /&gt;
=== Bizhawk ===&lt;br /&gt;
With your ROM loaded, head to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Tools&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hex Editor&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A new window should pop up. Next, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Memory Domains&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;System Bus&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Also go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Data Size&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;1 Byte&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the relevant address (e.g. &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt;) by hitting &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;CTRL + G&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; or going to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Go to Address...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. To make changes to the RAM, right-click the relevant byte and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Poke Address&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. In the new window enter the value you want to change the byte to and hit &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Poke&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; to confirm. Your changes should be reflected in the game immediately.&lt;br /&gt;
&lt;br /&gt;
[[File:bizhawk hex editor.png]][[File:bizhawk poke.png]]&lt;br /&gt;
&lt;br /&gt;
=== Project64 ===&lt;br /&gt;
To enable the debugger, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Settings...&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable debugger&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Click &amp;lt;samp&amp;gt;Apply&amp;lt;/samp&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
[[File:pj64 enable debugger.png]]&lt;br /&gt;
&lt;br /&gt;
Close the settings window and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Debugger&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;View memory...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A new window should pop up. Right-click any of the bytes in this window and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Byte group size&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;1&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the relevant address (e.g. &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt;) by entering the address in the field in the top left corner of the window. To make your changes, simply select the location where you want to make your change and type in the value. Your changes should be reflected in the game immediately.&lt;br /&gt;
&lt;br /&gt;
[[File:pj64 data size.png]][[File:pj64 byte.png]]&lt;br /&gt;
&lt;br /&gt;
=== Dolphin ===&lt;br /&gt;
To enable the debugger, go to  &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Interface&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Show Debugging UI&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A code window will pop up, and several things will be added to your toolbar. You can close the code window and ignore all the additions.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnableDebugger.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, in the menu bar go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;View&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Memory&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. You&#039;ll see a window that looks like this. (Note that Dolphin only displays values in memory when emulation is paused, but values can still be set while emulation is running.) Pay attention to the highlighted section in the upper right, this is where we will be working.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinMemoryViewer.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, you must determine your offset value. Since Dolphin is running OoT within a WAD, the WAD itself adds bytes, meaning you must add an offset. Luckily, Dolphin&#039;s memory viewer already has an offset field, so you can just add it here and not worry about it. If you&#039;re using a US WAD, the offset will be &amp;lt;code&amp;gt;F64120&amp;lt;/code&amp;gt;. If you&#039;re using a JP WAD, the offset will be &amp;lt;code&amp;gt;E74000&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Finally, to set values in memory, you&#039;ll want to make sure Hex is selected, put the target address in the &amp;quot;Search Address&amp;quot; field, set Offset to the proper value, your desired value in the Value field, and then hit the Set Value button.&lt;br /&gt;
&lt;br /&gt;
Dolphin&#039;s memory viewer is different from the others in that you cannot click to select bytes and edit them that way, so it&#039;s a bit less intuitive to use. If you want to set the 3rd slot in inventory, you&#039;ll have to add 2 to the base inventory address for the 2 bytes skipped. (If you&#039;re unsure how to add hex numbers, you can add the number of slots to the base address with a calculator [https://www.calculator.net/hex-calculator.html like this one.])&lt;br /&gt;
&lt;br /&gt;
However, you can also set multiple bytes at once. For example, if you want to give yourself just deku sticks, you can enter the base inventory address and type &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; in the Value field to give yourself deku sticks in the first slot; but if you want to give yourself deku sticks, deku nuts, bombs, and the bow, you can enter &amp;lt;code&amp;gt;00010203&amp;lt;/code&amp;gt; in the Value field to give yourself them all at once. This can be used to make it easier to give yourself all ammo at once, giving all equipment, all keys, etc.&lt;br /&gt;
&lt;br /&gt;
== Finding the Correct Address and Value ==&lt;br /&gt;
&lt;br /&gt;
In everyday life we use a &amp;quot;base 10 numeral system&amp;quot;, which means that we use 10 different symbols for denoting numbers: &amp;quot;0-9&amp;quot;. When we add one more to 9, we loop back to 0 but prefix it with a 1 to indicate that we&#039;ve looped back once and we get the number &amp;quot;10&amp;quot;. The hex editor/debugger uses a &amp;quot;base 16 numeral system&amp;quot; instead, which means it uses 16 different symbols for denoting numbers: &amp;quot;0-9&amp;quot; (for the numbers 0 to 9) and &amp;quot;A-F&amp;quot; (for the numbers 10-15). &amp;quot;Decimal numbers&amp;quot; are what we call the symbols of the first system and &amp;quot;hex numbers&amp;quot; are what we call symbols of the second system. To properly use the hex editor/debugger you will need to count in hex numbers. Fortunately, most calculators and many [https://www.binaryhexconverter.com/hex-to-decimal-converter tools] online can convert numbers between both numeral systems for you.&lt;br /&gt;
&lt;br /&gt;
=== (Progressive) Items ===&lt;br /&gt;
The locations of your items on the item select screen (i.e. items you can put on C buttons) start at address &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt; and last for 24 bytes (i.e. 24 double digit hex numbers) as seen in the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:RAM slots2.png]]&lt;br /&gt;
&lt;br /&gt;
The value of the first byte determines what item is in the first slot, the value of the second byte determines what item is in the second slot, etc. The ordering for the slots follows the &amp;quot;logical&amp;quot; western reading order, that is it starts in the top left corner and goes left-to-right and top-to-bottom. Below is a table that tells you which hex numbers correspond to which items. Keep in mind that this table is only true for these 24 bytes in the RAM.&lt;br /&gt;
&lt;br /&gt;
[[File:RAM items.png]]&lt;br /&gt;
&lt;br /&gt;
If you want to test if you understood everything so far correctly, then try to work out the inventory of the RAM in the first image of this section. The answer is: Deku Nuts in the Deku Nuts slot, Din&#039;s Fire in the Din&#039;s Fire slot, Ocarina of Time in the Ocarina slot, and Megaton Hammer in the Farore&#039;s Wind slot (whoops!).&lt;br /&gt;
&lt;br /&gt;
The addresses for ammo counts (e.g. Deku Sticks, Bombs, Magic Beans) start at &amp;lt;code&amp;gt;8011A65C&amp;lt;/code&amp;gt; and is 15 bytes long. However, only 7 of these bytes correspond to relevant ammo counts: the 1st, 2nd, 3rd, 4th, 7th, 9th and 15th (see image below). These are the counts for Deku Sticks, Deku Nuts, Bombs, Arrows, Deku Seeds, Bombchus and Magic Beans respectively. Using or obtaining additional ammo without the associated ammo holder, such as a Quiver for Arrows, will immediately drop the ammo count to 0. Note that even Deku Sticks and Deku Nuts require an &amp;quot;ammo holder&amp;quot;. There are two ways to prevent this. Firstly, you can right-click the relevant bytes and choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Freeze&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; (Bizhawk) or &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Lock value&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; (Project64) (no way to do this in Dolphin). Alternatively, you can give yourself the relevant ammo holders. This information is laid out in memory in a considerably more complicated way than the other &amp;quot;items&amp;quot; mentioned in this guide and are essentially &amp;quot;entangled&amp;quot; with each other and the Progressive Strength, Wallet and Scale Upgrades. So to keep things simple we will just give you the value for having the maximum of every upgrade, and after you&#039;ve resolved your softlock you can revert these bytes to their original value (make sure to write them down beforehand). Go to address &amp;lt;code&amp;gt;8011A670&amp;lt;/code&amp;gt; and change the first 4 bytes into &amp;lt;code&amp;gt;00 36 F4 DB&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Ammo memory.png]]&lt;br /&gt;
&lt;br /&gt;
To give yourself Magic, set the byte at &amp;lt;code&amp;gt;8011A60A&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, and the byte at &amp;lt;code&amp;gt;8011A603&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Swords/Shields/Tunics/Boots ===&lt;br /&gt;
&lt;br /&gt;
The address for modifying Tunics and Boots is &amp;lt;code&amp;gt;8011A66C&amp;lt;/code&amp;gt;, and the address for Swords and Shields is &amp;lt;code&amp;gt;8011A66D&amp;lt;/code&amp;gt;. They are both a single byte long. The first digit of each byte controls the Boots and Shields, and the second digit controls the Tunics and Swords. Changing any of these digits to a &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; will give you all Swords/Shields/Tunics/Boots. If you don&#039;t want to have them all but only 1 or 2, then try different numbers in the range 1-7 until you get the layout you desire. Keep in mind that if you want the Biggoron Sword instead of the Giant&#039;s Knife, you&#039;ll have to change the byte at &amp;lt;code&amp;gt;8011A60E&amp;lt;/code&amp;gt; from &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to play around with the famous &amp;quot;F boots&amp;quot; (= anti-gravity boots), then change the byte at &amp;lt;code&amp;gt;8011A640&amp;lt;/code&amp;gt; into &amp;lt;code&amp;gt;F1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Rewards, Songs and Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The address for modifying the Spiritual Stones, Song of Time, Song of Storms and Gerudo Card (and some irrelevant things) is &amp;lt;code&amp;gt;8011A675&amp;lt;/code&amp;gt;, the address for Bolero of Fire, Minuet of Forest and the Medallions is &amp;lt;code&amp;gt;8011A677&amp;lt;/code&amp;gt;, and the address for the other songs is &amp;lt;code&amp;gt;8011A676&amp;lt;/code&amp;gt;. They are all a single byte long. Changing these bytes to &amp;lt;code&amp;gt;FF&amp;lt;/code&amp;gt; will give you all of the items and songs. If you don&#039;t want to have them all but only a certain combination of them, then manually try different hex numbers. A systematic approach to finding the right number would be to increment the current hex number by 1 until you find the right one. &lt;br /&gt;
&lt;br /&gt;
=== Keys ===&lt;br /&gt;
&lt;br /&gt;
Below is a table that gives the addresses for the Small Keys and Boss Keys of all the relevant locations. They are all 1 byte long. For the Small Keys you can just insert the number of keys you want. For the Boss Keys you&#039;ll want to use one of the following numbers depending on if you also want the Map and/or Compass: &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;03&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;05&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;07&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Keys memory.png]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Editing_RAM&amp;diff=2133</id>
		<title>Editing RAM</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Editing_RAM&amp;diff=2133"/>
		<updated>2021-07-17T23:05:18Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Slight clarification on what is being overwritten&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page is still a work in progress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page will tell you how to use emulator tools to add items to your inventory. This is useful for fixing bugged or softlocked seeds, recreating issues on seeds without having to play through them, or just for fun.&lt;br /&gt;
&lt;br /&gt;
RAM is temporary memory within a system that holds values currently being used by the running program. Memory is accessed via addresses, which are represented as strings of hexadecimal numbers (more on those later). For our purposes, we are interested in certain addresses in RAM which are the [https://wiki.cloudmodding.com/oot/Save_Format#Save_Context &amp;quot;Save Context&amp;quot;] of OoT. The Save Context is everything that is stored when you save your game. It includes things like story and event flags, your current location, how many hearts you have, and importantly for this page, items obtained. Since the save context is checked when the game is deciding what items to place in your inventory, by overwriting the values at these addresses in RAM we can easily give the player items.&lt;br /&gt;
&lt;br /&gt;
== Accessing and Using the Hex Editor / Debugger ==&lt;br /&gt;
&lt;br /&gt;
=== Bizhawk ===&lt;br /&gt;
With your ROM loaded, head to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Tools&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hex Editor&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A new window should pop up. Next, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Memory Domains&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;System Bus&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Also go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Data Size&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;1 Byte&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the relevant address (e.g. &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt;) by hitting &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;CTRL + G&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; or going to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Go to Address...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. To make changes to the RAM, right-click the relevant byte and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Poke Address&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. In the new window enter the value you want to change the byte to and hit &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Poke&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; to confirm. Your changes should be reflected in the game immediately.&lt;br /&gt;
&lt;br /&gt;
[[File:bizhawk hex editor.png]][[File:bizhawk poke.png]]&lt;br /&gt;
&lt;br /&gt;
=== Project64 ===&lt;br /&gt;
To enable the debugger, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Settings...&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable debugger&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Click &amp;lt;samp&amp;gt;Apply&amp;lt;/samp&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
[[File:pj64 enable debugger.png]]&lt;br /&gt;
&lt;br /&gt;
Close the settings window and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Debugger&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;View memory...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A new window should pop up. Right-click any of the bytes in this window and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Byte group size&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;1&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the relevant address (e.g. &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt;) by entering the address in the field in the top left corner of the window. To make your changes, simply select the location where you want to make your change and type in the value. Your changes should be reflected in the game immediately.&lt;br /&gt;
&lt;br /&gt;
[[File:pj64 data size.png]][[File:pj64 byte.png]]&lt;br /&gt;
&lt;br /&gt;
=== Dolphin ===&lt;br /&gt;
To enable the debugger, go to  &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Interface&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Show Debugging UI&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A code window will pop up, and several things will be added to your toolbar. You can close the code window and ignore all the additions.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnableDebugger.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, in the menu bar go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;View&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Memory&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. You&#039;ll see a window that looks like this. (Note that Dolphin only displays values in memory when emulation is paused, but values can still be set while emulation is running.) Pay attention to the highlighted section in the upper right, this is where we will be working.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinMemoryViewer.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, you must determine your offset value. Since Dolphin is running OoT within a WAD, the WAD itself adds bytes, meaning you must add an offset. Luckily, Dolphin&#039;s memory viewer already has an offset field, so you can just add it here and not worry about it. If you&#039;re using a US WAD, the offset will be &amp;lt;code&amp;gt;F64120&amp;lt;/code&amp;gt;. If you&#039;re using a JP WAD, the offset will be &amp;lt;code&amp;gt;E74000&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Finally, to set values in memory, you&#039;ll want to make sure Hex is selected, put the target address in the &amp;quot;Search Address&amp;quot; field, set Offset to the proper value, your desired value in the Value field, and then hit the Set Value button.&lt;br /&gt;
&lt;br /&gt;
Dolphin&#039;s memory viewer is different from the others in that you cannot click to select bytes and edit them that way, so it&#039;s a bit less intuitive to use. If you want to set the 3rd slot in inventory, you&#039;ll have to add 2 to the base inventory address for the 2 bytes skipped. (If you&#039;re unsure how to add hex numbers, you can add the number of slots to the base address with a calculator [https://www.calculator.net/hex-calculator.html like this one.])&lt;br /&gt;
&lt;br /&gt;
However, you can also set multiple bytes at once. For example, if you want to give yourself just deku sticks, you can enter the base inventory address and type &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; in the Value field to give yourself deku sticks in the first slot; but if you want to give yourself deku sticks, deku nuts, bombs, and the bow, you can enter &amp;lt;code&amp;gt;00010203&amp;lt;/code&amp;gt; in the Value field to give yourself them all at once. This can be used to make it easier to give yourself all ammo at once, giving all equipment, all keys, etc.&lt;br /&gt;
&lt;br /&gt;
== Finding the Correct Address and Value ==&lt;br /&gt;
&lt;br /&gt;
In everyday life we use a &amp;quot;base 10 numeral system&amp;quot;, which means that we use 10 different symbols for denoting numbers: &amp;quot;0-9&amp;quot;. When we add one more to 9, we loop back to 0 but prefix it with a 1 to indicate that we&#039;ve looped back once and we get the number &amp;quot;10&amp;quot;. The hex editor/debugger uses a &amp;quot;base 16 numeral system&amp;quot; instead, which means it uses 16 different symbols for denoting numbers: &amp;quot;0-9&amp;quot; (for the numbers 0 to 9) and &amp;quot;A-F&amp;quot; (for the numbers 10-15). &amp;quot;Decimal numbers&amp;quot; are what we call the symbols of the first system and &amp;quot;hex numbers&amp;quot; are what we call symbols of the second system. To properly use the hex editor/debugger you will need to count in hex numbers. Fortunately, most calculators and many [https://www.binaryhexconverter.com/hex-to-decimal-converter tools] online can convert numbers between both numeral systems for you.&lt;br /&gt;
&lt;br /&gt;
=== (Progressive) Items ===&lt;br /&gt;
The locations of your items on the item select screen (i.e. items you can put on C buttons) start at address &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt; and last for 24 bytes (i.e. 24 double digit hex numbers) as seen in the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:RAM slots2.png]]&lt;br /&gt;
&lt;br /&gt;
The value of the first byte determines what item is in the first slot, the value of the second byte determines what item is in the second slot, etc. The ordering for the slots follows the &amp;quot;logical&amp;quot; western reading order, that is it starts in the top left corner and goes left-to-right and top-to-bottom. Below is a table that tells you which hex numbers correspond to which items. Keep in mind that this table is only true for these 24 bytes in the RAM.&lt;br /&gt;
&lt;br /&gt;
[[File:RAM items.png]]&lt;br /&gt;
&lt;br /&gt;
If you want to test if you understood everything so far correctly, then try to work out the inventory of the RAM in the first image of this section. The answer is: Deku Nuts in the Deku Nuts slot, Din&#039;s Fire in the Din&#039;s Fire slot, Ocarina of Time in the Ocarina slot, and Megaton Hammer in the Farore&#039;s Wind slot (whoops!).&lt;br /&gt;
&lt;br /&gt;
The addresses for ammo counts (e.g. Deku Sticks, Bombs, Magic Beans) start at &amp;lt;code&amp;gt;8011A65C&amp;lt;/code&amp;gt; and is 15 bytes long. However, only 7 of these bytes correspond to relevant ammo counts: the 1st, 2nd, 3rd, 4th, 7th, 9th and 15th (see image below). These are the counts for Deku Sticks, Deku Nuts, Bombs, Arrows, Deku Seeds, Bombchus and Magic Beans respectively. Using or obtaining additional ammo without the associated ammo holder, such as a Quiver for Arrows, will immediately drop the ammo count to 0. Note that even Deku Sticks and Deku Nuts require an &amp;quot;ammo holder&amp;quot;. There are two ways to prevent this. Firstly, you can right-click the relevant bytes and choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Freeze&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; (Bizhawk) or &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Lock value&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; (Project64) (no way to do this in Dolphin). Alternatively, you can give yourself the relevant ammo holders. This information is laid out in memory in a considerably more complicated way than the other &amp;quot;items&amp;quot; mentioned in this guide and are essentially &amp;quot;entangled&amp;quot; with each other and the Progressive Strength, Wallet and Scale Upgrades. So to keep things simple we will just give you the value for having the maximum of every upgrade, and after you&#039;ve resolved your softlock you can revert these bytes to their original value (make sure to write them down beforehand). Go to address &amp;lt;code&amp;gt;8011A670&amp;lt;/code&amp;gt; and change the first 4 bytes into &amp;lt;code&amp;gt;00 36 F4 DB&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Ammo memory.png]]&lt;br /&gt;
&lt;br /&gt;
To give yourself Magic, set the byte at &amp;lt;code&amp;gt;8011A60A&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, and the byte at &amp;lt;code&amp;gt;8011A603&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Swords/Shields/Tunics/Boots ===&lt;br /&gt;
&lt;br /&gt;
The address for modifying Tunics and Boots is &amp;lt;code&amp;gt;8011A66C&amp;lt;/code&amp;gt;, and the address for Swords and Shields is &amp;lt;code&amp;gt;8011A66D&amp;lt;/code&amp;gt;. They are both a single byte long. The first digit of each byte controls the Boots and Shields, and the second digit controls the Tunics and Swords. Changing any of these digits to a &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; will give you all Swords/Shields/Tunics/Boots. If you don&#039;t want to have them all but only 1 or 2, then try different numbers in the range 1-7 until you get the layout you desire. Keep in mind that if you want the Biggoron Sword instead of the Giant&#039;s Knife, you&#039;ll have to change the byte at &amp;lt;code&amp;gt;8011A60E&amp;lt;/code&amp;gt; from &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to play around with the famous &amp;quot;F boots&amp;quot; (= anti-gravity boots), then change the byte at &amp;lt;code&amp;gt;8011A640&amp;lt;/code&amp;gt; into &amp;lt;code&amp;gt;F1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Rewards, Songs and Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The address for modifying the Spiritual Stones, Song of Time, Song of Storms and Gerudo Card (and some irrelevant things) is &amp;lt;code&amp;gt;8011A675&amp;lt;/code&amp;gt;, the address for Bolero of Fire, Minuet of Forest and the Medallions is &amp;lt;code&amp;gt;8011A677&amp;lt;/code&amp;gt;, and the address for the other songs is &amp;lt;code&amp;gt;8011A676&amp;lt;/code&amp;gt;. They are all a single byte long. Changing these bytes to &amp;lt;code&amp;gt;FF&amp;lt;/code&amp;gt; will give you all of the items and songs. If you don&#039;t want to have them all but only a certain combination of them, then manually try different hex numbers. A systematic approach to finding the right number would be to increment the current hex number by 1 until you find the right one. &lt;br /&gt;
&lt;br /&gt;
=== Keys ===&lt;br /&gt;
&lt;br /&gt;
Below is a table that gives the addresses for the Small Keys and Boss Keys of all the relevant locations. They are all 1 byte long. For the Small Keys you can just insert the number of keys you want. For the Boss Keys you&#039;ll want to use one of the following numbers depending on if you also want the Map and/or Compass: &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;03&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;05&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;07&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Keys memory.png]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Editing_RAM&amp;diff=2132</id>
		<title>Editing RAM</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Editing_RAM&amp;diff=2132"/>
		<updated>2021-07-17T23:02:14Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Add introduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page is still a work in progress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page will tell you how to use emulator tools to add items to your inventory. This is useful for fixing bugged or softlocked seeds, recreating issues on seeds without having to play through them, or just for fun.&lt;br /&gt;
&lt;br /&gt;
RAM is temporary memory within a system that holds values currently being used by the running program. Memory is accessed via addresses, which are represented as strings of hexadecimal numbers (more on those later). For our purposes, we are interested in certain addresses in RAM which are the [https://wiki.cloudmodding.com/oot/Save_Format#Save_Context &amp;quot;Save Context&amp;quot;] of OoT. The Save Context is everything that is stored when you save your game. It includes things like story and event flags, your current location, how many hearts you have, and importantly for this page, items obtained. Since the save context is checked when the game is deciding what items to place in your inventory, by overwriting these addresses in RAM we can easily give the player items.&lt;br /&gt;
&lt;br /&gt;
== Accessing and Using the Hex Editor / Debugger ==&lt;br /&gt;
&lt;br /&gt;
=== Bizhawk ===&lt;br /&gt;
With your ROM loaded, head to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Tools&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hex Editor&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A new window should pop up. Next, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Memory Domains&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;System Bus&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Also go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Data Size&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;1 Byte&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the relevant address (e.g. &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt;) by hitting &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;CTRL + G&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; or going to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Go to Address...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. To make changes to the RAM, right-click the relevant byte and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Poke Address&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. In the new window enter the value you want to change the byte to and hit &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Poke&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; to confirm. Your changes should be reflected in the game immediately.&lt;br /&gt;
&lt;br /&gt;
[[File:bizhawk hex editor.png]][[File:bizhawk poke.png]]&lt;br /&gt;
&lt;br /&gt;
=== Project64 ===&lt;br /&gt;
To enable the debugger, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Settings...&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable debugger&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Click &amp;lt;samp&amp;gt;Apply&amp;lt;/samp&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
[[File:pj64 enable debugger.png]]&lt;br /&gt;
&lt;br /&gt;
Close the settings window and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Debugger&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;View memory...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A new window should pop up. Right-click any of the bytes in this window and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Byte group size&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;1&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the relevant address (e.g. &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt;) by entering the address in the field in the top left corner of the window. To make your changes, simply select the location where you want to make your change and type in the value. Your changes should be reflected in the game immediately.&lt;br /&gt;
&lt;br /&gt;
[[File:pj64 data size.png]][[File:pj64 byte.png]]&lt;br /&gt;
&lt;br /&gt;
=== Dolphin ===&lt;br /&gt;
To enable the debugger, go to  &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Interface&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Show Debugging UI&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A code window will pop up, and several things will be added to your toolbar. You can close the code window and ignore all the additions.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnableDebugger.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, in the menu bar go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;View&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Memory&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. You&#039;ll see a window that looks like this. (Note that Dolphin only displays values in memory when emulation is paused, but values can still be set while emulation is running.) Pay attention to the highlighted section in the upper right, this is where we will be working.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinMemoryViewer.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, you must determine your offset value. Since Dolphin is running OoT within a WAD, the WAD itself adds bytes, meaning you must add an offset. Luckily, Dolphin&#039;s memory viewer already has an offset field, so you can just add it here and not worry about it. If you&#039;re using a US WAD, the offset will be &amp;lt;code&amp;gt;F64120&amp;lt;/code&amp;gt;. If you&#039;re using a JP WAD, the offset will be &amp;lt;code&amp;gt;E74000&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Finally, to set values in memory, you&#039;ll want to make sure Hex is selected, put the target address in the &amp;quot;Search Address&amp;quot; field, set Offset to the proper value, your desired value in the Value field, and then hit the Set Value button.&lt;br /&gt;
&lt;br /&gt;
Dolphin&#039;s memory viewer is different from the others in that you cannot click to select bytes and edit them that way, so it&#039;s a bit less intuitive to use. If you want to set the 3rd slot in inventory, you&#039;ll have to add 2 to the base inventory address for the 2 bytes skipped. (If you&#039;re unsure how to add hex numbers, you can add the number of slots to the base address with a calculator [https://www.calculator.net/hex-calculator.html like this one.])&lt;br /&gt;
&lt;br /&gt;
However, you can also set multiple bytes at once. For example, if you want to give yourself just deku sticks, you can enter the base inventory address and type &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; in the Value field to give yourself deku sticks in the first slot; but if you want to give yourself deku sticks, deku nuts, bombs, and the bow, you can enter &amp;lt;code&amp;gt;00010203&amp;lt;/code&amp;gt; in the Value field to give yourself them all at once. This can be used to make it easier to give yourself all ammo at once, giving all equipment, all keys, etc.&lt;br /&gt;
&lt;br /&gt;
== Finding the Correct Address and Value ==&lt;br /&gt;
&lt;br /&gt;
In everyday life we use a &amp;quot;base 10 numeral system&amp;quot;, which means that we use 10 different symbols for denoting numbers: &amp;quot;0-9&amp;quot;. When we add one more to 9, we loop back to 0 but prefix it with a 1 to indicate that we&#039;ve looped back once and we get the number &amp;quot;10&amp;quot;. The hex editor/debugger uses a &amp;quot;base 16 numeral system&amp;quot; instead, which means it uses 16 different symbols for denoting numbers: &amp;quot;0-9&amp;quot; (for the numbers 0 to 9) and &amp;quot;A-F&amp;quot; (for the numbers 10-15). &amp;quot;Decimal numbers&amp;quot; are what we call the symbols of the first system and &amp;quot;hex numbers&amp;quot; are what we call symbols of the second system. To properly use the hex editor/debugger you will need to count in hex numbers. Fortunately, most calculators and many [https://www.binaryhexconverter.com/hex-to-decimal-converter tools] online can convert numbers between both numeral systems for you.&lt;br /&gt;
&lt;br /&gt;
=== (Progressive) Items ===&lt;br /&gt;
The locations of your items on the item select screen (i.e. items you can put on C buttons) start at address &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt; and last for 24 bytes (i.e. 24 double digit hex numbers) as seen in the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:RAM slots2.png]]&lt;br /&gt;
&lt;br /&gt;
The value of the first byte determines what item is in the first slot, the value of the second byte determines what item is in the second slot, etc. The ordering for the slots follows the &amp;quot;logical&amp;quot; western reading order, that is it starts in the top left corner and goes left-to-right and top-to-bottom. Below is a table that tells you which hex numbers correspond to which items. Keep in mind that this table is only true for these 24 bytes in the RAM.&lt;br /&gt;
&lt;br /&gt;
[[File:RAM items.png]]&lt;br /&gt;
&lt;br /&gt;
If you want to test if you understood everything so far correctly, then try to work out the inventory of the RAM in the first image of this section. The answer is: Deku Nuts in the Deku Nuts slot, Din&#039;s Fire in the Din&#039;s Fire slot, Ocarina of Time in the Ocarina slot, and Megaton Hammer in the Farore&#039;s Wind slot (whoops!).&lt;br /&gt;
&lt;br /&gt;
The addresses for ammo counts (e.g. Deku Sticks, Bombs, Magic Beans) start at &amp;lt;code&amp;gt;8011A65C&amp;lt;/code&amp;gt; and is 15 bytes long. However, only 7 of these bytes correspond to relevant ammo counts: the 1st, 2nd, 3rd, 4th, 7th, 9th and 15th (see image below). These are the counts for Deku Sticks, Deku Nuts, Bombs, Arrows, Deku Seeds, Bombchus and Magic Beans respectively. Using or obtaining additional ammo without the associated ammo holder, such as a Quiver for Arrows, will immediately drop the ammo count to 0. Note that even Deku Sticks and Deku Nuts require an &amp;quot;ammo holder&amp;quot;. There are two ways to prevent this. Firstly, you can right-click the relevant bytes and choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Freeze&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; (Bizhawk) or &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Lock value&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; (Project64) (no way to do this in Dolphin). Alternatively, you can give yourself the relevant ammo holders. This information is laid out in memory in a considerably more complicated way than the other &amp;quot;items&amp;quot; mentioned in this guide and are essentially &amp;quot;entangled&amp;quot; with each other and the Progressive Strength, Wallet and Scale Upgrades. So to keep things simple we will just give you the value for having the maximum of every upgrade, and after you&#039;ve resolved your softlock you can revert these bytes to their original value (make sure to write them down beforehand). Go to address &amp;lt;code&amp;gt;8011A670&amp;lt;/code&amp;gt; and change the first 4 bytes into &amp;lt;code&amp;gt;00 36 F4 DB&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Ammo memory.png]]&lt;br /&gt;
&lt;br /&gt;
To give yourself Magic, set the byte at &amp;lt;code&amp;gt;8011A60A&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, and the byte at &amp;lt;code&amp;gt;8011A603&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Swords/Shields/Tunics/Boots ===&lt;br /&gt;
&lt;br /&gt;
The address for modifying Tunics and Boots is &amp;lt;code&amp;gt;8011A66C&amp;lt;/code&amp;gt;, and the address for Swords and Shields is &amp;lt;code&amp;gt;8011A66D&amp;lt;/code&amp;gt;. They are both a single byte long. The first digit of each byte controls the Boots and Shields, and the second digit controls the Tunics and Swords. Changing any of these digits to a &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; will give you all Swords/Shields/Tunics/Boots. If you don&#039;t want to have them all but only 1 or 2, then try different numbers in the range 1-7 until you get the layout you desire. Keep in mind that if you want the Biggoron Sword instead of the Giant&#039;s Knife, you&#039;ll have to change the byte at &amp;lt;code&amp;gt;8011A60E&amp;lt;/code&amp;gt; from &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to play around with the famous &amp;quot;F boots&amp;quot; (= anti-gravity boots), then change the byte at &amp;lt;code&amp;gt;8011A640&amp;lt;/code&amp;gt; into &amp;lt;code&amp;gt;F1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Rewards, Songs and Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The address for modifying the Spiritual Stones, Song of Time, Song of Storms and Gerudo Card (and some irrelevant things) is &amp;lt;code&amp;gt;8011A675&amp;lt;/code&amp;gt;, the address for Bolero of Fire, Minuet of Forest and the Medallions is &amp;lt;code&amp;gt;8011A677&amp;lt;/code&amp;gt;, and the address for the other songs is &amp;lt;code&amp;gt;8011A676&amp;lt;/code&amp;gt;. They are all a single byte long. Changing these bytes to &amp;lt;code&amp;gt;FF&amp;lt;/code&amp;gt; will give you all of the items and songs. If you don&#039;t want to have them all but only a certain combination of them, then manually try different hex numbers. A systematic approach to finding the right number would be to increment the current hex number by 1 until you find the right one. &lt;br /&gt;
&lt;br /&gt;
=== Keys ===&lt;br /&gt;
&lt;br /&gt;
Below is a table that gives the addresses for the Small Keys and Boss Keys of all the relevant locations. They are all 1 byte long. For the Small Keys you can just insert the number of keys you want. For the Boss Keys you&#039;ll want to use one of the following numbers depending on if you also want the Map and/or Compass: &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;03&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;05&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;07&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Keys memory.png]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Editing_RAM&amp;diff=2130</id>
		<title>Editing RAM</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Editing_RAM&amp;diff=2130"/>
		<updated>2021-07-17T22:26:56Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: minor phrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page is still a work in progress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the purpose of fixing softlocked/&amp;quot;unbeatable&amp;quot; seeds and for helping staff members recreate reported issues.&lt;br /&gt;
&lt;br /&gt;
== Accessing and Using the Hex Editor / Debugger ==&lt;br /&gt;
&lt;br /&gt;
=== Bizhawk ===&lt;br /&gt;
With your ROM loaded, head to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Tools&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hex Editor&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A new window should pop up. Next, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Memory Domains&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;System Bus&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Also go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Data Size&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;1 Byte&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the relevant address (e.g. &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt;) by hitting &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;CTRL + G&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; or going to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Go to Address...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. To make changes to the RAM, right-click the relevant byte and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Poke Address&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. In the new window enter the value you want to change the byte to and hit &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Poke&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; to confirm. Your changes should be reflected in the game immediately.&lt;br /&gt;
&lt;br /&gt;
[[File:bizhawk hex editor.png]][[File:bizhawk poke.png]]&lt;br /&gt;
&lt;br /&gt;
=== Project64 ===&lt;br /&gt;
To enable the debugger, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Settings...&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable debugger&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Click &amp;lt;samp&amp;gt;Apply&amp;lt;/samp&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
[[File:pj64 enable debugger.png]]&lt;br /&gt;
&lt;br /&gt;
Close the settings window and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Debugger&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;View memory...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A new window should pop up. Right-click any of the bytes in this window and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Byte group size&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;1&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the relevant address (e.g. &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt;) by entering the address in the field in the top left corner of the window. To make your changes, simply select the location where you want to make your change and type in the value. Your changes should be reflected in the game immediately.&lt;br /&gt;
&lt;br /&gt;
[[File:pj64 data size.png]][[File:pj64 byte.png]]&lt;br /&gt;
&lt;br /&gt;
=== Dolphin ===&lt;br /&gt;
To enable the debugger, go to  &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Interface&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Show Debugging UI&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A code window will pop up, and several things will be added to your toolbar. You can close the code window and ignore all the additions.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnableDebugger.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, in the menu bar go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;View&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Memory&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. You&#039;ll see a window that looks like this. (Note that Dolphin only displays values in memory when emulation is paused, but values can still be set while emulation is running.) Pay attention to the highlighted section in the upper right, this is where we will be working.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinMemoryViewer.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, you must determine your offset value. Since Dolphin is running OoT within a WAD, the WAD itself adds bytes, meaning you must add an offset. Luckily, Dolphin&#039;s memory viewer already has an offset field, so you can just add it here and not worry about it. If you&#039;re using a US WAD, the offset will be &amp;lt;code&amp;gt;F64120&amp;lt;/code&amp;gt;. If you&#039;re using a JP WAD, the offset will be &amp;lt;code&amp;gt;E74000&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Finally, to set values in memory, you&#039;ll want to make sure Hex is selected, put the target address in the &amp;quot;Search Address&amp;quot; field, set Offset to the proper value, your desired value in the Value field, and then hit the Set Value button.&lt;br /&gt;
&lt;br /&gt;
Dolphin&#039;s memory viewer is different from the others in that you cannot click to select bytes and edit them that way, so it&#039;s a bit less intuitive to use. If you want to set the 3rd slot in inventory, you&#039;ll have to add 2 to the base inventory address for the 2 bytes skipped. (If you&#039;re unsure how to add hex numbers, you can add the number of slots to the base address with a calculator [https://www.calculator.net/hex-calculator.html like this one.])&lt;br /&gt;
&lt;br /&gt;
However, you can also set multiple bytes at once. For example, if you want to give yourself just deku sticks, you can enter the base inventory address and type &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; in the Value field to give yourself deku sticks in the first slot; but if you want to give yourself deku sticks, deku nuts, bombs, and the bow, you can enter &amp;lt;code&amp;gt;00010203&amp;lt;/code&amp;gt; in the Value field to give yourself them all at once. This can be used to make it easier to give yourself all ammo at once, giving all equipment, all keys, etc.&lt;br /&gt;
&lt;br /&gt;
== Finding the Correct Address and Value ==&lt;br /&gt;
&lt;br /&gt;
In everyday life we use a &amp;quot;base 10 numeral system&amp;quot;, which means that we use 10 different symbols for denoting numbers: &amp;quot;0-9&amp;quot;. When we add one more to 9, we loop back to 0 but prefix it with a 1 to indicate that we&#039;ve looped back once and we get the number &amp;quot;10&amp;quot;. The hex editor/debugger uses a &amp;quot;base 16 numeral system&amp;quot; instead, which means it uses 16 different symbols for denoting numbers: &amp;quot;0-9&amp;quot; (for the numbers 0 to 9) and &amp;quot;A-F&amp;quot; (for the numbers 10-15). &amp;quot;Decimal numbers&amp;quot; are what we call the symbols of the first system and &amp;quot;hex numbers&amp;quot; are what we call symbols of the second system. To properly use the hex editor/debugger you will need to count in hex numbers. Fortunately, most calculators and many [https://www.binaryhexconverter.com/hex-to-decimal-converter tools] online can convert numbers between both numeral systems for you.&lt;br /&gt;
&lt;br /&gt;
=== (Progressive) Items ===&lt;br /&gt;
The locations of your items on the item select screen (i.e. items you can put on C buttons) start at address &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt; and last for 24 bytes (i.e. 24 double digit hex numbers) as seen in the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:RAM slots2.png]]&lt;br /&gt;
&lt;br /&gt;
The value of the first byte determines what item is in the first slot, the value of the second byte determines what item is in the second slot, etc. The ordering for the slots follows the &amp;quot;logical&amp;quot; western reading order, that is it starts in the top left corner and goes left-to-right and top-to-bottom. Below is a table that tells you which hex numbers correspond to which items. Keep in mind that this table is only true for these 24 bytes in the RAM.&lt;br /&gt;
&lt;br /&gt;
[[File:RAM items.png]]&lt;br /&gt;
&lt;br /&gt;
If you want to test if you understood everything so far correctly, then try to work out the inventory of the RAM in the first image of this section. The answer is: Deku Nuts in the Deku Nuts slot, Din&#039;s Fire in the Din&#039;s Fire slot, Ocarina of Time in the Ocarina slot, and Megaton Hammer in the Farore&#039;s Wind slot (whoops!).&lt;br /&gt;
&lt;br /&gt;
The addresses for ammo counts (e.g. Deku Sticks, Bombs, Magic Beans) start at &amp;lt;code&amp;gt;8011A65C&amp;lt;/code&amp;gt; and is 15 bytes long. However, only 7 of these bytes correspond to relevant ammo counts: the 1st, 2nd, 3rd, 4th, 7th, 9th and 15th (see image below). These are the counts for Deku Sticks, Deku Nuts, Bombs, Arrows, Deku Seeds, Bombchus and Magic Beans respectively. Using or obtaining additional ammo without the associated ammo holder, such as a Quiver for Arrows, will immediately drop the ammo count to 0. Note that even Deku Sticks and Deku Nuts require an &amp;quot;ammo holder&amp;quot;. There are two ways to prevent this. Firstly, you can right-click the relevant bytes and choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Freeze&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; (Bizhawk) or &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Lock value&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; (Project64) (no way to do this in Dolphin). Alternatively, you can give yourself the relevant ammo holders. This information is laid out in memory in a considerably more complicated way than the other &amp;quot;items&amp;quot; mentioned in this guide, so to keep things simple we will just give you the value for having the maximum of every upgrade, and after you&#039;ve resolved your softlock you can revert these bytes to their original value (make sure to write them down beforehand). Go to address &amp;lt;code&amp;gt;8011A670&amp;lt;/code&amp;gt; and change the first 4 bytes into &amp;lt;code&amp;gt;00 36 F4 DB&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Ammo memory.png]]&lt;br /&gt;
&lt;br /&gt;
To give yourself Magic, set the byte at &amp;lt;code&amp;gt;8011A60A&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, and the byte at &amp;lt;code&amp;gt;8011A603&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Swords/Shields/Tunics/Boots ===&lt;br /&gt;
&lt;br /&gt;
The address for modifying Tunics and Boots is &amp;lt;code&amp;gt;8011A66C&amp;lt;/code&amp;gt;, and the address for Swords and Shields is &amp;lt;code&amp;gt;8011A66D&amp;lt;/code&amp;gt;. They are both a single byte long. The first digit of each byte controls the Boots and Shields, and the second digit controls the Tunics and Swords. Changing any of these digits to a &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; will give you all Swords/Shields/Tunics/Boots. If you don&#039;t want to have them all but only 1 or 2, then try different numbers in the range 1-7 until you get the layout you desire. Keep in mind that if you want the Biggoron Sword instead of the Giant&#039;s Knife, you&#039;ll have to change the byte at &amp;lt;code&amp;gt;8011A60E&amp;lt;/code&amp;gt; from &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to play around with the famous &amp;quot;F boots&amp;quot; (= anti-gravity boots), then change the byte at &amp;lt;code&amp;gt;8011A640&amp;lt;/code&amp;gt; into &amp;lt;code&amp;gt;F1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Rewards, Songs and Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The address for modifying the Spiritual Stones, Song of Time, Song of Storms and Gerudo Card (and some irrelevant things) is &amp;lt;code&amp;gt;8011A675&amp;lt;/code&amp;gt;, the address for Bolero of Fire, Minuet of Forest and the Medallions is &amp;lt;code&amp;gt;8011A677&amp;lt;/code&amp;gt;, and the address for the other songs is &amp;lt;code&amp;gt;8011A676&amp;lt;/code&amp;gt;. They are all a single byte long. Changing these bytes to &amp;lt;code&amp;gt;FF&amp;lt;/code&amp;gt; will give you all of the items and songs. If you don&#039;t want to have them all but only a certain combination of them, then manually try different hex numbers. A systematic approach to finding the right number would be to increment the current hex number by 1 until you find the right one. &lt;br /&gt;
&lt;br /&gt;
=== Keys ===&lt;br /&gt;
&lt;br /&gt;
Below is a table that gives the addresses for the Small Keys and Boss Keys of all the relevant locations. They are all 1 byte long. For the Small Keys you can just insert the number of keys you want. For the Boss Keys you&#039;ll want to use one of the following numbers depending on if you also want the Map and/or Compass: &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;03&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;05&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;07&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Keys memory.png]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Editing_RAM&amp;diff=2129</id>
		<title>Editing RAM</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Editing_RAM&amp;diff=2129"/>
		<updated>2021-07-17T22:07:06Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Add link to a hex calculator for adding to addresses in dolphin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page is still a work in progress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the purpose of fixing softlocked/&amp;quot;unbeatable&amp;quot; seeds and for helping staff members recreate reported issues.&lt;br /&gt;
&lt;br /&gt;
== Accessing and Using the Hex Editor / Debugger ==&lt;br /&gt;
&lt;br /&gt;
=== Bizhawk ===&lt;br /&gt;
With your ROM loaded, head to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Tools&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hex Editor&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A new window should pop up. Next, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Memory Domains&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;System Bus&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Also go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Data Size&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;1 Byte&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the relevant address (e.g. &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt;) by hitting &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;CTRL + G&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; or going to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Go to Address...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. To make changes to the RAM, right-click the relevant byte and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Poke Address&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. In the new window enter the value you want to change the byte to and hit &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Poke&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; to confirm. Your changes should be reflected in the game immediately.&lt;br /&gt;
&lt;br /&gt;
[[File:bizhawk hex editor.png]][[File:bizhawk poke.png]]&lt;br /&gt;
&lt;br /&gt;
=== Project64 ===&lt;br /&gt;
To enable the debugger, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Settings...&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable debugger&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Click &amp;lt;samp&amp;gt;Apply&amp;lt;/samp&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
[[File:pj64 enable debugger.png]]&lt;br /&gt;
&lt;br /&gt;
Close the settings window and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Debugger&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;View memory...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A new window should pop up. Right-click any of the bytes in this window and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Byte group size&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;1&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the relevant address (e.g. &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt;) by entering the address in the field in the top left corner of the window. To make your changes, simply select the location where you want to make your change and type in the value. Your changes should be reflected in the game immediately.&lt;br /&gt;
&lt;br /&gt;
[[File:pj64 data size.png]][[File:pj64 byte.png]]&lt;br /&gt;
&lt;br /&gt;
=== Dolphin ===&lt;br /&gt;
To enable the debugger, go to  &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Interface&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Show Debugging UI&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A code window will pop up, and several things will be added to your toolbar. You can close the code window and ignore all the additions.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnableDebugger.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, in the menu bar go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;View&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Memory&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. You&#039;ll see a window that looks like this. (Note that Dolphin only displays values in memory when emulation is paused, but values can still be set while emulation is running.) Pay attention to the highlighted section in the upper right, this is where we will be working.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinMemoryViewer.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, you must determine your offset value. Since Dolphin is running OoT within a WAD, the WAD itself adds bytes, meaning you must add an offset. Luckily, Dolphin&#039;s memory viewer already has an offset field, so you can just add it here and not worry about it. If you&#039;re using a US WAD, the offset will be &amp;lt;code&amp;gt;F64120&amp;lt;/code&amp;gt;. If you&#039;re using a JP WAD, the offset will be &amp;lt;code&amp;gt;E74000&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Finally, to set values in memory, you&#039;ll want to make sure Hex is selected, put the target address in the &amp;quot;Search Address&amp;quot; field, set Offset to the proper value, your desired value in the Value field, and then hit the Set Value button.&lt;br /&gt;
&lt;br /&gt;
Dolphin&#039;s memory viewer is different from the others in that you cannot click to select bytes and edit them that way, so it&#039;s a bit less intuitive. If you want to set the 3rd slot in inventory, you&#039;ll have to add 2 to the base inventory address for the 2 bytes skipped. (If you&#039;re unsure, you can add the number of slots to the base address with a calculator [https://www.calculator.net/hex-calculator.html like this one.])&lt;br /&gt;
&lt;br /&gt;
However, you can also set multiple bytes at once. For example, if you want to give yourself just deku sticks, you can enter the base inventory address and type &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; in the Value field to give yourself deku sticks in the first slot; but if you want to give yourself deku sticks, deku nuts, bombs, and the bow, you can enter &amp;lt;code&amp;gt;00010203&amp;lt;/code&amp;gt; in the Value field to give yourself them all at once. This can be used to make it easier to give yourself all ammo at once, giving all equipment, all keys, etc.&lt;br /&gt;
&lt;br /&gt;
== Finding the Correct Address and Value ==&lt;br /&gt;
&lt;br /&gt;
In everyday life we use a &amp;quot;base 10 numeral system&amp;quot;, which means that we use 10 different symbols for denoting numbers: &amp;quot;0-9&amp;quot;. When we add one more to 9, we loop back to 0 but prefix it with a 1 to indicate that we&#039;ve looped back once and we get the number &amp;quot;10&amp;quot;. The hex editor/debugger uses a &amp;quot;base 16 numeral system&amp;quot; instead, which means it uses 16 different symbols for denoting numbers: &amp;quot;0-9&amp;quot; (for the numbers 0 to 9) and &amp;quot;A-F&amp;quot; (for the numbers 10-15). &amp;quot;Decimal numbers&amp;quot; are what we call the symbols of the first system and &amp;quot;hex numbers&amp;quot; are what we call symbols of the second system. To properly use the hex editor/debugger you will need to count in hex numbers. Fortunately, most calculators and many [https://www.binaryhexconverter.com/hex-to-decimal-converter tools] online can convert numbers between both numeral systems for you.&lt;br /&gt;
&lt;br /&gt;
=== (Progressive) Items ===&lt;br /&gt;
The locations of your items on the item select screen (i.e. items you can put on C buttons) start at address &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt; and last for 24 bytes (i.e. 24 double digit hex numbers) as seen in the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:RAM slots2.png]]&lt;br /&gt;
&lt;br /&gt;
The value of the first byte determines what item is in the first slot, the value of the second byte determines what item is in the second slot, etc. The ordering for the slots follows the &amp;quot;logical&amp;quot; western reading order, that is it starts in the top left corner and goes left-to-right and top-to-bottom. Below is a table that tells you which hex numbers correspond to which items. Keep in mind that this table is only true for these 24 bytes in the RAM.&lt;br /&gt;
&lt;br /&gt;
[[File:RAM items.png]]&lt;br /&gt;
&lt;br /&gt;
If you want to test if you understood everything so far correctly, then try to work out the inventory of the RAM in the first image of this section. The answer is: Deku Nuts in the Deku Nuts slot, Din&#039;s Fire in the Din&#039;s Fire slot, Ocarina of Time in the Ocarina slot, and Megaton Hammer in the Farore&#039;s Wind slot (whoops!).&lt;br /&gt;
&lt;br /&gt;
The addresses for ammo counts (e.g. Deku Sticks, Bombs, Magic Beans) start at &amp;lt;code&amp;gt;8011A65C&amp;lt;/code&amp;gt; and is 15 bytes long. However, only 7 of these bytes correspond to relevant ammo counts: the 1st, 2nd, 3rd, 4th, 7th, 9th and 15th (see image below). These are the counts for Deku Sticks, Deku Nuts, Bombs, Arrows, Deku Seeds, Bombchus and Magic Beans respectively. Using or obtaining additional ammo without the associated ammo holder, such as a Quiver for Arrows, will immediately drop the ammo count to 0. Note that even Deku Sticks and Deku Nuts require an &amp;quot;ammo holder&amp;quot;. There are two ways to prevent this. Firstly, you can right-click the relevant bytes and choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Freeze&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; (Bizhawk) or &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Lock value&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; (Project64) (no way to do this in Dolphin). Alternatively, you can give yourself the relevant ammo holders. This information is laid out in memory in a considerably more complicated way than the other &amp;quot;items&amp;quot; mentioned in this guide, so to keep things simple we will just give you the value for having the maximum of every upgrade, and after you&#039;ve resolved your softlock you can revert these bytes to their original value (make sure to write them down beforehand). Go to address &amp;lt;code&amp;gt;8011A670&amp;lt;/code&amp;gt; and change the first 4 bytes into &amp;lt;code&amp;gt;00 36 F4 DB&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Ammo memory.png]]&lt;br /&gt;
&lt;br /&gt;
To give yourself Magic, set the byte at &amp;lt;code&amp;gt;8011A60A&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, and the byte at &amp;lt;code&amp;gt;8011A603&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Swords/Shields/Tunics/Boots ===&lt;br /&gt;
&lt;br /&gt;
The address for modifying Tunics and Boots is &amp;lt;code&amp;gt;8011A66C&amp;lt;/code&amp;gt;, and the address for Swords and Shields is &amp;lt;code&amp;gt;8011A66D&amp;lt;/code&amp;gt;. They are both a single byte long. The first digit of each byte controls the Boots and Shields, and the second digit controls the Tunics and Swords. Changing any of these digits to a &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; will give you all Swords/Shields/Tunics/Boots. If you don&#039;t want to have them all but only 1 or 2, then try different numbers in the range 1-7 until you get the layout you desire. Keep in mind that if you want the Biggoron Sword instead of the Giant&#039;s Knife, you&#039;ll have to change the byte at &amp;lt;code&amp;gt;8011A60E&amp;lt;/code&amp;gt; from &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to play around with the famous &amp;quot;F boots&amp;quot; (= anti-gravity boots), then change the byte at &amp;lt;code&amp;gt;8011A640&amp;lt;/code&amp;gt; into &amp;lt;code&amp;gt;F1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Rewards, Songs and Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The address for modifying the Spiritual Stones, Song of Time, Song of Storms and Gerudo Card (and some irrelevant things) is &amp;lt;code&amp;gt;8011A675&amp;lt;/code&amp;gt;, the address for Bolero of Fire, Minuet of Forest and the Medallions is &amp;lt;code&amp;gt;8011A677&amp;lt;/code&amp;gt;, and the address for the other songs is &amp;lt;code&amp;gt;8011A676&amp;lt;/code&amp;gt;. They are all a single byte long. Changing these bytes to &amp;lt;code&amp;gt;FF&amp;lt;/code&amp;gt; will give you all of the items and songs. If you don&#039;t want to have them all but only a certain combination of them, then manually try different hex numbers. A systematic approach to finding the right number would be to increment the current hex number by 1 until you find the right one. &lt;br /&gt;
&lt;br /&gt;
=== Keys ===&lt;br /&gt;
&lt;br /&gt;
Below is a table that gives the addresses for the Small Keys and Boss Keys of all the relevant locations. They are all 1 byte long. For the Small Keys you can just insert the number of keys you want. For the Boss Keys you&#039;ll want to use one of the following numbers depending on if you also want the Map and/or Compass: &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;03&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;05&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;07&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Keys memory.png]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Editing_RAM&amp;diff=2128</id>
		<title>Editing RAM</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Editing_RAM&amp;diff=2128"/>
		<updated>2021-07-17T21:57:05Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page is still a work in progress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the purpose of fixing softlocked/&amp;quot;unbeatable&amp;quot; seeds and for helping staff members recreate reported issues.&lt;br /&gt;
&lt;br /&gt;
== Accessing and Using the Hex Editor / Debugger ==&lt;br /&gt;
&lt;br /&gt;
=== Bizhawk ===&lt;br /&gt;
With your ROM loaded, head to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Tools&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hex Editor&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A new window should pop up. Next, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Memory Domains&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;System Bus&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Also go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Data Size&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;1 Byte&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the relevant address (e.g. &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt;) by hitting &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;CTRL + G&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; or going to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Go to Address...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. To make changes to the RAM, right-click the relevant byte and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Poke Address&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. In the new window enter the value you want to change the byte to and hit &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Poke&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; to confirm. Your changes should be reflected in the game immediately.&lt;br /&gt;
&lt;br /&gt;
[[File:bizhawk hex editor.png]][[File:bizhawk poke.png]]&lt;br /&gt;
&lt;br /&gt;
=== Project64 ===&lt;br /&gt;
To enable the debugger, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Settings...&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable debugger&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Click &amp;lt;samp&amp;gt;Apply&amp;lt;/samp&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
[[File:pj64 enable debugger.png]]&lt;br /&gt;
&lt;br /&gt;
Close the settings window and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Debugger&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;View memory...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A new window should pop up. Right-click any of the bytes in this window and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Byte group size&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;1&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Navigate to the relevant address (e.g. &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt;) by entering the address in the field in the top left corner of the window. To make your changes, simply select the location where you want to make your change and type in the value. Your changes should be reflected in the game immediately.&lt;br /&gt;
&lt;br /&gt;
[[File:pj64 data size.png]][[File:pj64 byte.png]]&lt;br /&gt;
&lt;br /&gt;
=== Dolphin ===&lt;br /&gt;
To enable the debugger, go to  &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Interface&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Show Debugging UI&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. A code window will pop up, and several things will be added to your toolbar. You can close the code window and ignore all the additions.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnableDebugger.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, in the menu bar go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;View&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and check &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Memory&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. You&#039;ll see a window that looks like this. (Note that Dolphin only displays values in memory when emulation is paused, but values can still be set while emulation is running.) Pay attention to the highlighted section in the upper right, this is where we will be working.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinMemoryViewer.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, you must determine your offset value. Since Dolphin is running OoT within a WAD, the WAD itself adds bytes, meaning you must add an offset. Luckily, Dolphin&#039;s memory viewer already has an offset field, so you can just add it here and not worry about it. If you&#039;re using a US WAD, the offset will be &amp;lt;code&amp;gt;F64120&amp;lt;/code&amp;gt;. If you&#039;re using a JP WAD, the offset will be &amp;lt;code&amp;gt;E74000&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Finally, to set values in memory, you&#039;ll want to make sure Hex is selected, put the target address in the &amp;quot;Search Address&amp;quot; field, set Offset to the proper value, your desired value in the Value field, and then hit the Set Value button.&lt;br /&gt;
&lt;br /&gt;
Dolphin&#039;s memory viewer is different from the others in that you cannot click to select bytes and edit them that way, so it&#039;s a bit less intuitive. If you want to set the 3rd slot in inventory, you&#039;ll have to add 2 to the base inventory address for the 2 bytes skipped. However, you can also set multiple bytes at once. For example, if you want to give yourself just deku sticks, you can enter the base inventory address and type &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; in the Value field to give yourself deku sticks in the first slot; but if you want to give yourself deku sticks, deku nuts, bombs, and the bow, you can enter &amp;lt;code&amp;gt;00010203&amp;lt;/code&amp;gt; in the Value field to give yourself them all at once. This can be used to make it easier to give yourself all ammo at once, giving all equipment, all keys, etc.&lt;br /&gt;
&lt;br /&gt;
== Finding the Correct Address and Value ==&lt;br /&gt;
&lt;br /&gt;
In everyday life we use a &amp;quot;base 10 numeral system&amp;quot;, which means that we use 10 different symbols for denoting numbers: &amp;quot;0-9&amp;quot;. When we add one more to 9, we loop back to 0 but prefix it with a 1 to indicate that we&#039;ve looped back once and we get the number &amp;quot;10&amp;quot;. The hex editor/debugger uses a &amp;quot;base 16 numeral system&amp;quot; instead, which means it uses 16 different symbols for denoting numbers: &amp;quot;0-9&amp;quot; (for the numbers 0 to 9) and &amp;quot;A-F&amp;quot; (for the numbers 10-15). &amp;quot;Decimal numbers&amp;quot; are what we call the symbols of the first system and &amp;quot;hex numbers&amp;quot; are what we call symbols of the second system. To properly use the hex editor/debugger you will need to count in hex numbers. Fortunately, most calculators and many [https://www.binaryhexconverter.com/hex-to-decimal-converter tools] online can convert numbers between both numeral systems for you.&lt;br /&gt;
&lt;br /&gt;
=== (Progressive) Items ===&lt;br /&gt;
The locations of your items on the item select screen (i.e. items you can put on C buttons) start at address &amp;lt;code&amp;gt;8011A644&amp;lt;/code&amp;gt; and last for 24 bytes (i.e. 24 double digit hex numbers) as seen in the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:RAM slots2.png]]&lt;br /&gt;
&lt;br /&gt;
The value of the first byte determines what item is in the first slot, the value of the second byte determines what item is in the second slot, etc. The ordering for the slots follows the &amp;quot;logical&amp;quot; western reading order, that is it starts in the top left corner and goes left-to-right and top-to-bottom. Below is a table that tells you which hex numbers correspond to which items. Keep in mind that this table is only true for these 24 bytes in the RAM.&lt;br /&gt;
&lt;br /&gt;
[[File:RAM items.png]]&lt;br /&gt;
&lt;br /&gt;
If you want to test if you understood everything so far correctly, then try to work out the inventory of the RAM in the first image of this section. The answer is: Deku Nuts in the Deku Nuts slot, Din&#039;s Fire in the Din&#039;s Fire slot, Ocarina of Time in the Ocarina slot, and Megaton Hammer in the Farore&#039;s Wind slot (whoops!).&lt;br /&gt;
&lt;br /&gt;
The addresses for ammo counts (e.g. Deku Sticks, Bombs, Magic Beans) start at &amp;lt;code&amp;gt;8011A65C&amp;lt;/code&amp;gt; and is 15 bytes long. However, only 7 of these bytes correspond to relevant ammo counts: the 1st, 2nd, 3rd, 4th, 7th, 9th and 15th (see image below). These are the counts for Deku Sticks, Deku Nuts, Bombs, Arrows, Deku Seeds, Bombchus and Magic Beans respectively. Using or obtaining additional ammo without the associated ammo holder, such as a Quiver for Arrows, will immediately drop the ammo count to 0. Note that even Deku Sticks and Deku Nuts require an &amp;quot;ammo holder&amp;quot;. There are two ways to prevent this. Firstly, you can right-click the relevant bytes and choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Freeze&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; (Bizhawk) or &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Lock value&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; (Project64) (no way to do this in Dolphin). Alternatively, you can give yourself the relevant ammo holders. This information is laid out in memory in a considerably more complicated way than the other &amp;quot;items&amp;quot; mentioned in this guide, so to keep things simple we will just give you the value for having the maximum of every upgrade, and after you&#039;ve resolved your softlock you can revert these bytes to their original value (make sure to write them down beforehand). Go to address &amp;lt;code&amp;gt;8011A670&amp;lt;/code&amp;gt; and change the first 4 bytes into &amp;lt;code&amp;gt;00 36 F4 DB&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Ammo memory.png]]&lt;br /&gt;
&lt;br /&gt;
To give yourself Magic, set the byte at &amp;lt;code&amp;gt;8011A60A&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, and the byte at &amp;lt;code&amp;gt;8011A603&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Swords/Shields/Tunics/Boots ===&lt;br /&gt;
&lt;br /&gt;
The address for modifying Tunics and Boots is &amp;lt;code&amp;gt;8011A66C&amp;lt;/code&amp;gt;, and the address for Swords and Shields is &amp;lt;code&amp;gt;8011A66D&amp;lt;/code&amp;gt;. They are both a single byte long. The first digit of each byte controls the Boots and Shields, and the second digit controls the Tunics and Swords. Changing any of these digits to a &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; will give you all Swords/Shields/Tunics/Boots. If you don&#039;t want to have them all but only 1 or 2, then try different numbers in the range 1-7 until you get the layout you desire. Keep in mind that if you want the Biggoron Sword instead of the Giant&#039;s Knife, you&#039;ll have to change the byte at &amp;lt;code&amp;gt;8011A60E&amp;lt;/code&amp;gt; from &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to play around with the famous &amp;quot;F boots&amp;quot; (= anti-gravity boots), then change the byte at &amp;lt;code&amp;gt;8011A640&amp;lt;/code&amp;gt; into &amp;lt;code&amp;gt;F1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Rewards, Songs and Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The address for modifying the Spiritual Stones, Song of Time, Song of Storms and Gerudo Card (and some irrelevant things) is &amp;lt;code&amp;gt;8011A675&amp;lt;/code&amp;gt;, the address for Bolero of Fire, Minuet of Forest and the Medallions is &amp;lt;code&amp;gt;8011A677&amp;lt;/code&amp;gt;, and the address for the other songs is &amp;lt;code&amp;gt;8011A676&amp;lt;/code&amp;gt;. They are all a single byte long. Changing these bytes to &amp;lt;code&amp;gt;FF&amp;lt;/code&amp;gt; will give you all of the items and songs. If you don&#039;t want to have them all but only a certain combination of them, then manually try different hex numbers. A systematic approach to finding the right number would be to increment the current hex number by 1 until you find the right one. &lt;br /&gt;
&lt;br /&gt;
=== Keys ===&lt;br /&gt;
&lt;br /&gt;
Below is a table that gives the addresses for the Small Keys and Boss Keys of all the relevant locations. They are all 1 byte long. For the Small Keys you can just insert the number of keys you want. For the Boss Keys you&#039;ll want to use one of the following numbers depending on if you also want the Map and/or Compass: &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;03&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;05&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;07&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Keys memory.png]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:DolphinMemoryViewer.png&amp;diff=2127</id>
		<title>File:DolphinMemoryViewer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:DolphinMemoryViewer.png&amp;diff=2127"/>
		<updated>2021-07-17T21:17:13Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:DolphinEnableDebugger.png&amp;diff=2126</id>
		<title>File:DolphinEnableDebugger.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:DolphinEnableDebugger.png&amp;diff=2126"/>
		<updated>2021-07-17T21:07:26Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=2068</id>
		<title>Dolphin</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=2068"/>
		<updated>2021-07-02T16:07:42Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Remove &amp;quot;not officially supported&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Important warnings:&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;ol style=&amp;quot;color: red;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Dolphin has not been tested extensively for OoTR.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Dolphin is not race legal.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dolphin is a popular emulator for both Gamecube and Wii. As it can be used as a Wii emulator, you can load a WAD into it and play the randomizer that way, meaning you will be emulating a Wii which is emulating a Nintendo 64. Yes, it sounds convoluted, but it&#039;s not terribly complicated to set up and brings the benefits of both playing on emulator (faster in certain places, improved visuals) and playing on Wii VC (faster in other places, more accurate emulation). That being said, playing the randomizer on Dolphin is still largely experimental, and this page will be updated as more issues and fixes for those issues are found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Dolphin will be used as a Wii emulator, it is actually much simpler than setting up a Wii. There is no need to soft mod, move data onto an SD card, or install a WAD. That being said, there are some steps that need to be taken first.&lt;br /&gt;
&lt;br /&gt;
== First Time Dolphin User Set Up ==&lt;br /&gt;
&lt;br /&gt;
[https://dolphin-emu.org/download/ Download the latest beta release of Dolphin.] Like other emulators, you will need the latest beta release of Dolphin rather than the latest stable release. Note that, by default, Dolphin will check for a new beta release monthly and auto-update.&lt;br /&gt;
&lt;br /&gt;
Once Dolphin is downloaded, extract the zip and open Dolphin.exe. You should see something like this (except that, if this is your first time, your games list will be empty):&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinHome.png]]&lt;br /&gt;
&lt;br /&gt;
Note the buttons within the red box, these will be used in the upcoming steps. The first thing you will want to do is create a game directory. Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Paths&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Add...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select the directory in which you would like your games to be placed. You can even have multiple game directories, if you wish. This will then cause any .iso or .wad files in your selected directory to show up in the home menu, as seen above.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinPaths.png]]&lt;br /&gt;
&lt;br /&gt;
Click on &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controllers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the home page. Controllers can be setup either as &amp;quot;GameCube Controllers&amp;quot;, or as &amp;quot;Wii Remotes&amp;quot;. For the purpose of the randomizer your controller will need to be configured as a &amp;quot;GameCube Controller&amp;quot; (even if it is, say, an Xbox controller). Under Gamecube controllers, click &amp;lt;samp&amp;gt;Configure&amp;lt;/samp&amp;gt; next to Port 1. &lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlConfig1.png|275px]]&lt;br /&gt;
&lt;br /&gt;
If you are using a Gamecube Controller with a Wii U Adapter by either Nintendo or Mayflash (Wii U mode), then your controller should be detected and configured automatically and the new window that opens will simply ask you to enable/disable the Rumble Pak.&lt;br /&gt;
&lt;br /&gt;
[[File:Gcnadapter.png]]&lt;br /&gt;
&lt;br /&gt;
For reference, these are the default controller mappings Dolphin will use. Keep in mind that if you&#039;ve used the webpatcher, or gzinjectgui with the right configuration, that D-pad left/right/down will be overwritten to properly work with boots/ocarina on D-pad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gamecube Controls.png]]&lt;br /&gt;
&lt;br /&gt;
If you are using any other controller, or if you&#039;re using a Gamecube adapter in PC mode, then you will need to configure the controller yourself. Note that, even if you have a controller with analog triggers, you must set &amp;lt;samp&amp;gt;L&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R&amp;lt;/samp&amp;gt; for the buttons to work properly, not just &amp;lt;samp&amp;gt;L-Analog&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R-Analog&amp;lt;/samp&amp;gt;. Below shows a sample controller config with an Xbox controller.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlConfig2.png|725px]]&lt;br /&gt;
&lt;br /&gt;
== Randomizer Dolphin Set Up ==&lt;br /&gt;
&lt;br /&gt;
So, now you have either just finished setting up Dolphin for the first time, or are an experienced Dolphin user. There are a few more settings that must be set to certain values to properly play the randomizer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; make sure that &amp;lt;samp&amp;gt;Allow Mismatched Region Settings&amp;lt;/samp&amp;gt; is unchecked and &amp;lt;samp&amp;gt;Fallback Region&amp;lt;/samp&amp;gt; is set to &amp;lt;samp&amp;gt;NTSC-J&amp;lt;/samp&amp;gt;. This ensures that you don&#039;t get a PAL frame rate.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinRegion.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Next, under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hacks&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, ensure that &amp;lt;samp&amp;gt;Store EFB Copies to Texture Only&amp;lt;/samp&amp;gt; is unchecked. This fixes the black pause screens&lt;br /&gt;
&lt;br /&gt;
== Starting a Seed ==&lt;br /&gt;
&lt;br /&gt;
This is the only part of setting up Dolphin which is similar to the set up for Wii VC. [https://wiki.ootrandomizer.com/index.php?title=Wii_Virtual_Console#Generating_a_Seed Refer to the &amp;quot;Generating a Seed&amp;quot; section on the Wii VC page for how to generate a WAD.]&lt;br /&gt;
&lt;br /&gt;
After generating the WAD, place it in your game directory. It should appear in your home menu. Double-clicking the seed should then launch it the same way any other .iso is launched from Dolphin, no NAND installation or Wii channel required. If there is already an in-game save file present, delete it before starting the new seed.&lt;br /&gt;
&lt;br /&gt;
== After Finishing a Seed ==&lt;br /&gt;
&lt;br /&gt;
Since all OoTR WADs use the same internal ID, Dolphin will consider them all the same game, meaning saves will carry over between seeds. You&#039;ll just need to delete the old save data to make room for a new save.&lt;br /&gt;
&lt;br /&gt;
== Optional Settings ==&lt;br /&gt;
&lt;br /&gt;
=== Graphical Enhancements ===&lt;br /&gt;
&lt;br /&gt;
Depending on the power of your computer, you may want to enable some graphics enhancements. If your computer can handle it as it makes games look much nicer. Back on the home page, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Enhancements&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. There is no exact guide for what to do here, mouse over each individual component to see what it does. If your computer is powerful enough, you can probably enable most things without worrying about it. Otherwise, you may have to do some trial and error to figure out what your computer can handle. &amp;lt;samp&amp;gt;Per-Pixel Lighting&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;Anti-Aliasing&amp;lt;/samp&amp;gt; above 4x are particularly demanding. &amp;lt;samp&amp;gt;Post-Processing Effects&amp;lt;/samp&amp;gt; are mostly gimmicks.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnhancements.png|350px]]&lt;br /&gt;
&lt;br /&gt;
=== Aspect Ratio ===&lt;br /&gt;
&lt;br /&gt;
Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Aspect Ratio&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, and select whatever you prefer.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinAspect.png]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
These are common issues with running Dolphin. If you are having issues, try any of these that seem like they may help. If you continue to have problems running the randomizer in Dolphin, please come to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;#setup-support&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on [https://discord.gg/q6m6kzK our Discord].&lt;br /&gt;
&lt;br /&gt;
=== The Game is Running Slowly/Less than 20 FPS ===&lt;br /&gt;
&lt;br /&gt;
The first thing you need to do in this case is look to the top left of your emulation window. There it should display both FPS and VPS. FPS is the framerate of the game you&#039;re running, while VPS is the framerate of Dolphin&#039;s output. Based on the VPS value, continue to one of the following subsections.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinVPS.png]]&lt;br /&gt;
&lt;br /&gt;
==== VPS is less than 60 and unstable ====&lt;br /&gt;
&lt;br /&gt;
If this is the case, your computer can not handle the current emulation, you should turn down some of [https://wiki.ootrandomizer.com/index.php?title=Dolphin#Graphical_Enhancements your graphical enhancements].&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 50 ====&lt;br /&gt;
&lt;br /&gt;
There is likely some issue with the region being stuck at PAL, ensure you took the proper steps regarding the region in [https://wiki.ootrandomizer.com/index.php?title=Dolphin#Randomizer_Dolphin_Set_Up Randomizer Dolphin Set Up].&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 60 ====&lt;br /&gt;
&lt;br /&gt;
This one is much trickier, as this implies that, as far as the emulator is concerned, the game is running at full frame rate. The current workaround for this is to go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Clock Override&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, checking &amp;lt;samp&amp;gt;Enable Emulated CPU Clock Override&amp;lt;/samp&amp;gt;, and setting the slider to 200% (or whatever number seems to work for you). Note this is not a permanent solution and currently considered a workaround.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinOverclock.png]]&lt;br /&gt;
&lt;br /&gt;
=== The Wii Home Menu Randomly Pops Up ===&lt;br /&gt;
&lt;br /&gt;
Click on &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controllers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the home page and then either untick &amp;lt;samp&amp;gt;Background Input&amp;lt;/samp&amp;gt; (your controller inputs will still be registered with this setting unticked even when the window is unfocused), or change the &amp;lt;samp&amp;gt;HOME&amp;lt;/samp&amp;gt; binding of &amp;lt;samp&amp;gt;Wii Remote 1&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== GFX FIFO Unknown Opcode on Resetting ===&lt;br /&gt;
&lt;br /&gt;
This is a known bug with resetting VC on Dolphin. You can click OK on both dialogs that pop up and then won&#039;t have to worry about it again until you restart Dolphin itself. You can also go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Configuration&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Interface&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and disable &amp;lt;samp&amp;gt;Use Panic Handlers&amp;lt;/samp&amp;gt; to always ignore it.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Plandomizer&amp;diff=2061</id>
		<title>Plandomizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Plandomizer&amp;diff=2061"/>
		<updated>2021-06-25T05:04:32Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Added subsection about special characters for gossip stones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Plandomizer&#039;&#039;&#039;, often shortened to just &#039;&#039;&#039;Plando&#039;&#039;&#039;, permits total control over item placement. You can place a specific item on any location and locations not specified will be filled following the normal algorithm. Using a &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; format text file, referred to as a &#039;&#039;&#039;distribution file&#039;&#039;&#039; when using plandomizer, most aspects of the randomizer can be overwritten.&lt;br /&gt;
&lt;br /&gt;
This can be used to create custom challenges to play through yourself or share with others. The more details defined in a plandomizer, the less the randomizer interferes, though the randomizer will still verify whether it is beatable based on the logic settings, and if it is logically impossible it will refuse to generate a seed.&lt;br /&gt;
&lt;br /&gt;
There is a [https://ootrandomizer.com/plandoMaker beta GUI for Plandomizer on the website] that can help you with simpler plandomizer ideas, however to truly grasp the power of plandomizer you will have to modify a distribution file yourself. &#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This is a beta feature and frequently generates JSON files with issues that must be fixed in a text editor prior to use. Please visit the plando-support channel in the discord for help resolving these errors. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;overflow:auto&amp;quot;&amp;gt;Also note that the following are not assignable. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;Deliver Letter&lt;br /&gt;
Sell Big Poe&lt;br /&gt;
Skull Mask&lt;br /&gt;
Spooky Mask&lt;br /&gt;
Keaton Mask&lt;br /&gt;
Bunny Hood&lt;br /&gt;
Mask of Truth&lt;br /&gt;
Milk&lt;br /&gt;
Goron Mask&lt;br /&gt;
Zora Mask&lt;br /&gt;
Gerudo Mask&lt;br /&gt;
Zeldas Letter&lt;br /&gt;
Location: HC Zeldas Letter&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
These items and location are used internally by the logic to handle new item locations becoming available. They are not meant to be used in a plando.&lt;br /&gt;
&lt;br /&gt;
== Using a Plandomizer Distribution File on the Generator ==&lt;br /&gt;
Plandomizer&#039;s distribution file text box is hidden by default. To enable it go to &amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt; on the generator and turn on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Optional)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; setting. Then use the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Browse&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; button next to the new text box to find your Plandomizer distribution &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
== Opening and Editing a Distribution File ==&lt;br /&gt;
Distributions are just normal text files using the &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; extension instead of the &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; extension. They can be opened in any text editor that will open &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; files. Even Notepad, TextEdit, and gedit can open these files. The extension is only to help let you know that text within is expected to look a certain way.&lt;br /&gt;
&lt;br /&gt;
=== Distribution File Format ===&lt;br /&gt;
&#039;&#039;&#039;JSON&#039;&#039;&#039; is a common format used for data that both a human and a computer are intended to read. It&#039;s a fairly picky format so it is a good idea to use a text editor that can tell you if you did something wrong through syntax highlighting. [https://visualstudio.microsoft.com/ Visual Studio Code] is such a text editor, and as it is cross-platform and used by many people in the community. It is the one we recommend you use if you go down this path. Alternatively, a validator such as [https://jsonlint.com/ JSONLint] can check formatting, if you prefer a text editor without syntax highlighting. A validator may also help identify issues which are harder to understand in VSCode.&lt;br /&gt;
&lt;br /&gt;
The randomizer generator on the website will also display an error if you try to use a distribution file that is not in the proper JSON format. You may wish to use this, JSONLint, and VSCode all together to figure out how to fix any formatting problems.&lt;br /&gt;
&lt;br /&gt;
=== Understanding a Distribution File ===&lt;br /&gt;
When generating a seed with a spoiler log, that spoiler log is actually a distribution file itself. It can be used directly to generate the exact same seed. Because of this, you can take a look at a spoiler log to help you get familiar with the types of things that can be changed, and how to format the distribution file.&lt;br /&gt;
&lt;br /&gt;
Since a distribution file is in JSON format, it&#039;s somewhat rigid about how things can be written.&lt;br /&gt;
&lt;br /&gt;
=== The Base Dictionary ===&lt;br /&gt;
First, a distribution file starts with a &amp;lt;kbd&amp;gt;{&amp;lt;/kbd&amp;gt; opening curly brace, and ends with a &amp;lt;kbd&amp;gt;}&amp;lt;/kbd&amp;gt; closing curly brace. Everything you define must be placed between these braces. These braces mark a &#039;&#039;&#039;Dictionary&#039;&#039;&#039; or an [https://en.wikipedia.org/wiki/Associative_array associative array], and while that link has a lot of useful information, you don&#039;t really have to understand it. Think of a dictionary data structure like you would a dictionary in the real world. You have a term, then you have the definition of that term. As this is the base dictionary, you don&#039;t write a term as the code that reads the JSON file creates its own term for this dictionary.&lt;br /&gt;
&lt;br /&gt;
=== The Dictionary &amp;quot;Terms&amp;quot; ===&lt;br /&gt;
Within the base dictionary there are many terms, such as &amp;lt;samp&amp;gt;:version&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt;. If you are viewing a spoiler log you&#039;ll notice some of these terms start with a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt;. These terms are ignored when Plandomizer is used and are autogenerated by the randomizer. When you are creating a distribution file yourself you can delete these terms (or take advantage of this mechanic to put in comments between sections, but note that it cannot be used within {} sections such as Locations or Entrances).&lt;br /&gt;
&lt;br /&gt;
Terms are followed by a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt; and then some spaces, then their definitions.&lt;br /&gt;
&lt;br /&gt;
Definitions that start and end with &amp;lt;kbd&amp;gt;&amp;quot;&amp;lt;/kbd&amp;gt; are &#039;&#039;&#039;Strings&#039;&#039;&#039;. They are just text you write, but it is important that they are between quotes.&lt;br /&gt;
&lt;br /&gt;
Definitions starting with &amp;lt;kbd&amp;gt;[&amp;lt;/kbd&amp;gt; an open bracket and ending with a &amp;lt;kbd&amp;gt;]&amp;lt;/kbd&amp;gt; closing bracket are called &#039;&#039;&#039;Lists&#039;&#039;&#039;. In a distribution file lists will usually only contain strings. However, with other types of JSON files you could see them containing other data structures such as dictionaries, or other lists.&lt;br /&gt;
&lt;br /&gt;
The rest of the definitions are just more dictionaries with their own terms that have definitions. These are the only data structures that you have to keep in mind, and generally they are already defined properly in the spoiler log for you so you can just modify them how you see fit. Just ensure you don&#039;t accidentally remove the symbols that go before and after the term.&lt;br /&gt;
&lt;br /&gt;
=== The Most Common Format/Syntax Issue ===&lt;br /&gt;
You&#039;ll notice that each of these terms is followed at the very end by a &amp;lt;kbd&amp;gt;,&amp;lt;/kbd&amp;gt; comma, except the very last one. This is probably the most common mistake someone will make when making their own distribution file. Each term needs to be separated by a comma, but the last one cannot have a comma after it. This is true for strings inside of lists, and lists, strings, and other dictionaries within a dictionary as well. If you are getting a syntax error, you probably added a comma you shouldn&#039;t have, or removed one you need. The generator will tell you that your JSON is invalid if you try to use a distribution file with one of these errors.&lt;br /&gt;
&lt;br /&gt;
== What Can Plandomizer Affect ==&lt;br /&gt;
Plandomizer can affect an enormous amount of the resulting seed. Everything from inconsequential things like the File Hash, to the Settings the randomizer uses to fill the world, and even specifically set items in locations that the world fill algorithm will have to work around.&lt;br /&gt;
&lt;br /&gt;
=== File Hash ===&lt;br /&gt;
The file hash is the 5 icons that are displayed at the top of the file select screen. You can set these to any valid [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Spoiler.py#L9-L42 HASH_ICON].&lt;br /&gt;
&lt;br /&gt;
You can set the &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt; definition to a list of up to 5 hash icons. If you do not want to specify an icon for a set position you can either set it to the value &#039;&#039;&#039;null&#039;&#039;&#039;, or if it is after all the ones you do want to set you can just not include it.&lt;br /&gt;
&lt;br /&gt;
==== Hash Icons ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;overflow:auto&amp;quot;&amp;gt;Expand to view the full list of valid hash icons for the current version of the randomizer.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
    &#039;Deku Stick&#039;,&lt;br /&gt;
    &#039;Deku Nut&#039;,&lt;br /&gt;
    &#039;Bow&#039;,&lt;br /&gt;
    &#039;Slingshot&#039;,&lt;br /&gt;
    &#039;Fairy Ocarina&#039;,&lt;br /&gt;
    &#039;Bombchu&#039;,&lt;br /&gt;
    &#039;Longshot&#039;,&lt;br /&gt;
    &#039;Boomerang&#039;,&lt;br /&gt;
    &#039;Lens of Truth&#039;,&lt;br /&gt;
    &#039;Beans&#039;,&lt;br /&gt;
    &#039;Megaton Hammer&#039;,&lt;br /&gt;
    &#039;Bottled Fish&#039;,&lt;br /&gt;
    &#039;Bottled Milk&#039;,&lt;br /&gt;
    &#039;Mask of Truth&#039;,&lt;br /&gt;
    &#039;SOLD OUT&#039;,&lt;br /&gt;
    &#039;Cucco&#039;,&lt;br /&gt;
    &#039;Mushroom&#039;,&lt;br /&gt;
    &#039;Saw&#039;,&lt;br /&gt;
    &#039;Frog&#039;,&lt;br /&gt;
    &#039;Master Sword&#039;,&lt;br /&gt;
    &#039;Mirror Shield&#039;,&lt;br /&gt;
    &#039;Kokiri Tunic&#039;,&lt;br /&gt;
    &#039;Hover Boots&#039;,&lt;br /&gt;
    &#039;Silver Gauntlets&#039;,&lt;br /&gt;
    &#039;Gold Scale&#039;,&lt;br /&gt;
    &#039;Stone of Agony&#039;,&lt;br /&gt;
    &#039;Skull Token&#039;,&lt;br /&gt;
    &#039;Heart Container&#039;,&lt;br /&gt;
    &#039;Boss Key&#039;,&lt;br /&gt;
    &#039;Compass&#039;,&lt;br /&gt;
    &#039;Map&#039;,&lt;br /&gt;
    &#039;Big Magic&#039;,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set all 5 icons to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the first icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, null, null, null, null]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the last icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [null, null, null, null, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
This is a dictionary defining the rules that the randomizer uses to fill the world. &#039;&#039;Any settings you set here will override the ones set in the GUI&#039;&#039;. That also means that you can leave some settings out of this dictionary and the person using your distribution file to create a seed can have a small amount of customization they can apply in case they need a little more additional help, or perhaps want to increase the difficulty a little bit.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to set these manually. Instead, you should go to the beta plandomizer maker on the website. You can set all the settings you want on the first tab, then create the JSON file. From here you can copy the settings dictionary from that file into this file and remove any settings you don&#039;t want to enforce. Alternatively, if you only want a few settings to be enforced, you can copy only the settings you want from the dictionary in that other JSON file into the settings dictionary in your settings file.&lt;br /&gt;
&lt;br /&gt;
There are two major issues with creating the settings dictionary entirely manually:&lt;br /&gt;
# If you mistype, or the name of a setting changes between versions, you will not get an error. The randomizer will just ignore this issue entirely.&lt;br /&gt;
# The process of figuring out the proper name for a setting, and the various values it can hold is tedious.&lt;br /&gt;
&lt;br /&gt;
If you still think you want to try this method, the file in the source code you want to look at to see all this necessary information is [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/SettingsList.py SettingsList.py]. This is a 3000 line monstrosity that isn&#039;t very useful if you&#039;re not already pretty familiar with the settings you are looking for in the first place. Each setting has a &amp;lt;var&amp;gt;name&amp;lt;/var&amp;gt; that you have to use for a definition inside of the settings dictionary. Then various other variables within the option&#039;s object in the settings list file are used to determine what possible definitions you want to use for that setting.&lt;br /&gt;
&lt;br /&gt;
Just using the plandomizer maker on the website is highly recommended over putting yourself through this experience.&lt;br /&gt;
&lt;br /&gt;
=== Starting Items ===&lt;br /&gt;
The starting items dictionary lets you define what items a player starts with, and how many of them. This includes both items you find in the world, and consumables you would pick up such as ammo and bombs. Any items you start with will be replaced by junk in the item pool. Songs placed here will force an item to be on one of the song locations even if &amp;lt;var&amp;gt;shuffle_song_items&amp;lt;/var&amp;gt; is not set. This will completely override the starting items set on the randomizer generator GUI.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to start with. The definition is how many of that item you want to start with. The number is not a string and should not be put in quotes.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Start with full wallet without Max Rupees setting&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Rupees&amp;quot;: 99&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with all shields&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Hylian Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Mirror Shiled&amp;quot;: 1&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
This is a dictionary defining every item possible to place in the world. &#039;&#039;It is highly recommended that you do not set every possible item to a value in this dictionary.&#039;&#039; Primarily junk items because the randomizer often needs to generate new junk, but will not change any value you manually place in the item pool. This would make your plandomizer very rigid and can cause various issues if you try changing settings that change what, and how many items you start with, or that are available in the base pool.&lt;br /&gt;
&lt;br /&gt;
You can also specify if you want to &amp;lt;var&amp;gt;add&amp;lt;/var&amp;gt; to the base number, &amp;lt;var&amp;gt;remove&amp;lt;/var&amp;gt; from the base number, or &amp;lt;var&amp;gt;set&amp;lt;/var&amp;gt; the base number for the item. The default is to set the value. If you want to use the other options you&#039;ll need to set the definition to be another dictionary.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to specify the number of in the pool. The definition is either:&lt;br /&gt;
# The number of that item you want in the pool&lt;br /&gt;
# A dictionary with a term of &amp;lt;var&amp;gt;type&amp;lt;/var&amp;gt; set to any of the strings &amp;quot;add&amp;quot;, &amp;quot;remove&amp;quot;, or &amp;quot;set&amp;quot; and a term of &amp;lt;var&amp;gt;count&amp;lt;/var&amp;gt; set to the number to modify by.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Mirror Shield to have 3 copies placed in the world&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: 3&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;set&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add 3 Deku Shields to place in the world in addition to the ones already in the base pool&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;add&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
This dictionary lets you define which dungeons are &amp;lt;var&amp;gt;vanilla&amp;lt;/var&amp;gt; and which are &amp;lt;var&amp;gt;mq&amp;lt;/var&amp;gt; (master quest). &#039;&#039;You will have to set the number of MQ dungeons setting to match at least whatever master quest dungeons you define here&#039;&#039;. However, you do not have to define all of the dungeons and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the dungeon. The definitions is either the string &amp;quot;vanilla&amp;quot;, the string &amp;quot;mq&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set only Deku Tree to mq&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Tree&amp;quot;: &amp;quot;mq&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only Spirit Temple to vanilla, because you don&#039;t want to learn the second version of spirit logic&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Spirit Temple&amp;quot;: &amp;quot;vanilla&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Dodongo&#039;s Cavern to random&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Dodongos Cavern&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trials ===&lt;br /&gt;
You will define which trials are &amp;lt;var&amp;gt;active&amp;lt;/var&amp;gt; and which ones are &amp;lt;var&amp;gt;inactive&amp;lt;/var&amp;gt; in this dictionary. &#039;&#039;You will have to set the number of trials to match at least the trials you define here&#039;&#039;. However, you do not have to define all of the trials and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the trial. The definition is either the string &amp;quot;active&amp;quot;, the string &amp;quot;inactive&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set forest, fire, and water trials as inactive&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Forest&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;inactive&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set light trial to active, ensuring that 3 strength upgrades are required for fighting Ganon&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Light&amp;quot;: &amp;quot;active&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set water trial to random&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Entrances ===&lt;br /&gt;
This dictionary defines how different entrances are linked together when using entrance randomizer. Entrances must be shuffled among their respective groups so you cannot use plandomizer to force a mixed entrance pool seed. You may wish to generate a entrance randomizer seed and use its spoiler log to ensure you use the correct names for the locations.&lt;br /&gt;
&lt;br /&gt;
The term is the loading zone you pass through. The definition is:&lt;br /&gt;
* &#039;&#039;&#039;For Dungeons and Interiors&#039;&#039;&#039;: a string with the name of the location you end up at&lt;br /&gt;
* &#039;&#039;&#039;For Overworld&#039;&#039;&#039;: a dictionary with a term of &amp;lt;var&amp;gt;region&amp;lt;/var&amp;gt; set to a string of the overworld region it leads to and a term of &amp;lt;var&amp;gt;from&amp;lt;/var&amp;gt; set to a string of the loading zone in that region that you will appear out of.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Deku Tree entrance to Gerudo Training Grounds&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Outside Deku Tree -&amp;gt; Deku Tree Lobby&amp;quot;: {&amp;quot;region&amp;quot;: &amp;quot;Gerudo Training Grounds Lobby&amp;quot;, &amp;quot;from&amp;quot;: &amp;quot;Gerudo Fortress&amp;quot;}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Hyrule Castle exit from Market to Lon Lon Ranch main entrance&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;Market -&amp;gt; Castle Grounds&amp;quot;: {&lt;br /&gt;
        &amp;quot;region&amp;quot;: &amp;quot;Lon Lon Ranch&amp;quot;, &lt;br /&gt;
        &amp;quot;from&amp;quot;: &amp;quot;Hyrule Field&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
This dictionary handles what is probably the main feature of plandomizer. You can assign items to any location in the game world here. Which locations are available are heavily influenced by what settings you choose, so ensure you have the proper settings set.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the location. The definition is either:&lt;br /&gt;
* A string of an item to place there&lt;br /&gt;
* A list containing multiple items to randomly choose from to place there&lt;br /&gt;
* A dictionary containing the term &amp;lt;var&amp;gt;item&amp;lt;/var&amp;gt; containing one of the above two bullet points.&lt;br /&gt;
** If making a multiworld plandomizer: the term &amp;lt;var&amp;gt;player&amp;lt;/var&amp;gt; with the world number value of the player the item belongs to.&lt;br /&gt;
** If the location is a shop: the term &amp;lt;var&amp;gt;price&amp;lt;/var&amp;gt; with the rupee number value the item should cost. &#039;&#039;You cannot set scrub prices using plandomizer&#039;&#039;&lt;br /&gt;
** If the item can be an ice trap: the term &amp;lt;var&amp;gt;model&amp;lt;/var&amp;gt; set to a string of the item model it should appear as in the overworld.&lt;br /&gt;
&lt;br /&gt;
==== Shop Location Numbers ====&lt;br /&gt;
Due to the odd way the shop items are stored in the game files, using shopsanity item placement is not very intuitive.&lt;br /&gt;
&lt;br /&gt;
When using 1 item shopsanity, the number you use is 7 and is the bottom left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 2 items shopsanity, you also have number 5 which is the bottom right item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 3 items shopsanity, you add on the number 8 which is the top left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 4 items shopsanity, you can now use all 4 numbers 5-8 for all of the left side items.&lt;br /&gt;
&lt;br /&gt;
==== Shop Location Prices ====&lt;br /&gt;
When defining a shop location, rather than simply assigning a string of the item name to the location, you must define a dictionary with the properties item (a string of the item name) and price (a number). So for example, a shop item location will look something like this:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;KF Shop Item 7&amp;quot;: {&lt;br /&gt;
    &amp;quot;item&amp;quot;: &amp;quot;Light Arrows&amp;quot;, &lt;br /&gt;
    &amp;quot;price&amp;quot;: 40&lt;br /&gt;
},&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Note that, prior to Dev v6.0.41, plando shop prices were not properly considered in logic, so using any price above 99 may be risky.&lt;br /&gt;
&lt;br /&gt;
As of Dev v6.0.41, If you try to set a price higher than 999, it will simply be capped to 999 so it won&#039;t be impossible to buy. However, you can actually plando negative prices, which will give the player the absolute value of the price. So if you plando a shop item to be -10 rupees, the player will be able to purchase it with any wallet size and it will give them 10 rupees. Due to reasons related to the binary numbers used to represent the prices in-game, the lowest possible price is -32768.&lt;br /&gt;
 &lt;br /&gt;
==== Special Item Groups ====&lt;br /&gt;
There are shortcut terms you can use for certain items when using plandomizer. They start with the &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; character. The ones that should work fine are:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
#Bottle - Places a bottle and randomly chooses a contents for it&lt;br /&gt;
#Junk - Places a junk item (used by exclude locations)&lt;br /&gt;
#AdultTrade - Places the adult trade item without specifying which one&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are feeling a little bit more daring, you can try:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
#Vanilla - Places whatever was on that location in the original game (Dev v6.0.54 onwards). Also applies to MQ locations.&lt;br /&gt;
#MajorItem - Places a settings-dependent major item at that location (Dev v6.0.24 onwards).&lt;br /&gt;
#Song - Places a song item&lt;br /&gt;
#NonWarpSong - Places non warp song item&lt;br /&gt;
#WarpSong - Places a warp song item&lt;br /&gt;
#JunkSong - Places Serenade or Prelude in non-entrance randomizer.&lt;br /&gt;
#Spell - Places one of the three spells&lt;br /&gt;
#Shield - Deku or Hylian. Doesn&#039;t include Mirror.&lt;br /&gt;
#HealthUpgrade - Heart Container or Piece of Heart&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of these should work, but only the first list have been extensively tested.&lt;br /&gt;
&lt;br /&gt;
As of Dev v6.0.45, you can also define your own, custom item groups by adding a &amp;lt;code&amp;gt;custom_groups&amp;lt;/code&amp;gt; dictionary to your plando. Within this dictionary you can define groups which contain a list of item names in brackets, and then use those group names as you would with other item groups.&lt;br /&gt;
&lt;br /&gt;
Here is such an example, which will place a random sword in Mido&#039;s top left chest and a small key for water or shadow temple in his top right chest:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;custom_groups&amp;quot;: {&lt;br /&gt;
    &amp;quot;CustomList1&amp;quot;: [ &amp;quot;Kokiri Sword&amp;quot;, &amp;quot;Biggoron Sword&amp;quot;, &amp;quot;Giants Knife&amp;quot; ],&lt;br /&gt;
    &amp;quot;CustomList2&amp;quot;: [ &amp;quot;Small Key (Water Temple)&amp;quot;, &amp;quot;Small Key (Shadow Temple)&amp;quot; ]&lt;br /&gt;
  },&lt;br /&gt;
  &amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#CustomList1&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#CustomList2&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that currently patterns do not work on custom groups (so, for example, you cannot do &amp;lt;code&amp;gt;!#CustomList1&amp;lt;/code&amp;gt;) and custom groups cannot be nested.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Ready to fight Ganon after Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;Bow&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;Magic Meter&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;Ice Trap&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bottles in Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One step to fighting Ganon in the Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Kokiri Sword Chest&amp;quot;: [&amp;quot;Bow&amp;quot;, &amp;quot;Magic Meter&amp;quot;, &amp;quot;Light Arrows&amp;quot;]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting shopsanity 1 item in Kokiri Shop to Ice Trap posing as Light Arrows&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Shop Item 7&amp;quot;: {&lt;br /&gt;
        &amp;quot;item&amp;quot;: &amp;quot;Ice Trap&amp;quot;, &lt;br /&gt;
        &amp;quot;price&amp;quot;: 60,&lt;br /&gt;
        &amp;quot;model&amp;quot;: &amp;quot;Light Arrows&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place player 2&#039;s Light Arrows in player 1&#039;s Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;World 1&amp;quot;: {&lt;br /&gt;
        &amp;quot;KF Kokiri Sword Chest&amp;quot;: {&lt;br /&gt;
            &amp;quot;item&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
            &amp;quot;player&amp;quot;: 2&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hint Distribution Files ===&lt;br /&gt;
&lt;br /&gt;
Hint distribution file format is similar to the old hard-coded dictionaries, plus new keys to offer finer control of different hint groups. The goal of this change is to facilitate easier sharing and updating of custom hint distributions for the different racing tournaments. An example with the Tournament distribution is provided below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;amp;quot;name&amp;amp;quot;:                  &amp;amp;quot;tournament&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;gui_name&amp;amp;quot;:              &amp;amp;quot;Tournament&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;description&amp;amp;quot;:           &amp;amp;quot;Fixed number of hints for each type, contains duplicates, and only useful hints.&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;add_locations&amp;amp;quot;:         [&lt;br /&gt;
        { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Deku Theater Skull Mask&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
    ],&lt;br /&gt;
    &amp;amp;quot;remove_locations&amp;amp;quot;:      [],&lt;br /&gt;
    &amp;amp;quot;add_items&amp;amp;quot;:             [],&lt;br /&gt;
    &amp;amp;quot;remove_items&amp;amp;quot;:          [],&lt;br /&gt;
    &amp;amp;quot;dungeons_woth_limit&amp;amp;quot;:   2,&lt;br /&gt;
    &amp;amp;quot;dungeons_barren_limit&amp;amp;quot;: 1,&lt;br /&gt;
    &amp;amp;quot;named_items_required&amp;amp;quot;:  &amp;amp;quot;True&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;distribution&amp;amp;quot;:          {&lt;br /&gt;
        &amp;amp;quot;trial&amp;amp;quot;:      {&amp;amp;quot;order&amp;amp;quot;:  1, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;always&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  2, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;woth&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  3, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   5, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;barren&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  4, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   3, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;entrance&amp;amp;quot;:   {&amp;amp;quot;order&amp;amp;quot;:  5, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   4, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;sometimes&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  6, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;: 100, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;random&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  7, &amp;amp;quot;weight&amp;amp;quot;: 9.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;item&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;song&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;overworld&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;dungeon&amp;amp;quot;:    {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;junk&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;named-item&amp;amp;quot;: {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2}&lt;br /&gt;
    }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
GUI names and tooltip descriptions are now defined with each distribution file. Tooltips are automatically parsed to add line returns as needed for the GUI.&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Distribution ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;distribution&amp;lt;/code&amp;gt; key is a similar format to the previous dictionary. Each hint group must be listed with the following keys:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;order&amp;lt;/code&amp;gt;: Integer to sort hint types from smallest to largest&lt;br /&gt;
* &amp;lt;code&amp;gt;weight&amp;lt;/code&amp;gt;: Same as hint type weight in balanced and similar hint distributions&lt;br /&gt;
* &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt;: Same as tournament distribution number of hints per world&lt;br /&gt;
* &amp;lt;code&amp;gt;copies&amp;lt;/code&amp;gt;: Same as count per hint in predefined distributions&lt;br /&gt;
&lt;br /&gt;
Tournament-style fixed hints and weighted-style hints are defined together in the same distribution. Fixed hints are rolled first. Any remaining gossip stones are filled from a random choice of hint types with assigned weights. Checks exist to make sure there are enough gossip stones left for a given random hint type count per hint. Fixed hints do not have this safeguard and rely on the user not to overfill them. Using the tournament distribution as an example, fixed hints are rolled according to the defined order and fixed number. If any gossip stones remain, the &amp;lt;code&amp;gt;random&amp;lt;/code&amp;gt; hint group is rolled as part of the weighted hint types (in this case the only one, so it is guaranteed upon exhaustion of all sometimes hints). Other built-in hint types with no fixed hints have non-zero orders for all types and weights equal to the old style weight, and all types have a &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt; value of &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Dungeon Limits ====&lt;br /&gt;
&lt;br /&gt;
Dungeon way of the hero and barren limitations are moved out of the hint generation functions into the distribution files. Values are identical in all built-in distributions except &amp;lt;code&amp;gt;very_strong&amp;lt;/code&amp;gt;, which has a limit of &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; for both (equivalent to no limit).&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Requirements and Exclusions ====&lt;br /&gt;
&lt;br /&gt;
Four new lists are provided to include or exclude hinted locations from different hint groups, as specified by the location name or filled item name. As seen in the tournament distribution, the &amp;lt;code&amp;gt;add_locations&amp;lt;/code&amp;gt; key can be used to force a given location to be hinted by adding it to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; hint type. Locations can be added to (or removed from) any hint type. Likewise, the item keys allow for adding or removing locations to be hinted based on what items they contain. For example, to remove all songs from being hinted as way of the hero, the following would be utilized:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;quot;remove_items&amp;amp;quot;: [&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Zeldas Lullaby&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Eponas Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Sarias Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Suns Song&amp;amp;quot;,          &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Time&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Storms&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Minuet of Forest&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Bolero of Fire&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Serenade of Water&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Requiem of Spirit&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Nocturne of Shadow&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Prelude of Light&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] }&lt;br /&gt;
]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Alternately, if songsanity is disabled, the song locations could be removed from the &amp;lt;code&amp;gt;woth&amp;lt;/code&amp;gt; hint type to achieve the same effect.&lt;br /&gt;
&lt;br /&gt;
Way of the Hero and Barren hints cannot have locations added via `add_locations`. Additionally, Barren hints cannot be removed via `remove_locations`. This is to prevent situations where required items are in hinted barren areas. Using the song example again, a foolish Song of Storms that leads to a required item in Bottom of the Well would be confusing to players unfamiliar with the setting. Excluding from way of the hero means it won’t be hinted, not that the game is actively lying to you.&lt;br /&gt;
&lt;br /&gt;
Barren hints can be added or removed from consideration for specific items via the &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove_items&amp;lt;/code&amp;gt; lists. This affects not just hints, but also the &amp;lt;code&amp;gt;:barren_regions&amp;lt;/code&amp;gt; list in the spoiler log. In contrast, way of the hero items will still be listed in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; section regardless of hint distribution changes. Forced barren items that are logically required still show up in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; list if required by the seed.&lt;br /&gt;
&lt;br /&gt;
==== Plando Support ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;hint_dist_user&amp;lt;/code&amp;gt; setting takes a hint distribution dictionary as defined by the built-in hint distribution files. If specified, it overrides the GUI-selected hint distribution. Internally, the distribution is defined as &amp;lt;code&amp;gt;custom&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Example Plando ====&lt;br /&gt;
&lt;br /&gt;
The attached plando&lt;br /&gt;
&lt;br /&gt;
* Requires a “random”-type location hint for the location containing Lens of Truth&lt;br /&gt;
* Adds shooting the sun in Lake Hylia as an always hint with custom text&lt;br /&gt;
* Removes Frog Ocarina Game and 40 Skulls as always hints&lt;br /&gt;
* Keeps other “conditional” always hints from Standard weekly settings, including Skull Mask&lt;br /&gt;
* Adds the location with Zelda’s Lullaby as an always hint&lt;br /&gt;
* Removes all other song locations from way of the hero and sometimes hint types&lt;br /&gt;
* Forces Rutos Letter to be considered foolish, and places it outside Ganon’s Castle to verify&lt;br /&gt;
* Excludes Biggoron Sword from foolish hints, and places it in the Haunted Wasteland to verify&lt;br /&gt;
&lt;br /&gt;
and applies a custom hint distribution as follows:&lt;br /&gt;
&lt;br /&gt;
====== Fixed Hints ======&lt;br /&gt;
&lt;br /&gt;
(in order) &lt;br /&gt;
* Always and Trials hints at 2 stones/hint &lt;br /&gt;
* 1 Named Item hint for Lens of Truth at 2 stones/hint (as required by &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt;) &lt;br /&gt;
* 3 Way of the Hero hints at 2 stones/hint &lt;br /&gt;
* 2 Foolish hints at 1 stone/hint &lt;br /&gt;
* 4 Entrance hints at 2 stones/hint &lt;br /&gt;
* 5 Sometimes hints at 1 stone/hint&lt;br /&gt;
&lt;br /&gt;
====== Weighted Hints ======&lt;br /&gt;
&lt;br /&gt;
On weekly settings, this is 27-29 gossip stones filled, depending on if Zelda’s Lullaby is on Ocarina of Time. The remaining 11-13 stones draw hints from weighted hint types as follows:&lt;br /&gt;
&lt;br /&gt;
* Random (0.5 weight, 2 stones/hint)&lt;br /&gt;
* Item (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Song (2.0 weight, 2 stones/hint)&lt;br /&gt;
* Overworld (3.0 weight, 2 stones/hint)&lt;br /&gt;
* Dungeon (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Junk (0.5 weight, 1 stone/hint)&lt;br /&gt;
&lt;br /&gt;
At least 1 junk hint will be added due to the odd number of remaining stones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
  &amp;amp;quot;settings&amp;amp;quot;:            {&lt;br /&gt;
    &amp;amp;quot;item_hints&amp;amp;quot;: [&lt;br /&gt;
      &amp;amp;quot;Lens of Truth&amp;amp;quot;&lt;br /&gt;
    ],&lt;br /&gt;
    &amp;amp;quot;hint_dist_user&amp;amp;quot;: {&lt;br /&gt;
      &amp;amp;quot;name&amp;amp;quot;:                  &amp;amp;quot;custom&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;gui_name&amp;amp;quot;:              &amp;amp;quot;Plando Test Hint Distribution&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;description&amp;amp;quot;:           &amp;amp;quot;for debugging&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;add_locations&amp;amp;quot;:         [&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;LH Sun&amp;amp;quot;,                  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;], &amp;amp;quot;text&amp;amp;quot;: &amp;amp;quot;those who #blot out the sun# will find&amp;amp;quot; },&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Deku Theater Skull Mask&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;remove_locations&amp;amp;quot;:      [&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;ZR Frogs Ocarina Game&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Kak 40 Gold Skulltula Reward&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;add_items&amp;amp;quot;:             [&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Zeldas Lullaby&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Rutos Letter&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;barren&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;remove_items&amp;amp;quot;:          [&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Eponas Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Sarias Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Suns Song&amp;amp;quot;,          &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Time&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Storms&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Minuet of Forest&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Bolero of Fire&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Serenade of Water&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Requiem of Spirit&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Nocturne of Shadow&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Prelude of Light&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Biggoron Sword&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;barren&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;dungeons_woth_limit&amp;amp;quot;:   2,&lt;br /&gt;
      &amp;amp;quot;dungeons_barren_limit&amp;amp;quot;: 1,&lt;br /&gt;
      &amp;amp;quot;named_items_required&amp;amp;quot;:  &amp;amp;quot;True&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;distribution&amp;amp;quot;:          {&lt;br /&gt;
          &amp;amp;quot;trial&amp;amp;quot;:      {&amp;amp;quot;order&amp;amp;quot;:  1, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;always&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  2, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;woth&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  3, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   3, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;barren&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  4, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   2, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;entrance&amp;amp;quot;:   {&amp;amp;quot;order&amp;amp;quot;:  5, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   4, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;sometimes&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  6, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   5, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;random&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  7, &amp;amp;quot;weight&amp;amp;quot;: 0.5, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;item&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  8, &amp;amp;quot;weight&amp;amp;quot;: 1.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;song&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  9, &amp;amp;quot;weight&amp;amp;quot;: 2.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;overworld&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;: 10, &amp;amp;quot;weight&amp;amp;quot;: 3.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;dungeon&amp;amp;quot;:    {&amp;amp;quot;order&amp;amp;quot;: 11, &amp;amp;quot;weight&amp;amp;quot;: 1.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;junk&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;: 12, &amp;amp;quot;weight&amp;amp;quot;: 0.5, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;named-item&amp;amp;quot;: {&amp;amp;quot;order&amp;amp;quot;: 13, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2}&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  },&lt;br /&gt;
  &amp;amp;quot;randomized_settings&amp;amp;quot;: {},&lt;br /&gt;
  &amp;amp;quot;starting_items&amp;amp;quot;:      {},&lt;br /&gt;
  &amp;amp;quot;item_pool&amp;amp;quot;:           {},&lt;br /&gt;
  &amp;amp;quot;entrances&amp;amp;quot;:           {},&lt;br /&gt;
  &amp;amp;quot;locations&amp;amp;quot;:           {&lt;br /&gt;
      &amp;amp;quot;OGC Great Fairy Reward&amp;amp;quot;: &amp;amp;quot;Rutos Letter&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;Wasteland Chest&amp;amp;quot;: &amp;amp;quot;Biggoron Sword&amp;amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== Item Hints for Bingo ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando setting contains a list of items as named in ItemList.py to be added as “random” location hints. This is outside of the hint distribution setting. Built-in hint distributions assume copies per hint is the same as the sometimes category equivalent of the original distribution. The &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; hint distribution key controls if named item hints are treated as always hints. In contrast to always hints, an error will be thrown if any required named item hint cannot be placed.&lt;br /&gt;
&lt;br /&gt;
Plando or third party hint distribution files can specify fixed or weighted &amp;lt;code&amp;gt;named-item&amp;lt;/code&amp;gt; group hints if &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; is false.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; provides similar functionality to the &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando key if an item is added to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; group. The reason for duplication of this feature is to provide an easier interface for Bingo races desiring hinted tile goals without building a whole hint distribution from scratch.&lt;br /&gt;
&lt;br /&gt;
===== Example Bingo Plando =====&lt;br /&gt;
&lt;br /&gt;
The example plando below:&lt;br /&gt;
&lt;br /&gt;
* Requires two separate strength upgrades to be hinted&lt;br /&gt;
* Requires Lens of Truth to be hinted&lt;br /&gt;
* Modifies the item pool to contain 3 empty bottles, one of which will be hinted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;amp;quot;settings&amp;amp;quot;: {&lt;br /&gt;
      &amp;amp;quot;item_hints&amp;amp;quot;: [&lt;br /&gt;
            &amp;amp;quot;Progressive Strength Upgrade&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Progressive Strength Upgrade&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Lens of Truth&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Bottle&amp;amp;quot;&lt;br /&gt;
        ]&lt;br /&gt;
    },&lt;br /&gt;
    &amp;amp;quot;randomized_settings&amp;amp;quot;: {},&lt;br /&gt;
    &amp;amp;quot;starting_items&amp;amp;quot;:      {},&lt;br /&gt;
    &amp;amp;quot;item_pool&amp;amp;quot;:           {&lt;br /&gt;
        &amp;amp;quot;Bottle&amp;amp;quot;: 3&lt;br /&gt;
    },&lt;br /&gt;
    &amp;amp;quot;entrances&amp;amp;quot;:           {},&lt;br /&gt;
    &amp;amp;quot;locations&amp;amp;quot;:           {}&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gossip Stones ===&lt;br /&gt;
This dictionary is just evil. It lets you replace the Gossip Stone text with any text you wish. Unlike normal randomizer, this text can lie and mislead the player. It is recommended that you use it more for inside jokes, or different types of hints than you&#039;d normally get using the randomizer to keep the plandomizer fun for the player. Gossip stones set here will not be taken into consideration for hints by logic.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the Gossip Stone. The definition is a dictionary with the term &amp;lt;var&amp;gt;text&amp;lt;/var&amp;gt;.&lt;br /&gt;
* Any text you surround with &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; can also be colored. If you wish to do this add another term to the inner dictionary with the term &amp;lt;var&amp;gt;colors&amp;lt;/var&amp;gt; and set it to a list containing strings of the colors you wish to use. You can have multiple groups of text surrounded by &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; and each one can be a different color.&lt;br /&gt;
&lt;br /&gt;
==== Valid Colors ====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
White&lt;br /&gt;
Red&lt;br /&gt;
Green&lt;br /&gt;
Blue&lt;br /&gt;
Light Blue&lt;br /&gt;
Pink&lt;br /&gt;
Yellow&lt;br /&gt;
Black&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Special Characters ====&lt;br /&gt;
As of Dev v6.0.50, you can also use some special characters within your hints. In terms of normal characters, you can use within your hint text the following just by putting them within the string as usual: À, Á, Â, Ä, Ç, È, É, Ê, Ë, Ï, Ô, Ö, Ù, Û, Ü, the lowercase versions of all previous characters, and ß.&lt;br /&gt;
&lt;br /&gt;
You can also specify codes for special, in-game button characters using Unicode values. Reference the following table for the value for each button character, and then it can be specified within your hint text with \u00xx, where xx is the value from the table. For example, the A button has a value of 9F, so it would be printed using \u009F within your hint. [https://i.imgur.com/sfbnKF6.png Here] you can see what these characters look like in-game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Code || 9F || A0 || A1 || A2 || A3 || A4 || A5 || A6 || A7 || A8 || A9 || AA&lt;br /&gt;
|-&lt;br /&gt;
| Button Displayed || A || B || C || L || R || Z || C-up || C-down || C-left || C-right || Down arrow || Joystick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Just white text&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;It&#039;s hot in here!&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored text&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;They say #Luigi# was put in this game instead of Super #Mario# 64&amp;quot;,&lt;br /&gt;
        &amp;quot;colors&amp;quot;: [&amp;quot;Green&amp;quot;, &amp;quot;Red&amp;quot;]&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helpful Tutorial Message&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF (Outside Storms)&amp;quot;: { &amp;quot;text&amp;quot;: &amp;quot;To target, press \u00A4&amp;quot; }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appreciation&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF (Deku Tree Right)&amp;quot;: { &amp;quot;text&amp;quot;: &amp;quot;Dampé is a pretty cool guy.&amp;quot; }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cosmetics and Sounds ===&lt;br /&gt;
&lt;br /&gt;
As of version 6.0 users can select both their cosmetics and sounds with a cosmetics plandomizer file. Just like how the spoiler log syntax is used to create a plandomizer file for locations, entrances, etcetera, the cosmetics log syntax is used to create a cosmetics plandomizer file. &#039;&#039;&#039;This plandomizer file has to be inserted separately&#039;&#039;&#039;, because cosmetics and sounds are typically (re-)applied after the patching process. Make sure that the file is saved as a &amp;lt;kbd&amp;gt;.json&amp;lt;/kbd&amp;gt; file. To insert a cosmetics plando, toggle &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Cosmetics Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; tab and insert it in the field that will appear below. Note; if you also toggled &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, then there will be two fields.&lt;br /&gt;
&lt;br /&gt;
[[File:Cosmeticsplandoweb.png|700px]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmetics ====&lt;br /&gt;
&#039;&#039;Note: Custom cosmetics colors can be chosen through the GUI as well, so it is not needed to specify these in the plandomizer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two ways in which you can plandomize cosmetics. The first is to specify colors through hex values. This gives you the freedom to select any color in the color spectrum for any of the cosmetics options. The second method is to use presets built into the randomizer. These are the options found in the dropdown bars in the GUI and include options such as &amp;quot;Kokiri Green&amp;quot;, &amp;quot;Random Choice&amp;quot; and &amp;quot;Magenta&amp;quot;. Keep in mind that each cosmetic option has its own set of preset colors and that they can&#039;t be used interchangeably. For example, tunics have the preset color &amp;quot;Majora Purple&amp;quot;, but gauntlets do not, so that color cannot be set for gauntlets unless you specify hex values. Because of this limitation it is recommended that users specify hex values. [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Colors.py The hex values associated with the preset colors can be found here]. The correct formatting for the plandomizer file is to take the three double-character codes that follow an &amp;quot;x&amp;quot; and put them next to each other in the order in which they appear, preceded by a &amp;quot;#&amp;quot;. For example the hex value for &amp;quot;Kokiri Green&amp;quot; in the correct format is &amp;lt;code&amp;gt;#1E691B&amp;lt;/code&amp;gt;. It&#039;s case-insensitive and the order matters.&lt;br /&gt;
&lt;br /&gt;
Some cosmetics can be made to cycle through the colors of the rainbow. This cannot be done with hex values and must be specified using the &amp;quot;Rainbow&amp;quot; preset. This is currently only supported for Navi, Bombchu trail, Boomerang trail and Sword trail cosmetics.&lt;br /&gt;
&lt;br /&gt;
The sword trail duration option is unique in that you don&#039;t specify a string but an integer. This integer denotes for how many frames the sword trail will linger with the presets being &amp;quot;Default&amp;quot; (= 4), &amp;quot;Long&amp;quot; (= 10), &amp;quot;Very Long&amp;quot; (= 15) and &amp;quot;Lightsaber&amp;quot; (= 20). Normal gameplay is 20 frames per second, so &amp;quot;Lightsaber&amp;quot; will leave a trail for roughly 1 second. This integer can be set higher than 20, but you can expect lag if the number is set extremely high. &lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set the tunic colors using hex values&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;#ffffff&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;#1E691B&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;#AAaaAA&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set tunic colors using built-in color options&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;Goron Red&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;Majora Purple&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;Completely Random&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set rainbow sword trail with a duration of 1 second&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sword_trail_color_inner&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_color_outer&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_duration&amp;quot;:        20&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sounds ====&lt;br /&gt;
&lt;br /&gt;
To set sound effects, choose the sound you want to use as the value (right column) and the event when it plays as the key (left column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Sounds.py A list of sounds effects can be found here] (use the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column). Valid strings for the plandomizer file are found in the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column. For vanilla sound effects choose &amp;lt;code&amp;gt;default&amp;lt;/code&amp;gt;, except for &amp;lt;samp&amp;gt;sfx_low_hp&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;sfx_ocarina&amp;lt;/samp&amp;gt; where the vanilla sounds are called &amp;lt;code&amp;gt;soft-beep&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ocarina&amp;lt;/code&amp;gt; respectively. &amp;lt;samp&amp;gt;completely-random&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-ear-safe&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-choice&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;none&amp;lt;/samp&amp;gt; are also valid choices.&lt;br /&gt;
&lt;br /&gt;
To set background music, choose the location where you want the music to be played as the key (left column) and the music that will be played as the corresponding value (right column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Music.py A list of valid strings can be found here]. Note that these strings are valid both as key and value. Use &amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt; for no background music.&lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set sound effects&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sfx_low_hp&amp;quot;:                  &amp;quot;soft-beep&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_overworld&amp;quot;:          &amp;quot;bow-twang&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_enemy&amp;quot;:              &amp;quot;navi-hey&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_cursor&amp;quot;:             &amp;quot;ruto-wiggle&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_select&amp;quot;:             &amp;quot;talon-snore&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_horse_neigh&amp;quot;:             &amp;quot;default&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_nightfall&amp;quot;:               &amp;quot;completely-random&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_hover_boots&amp;quot;:             &amp;quot;child-owo&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_ocarina&amp;quot;:                 &amp;quot;malon&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set background music&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;bgm&amp;quot;:         {&lt;br /&gt;
    &amp;quot;Hyrule Field&amp;quot;:         &amp;quot;None&amp;quot;, &lt;br /&gt;
    &amp;quot;Temple of Time&amp;quot;:       &amp;quot;Shop&amp;quot;,&lt;br /&gt;
    &amp;quot;Gerudo Valley&amp;quot;:        &amp;quot;Ingo Theme&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also possible to plando [https://wiki.ootrandomizer.com/index.php?title=Readme#Custom_Music_and_Fanfares custom music]. In this case what you insert as the track name is whatever is on the first line of the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;.meta&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; file (open with any text editor). This means that some other track will be placed there instead without your knowledge.&lt;br /&gt;
&lt;br /&gt;
== Common Errors ==&lt;br /&gt;
You&#039;re very likely to run into many errors while trying to make a plandomizer. These explanations should help you with some of the more cryptic ones. You can also narrow down the source of the error code by running small sections of the original plandomizer at a time until you get the error message.&lt;br /&gt;
&lt;br /&gt;
=== Not A Valid JSON Format ===&lt;br /&gt;
[https://wiki.ootrandomizer.com/index.php?title=Plandomizer#The_Most_Common_Format.2FSyntax_Issue See this section]&lt;br /&gt;
&lt;br /&gt;
=== Game Unbeatable ===&lt;br /&gt;
The randomizer generator could not place items following your defined settings. You&#039;ve created a situation that is not logically possible to complete. &lt;br /&gt;
&lt;br /&gt;
Sometimes this is just bad luck and you have to try generating again, but if you continuously get the same exact error messages over and over, you most likely need to modify your settings or where items are placed in the world. Think carefully about what logical problems your settings and item placements might have. Refer to the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/master/data/World Release logic files] or the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/Dev/data/World Dev logic files] depending on which one you are using to try to help find any you have forgotten.&lt;br /&gt;
&lt;br /&gt;
Of course you can always come to the [https://discord.com/channels/274180765816848384/802659695323250729 #plando-support] channel on the Discord to ask for help if you&#039;re feeling stuck. We can usually point you in the right direction or find the exact issue causing the error.&lt;br /&gt;
&lt;br /&gt;
=== Cannot Choose From An Empty Sequence ===&lt;br /&gt;
&lt;br /&gt;
This means that an item in your &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt; dictionary was not spelled correctly (e.g. &amp;lt;samp&amp;gt;Light Arrow&amp;lt;/samp&amp;gt; instead of &amp;lt;samp&amp;gt;Light Arrows&amp;lt;/samp&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== My Plandomized Track Is Not Playing ===&lt;br /&gt;
&lt;br /&gt;
Make sure that there are no spelling errors. If you&#039;re using custom music, then make sure that you are using the track name that is inside the &amp;lt;code&amp;gt;.meta&amp;lt;/code&amp;gt; file.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Plandomizer&amp;diff=2060</id>
		<title>Plandomizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Plandomizer&amp;diff=2060"/>
		<updated>2021-06-25T04:46:06Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: edit an accidentally dumb example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Plandomizer&#039;&#039;&#039;, often shortened to just &#039;&#039;&#039;Plando&#039;&#039;&#039;, permits total control over item placement. You can place a specific item on any location and locations not specified will be filled following the normal algorithm. Using a &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; format text file, referred to as a &#039;&#039;&#039;distribution file&#039;&#039;&#039; when using plandomizer, most aspects of the randomizer can be overwritten.&lt;br /&gt;
&lt;br /&gt;
This can be used to create custom challenges to play through yourself or share with others. The more details defined in a plandomizer, the less the randomizer interferes, though the randomizer will still verify whether it is beatable based on the logic settings, and if it is logically impossible it will refuse to generate a seed.&lt;br /&gt;
&lt;br /&gt;
There is a [https://ootrandomizer.com/plandoMaker beta GUI for Plandomizer on the website] that can help you with simpler plandomizer ideas, however to truly grasp the power of plandomizer you will have to modify a distribution file yourself. &#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This is a beta feature and frequently generates JSON files with issues that must be fixed in a text editor prior to use. Please visit the plando-support channel in the discord for help resolving these errors. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;overflow:auto&amp;quot;&amp;gt;Also note that the following are not assignable. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;Deliver Letter&lt;br /&gt;
Sell Big Poe&lt;br /&gt;
Skull Mask&lt;br /&gt;
Spooky Mask&lt;br /&gt;
Keaton Mask&lt;br /&gt;
Bunny Hood&lt;br /&gt;
Mask of Truth&lt;br /&gt;
Milk&lt;br /&gt;
Goron Mask&lt;br /&gt;
Zora Mask&lt;br /&gt;
Gerudo Mask&lt;br /&gt;
Zeldas Letter&lt;br /&gt;
Location: HC Zeldas Letter&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
These items and location are used internally by the logic to handle new item locations becoming available. They are not meant to be used in a plando.&lt;br /&gt;
&lt;br /&gt;
== Using a Plandomizer Distribution File on the Generator ==&lt;br /&gt;
Plandomizer&#039;s distribution file text box is hidden by default. To enable it go to &amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt; on the generator and turn on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Optional)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; setting. Then use the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Browse&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; button next to the new text box to find your Plandomizer distribution &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
== Opening and Editing a Distribution File ==&lt;br /&gt;
Distributions are just normal text files using the &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; extension instead of the &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; extension. They can be opened in any text editor that will open &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; files. Even Notepad, TextEdit, and gedit can open these files. The extension is only to help let you know that text within is expected to look a certain way.&lt;br /&gt;
&lt;br /&gt;
=== Distribution File Format ===&lt;br /&gt;
&#039;&#039;&#039;JSON&#039;&#039;&#039; is a common format used for data that both a human and a computer are intended to read. It&#039;s a fairly picky format so it is a good idea to use a text editor that can tell you if you did something wrong through syntax highlighting. [https://visualstudio.microsoft.com/ Visual Studio Code] is such a text editor, and as it is cross-platform and used by many people in the community. It is the one we recommend you use if you go down this path. Alternatively, a validator such as [https://jsonlint.com/ JSONLint] can check formatting, if you prefer a text editor without syntax highlighting. A validator may also help identify issues which are harder to understand in VSCode.&lt;br /&gt;
&lt;br /&gt;
The randomizer generator on the website will also display an error if you try to use a distribution file that is not in the proper JSON format. You may wish to use this, JSONLint, and VSCode all together to figure out how to fix any formatting problems.&lt;br /&gt;
&lt;br /&gt;
=== Understanding a Distribution File ===&lt;br /&gt;
When generating a seed with a spoiler log, that spoiler log is actually a distribution file itself. It can be used directly to generate the exact same seed. Because of this, you can take a look at a spoiler log to help you get familiar with the types of things that can be changed, and how to format the distribution file.&lt;br /&gt;
&lt;br /&gt;
Since a distribution file is in JSON format, it&#039;s somewhat rigid about how things can be written.&lt;br /&gt;
&lt;br /&gt;
=== The Base Dictionary ===&lt;br /&gt;
First, a distribution file starts with a &amp;lt;kbd&amp;gt;{&amp;lt;/kbd&amp;gt; opening curly brace, and ends with a &amp;lt;kbd&amp;gt;}&amp;lt;/kbd&amp;gt; closing curly brace. Everything you define must be placed between these braces. These braces mark a &#039;&#039;&#039;Dictionary&#039;&#039;&#039; or an [https://en.wikipedia.org/wiki/Associative_array associative array], and while that link has a lot of useful information, you don&#039;t really have to understand it. Think of a dictionary data structure like you would a dictionary in the real world. You have a term, then you have the definition of that term. As this is the base dictionary, you don&#039;t write a term as the code that reads the JSON file creates its own term for this dictionary.&lt;br /&gt;
&lt;br /&gt;
=== The Dictionary &amp;quot;Terms&amp;quot; ===&lt;br /&gt;
Within the base dictionary there are many terms, such as &amp;lt;samp&amp;gt;:version&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt;. If you are viewing a spoiler log you&#039;ll notice some of these terms start with a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt;. These terms are ignored when Plandomizer is used and are autogenerated by the randomizer. When you are creating a distribution file yourself you can delete these terms (or take advantage of this mechanic to put in comments between sections, but note that it cannot be used within {} sections such as Locations or Entrances).&lt;br /&gt;
&lt;br /&gt;
Terms are followed by a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt; and then some spaces, then their definitions.&lt;br /&gt;
&lt;br /&gt;
Definitions that start and end with &amp;lt;kbd&amp;gt;&amp;quot;&amp;lt;/kbd&amp;gt; are &#039;&#039;&#039;Strings&#039;&#039;&#039;. They are just text you write, but it is important that they are between quotes.&lt;br /&gt;
&lt;br /&gt;
Definitions starting with &amp;lt;kbd&amp;gt;[&amp;lt;/kbd&amp;gt; an open bracket and ending with a &amp;lt;kbd&amp;gt;]&amp;lt;/kbd&amp;gt; closing bracket are called &#039;&#039;&#039;Lists&#039;&#039;&#039;. In a distribution file lists will usually only contain strings. However, with other types of JSON files you could see them containing other data structures such as dictionaries, or other lists.&lt;br /&gt;
&lt;br /&gt;
The rest of the definitions are just more dictionaries with their own terms that have definitions. These are the only data structures that you have to keep in mind, and generally they are already defined properly in the spoiler log for you so you can just modify them how you see fit. Just ensure you don&#039;t accidentally remove the symbols that go before and after the term.&lt;br /&gt;
&lt;br /&gt;
=== The Most Common Format/Syntax Issue ===&lt;br /&gt;
You&#039;ll notice that each of these terms is followed at the very end by a &amp;lt;kbd&amp;gt;,&amp;lt;/kbd&amp;gt; comma, except the very last one. This is probably the most common mistake someone will make when making their own distribution file. Each term needs to be separated by a comma, but the last one cannot have a comma after it. This is true for strings inside of lists, and lists, strings, and other dictionaries within a dictionary as well. If you are getting a syntax error, you probably added a comma you shouldn&#039;t have, or removed one you need. The generator will tell you that your JSON is invalid if you try to use a distribution file with one of these errors.&lt;br /&gt;
&lt;br /&gt;
== What Can Plandomizer Affect ==&lt;br /&gt;
Plandomizer can affect an enormous amount of the resulting seed. Everything from inconsequential things like the File Hash, to the Settings the randomizer uses to fill the world, and even specifically set items in locations that the world fill algorithm will have to work around.&lt;br /&gt;
&lt;br /&gt;
=== File Hash ===&lt;br /&gt;
The file hash is the 5 icons that are displayed at the top of the file select screen. You can set these to any valid [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Spoiler.py#L9-L42 HASH_ICON].&lt;br /&gt;
&lt;br /&gt;
You can set the &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt; definition to a list of up to 5 hash icons. If you do not want to specify an icon for a set position you can either set it to the value &#039;&#039;&#039;null&#039;&#039;&#039;, or if it is after all the ones you do want to set you can just not include it.&lt;br /&gt;
&lt;br /&gt;
==== Hash Icons ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;overflow:auto&amp;quot;&amp;gt;Expand to view the full list of valid hash icons for the current version of the randomizer.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
    &#039;Deku Stick&#039;,&lt;br /&gt;
    &#039;Deku Nut&#039;,&lt;br /&gt;
    &#039;Bow&#039;,&lt;br /&gt;
    &#039;Slingshot&#039;,&lt;br /&gt;
    &#039;Fairy Ocarina&#039;,&lt;br /&gt;
    &#039;Bombchu&#039;,&lt;br /&gt;
    &#039;Longshot&#039;,&lt;br /&gt;
    &#039;Boomerang&#039;,&lt;br /&gt;
    &#039;Lens of Truth&#039;,&lt;br /&gt;
    &#039;Beans&#039;,&lt;br /&gt;
    &#039;Megaton Hammer&#039;,&lt;br /&gt;
    &#039;Bottled Fish&#039;,&lt;br /&gt;
    &#039;Bottled Milk&#039;,&lt;br /&gt;
    &#039;Mask of Truth&#039;,&lt;br /&gt;
    &#039;SOLD OUT&#039;,&lt;br /&gt;
    &#039;Cucco&#039;,&lt;br /&gt;
    &#039;Mushroom&#039;,&lt;br /&gt;
    &#039;Saw&#039;,&lt;br /&gt;
    &#039;Frog&#039;,&lt;br /&gt;
    &#039;Master Sword&#039;,&lt;br /&gt;
    &#039;Mirror Shield&#039;,&lt;br /&gt;
    &#039;Kokiri Tunic&#039;,&lt;br /&gt;
    &#039;Hover Boots&#039;,&lt;br /&gt;
    &#039;Silver Gauntlets&#039;,&lt;br /&gt;
    &#039;Gold Scale&#039;,&lt;br /&gt;
    &#039;Stone of Agony&#039;,&lt;br /&gt;
    &#039;Skull Token&#039;,&lt;br /&gt;
    &#039;Heart Container&#039;,&lt;br /&gt;
    &#039;Boss Key&#039;,&lt;br /&gt;
    &#039;Compass&#039;,&lt;br /&gt;
    &#039;Map&#039;,&lt;br /&gt;
    &#039;Big Magic&#039;,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set all 5 icons to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the first icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, null, null, null, null]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the last icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [null, null, null, null, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
This is a dictionary defining the rules that the randomizer uses to fill the world. &#039;&#039;Any settings you set here will override the ones set in the GUI&#039;&#039;. That also means that you can leave some settings out of this dictionary and the person using your distribution file to create a seed can have a small amount of customization they can apply in case they need a little more additional help, or perhaps want to increase the difficulty a little bit.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to set these manually. Instead, you should go to the beta plandomizer maker on the website. You can set all the settings you want on the first tab, then create the JSON file. From here you can copy the settings dictionary from that file into this file and remove any settings you don&#039;t want to enforce. Alternatively, if you only want a few settings to be enforced, you can copy only the settings you want from the dictionary in that other JSON file into the settings dictionary in your settings file.&lt;br /&gt;
&lt;br /&gt;
There are two major issues with creating the settings dictionary entirely manually:&lt;br /&gt;
# If you mistype, or the name of a setting changes between versions, you will not get an error. The randomizer will just ignore this issue entirely.&lt;br /&gt;
# The process of figuring out the proper name for a setting, and the various values it can hold is tedious.&lt;br /&gt;
&lt;br /&gt;
If you still think you want to try this method, the file in the source code you want to look at to see all this necessary information is [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/SettingsList.py SettingsList.py]. This is a 3000 line monstrosity that isn&#039;t very useful if you&#039;re not already pretty familiar with the settings you are looking for in the first place. Each setting has a &amp;lt;var&amp;gt;name&amp;lt;/var&amp;gt; that you have to use for a definition inside of the settings dictionary. Then various other variables within the option&#039;s object in the settings list file are used to determine what possible definitions you want to use for that setting.&lt;br /&gt;
&lt;br /&gt;
Just using the plandomizer maker on the website is highly recommended over putting yourself through this experience.&lt;br /&gt;
&lt;br /&gt;
=== Starting Items ===&lt;br /&gt;
The starting items dictionary lets you define what items a player starts with, and how many of them. This includes both items you find in the world, and consumables you would pick up such as ammo and bombs. Any items you start with will be replaced by junk in the item pool. Songs placed here will force an item to be on one of the song locations even if &amp;lt;var&amp;gt;shuffle_song_items&amp;lt;/var&amp;gt; is not set. This will completely override the starting items set on the randomizer generator GUI.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to start with. The definition is how many of that item you want to start with. The number is not a string and should not be put in quotes.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Start with full wallet without Max Rupees setting&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Rupees&amp;quot;: 99&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with all shields&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Hylian Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Mirror Shiled&amp;quot;: 1&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
This is a dictionary defining every item possible to place in the world. &#039;&#039;It is highly recommended that you do not set every possible item to a value in this dictionary.&#039;&#039; Primarily junk items because the randomizer often needs to generate new junk, but will not change any value you manually place in the item pool. This would make your plandomizer very rigid and can cause various issues if you try changing settings that change what, and how many items you start with, or that are available in the base pool.&lt;br /&gt;
&lt;br /&gt;
You can also specify if you want to &amp;lt;var&amp;gt;add&amp;lt;/var&amp;gt; to the base number, &amp;lt;var&amp;gt;remove&amp;lt;/var&amp;gt; from the base number, or &amp;lt;var&amp;gt;set&amp;lt;/var&amp;gt; the base number for the item. The default is to set the value. If you want to use the other options you&#039;ll need to set the definition to be another dictionary.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to specify the number of in the pool. The definition is either:&lt;br /&gt;
# The number of that item you want in the pool&lt;br /&gt;
# A dictionary with a term of &amp;lt;var&amp;gt;type&amp;lt;/var&amp;gt; set to any of the strings &amp;quot;add&amp;quot;, &amp;quot;remove&amp;quot;, or &amp;quot;set&amp;quot; and a term of &amp;lt;var&amp;gt;count&amp;lt;/var&amp;gt; set to the number to modify by.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Mirror Shield to have 3 copies placed in the world&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: 3&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;set&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add 3 Deku Shields to place in the world in addition to the ones already in the base pool&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;add&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
This dictionary lets you define which dungeons are &amp;lt;var&amp;gt;vanilla&amp;lt;/var&amp;gt; and which are &amp;lt;var&amp;gt;mq&amp;lt;/var&amp;gt; (master quest). &#039;&#039;You will have to set the number of MQ dungeons setting to match at least whatever master quest dungeons you define here&#039;&#039;. However, you do not have to define all of the dungeons and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the dungeon. The definitions is either the string &amp;quot;vanilla&amp;quot;, the string &amp;quot;mq&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set only Deku Tree to mq&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Tree&amp;quot;: &amp;quot;mq&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only Spirit Temple to vanilla, because you don&#039;t want to learn the second version of spirit logic&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Spirit Temple&amp;quot;: &amp;quot;vanilla&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Dodongo&#039;s Cavern to random&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Dodongos Cavern&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trials ===&lt;br /&gt;
You will define which trials are &amp;lt;var&amp;gt;active&amp;lt;/var&amp;gt; and which ones are &amp;lt;var&amp;gt;inactive&amp;lt;/var&amp;gt; in this dictionary. &#039;&#039;You will have to set the number of trials to match at least the trials you define here&#039;&#039;. However, you do not have to define all of the trials and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the trial. The definition is either the string &amp;quot;active&amp;quot;, the string &amp;quot;inactive&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set forest, fire, and water trials as inactive&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Forest&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;inactive&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set light trial to active, ensuring that 3 strength upgrades are required for fighting Ganon&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Light&amp;quot;: &amp;quot;active&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set water trial to random&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Entrances ===&lt;br /&gt;
This dictionary defines how different entrances are linked together when using entrance randomizer. Entrances must be shuffled among their respective groups so you cannot use plandomizer to force a mixed entrance pool seed. You may wish to generate a entrance randomizer seed and use its spoiler log to ensure you use the correct names for the locations.&lt;br /&gt;
&lt;br /&gt;
The term is the loading zone you pass through. The definition is:&lt;br /&gt;
* &#039;&#039;&#039;For Dungeons and Interiors&#039;&#039;&#039;: a string with the name of the location you end up at&lt;br /&gt;
* &#039;&#039;&#039;For Overworld&#039;&#039;&#039;: a dictionary with a term of &amp;lt;var&amp;gt;region&amp;lt;/var&amp;gt; set to a string of the overworld region it leads to and a term of &amp;lt;var&amp;gt;from&amp;lt;/var&amp;gt; set to a string of the loading zone in that region that you will appear out of.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Deku Tree entrance to Gerudo Training Grounds&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Outside Deku Tree -&amp;gt; Deku Tree Lobby&amp;quot;: {&amp;quot;region&amp;quot;: &amp;quot;Gerudo Training Grounds Lobby&amp;quot;, &amp;quot;from&amp;quot;: &amp;quot;Gerudo Fortress&amp;quot;}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Hyrule Castle exit from Market to Lon Lon Ranch main entrance&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;Market -&amp;gt; Castle Grounds&amp;quot;: {&lt;br /&gt;
        &amp;quot;region&amp;quot;: &amp;quot;Lon Lon Ranch&amp;quot;, &lt;br /&gt;
        &amp;quot;from&amp;quot;: &amp;quot;Hyrule Field&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
This dictionary handles what is probably the main feature of plandomizer. You can assign items to any location in the game world here. Which locations are available are heavily influenced by what settings you choose, so ensure you have the proper settings set.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the location. The definition is either:&lt;br /&gt;
* A string of an item to place there&lt;br /&gt;
* A list containing multiple items to randomly choose from to place there&lt;br /&gt;
* A dictionary containing the term &amp;lt;var&amp;gt;item&amp;lt;/var&amp;gt; containing one of the above two bullet points.&lt;br /&gt;
** If making a multiworld plandomizer: the term &amp;lt;var&amp;gt;player&amp;lt;/var&amp;gt; with the world number value of the player the item belongs to.&lt;br /&gt;
** If the location is a shop: the term &amp;lt;var&amp;gt;price&amp;lt;/var&amp;gt; with the rupee number value the item should cost. &#039;&#039;You cannot set scrub prices using plandomizer&#039;&#039;&lt;br /&gt;
** If the item can be an ice trap: the term &amp;lt;var&amp;gt;model&amp;lt;/var&amp;gt; set to a string of the item model it should appear as in the overworld.&lt;br /&gt;
&lt;br /&gt;
==== Shop Location Numbers ====&lt;br /&gt;
Due to the odd way the shop items are stored in the game files, using shopsanity item placement is not very intuitive.&lt;br /&gt;
&lt;br /&gt;
When using 1 item shopsanity, the number you use is 7 and is the bottom left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 2 items shopsanity, you also have number 5 which is the bottom right item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 3 items shopsanity, you add on the number 8 which is the top left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 4 items shopsanity, you can now use all 4 numbers 5-8 for all of the left side items.&lt;br /&gt;
&lt;br /&gt;
==== Shop Location Prices ====&lt;br /&gt;
When defining a shop location, rather than simply assigning a string of the item name to the location, you must define a dictionary with the properties item (a string of the item name) and price (a number). So for example, a shop item location will look something like this:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;KF Shop Item 7&amp;quot;: {&lt;br /&gt;
    &amp;quot;item&amp;quot;: &amp;quot;Light Arrows&amp;quot;, &lt;br /&gt;
    &amp;quot;price&amp;quot;: 40&lt;br /&gt;
},&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Note that, prior to Dev v6.0.41, plando shop prices were not properly considered in logic, so using any price above 99 may be risky.&lt;br /&gt;
&lt;br /&gt;
As of Dev v6.0.41, If you try to set a price higher than 999, it will simply be capped to 999 so it won&#039;t be impossible to buy. However, you can actually plando negative prices, which will give the player the absolute value of the price. So if you plando a shop item to be -10 rupees, the player will be able to purchase it with any wallet size and it will give them 10 rupees. Due to reasons related to the binary numbers used to represent the prices in-game, the lowest possible price is -32768.&lt;br /&gt;
 &lt;br /&gt;
==== Special Item Groups ====&lt;br /&gt;
There are shortcut terms you can use for certain items when using plandomizer. They start with the &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; character. The ones that should work fine are:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
#Bottle - Places a bottle and randomly chooses a contents for it&lt;br /&gt;
#Junk - Places a junk item (used by exclude locations)&lt;br /&gt;
#AdultTrade - Places the adult trade item without specifying which one&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are feeling a little bit more daring, you can try:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
#Vanilla - Places whatever was on that location in the original game (Dev v6.0.54 onwards). Also applies to MQ locations.&lt;br /&gt;
#MajorItem - Places a settings-dependent major item at that location (Dev v6.0.24 onwards).&lt;br /&gt;
#Song - Places a song item&lt;br /&gt;
#NonWarpSong - Places non warp song item&lt;br /&gt;
#WarpSong - Places a warp song item&lt;br /&gt;
#JunkSong - Places Serenade or Prelude in non-entrance randomizer.&lt;br /&gt;
#Spell - Places one of the three spells&lt;br /&gt;
#Shield - Deku or Hylian. Doesn&#039;t include Mirror.&lt;br /&gt;
#HealthUpgrade - Heart Container or Piece of Heart&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of these should work, but only the first list have been extensively tested.&lt;br /&gt;
&lt;br /&gt;
As of Dev v6.0.45, you can also define your own, custom item groups by adding a &amp;lt;code&amp;gt;custom_groups&amp;lt;/code&amp;gt; dictionary to your plando. Within this dictionary you can define groups which contain a list of item names in brackets, and then use those group names as you would with other item groups.&lt;br /&gt;
&lt;br /&gt;
Here is such an example, which will place a random sword in Mido&#039;s top left chest and a small key for water or shadow temple in his top right chest:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;custom_groups&amp;quot;: {&lt;br /&gt;
    &amp;quot;CustomList1&amp;quot;: [ &amp;quot;Kokiri Sword&amp;quot;, &amp;quot;Biggoron Sword&amp;quot;, &amp;quot;Giants Knife&amp;quot; ],&lt;br /&gt;
    &amp;quot;CustomList2&amp;quot;: [ &amp;quot;Small Key (Water Temple)&amp;quot;, &amp;quot;Small Key (Shadow Temple)&amp;quot; ]&lt;br /&gt;
  },&lt;br /&gt;
  &amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#CustomList1&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#CustomList2&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that currently patterns do not work on custom groups (so, for example, you cannot do &amp;lt;code&amp;gt;!#CustomList1&amp;lt;/code&amp;gt;) and custom groups cannot be nested.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Ready to fight Ganon after Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;Bow&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;Magic Meter&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;Ice Trap&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bottles in Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One step to fighting Ganon in the Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Kokiri Sword Chest&amp;quot;: [&amp;quot;Bow&amp;quot;, &amp;quot;Magic Meter&amp;quot;, &amp;quot;Light Arrows&amp;quot;]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting shopsanity 1 item in Kokiri Shop to Ice Trap posing as Light Arrows&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Shop Item 7&amp;quot;: {&lt;br /&gt;
        &amp;quot;item&amp;quot;: &amp;quot;Ice Trap&amp;quot;, &lt;br /&gt;
        &amp;quot;price&amp;quot;: 60,&lt;br /&gt;
        &amp;quot;model&amp;quot;: &amp;quot;Light Arrows&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place player 2&#039;s Light Arrows in player 1&#039;s Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;World 1&amp;quot;: {&lt;br /&gt;
        &amp;quot;KF Kokiri Sword Chest&amp;quot;: {&lt;br /&gt;
            &amp;quot;item&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
            &amp;quot;player&amp;quot;: 2&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hint Distribution Files ===&lt;br /&gt;
&lt;br /&gt;
Hint distribution file format is similar to the old hard-coded dictionaries, plus new keys to offer finer control of different hint groups. The goal of this change is to facilitate easier sharing and updating of custom hint distributions for the different racing tournaments. An example with the Tournament distribution is provided below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;amp;quot;name&amp;amp;quot;:                  &amp;amp;quot;tournament&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;gui_name&amp;amp;quot;:              &amp;amp;quot;Tournament&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;description&amp;amp;quot;:           &amp;amp;quot;Fixed number of hints for each type, contains duplicates, and only useful hints.&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;add_locations&amp;amp;quot;:         [&lt;br /&gt;
        { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Deku Theater Skull Mask&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
    ],&lt;br /&gt;
    &amp;amp;quot;remove_locations&amp;amp;quot;:      [],&lt;br /&gt;
    &amp;amp;quot;add_items&amp;amp;quot;:             [],&lt;br /&gt;
    &amp;amp;quot;remove_items&amp;amp;quot;:          [],&lt;br /&gt;
    &amp;amp;quot;dungeons_woth_limit&amp;amp;quot;:   2,&lt;br /&gt;
    &amp;amp;quot;dungeons_barren_limit&amp;amp;quot;: 1,&lt;br /&gt;
    &amp;amp;quot;named_items_required&amp;amp;quot;:  &amp;amp;quot;True&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;distribution&amp;amp;quot;:          {&lt;br /&gt;
        &amp;amp;quot;trial&amp;amp;quot;:      {&amp;amp;quot;order&amp;amp;quot;:  1, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;always&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  2, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;woth&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  3, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   5, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;barren&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  4, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   3, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;entrance&amp;amp;quot;:   {&amp;amp;quot;order&amp;amp;quot;:  5, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   4, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;sometimes&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  6, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;: 100, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;random&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  7, &amp;amp;quot;weight&amp;amp;quot;: 9.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;item&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;song&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;overworld&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;dungeon&amp;amp;quot;:    {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;junk&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;named-item&amp;amp;quot;: {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2}&lt;br /&gt;
    }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
GUI names and tooltip descriptions are now defined with each distribution file. Tooltips are automatically parsed to add line returns as needed for the GUI.&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Distribution ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;distribution&amp;lt;/code&amp;gt; key is a similar format to the previous dictionary. Each hint group must be listed with the following keys:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;order&amp;lt;/code&amp;gt;: Integer to sort hint types from smallest to largest&lt;br /&gt;
* &amp;lt;code&amp;gt;weight&amp;lt;/code&amp;gt;: Same as hint type weight in balanced and similar hint distributions&lt;br /&gt;
* &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt;: Same as tournament distribution number of hints per world&lt;br /&gt;
* &amp;lt;code&amp;gt;copies&amp;lt;/code&amp;gt;: Same as count per hint in predefined distributions&lt;br /&gt;
&lt;br /&gt;
Tournament-style fixed hints and weighted-style hints are defined together in the same distribution. Fixed hints are rolled first. Any remaining gossip stones are filled from a random choice of hint types with assigned weights. Checks exist to make sure there are enough gossip stones left for a given random hint type count per hint. Fixed hints do not have this safeguard and rely on the user not to overfill them. Using the tournament distribution as an example, fixed hints are rolled according to the defined order and fixed number. If any gossip stones remain, the &amp;lt;code&amp;gt;random&amp;lt;/code&amp;gt; hint group is rolled as part of the weighted hint types (in this case the only one, so it is guaranteed upon exhaustion of all sometimes hints). Other built-in hint types with no fixed hints have non-zero orders for all types and weights equal to the old style weight, and all types have a &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt; value of &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Dungeon Limits ====&lt;br /&gt;
&lt;br /&gt;
Dungeon way of the hero and barren limitations are moved out of the hint generation functions into the distribution files. Values are identical in all built-in distributions except &amp;lt;code&amp;gt;very_strong&amp;lt;/code&amp;gt;, which has a limit of &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; for both (equivalent to no limit).&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Requirements and Exclusions ====&lt;br /&gt;
&lt;br /&gt;
Four new lists are provided to include or exclude hinted locations from different hint groups, as specified by the location name or filled item name. As seen in the tournament distribution, the &amp;lt;code&amp;gt;add_locations&amp;lt;/code&amp;gt; key can be used to force a given location to be hinted by adding it to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; hint type. Locations can be added to (or removed from) any hint type. Likewise, the item keys allow for adding or removing locations to be hinted based on what items they contain. For example, to remove all songs from being hinted as way of the hero, the following would be utilized:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;quot;remove_items&amp;amp;quot;: [&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Zeldas Lullaby&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Eponas Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Sarias Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Suns Song&amp;amp;quot;,          &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Time&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Storms&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Minuet of Forest&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Bolero of Fire&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Serenade of Water&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Requiem of Spirit&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Nocturne of Shadow&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Prelude of Light&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] }&lt;br /&gt;
]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Alternately, if songsanity is disabled, the song locations could be removed from the &amp;lt;code&amp;gt;woth&amp;lt;/code&amp;gt; hint type to achieve the same effect.&lt;br /&gt;
&lt;br /&gt;
Way of the Hero and Barren hints cannot have locations added via `add_locations`. Additionally, Barren hints cannot be removed via `remove_locations`. This is to prevent situations where required items are in hinted barren areas. Using the song example again, a foolish Song of Storms that leads to a required item in Bottom of the Well would be confusing to players unfamiliar with the setting. Excluding from way of the hero means it won’t be hinted, not that the game is actively lying to you.&lt;br /&gt;
&lt;br /&gt;
Barren hints can be added or removed from consideration for specific items via the &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove_items&amp;lt;/code&amp;gt; lists. This affects not just hints, but also the &amp;lt;code&amp;gt;:barren_regions&amp;lt;/code&amp;gt; list in the spoiler log. In contrast, way of the hero items will still be listed in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; section regardless of hint distribution changes. Forced barren items that are logically required still show up in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; list if required by the seed.&lt;br /&gt;
&lt;br /&gt;
==== Plando Support ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;hint_dist_user&amp;lt;/code&amp;gt; setting takes a hint distribution dictionary as defined by the built-in hint distribution files. If specified, it overrides the GUI-selected hint distribution. Internally, the distribution is defined as &amp;lt;code&amp;gt;custom&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Example Plando ====&lt;br /&gt;
&lt;br /&gt;
The attached plando&lt;br /&gt;
&lt;br /&gt;
* Requires a “random”-type location hint for the location containing Lens of Truth&lt;br /&gt;
* Adds shooting the sun in Lake Hylia as an always hint with custom text&lt;br /&gt;
* Removes Frog Ocarina Game and 40 Skulls as always hints&lt;br /&gt;
* Keeps other “conditional” always hints from Standard weekly settings, including Skull Mask&lt;br /&gt;
* Adds the location with Zelda’s Lullaby as an always hint&lt;br /&gt;
* Removes all other song locations from way of the hero and sometimes hint types&lt;br /&gt;
* Forces Rutos Letter to be considered foolish, and places it outside Ganon’s Castle to verify&lt;br /&gt;
* Excludes Biggoron Sword from foolish hints, and places it in the Haunted Wasteland to verify&lt;br /&gt;
&lt;br /&gt;
and applies a custom hint distribution as follows:&lt;br /&gt;
&lt;br /&gt;
====== Fixed Hints ======&lt;br /&gt;
&lt;br /&gt;
(in order) &lt;br /&gt;
* Always and Trials hints at 2 stones/hint &lt;br /&gt;
* 1 Named Item hint for Lens of Truth at 2 stones/hint (as required by &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt;) &lt;br /&gt;
* 3 Way of the Hero hints at 2 stones/hint &lt;br /&gt;
* 2 Foolish hints at 1 stone/hint &lt;br /&gt;
* 4 Entrance hints at 2 stones/hint &lt;br /&gt;
* 5 Sometimes hints at 1 stone/hint&lt;br /&gt;
&lt;br /&gt;
====== Weighted Hints ======&lt;br /&gt;
&lt;br /&gt;
On weekly settings, this is 27-29 gossip stones filled, depending on if Zelda’s Lullaby is on Ocarina of Time. The remaining 11-13 stones draw hints from weighted hint types as follows:&lt;br /&gt;
&lt;br /&gt;
* Random (0.5 weight, 2 stones/hint)&lt;br /&gt;
* Item (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Song (2.0 weight, 2 stones/hint)&lt;br /&gt;
* Overworld (3.0 weight, 2 stones/hint)&lt;br /&gt;
* Dungeon (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Junk (0.5 weight, 1 stone/hint)&lt;br /&gt;
&lt;br /&gt;
At least 1 junk hint will be added due to the odd number of remaining stones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
  &amp;amp;quot;settings&amp;amp;quot;:            {&lt;br /&gt;
    &amp;amp;quot;item_hints&amp;amp;quot;: [&lt;br /&gt;
      &amp;amp;quot;Lens of Truth&amp;amp;quot;&lt;br /&gt;
    ],&lt;br /&gt;
    &amp;amp;quot;hint_dist_user&amp;amp;quot;: {&lt;br /&gt;
      &amp;amp;quot;name&amp;amp;quot;:                  &amp;amp;quot;custom&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;gui_name&amp;amp;quot;:              &amp;amp;quot;Plando Test Hint Distribution&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;description&amp;amp;quot;:           &amp;amp;quot;for debugging&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;add_locations&amp;amp;quot;:         [&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;LH Sun&amp;amp;quot;,                  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;], &amp;amp;quot;text&amp;amp;quot;: &amp;amp;quot;those who #blot out the sun# will find&amp;amp;quot; },&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Deku Theater Skull Mask&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;remove_locations&amp;amp;quot;:      [&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;ZR Frogs Ocarina Game&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Kak 40 Gold Skulltula Reward&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;add_items&amp;amp;quot;:             [&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Zeldas Lullaby&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Rutos Letter&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;barren&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;remove_items&amp;amp;quot;:          [&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Eponas Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Sarias Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Suns Song&amp;amp;quot;,          &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Time&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Storms&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Minuet of Forest&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Bolero of Fire&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Serenade of Water&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Requiem of Spirit&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Nocturne of Shadow&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Prelude of Light&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Biggoron Sword&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;barren&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;dungeons_woth_limit&amp;amp;quot;:   2,&lt;br /&gt;
      &amp;amp;quot;dungeons_barren_limit&amp;amp;quot;: 1,&lt;br /&gt;
      &amp;amp;quot;named_items_required&amp;amp;quot;:  &amp;amp;quot;True&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;distribution&amp;amp;quot;:          {&lt;br /&gt;
          &amp;amp;quot;trial&amp;amp;quot;:      {&amp;amp;quot;order&amp;amp;quot;:  1, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;always&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  2, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;woth&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  3, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   3, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;barren&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  4, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   2, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;entrance&amp;amp;quot;:   {&amp;amp;quot;order&amp;amp;quot;:  5, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   4, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;sometimes&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  6, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   5, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;random&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  7, &amp;amp;quot;weight&amp;amp;quot;: 0.5, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;item&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  8, &amp;amp;quot;weight&amp;amp;quot;: 1.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;song&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  9, &amp;amp;quot;weight&amp;amp;quot;: 2.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;overworld&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;: 10, &amp;amp;quot;weight&amp;amp;quot;: 3.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;dungeon&amp;amp;quot;:    {&amp;amp;quot;order&amp;amp;quot;: 11, &amp;amp;quot;weight&amp;amp;quot;: 1.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;junk&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;: 12, &amp;amp;quot;weight&amp;amp;quot;: 0.5, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;named-item&amp;amp;quot;: {&amp;amp;quot;order&amp;amp;quot;: 13, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2}&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  },&lt;br /&gt;
  &amp;amp;quot;randomized_settings&amp;amp;quot;: {},&lt;br /&gt;
  &amp;amp;quot;starting_items&amp;amp;quot;:      {},&lt;br /&gt;
  &amp;amp;quot;item_pool&amp;amp;quot;:           {},&lt;br /&gt;
  &amp;amp;quot;entrances&amp;amp;quot;:           {},&lt;br /&gt;
  &amp;amp;quot;locations&amp;amp;quot;:           {&lt;br /&gt;
      &amp;amp;quot;OGC Great Fairy Reward&amp;amp;quot;: &amp;amp;quot;Rutos Letter&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;Wasteland Chest&amp;amp;quot;: &amp;amp;quot;Biggoron Sword&amp;amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== Item Hints for Bingo ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando setting contains a list of items as named in ItemList.py to be added as “random” location hints. This is outside of the hint distribution setting. Built-in hint distributions assume copies per hint is the same as the sometimes category equivalent of the original distribution. The &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; hint distribution key controls if named item hints are treated as always hints. In contrast to always hints, an error will be thrown if any required named item hint cannot be placed.&lt;br /&gt;
&lt;br /&gt;
Plando or third party hint distribution files can specify fixed or weighted &amp;lt;code&amp;gt;named-item&amp;lt;/code&amp;gt; group hints if &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; is false.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; provides similar functionality to the &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando key if an item is added to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; group. The reason for duplication of this feature is to provide an easier interface for Bingo races desiring hinted tile goals without building a whole hint distribution from scratch.&lt;br /&gt;
&lt;br /&gt;
===== Example Bingo Plando =====&lt;br /&gt;
&lt;br /&gt;
The example plando below:&lt;br /&gt;
&lt;br /&gt;
* Requires two separate strength upgrades to be hinted&lt;br /&gt;
* Requires Lens of Truth to be hinted&lt;br /&gt;
* Modifies the item pool to contain 3 empty bottles, one of which will be hinted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;amp;quot;settings&amp;amp;quot;: {&lt;br /&gt;
      &amp;amp;quot;item_hints&amp;amp;quot;: [&lt;br /&gt;
            &amp;amp;quot;Progressive Strength Upgrade&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Progressive Strength Upgrade&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Lens of Truth&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Bottle&amp;amp;quot;&lt;br /&gt;
        ]&lt;br /&gt;
    },&lt;br /&gt;
    &amp;amp;quot;randomized_settings&amp;amp;quot;: {},&lt;br /&gt;
    &amp;amp;quot;starting_items&amp;amp;quot;:      {},&lt;br /&gt;
    &amp;amp;quot;item_pool&amp;amp;quot;:           {&lt;br /&gt;
        &amp;amp;quot;Bottle&amp;amp;quot;: 3&lt;br /&gt;
    },&lt;br /&gt;
    &amp;amp;quot;entrances&amp;amp;quot;:           {},&lt;br /&gt;
    &amp;amp;quot;locations&amp;amp;quot;:           {}&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gossip Stones ===&lt;br /&gt;
This dictionary is just evil. It lets you replace the Gossip Stone text with any text you wish. Unlike normal randomizer, this text can lie and mislead the player. It is recommended that you use it more for inside jokes, or different types of hints than you&#039;d normally get using the randomizer to keep the plandomizer fun for the player. Gossip stones set here will not be taken into consideration for hints by logic.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the Gossip Stone. The definition is a dictionary with the term &amp;lt;var&amp;gt;text&amp;lt;/var&amp;gt;.&lt;br /&gt;
* Any text you surround with &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; can also be colored. If you wish to do this add another term to the inner dictionary with the term &amp;lt;var&amp;gt;colors&amp;lt;/var&amp;gt; and set it to a list containing strings of the colors you wish to use. You can have multiple groups of text surrounded by &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; and each one can be a different color.&lt;br /&gt;
&lt;br /&gt;
==== Valid Colors ====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
White&lt;br /&gt;
Red&lt;br /&gt;
Green&lt;br /&gt;
Blue&lt;br /&gt;
Light Blue&lt;br /&gt;
Pink&lt;br /&gt;
Yellow&lt;br /&gt;
Black&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Just white text&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;It&#039;s hot in here!&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored text&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;They say #Luigi# was put in this game instead of Super #Mario# 64&amp;quot;,&lt;br /&gt;
        &amp;quot;colors&amp;quot;: [&amp;quot;Green&amp;quot;, &amp;quot;Red&amp;quot;]&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cosmetics and Sounds ===&lt;br /&gt;
&lt;br /&gt;
As of version 6.0 users can select both their cosmetics and sounds with a cosmetics plandomizer file. Just like how the spoiler log syntax is used to create a plandomizer file for locations, entrances, etcetera, the cosmetics log syntax is used to create a cosmetics plandomizer file. &#039;&#039;&#039;This plandomizer file has to be inserted separately&#039;&#039;&#039;, because cosmetics and sounds are typically (re-)applied after the patching process. Make sure that the file is saved as a &amp;lt;kbd&amp;gt;.json&amp;lt;/kbd&amp;gt; file. To insert a cosmetics plando, toggle &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Cosmetics Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; tab and insert it in the field that will appear below. Note; if you also toggled &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, then there will be two fields.&lt;br /&gt;
&lt;br /&gt;
[[File:Cosmeticsplandoweb.png|700px]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmetics ====&lt;br /&gt;
&#039;&#039;Note: Custom cosmetics colors can be chosen through the GUI as well, so it is not needed to specify these in the plandomizer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two ways in which you can plandomize cosmetics. The first is to specify colors through hex values. This gives you the freedom to select any color in the color spectrum for any of the cosmetics options. The second method is to use presets built into the randomizer. These are the options found in the dropdown bars in the GUI and include options such as &amp;quot;Kokiri Green&amp;quot;, &amp;quot;Random Choice&amp;quot; and &amp;quot;Magenta&amp;quot;. Keep in mind that each cosmetic option has its own set of preset colors and that they can&#039;t be used interchangeably. For example, tunics have the preset color &amp;quot;Majora Purple&amp;quot;, but gauntlets do not, so that color cannot be set for gauntlets unless you specify hex values. Because of this limitation it is recommended that users specify hex values. [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Colors.py The hex values associated with the preset colors can be found here]. The correct formatting for the plandomizer file is to take the three double-character codes that follow an &amp;quot;x&amp;quot; and put them next to each other in the order in which they appear, preceded by a &amp;quot;#&amp;quot;. For example the hex value for &amp;quot;Kokiri Green&amp;quot; in the correct format is &amp;lt;code&amp;gt;#1E691B&amp;lt;/code&amp;gt;. It&#039;s case-insensitive and the order matters.&lt;br /&gt;
&lt;br /&gt;
Some cosmetics can be made to cycle through the colors of the rainbow. This cannot be done with hex values and must be specified using the &amp;quot;Rainbow&amp;quot; preset. This is currently only supported for Navi, Bombchu trail, Boomerang trail and Sword trail cosmetics.&lt;br /&gt;
&lt;br /&gt;
The sword trail duration option is unique in that you don&#039;t specify a string but an integer. This integer denotes for how many frames the sword trail will linger with the presets being &amp;quot;Default&amp;quot; (= 4), &amp;quot;Long&amp;quot; (= 10), &amp;quot;Very Long&amp;quot; (= 15) and &amp;quot;Lightsaber&amp;quot; (= 20). Normal gameplay is 20 frames per second, so &amp;quot;Lightsaber&amp;quot; will leave a trail for roughly 1 second. This integer can be set higher than 20, but you can expect lag if the number is set extremely high. &lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set the tunic colors using hex values&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;#ffffff&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;#1E691B&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;#AAaaAA&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set tunic colors using built-in color options&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;Goron Red&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;Majora Purple&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;Completely Random&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set rainbow sword trail with a duration of 1 second&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sword_trail_color_inner&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_color_outer&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_duration&amp;quot;:        20&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sounds ====&lt;br /&gt;
&lt;br /&gt;
To set sound effects, choose the sound you want to use as the value (right column) and the event when it plays as the key (left column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Sounds.py A list of sounds effects can be found here] (use the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column). Valid strings for the plandomizer file are found in the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column. For vanilla sound effects choose &amp;lt;code&amp;gt;default&amp;lt;/code&amp;gt;, except for &amp;lt;samp&amp;gt;sfx_low_hp&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;sfx_ocarina&amp;lt;/samp&amp;gt; where the vanilla sounds are called &amp;lt;code&amp;gt;soft-beep&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ocarina&amp;lt;/code&amp;gt; respectively. &amp;lt;samp&amp;gt;completely-random&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-ear-safe&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-choice&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;none&amp;lt;/samp&amp;gt; are also valid choices.&lt;br /&gt;
&lt;br /&gt;
To set background music, choose the location where you want the music to be played as the key (left column) and the music that will be played as the corresponding value (right column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Music.py A list of valid strings can be found here]. Note that these strings are valid both as key and value. Use &amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt; for no background music.&lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set sound effects&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sfx_low_hp&amp;quot;:                  &amp;quot;soft-beep&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_overworld&amp;quot;:          &amp;quot;bow-twang&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_enemy&amp;quot;:              &amp;quot;navi-hey&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_cursor&amp;quot;:             &amp;quot;ruto-wiggle&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_select&amp;quot;:             &amp;quot;talon-snore&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_horse_neigh&amp;quot;:             &amp;quot;default&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_nightfall&amp;quot;:               &amp;quot;completely-random&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_hover_boots&amp;quot;:             &amp;quot;child-owo&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_ocarina&amp;quot;:                 &amp;quot;malon&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set background music&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;bgm&amp;quot;:         {&lt;br /&gt;
    &amp;quot;Hyrule Field&amp;quot;:         &amp;quot;None&amp;quot;, &lt;br /&gt;
    &amp;quot;Temple of Time&amp;quot;:       &amp;quot;Shop&amp;quot;,&lt;br /&gt;
    &amp;quot;Gerudo Valley&amp;quot;:        &amp;quot;Ingo Theme&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also possible to plando [https://wiki.ootrandomizer.com/index.php?title=Readme#Custom_Music_and_Fanfares custom music]. In this case what you insert as the track name is whatever is on the first line of the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;.meta&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; file (open with any text editor). This means that some other track will be placed there instead without your knowledge.&lt;br /&gt;
&lt;br /&gt;
== Common Errors ==&lt;br /&gt;
You&#039;re very likely to run into many errors while trying to make a plandomizer. These explanations should help you with some of the more cryptic ones. You can also narrow down the source of the error code by running small sections of the original plandomizer at a time until you get the error message.&lt;br /&gt;
&lt;br /&gt;
=== Not A Valid JSON Format ===&lt;br /&gt;
[https://wiki.ootrandomizer.com/index.php?title=Plandomizer#The_Most_Common_Format.2FSyntax_Issue See this section]&lt;br /&gt;
&lt;br /&gt;
=== Game Unbeatable ===&lt;br /&gt;
The randomizer generator could not place items following your defined settings. You&#039;ve created a situation that is not logically possible to complete. &lt;br /&gt;
&lt;br /&gt;
Sometimes this is just bad luck and you have to try generating again, but if you continuously get the same exact error messages over and over, you most likely need to modify your settings or where items are placed in the world. Think carefully about what logical problems your settings and item placements might have. Refer to the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/master/data/World Release logic files] or the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/Dev/data/World Dev logic files] depending on which one you are using to try to help find any you have forgotten.&lt;br /&gt;
&lt;br /&gt;
Of course you can always come to the [https://discord.com/channels/274180765816848384/802659695323250729 #plando-support] channel on the Discord to ask for help if you&#039;re feeling stuck. We can usually point you in the right direction or find the exact issue causing the error.&lt;br /&gt;
&lt;br /&gt;
=== Cannot Choose From An Empty Sequence ===&lt;br /&gt;
&lt;br /&gt;
This means that an item in your &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt; dictionary was not spelled correctly (e.g. &amp;lt;samp&amp;gt;Light Arrow&amp;lt;/samp&amp;gt; instead of &amp;lt;samp&amp;gt;Light Arrows&amp;lt;/samp&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== My Plandomized Track Is Not Playing ===&lt;br /&gt;
&lt;br /&gt;
Make sure that there are no spelling errors. If you&#039;re using custom music, then make sure that you are using the track name that is inside the &amp;lt;code&amp;gt;.meta&amp;lt;/code&amp;gt; file.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Plandomizer&amp;diff=2059</id>
		<title>Plandomizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Plandomizer&amp;diff=2059"/>
		<updated>2021-06-25T04:43:21Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Add subsection about plandoing prices&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Plandomizer&#039;&#039;&#039;, often shortened to just &#039;&#039;&#039;Plando&#039;&#039;&#039;, permits total control over item placement. You can place a specific item on any location and locations not specified will be filled following the normal algorithm. Using a &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; format text file, referred to as a &#039;&#039;&#039;distribution file&#039;&#039;&#039; when using plandomizer, most aspects of the randomizer can be overwritten.&lt;br /&gt;
&lt;br /&gt;
This can be used to create custom challenges to play through yourself or share with others. The more details defined in a plandomizer, the less the randomizer interferes, though the randomizer will still verify whether it is beatable based on the logic settings, and if it is logically impossible it will refuse to generate a seed.&lt;br /&gt;
&lt;br /&gt;
There is a [https://ootrandomizer.com/plandoMaker beta GUI for Plandomizer on the website] that can help you with simpler plandomizer ideas, however to truly grasp the power of plandomizer you will have to modify a distribution file yourself. &#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This is a beta feature and frequently generates JSON files with issues that must be fixed in a text editor prior to use. Please visit the plando-support channel in the discord for help resolving these errors. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;overflow:auto&amp;quot;&amp;gt;Also note that the following are not assignable. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;Deliver Letter&lt;br /&gt;
Sell Big Poe&lt;br /&gt;
Skull Mask&lt;br /&gt;
Spooky Mask&lt;br /&gt;
Keaton Mask&lt;br /&gt;
Bunny Hood&lt;br /&gt;
Mask of Truth&lt;br /&gt;
Milk&lt;br /&gt;
Goron Mask&lt;br /&gt;
Zora Mask&lt;br /&gt;
Gerudo Mask&lt;br /&gt;
Zeldas Letter&lt;br /&gt;
Location: HC Zeldas Letter&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
These items and location are used internally by the logic to handle new item locations becoming available. They are not meant to be used in a plando.&lt;br /&gt;
&lt;br /&gt;
== Using a Plandomizer Distribution File on the Generator ==&lt;br /&gt;
Plandomizer&#039;s distribution file text box is hidden by default. To enable it go to &amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt; on the generator and turn on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Optional)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; setting. Then use the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Browse&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; button next to the new text box to find your Plandomizer distribution &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
== Opening and Editing a Distribution File ==&lt;br /&gt;
Distributions are just normal text files using the &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; extension instead of the &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; extension. They can be opened in any text editor that will open &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; files. Even Notepad, TextEdit, and gedit can open these files. The extension is only to help let you know that text within is expected to look a certain way.&lt;br /&gt;
&lt;br /&gt;
=== Distribution File Format ===&lt;br /&gt;
&#039;&#039;&#039;JSON&#039;&#039;&#039; is a common format used for data that both a human and a computer are intended to read. It&#039;s a fairly picky format so it is a good idea to use a text editor that can tell you if you did something wrong through syntax highlighting. [https://visualstudio.microsoft.com/ Visual Studio Code] is such a text editor, and as it is cross-platform and used by many people in the community. It is the one we recommend you use if you go down this path. Alternatively, a validator such as [https://jsonlint.com/ JSONLint] can check formatting, if you prefer a text editor without syntax highlighting. A validator may also help identify issues which are harder to understand in VSCode.&lt;br /&gt;
&lt;br /&gt;
The randomizer generator on the website will also display an error if you try to use a distribution file that is not in the proper JSON format. You may wish to use this, JSONLint, and VSCode all together to figure out how to fix any formatting problems.&lt;br /&gt;
&lt;br /&gt;
=== Understanding a Distribution File ===&lt;br /&gt;
When generating a seed with a spoiler log, that spoiler log is actually a distribution file itself. It can be used directly to generate the exact same seed. Because of this, you can take a look at a spoiler log to help you get familiar with the types of things that can be changed, and how to format the distribution file.&lt;br /&gt;
&lt;br /&gt;
Since a distribution file is in JSON format, it&#039;s somewhat rigid about how things can be written.&lt;br /&gt;
&lt;br /&gt;
=== The Base Dictionary ===&lt;br /&gt;
First, a distribution file starts with a &amp;lt;kbd&amp;gt;{&amp;lt;/kbd&amp;gt; opening curly brace, and ends with a &amp;lt;kbd&amp;gt;}&amp;lt;/kbd&amp;gt; closing curly brace. Everything you define must be placed between these braces. These braces mark a &#039;&#039;&#039;Dictionary&#039;&#039;&#039; or an [https://en.wikipedia.org/wiki/Associative_array associative array], and while that link has a lot of useful information, you don&#039;t really have to understand it. Think of a dictionary data structure like you would a dictionary in the real world. You have a term, then you have the definition of that term. As this is the base dictionary, you don&#039;t write a term as the code that reads the JSON file creates its own term for this dictionary.&lt;br /&gt;
&lt;br /&gt;
=== The Dictionary &amp;quot;Terms&amp;quot; ===&lt;br /&gt;
Within the base dictionary there are many terms, such as &amp;lt;samp&amp;gt;:version&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt;. If you are viewing a spoiler log you&#039;ll notice some of these terms start with a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt;. These terms are ignored when Plandomizer is used and are autogenerated by the randomizer. When you are creating a distribution file yourself you can delete these terms (or take advantage of this mechanic to put in comments between sections, but note that it cannot be used within {} sections such as Locations or Entrances).&lt;br /&gt;
&lt;br /&gt;
Terms are followed by a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt; and then some spaces, then their definitions.&lt;br /&gt;
&lt;br /&gt;
Definitions that start and end with &amp;lt;kbd&amp;gt;&amp;quot;&amp;lt;/kbd&amp;gt; are &#039;&#039;&#039;Strings&#039;&#039;&#039;. They are just text you write, but it is important that they are between quotes.&lt;br /&gt;
&lt;br /&gt;
Definitions starting with &amp;lt;kbd&amp;gt;[&amp;lt;/kbd&amp;gt; an open bracket and ending with a &amp;lt;kbd&amp;gt;]&amp;lt;/kbd&amp;gt; closing bracket are called &#039;&#039;&#039;Lists&#039;&#039;&#039;. In a distribution file lists will usually only contain strings. However, with other types of JSON files you could see them containing other data structures such as dictionaries, or other lists.&lt;br /&gt;
&lt;br /&gt;
The rest of the definitions are just more dictionaries with their own terms that have definitions. These are the only data structures that you have to keep in mind, and generally they are already defined properly in the spoiler log for you so you can just modify them how you see fit. Just ensure you don&#039;t accidentally remove the symbols that go before and after the term.&lt;br /&gt;
&lt;br /&gt;
=== The Most Common Format/Syntax Issue ===&lt;br /&gt;
You&#039;ll notice that each of these terms is followed at the very end by a &amp;lt;kbd&amp;gt;,&amp;lt;/kbd&amp;gt; comma, except the very last one. This is probably the most common mistake someone will make when making their own distribution file. Each term needs to be separated by a comma, but the last one cannot have a comma after it. This is true for strings inside of lists, and lists, strings, and other dictionaries within a dictionary as well. If you are getting a syntax error, you probably added a comma you shouldn&#039;t have, or removed one you need. The generator will tell you that your JSON is invalid if you try to use a distribution file with one of these errors.&lt;br /&gt;
&lt;br /&gt;
== What Can Plandomizer Affect ==&lt;br /&gt;
Plandomizer can affect an enormous amount of the resulting seed. Everything from inconsequential things like the File Hash, to the Settings the randomizer uses to fill the world, and even specifically set items in locations that the world fill algorithm will have to work around.&lt;br /&gt;
&lt;br /&gt;
=== File Hash ===&lt;br /&gt;
The file hash is the 5 icons that are displayed at the top of the file select screen. You can set these to any valid [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Spoiler.py#L9-L42 HASH_ICON].&lt;br /&gt;
&lt;br /&gt;
You can set the &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt; definition to a list of up to 5 hash icons. If you do not want to specify an icon for a set position you can either set it to the value &#039;&#039;&#039;null&#039;&#039;&#039;, or if it is after all the ones you do want to set you can just not include it.&lt;br /&gt;
&lt;br /&gt;
==== Hash Icons ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;overflow:auto&amp;quot;&amp;gt;Expand to view the full list of valid hash icons for the current version of the randomizer.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
    &#039;Deku Stick&#039;,&lt;br /&gt;
    &#039;Deku Nut&#039;,&lt;br /&gt;
    &#039;Bow&#039;,&lt;br /&gt;
    &#039;Slingshot&#039;,&lt;br /&gt;
    &#039;Fairy Ocarina&#039;,&lt;br /&gt;
    &#039;Bombchu&#039;,&lt;br /&gt;
    &#039;Longshot&#039;,&lt;br /&gt;
    &#039;Boomerang&#039;,&lt;br /&gt;
    &#039;Lens of Truth&#039;,&lt;br /&gt;
    &#039;Beans&#039;,&lt;br /&gt;
    &#039;Megaton Hammer&#039;,&lt;br /&gt;
    &#039;Bottled Fish&#039;,&lt;br /&gt;
    &#039;Bottled Milk&#039;,&lt;br /&gt;
    &#039;Mask of Truth&#039;,&lt;br /&gt;
    &#039;SOLD OUT&#039;,&lt;br /&gt;
    &#039;Cucco&#039;,&lt;br /&gt;
    &#039;Mushroom&#039;,&lt;br /&gt;
    &#039;Saw&#039;,&lt;br /&gt;
    &#039;Frog&#039;,&lt;br /&gt;
    &#039;Master Sword&#039;,&lt;br /&gt;
    &#039;Mirror Shield&#039;,&lt;br /&gt;
    &#039;Kokiri Tunic&#039;,&lt;br /&gt;
    &#039;Hover Boots&#039;,&lt;br /&gt;
    &#039;Silver Gauntlets&#039;,&lt;br /&gt;
    &#039;Gold Scale&#039;,&lt;br /&gt;
    &#039;Stone of Agony&#039;,&lt;br /&gt;
    &#039;Skull Token&#039;,&lt;br /&gt;
    &#039;Heart Container&#039;,&lt;br /&gt;
    &#039;Boss Key&#039;,&lt;br /&gt;
    &#039;Compass&#039;,&lt;br /&gt;
    &#039;Map&#039;,&lt;br /&gt;
    &#039;Big Magic&#039;,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set all 5 icons to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the first icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, null, null, null, null]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the last icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [null, null, null, null, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
This is a dictionary defining the rules that the randomizer uses to fill the world. &#039;&#039;Any settings you set here will override the ones set in the GUI&#039;&#039;. That also means that you can leave some settings out of this dictionary and the person using your distribution file to create a seed can have a small amount of customization they can apply in case they need a little more additional help, or perhaps want to increase the difficulty a little bit.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to set these manually. Instead, you should go to the beta plandomizer maker on the website. You can set all the settings you want on the first tab, then create the JSON file. From here you can copy the settings dictionary from that file into this file and remove any settings you don&#039;t want to enforce. Alternatively, if you only want a few settings to be enforced, you can copy only the settings you want from the dictionary in that other JSON file into the settings dictionary in your settings file.&lt;br /&gt;
&lt;br /&gt;
There are two major issues with creating the settings dictionary entirely manually:&lt;br /&gt;
# If you mistype, or the name of a setting changes between versions, you will not get an error. The randomizer will just ignore this issue entirely.&lt;br /&gt;
# The process of figuring out the proper name for a setting, and the various values it can hold is tedious.&lt;br /&gt;
&lt;br /&gt;
If you still think you want to try this method, the file in the source code you want to look at to see all this necessary information is [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/SettingsList.py SettingsList.py]. This is a 3000 line monstrosity that isn&#039;t very useful if you&#039;re not already pretty familiar with the settings you are looking for in the first place. Each setting has a &amp;lt;var&amp;gt;name&amp;lt;/var&amp;gt; that you have to use for a definition inside of the settings dictionary. Then various other variables within the option&#039;s object in the settings list file are used to determine what possible definitions you want to use for that setting.&lt;br /&gt;
&lt;br /&gt;
Just using the plandomizer maker on the website is highly recommended over putting yourself through this experience.&lt;br /&gt;
&lt;br /&gt;
=== Starting Items ===&lt;br /&gt;
The starting items dictionary lets you define what items a player starts with, and how many of them. This includes both items you find in the world, and consumables you would pick up such as ammo and bombs. Any items you start with will be replaced by junk in the item pool. Songs placed here will force an item to be on one of the song locations even if &amp;lt;var&amp;gt;shuffle_song_items&amp;lt;/var&amp;gt; is not set. This will completely override the starting items set on the randomizer generator GUI.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to start with. The definition is how many of that item you want to start with. The number is not a string and should not be put in quotes.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Start with full wallet without Max Rupees setting&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Rupees&amp;quot;: 99&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with all shields&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Hylian Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Mirror Shiled&amp;quot;: 1&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
This is a dictionary defining every item possible to place in the world. &#039;&#039;It is highly recommended that you do not set every possible item to a value in this dictionary.&#039;&#039; Primarily junk items because the randomizer often needs to generate new junk, but will not change any value you manually place in the item pool. This would make your plandomizer very rigid and can cause various issues if you try changing settings that change what, and how many items you start with, or that are available in the base pool.&lt;br /&gt;
&lt;br /&gt;
You can also specify if you want to &amp;lt;var&amp;gt;add&amp;lt;/var&amp;gt; to the base number, &amp;lt;var&amp;gt;remove&amp;lt;/var&amp;gt; from the base number, or &amp;lt;var&amp;gt;set&amp;lt;/var&amp;gt; the base number for the item. The default is to set the value. If you want to use the other options you&#039;ll need to set the definition to be another dictionary.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to specify the number of in the pool. The definition is either:&lt;br /&gt;
# The number of that item you want in the pool&lt;br /&gt;
# A dictionary with a term of &amp;lt;var&amp;gt;type&amp;lt;/var&amp;gt; set to any of the strings &amp;quot;add&amp;quot;, &amp;quot;remove&amp;quot;, or &amp;quot;set&amp;quot; and a term of &amp;lt;var&amp;gt;count&amp;lt;/var&amp;gt; set to the number to modify by.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Mirror Shield to have 3 copies placed in the world&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: 3&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;set&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add 3 Deku Shields to place in the world in addition to the ones already in the base pool&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;add&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
This dictionary lets you define which dungeons are &amp;lt;var&amp;gt;vanilla&amp;lt;/var&amp;gt; and which are &amp;lt;var&amp;gt;mq&amp;lt;/var&amp;gt; (master quest). &#039;&#039;You will have to set the number of MQ dungeons setting to match at least whatever master quest dungeons you define here&#039;&#039;. However, you do not have to define all of the dungeons and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the dungeon. The definitions is either the string &amp;quot;vanilla&amp;quot;, the string &amp;quot;mq&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set only Deku Tree to mq&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Tree&amp;quot;: &amp;quot;mq&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only Spirit Temple to vanilla, because you don&#039;t want to learn the second version of spirit logic&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Spirit Temple&amp;quot;: &amp;quot;vanilla&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Dodongo&#039;s Cavern to random&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Dodongos Cavern&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trials ===&lt;br /&gt;
You will define which trials are &amp;lt;var&amp;gt;active&amp;lt;/var&amp;gt; and which ones are &amp;lt;var&amp;gt;inactive&amp;lt;/var&amp;gt; in this dictionary. &#039;&#039;You will have to set the number of trials to match at least the trials you define here&#039;&#039;. However, you do not have to define all of the trials and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the trial. The definition is either the string &amp;quot;active&amp;quot;, the string &amp;quot;inactive&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set forest, fire, and water trials as inactive&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Forest&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;inactive&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set light trial to active, ensuring that 3 strength upgrades are required for fighting Ganon&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Light&amp;quot;: &amp;quot;active&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set water trial to random&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Entrances ===&lt;br /&gt;
This dictionary defines how different entrances are linked together when using entrance randomizer. Entrances must be shuffled among their respective groups so you cannot use plandomizer to force a mixed entrance pool seed. You may wish to generate a entrance randomizer seed and use its spoiler log to ensure you use the correct names for the locations.&lt;br /&gt;
&lt;br /&gt;
The term is the loading zone you pass through. The definition is:&lt;br /&gt;
* &#039;&#039;&#039;For Dungeons and Interiors&#039;&#039;&#039;: a string with the name of the location you end up at&lt;br /&gt;
* &#039;&#039;&#039;For Overworld&#039;&#039;&#039;: a dictionary with a term of &amp;lt;var&amp;gt;region&amp;lt;/var&amp;gt; set to a string of the overworld region it leads to and a term of &amp;lt;var&amp;gt;from&amp;lt;/var&amp;gt; set to a string of the loading zone in that region that you will appear out of.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Deku Tree entrance to Gerudo Training Grounds&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Outside Deku Tree -&amp;gt; Deku Tree Lobby&amp;quot;: {&amp;quot;region&amp;quot;: &amp;quot;Gerudo Training Grounds Lobby&amp;quot;, &amp;quot;from&amp;quot;: &amp;quot;Gerudo Fortress&amp;quot;}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Hyrule Castle exit from Market to Lon Lon Ranch main entrance&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;Market -&amp;gt; Castle Grounds&amp;quot;: {&lt;br /&gt;
        &amp;quot;region&amp;quot;: &amp;quot;Lon Lon Ranch&amp;quot;, &lt;br /&gt;
        &amp;quot;from&amp;quot;: &amp;quot;Hyrule Field&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
This dictionary handles what is probably the main feature of plandomizer. You can assign items to any location in the game world here. Which locations are available are heavily influenced by what settings you choose, so ensure you have the proper settings set.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the location. The definition is either:&lt;br /&gt;
* A string of an item to place there&lt;br /&gt;
* A list containing multiple items to randomly choose from to place there&lt;br /&gt;
* A dictionary containing the term &amp;lt;var&amp;gt;item&amp;lt;/var&amp;gt; containing one of the above two bullet points.&lt;br /&gt;
** If making a multiworld plandomizer: the term &amp;lt;var&amp;gt;player&amp;lt;/var&amp;gt; with the world number value of the player the item belongs to.&lt;br /&gt;
** If the location is a shop: the term &amp;lt;var&amp;gt;price&amp;lt;/var&amp;gt; with the rupee number value the item should cost. &#039;&#039;You cannot set scrub prices using plandomizer&#039;&#039;&lt;br /&gt;
** If the item can be an ice trap: the term &amp;lt;var&amp;gt;model&amp;lt;/var&amp;gt; set to a string of the item model it should appear as in the overworld.&lt;br /&gt;
&lt;br /&gt;
==== Shop Location Numbers ====&lt;br /&gt;
Due to the odd way the shop items are stored in the game files, using shopsanity item placement is not very intuitive.&lt;br /&gt;
&lt;br /&gt;
When using 1 item shopsanity, the number you use is 7 and is the bottom left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 2 items shopsanity, you also have number 5 which is the bottom right item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 3 items shopsanity, you add on the number 8 which is the top left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 4 items shopsanity, you can now use all 4 numbers 5-8 for all of the left side items.&lt;br /&gt;
&lt;br /&gt;
==== Shop Location Prices ====&lt;br /&gt;
When defining a shop location, rather than simply assigning a string of the item name to the location, you must define a dictionary with the properties item (a string of the item name) and price (a number). So for example, a shop item location will look something like this:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;KF Shop Item 7&amp;quot;: {&lt;br /&gt;
    &amp;quot;item&amp;quot;: &amp;quot;Light Arrows&amp;quot;, &lt;br /&gt;
    &amp;quot;price&amp;quot;: 40000&lt;br /&gt;
},&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Note that, prior to Dev v6.0.41, plando shop prices were not properly considered in logic, so using any price above 99 may be risky.&lt;br /&gt;
&lt;br /&gt;
As of Dev v6.0.41, If you try to set a price higher than 999, it will simply be capped to 999 so it won&#039;t be impossible to buy. However, you can actually plando negative prices, which will give the player the absolute value of the price. So if you plando a shop item to be -10 rupees, the player will be able to purchase it with any wallet size and it will give them 10 rupees. Due to reasons related to the binary numbers used to represent the prices in-game, the lowest possible price is -32768.&lt;br /&gt;
 &lt;br /&gt;
==== Special Item Groups ====&lt;br /&gt;
There are shortcut terms you can use for certain items when using plandomizer. They start with the &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; character. The ones that should work fine are:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
#Bottle - Places a bottle and randomly chooses a contents for it&lt;br /&gt;
#Junk - Places a junk item (used by exclude locations)&lt;br /&gt;
#AdultTrade - Places the adult trade item without specifying which one&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are feeling a little bit more daring, you can try:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
#Vanilla - Places whatever was on that location in the original game (Dev v6.0.54 onwards). Also applies to MQ locations.&lt;br /&gt;
#MajorItem - Places a settings-dependent major item at that location (Dev v6.0.24 onwards).&lt;br /&gt;
#Song - Places a song item&lt;br /&gt;
#NonWarpSong - Places non warp song item&lt;br /&gt;
#WarpSong - Places a warp song item&lt;br /&gt;
#JunkSong - Places Serenade or Prelude in non-entrance randomizer.&lt;br /&gt;
#Spell - Places one of the three spells&lt;br /&gt;
#Shield - Deku or Hylian. Doesn&#039;t include Mirror.&lt;br /&gt;
#HealthUpgrade - Heart Container or Piece of Heart&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of these should work, but only the first list have been extensively tested.&lt;br /&gt;
&lt;br /&gt;
As of Dev v6.0.45, you can also define your own, custom item groups by adding a &amp;lt;code&amp;gt;custom_groups&amp;lt;/code&amp;gt; dictionary to your plando. Within this dictionary you can define groups which contain a list of item names in brackets, and then use those group names as you would with other item groups.&lt;br /&gt;
&lt;br /&gt;
Here is such an example, which will place a random sword in Mido&#039;s top left chest and a small key for water or shadow temple in his top right chest:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;custom_groups&amp;quot;: {&lt;br /&gt;
    &amp;quot;CustomList1&amp;quot;: [ &amp;quot;Kokiri Sword&amp;quot;, &amp;quot;Biggoron Sword&amp;quot;, &amp;quot;Giants Knife&amp;quot; ],&lt;br /&gt;
    &amp;quot;CustomList2&amp;quot;: [ &amp;quot;Small Key (Water Temple)&amp;quot;, &amp;quot;Small Key (Shadow Temple)&amp;quot; ]&lt;br /&gt;
  },&lt;br /&gt;
  &amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#CustomList1&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#CustomList2&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that currently patterns do not work on custom groups (so, for example, you cannot do &amp;lt;code&amp;gt;!#CustomList1&amp;lt;/code&amp;gt;) and custom groups cannot be nested.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Ready to fight Ganon after Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;Bow&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;Magic Meter&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;Ice Trap&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bottles in Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One step to fighting Ganon in the Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Kokiri Sword Chest&amp;quot;: [&amp;quot;Bow&amp;quot;, &amp;quot;Magic Meter&amp;quot;, &amp;quot;Light Arrows&amp;quot;]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting shopsanity 1 item in Kokiri Shop to Ice Trap posing as Light Arrows&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Shop Item 7&amp;quot;: {&lt;br /&gt;
        &amp;quot;item&amp;quot;: &amp;quot;Ice Trap&amp;quot;, &lt;br /&gt;
        &amp;quot;price&amp;quot;: 60,&lt;br /&gt;
        &amp;quot;model&amp;quot;: &amp;quot;Light Arrows&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place player 2&#039;s Light Arrows in player 1&#039;s Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;World 1&amp;quot;: {&lt;br /&gt;
        &amp;quot;KF Kokiri Sword Chest&amp;quot;: {&lt;br /&gt;
            &amp;quot;item&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
            &amp;quot;player&amp;quot;: 2&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hint Distribution Files ===&lt;br /&gt;
&lt;br /&gt;
Hint distribution file format is similar to the old hard-coded dictionaries, plus new keys to offer finer control of different hint groups. The goal of this change is to facilitate easier sharing and updating of custom hint distributions for the different racing tournaments. An example with the Tournament distribution is provided below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;amp;quot;name&amp;amp;quot;:                  &amp;amp;quot;tournament&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;gui_name&amp;amp;quot;:              &amp;amp;quot;Tournament&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;description&amp;amp;quot;:           &amp;amp;quot;Fixed number of hints for each type, contains duplicates, and only useful hints.&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;add_locations&amp;amp;quot;:         [&lt;br /&gt;
        { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Deku Theater Skull Mask&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
    ],&lt;br /&gt;
    &amp;amp;quot;remove_locations&amp;amp;quot;:      [],&lt;br /&gt;
    &amp;amp;quot;add_items&amp;amp;quot;:             [],&lt;br /&gt;
    &amp;amp;quot;remove_items&amp;amp;quot;:          [],&lt;br /&gt;
    &amp;amp;quot;dungeons_woth_limit&amp;amp;quot;:   2,&lt;br /&gt;
    &amp;amp;quot;dungeons_barren_limit&amp;amp;quot;: 1,&lt;br /&gt;
    &amp;amp;quot;named_items_required&amp;amp;quot;:  &amp;amp;quot;True&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;distribution&amp;amp;quot;:          {&lt;br /&gt;
        &amp;amp;quot;trial&amp;amp;quot;:      {&amp;amp;quot;order&amp;amp;quot;:  1, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;always&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  2, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;woth&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  3, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   5, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;barren&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  4, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   3, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;entrance&amp;amp;quot;:   {&amp;amp;quot;order&amp;amp;quot;:  5, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   4, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;sometimes&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  6, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;: 100, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;random&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  7, &amp;amp;quot;weight&amp;amp;quot;: 9.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;item&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;song&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;overworld&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;dungeon&amp;amp;quot;:    {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;junk&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;named-item&amp;amp;quot;: {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2}&lt;br /&gt;
    }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
GUI names and tooltip descriptions are now defined with each distribution file. Tooltips are automatically parsed to add line returns as needed for the GUI.&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Distribution ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;distribution&amp;lt;/code&amp;gt; key is a similar format to the previous dictionary. Each hint group must be listed with the following keys:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;order&amp;lt;/code&amp;gt;: Integer to sort hint types from smallest to largest&lt;br /&gt;
* &amp;lt;code&amp;gt;weight&amp;lt;/code&amp;gt;: Same as hint type weight in balanced and similar hint distributions&lt;br /&gt;
* &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt;: Same as tournament distribution number of hints per world&lt;br /&gt;
* &amp;lt;code&amp;gt;copies&amp;lt;/code&amp;gt;: Same as count per hint in predefined distributions&lt;br /&gt;
&lt;br /&gt;
Tournament-style fixed hints and weighted-style hints are defined together in the same distribution. Fixed hints are rolled first. Any remaining gossip stones are filled from a random choice of hint types with assigned weights. Checks exist to make sure there are enough gossip stones left for a given random hint type count per hint. Fixed hints do not have this safeguard and rely on the user not to overfill them. Using the tournament distribution as an example, fixed hints are rolled according to the defined order and fixed number. If any gossip stones remain, the &amp;lt;code&amp;gt;random&amp;lt;/code&amp;gt; hint group is rolled as part of the weighted hint types (in this case the only one, so it is guaranteed upon exhaustion of all sometimes hints). Other built-in hint types with no fixed hints have non-zero orders for all types and weights equal to the old style weight, and all types have a &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt; value of &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Dungeon Limits ====&lt;br /&gt;
&lt;br /&gt;
Dungeon way of the hero and barren limitations are moved out of the hint generation functions into the distribution files. Values are identical in all built-in distributions except &amp;lt;code&amp;gt;very_strong&amp;lt;/code&amp;gt;, which has a limit of &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; for both (equivalent to no limit).&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Requirements and Exclusions ====&lt;br /&gt;
&lt;br /&gt;
Four new lists are provided to include or exclude hinted locations from different hint groups, as specified by the location name or filled item name. As seen in the tournament distribution, the &amp;lt;code&amp;gt;add_locations&amp;lt;/code&amp;gt; key can be used to force a given location to be hinted by adding it to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; hint type. Locations can be added to (or removed from) any hint type. Likewise, the item keys allow for adding or removing locations to be hinted based on what items they contain. For example, to remove all songs from being hinted as way of the hero, the following would be utilized:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;quot;remove_items&amp;amp;quot;: [&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Zeldas Lullaby&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Eponas Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Sarias Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Suns Song&amp;amp;quot;,          &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Time&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Storms&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Minuet of Forest&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Bolero of Fire&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Serenade of Water&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Requiem of Spirit&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Nocturne of Shadow&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Prelude of Light&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] }&lt;br /&gt;
]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Alternately, if songsanity is disabled, the song locations could be removed from the &amp;lt;code&amp;gt;woth&amp;lt;/code&amp;gt; hint type to achieve the same effect.&lt;br /&gt;
&lt;br /&gt;
Way of the Hero and Barren hints cannot have locations added via `add_locations`. Additionally, Barren hints cannot be removed via `remove_locations`. This is to prevent situations where required items are in hinted barren areas. Using the song example again, a foolish Song of Storms that leads to a required item in Bottom of the Well would be confusing to players unfamiliar with the setting. Excluding from way of the hero means it won’t be hinted, not that the game is actively lying to you.&lt;br /&gt;
&lt;br /&gt;
Barren hints can be added or removed from consideration for specific items via the &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove_items&amp;lt;/code&amp;gt; lists. This affects not just hints, but also the &amp;lt;code&amp;gt;:barren_regions&amp;lt;/code&amp;gt; list in the spoiler log. In contrast, way of the hero items will still be listed in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; section regardless of hint distribution changes. Forced barren items that are logically required still show up in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; list if required by the seed.&lt;br /&gt;
&lt;br /&gt;
==== Plando Support ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;hint_dist_user&amp;lt;/code&amp;gt; setting takes a hint distribution dictionary as defined by the built-in hint distribution files. If specified, it overrides the GUI-selected hint distribution. Internally, the distribution is defined as &amp;lt;code&amp;gt;custom&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Example Plando ====&lt;br /&gt;
&lt;br /&gt;
The attached plando&lt;br /&gt;
&lt;br /&gt;
* Requires a “random”-type location hint for the location containing Lens of Truth&lt;br /&gt;
* Adds shooting the sun in Lake Hylia as an always hint with custom text&lt;br /&gt;
* Removes Frog Ocarina Game and 40 Skulls as always hints&lt;br /&gt;
* Keeps other “conditional” always hints from Standard weekly settings, including Skull Mask&lt;br /&gt;
* Adds the location with Zelda’s Lullaby as an always hint&lt;br /&gt;
* Removes all other song locations from way of the hero and sometimes hint types&lt;br /&gt;
* Forces Rutos Letter to be considered foolish, and places it outside Ganon’s Castle to verify&lt;br /&gt;
* Excludes Biggoron Sword from foolish hints, and places it in the Haunted Wasteland to verify&lt;br /&gt;
&lt;br /&gt;
and applies a custom hint distribution as follows:&lt;br /&gt;
&lt;br /&gt;
====== Fixed Hints ======&lt;br /&gt;
&lt;br /&gt;
(in order) &lt;br /&gt;
* Always and Trials hints at 2 stones/hint &lt;br /&gt;
* 1 Named Item hint for Lens of Truth at 2 stones/hint (as required by &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt;) &lt;br /&gt;
* 3 Way of the Hero hints at 2 stones/hint &lt;br /&gt;
* 2 Foolish hints at 1 stone/hint &lt;br /&gt;
* 4 Entrance hints at 2 stones/hint &lt;br /&gt;
* 5 Sometimes hints at 1 stone/hint&lt;br /&gt;
&lt;br /&gt;
====== Weighted Hints ======&lt;br /&gt;
&lt;br /&gt;
On weekly settings, this is 27-29 gossip stones filled, depending on if Zelda’s Lullaby is on Ocarina of Time. The remaining 11-13 stones draw hints from weighted hint types as follows:&lt;br /&gt;
&lt;br /&gt;
* Random (0.5 weight, 2 stones/hint)&lt;br /&gt;
* Item (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Song (2.0 weight, 2 stones/hint)&lt;br /&gt;
* Overworld (3.0 weight, 2 stones/hint)&lt;br /&gt;
* Dungeon (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Junk (0.5 weight, 1 stone/hint)&lt;br /&gt;
&lt;br /&gt;
At least 1 junk hint will be added due to the odd number of remaining stones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
  &amp;amp;quot;settings&amp;amp;quot;:            {&lt;br /&gt;
    &amp;amp;quot;item_hints&amp;amp;quot;: [&lt;br /&gt;
      &amp;amp;quot;Lens of Truth&amp;amp;quot;&lt;br /&gt;
    ],&lt;br /&gt;
    &amp;amp;quot;hint_dist_user&amp;amp;quot;: {&lt;br /&gt;
      &amp;amp;quot;name&amp;amp;quot;:                  &amp;amp;quot;custom&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;gui_name&amp;amp;quot;:              &amp;amp;quot;Plando Test Hint Distribution&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;description&amp;amp;quot;:           &amp;amp;quot;for debugging&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;add_locations&amp;amp;quot;:         [&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;LH Sun&amp;amp;quot;,                  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;], &amp;amp;quot;text&amp;amp;quot;: &amp;amp;quot;those who #blot out the sun# will find&amp;amp;quot; },&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Deku Theater Skull Mask&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;remove_locations&amp;amp;quot;:      [&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;ZR Frogs Ocarina Game&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Kak 40 Gold Skulltula Reward&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;add_items&amp;amp;quot;:             [&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Zeldas Lullaby&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Rutos Letter&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;barren&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;remove_items&amp;amp;quot;:          [&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Eponas Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Sarias Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Suns Song&amp;amp;quot;,          &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Time&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Storms&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Minuet of Forest&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Bolero of Fire&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Serenade of Water&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Requiem of Spirit&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Nocturne of Shadow&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Prelude of Light&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Biggoron Sword&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;barren&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;dungeons_woth_limit&amp;amp;quot;:   2,&lt;br /&gt;
      &amp;amp;quot;dungeons_barren_limit&amp;amp;quot;: 1,&lt;br /&gt;
      &amp;amp;quot;named_items_required&amp;amp;quot;:  &amp;amp;quot;True&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;distribution&amp;amp;quot;:          {&lt;br /&gt;
          &amp;amp;quot;trial&amp;amp;quot;:      {&amp;amp;quot;order&amp;amp;quot;:  1, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;always&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  2, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;woth&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  3, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   3, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;barren&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  4, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   2, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;entrance&amp;amp;quot;:   {&amp;amp;quot;order&amp;amp;quot;:  5, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   4, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;sometimes&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  6, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   5, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;random&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  7, &amp;amp;quot;weight&amp;amp;quot;: 0.5, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;item&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  8, &amp;amp;quot;weight&amp;amp;quot;: 1.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;song&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  9, &amp;amp;quot;weight&amp;amp;quot;: 2.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;overworld&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;: 10, &amp;amp;quot;weight&amp;amp;quot;: 3.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;dungeon&amp;amp;quot;:    {&amp;amp;quot;order&amp;amp;quot;: 11, &amp;amp;quot;weight&amp;amp;quot;: 1.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;junk&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;: 12, &amp;amp;quot;weight&amp;amp;quot;: 0.5, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;named-item&amp;amp;quot;: {&amp;amp;quot;order&amp;amp;quot;: 13, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2}&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  },&lt;br /&gt;
  &amp;amp;quot;randomized_settings&amp;amp;quot;: {},&lt;br /&gt;
  &amp;amp;quot;starting_items&amp;amp;quot;:      {},&lt;br /&gt;
  &amp;amp;quot;item_pool&amp;amp;quot;:           {},&lt;br /&gt;
  &amp;amp;quot;entrances&amp;amp;quot;:           {},&lt;br /&gt;
  &amp;amp;quot;locations&amp;amp;quot;:           {&lt;br /&gt;
      &amp;amp;quot;OGC Great Fairy Reward&amp;amp;quot;: &amp;amp;quot;Rutos Letter&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;Wasteland Chest&amp;amp;quot;: &amp;amp;quot;Biggoron Sword&amp;amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== Item Hints for Bingo ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando setting contains a list of items as named in ItemList.py to be added as “random” location hints. This is outside of the hint distribution setting. Built-in hint distributions assume copies per hint is the same as the sometimes category equivalent of the original distribution. The &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; hint distribution key controls if named item hints are treated as always hints. In contrast to always hints, an error will be thrown if any required named item hint cannot be placed.&lt;br /&gt;
&lt;br /&gt;
Plando or third party hint distribution files can specify fixed or weighted &amp;lt;code&amp;gt;named-item&amp;lt;/code&amp;gt; group hints if &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; is false.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; provides similar functionality to the &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando key if an item is added to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; group. The reason for duplication of this feature is to provide an easier interface for Bingo races desiring hinted tile goals without building a whole hint distribution from scratch.&lt;br /&gt;
&lt;br /&gt;
===== Example Bingo Plando =====&lt;br /&gt;
&lt;br /&gt;
The example plando below:&lt;br /&gt;
&lt;br /&gt;
* Requires two separate strength upgrades to be hinted&lt;br /&gt;
* Requires Lens of Truth to be hinted&lt;br /&gt;
* Modifies the item pool to contain 3 empty bottles, one of which will be hinted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;amp;quot;settings&amp;amp;quot;: {&lt;br /&gt;
      &amp;amp;quot;item_hints&amp;amp;quot;: [&lt;br /&gt;
            &amp;amp;quot;Progressive Strength Upgrade&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Progressive Strength Upgrade&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Lens of Truth&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Bottle&amp;amp;quot;&lt;br /&gt;
        ]&lt;br /&gt;
    },&lt;br /&gt;
    &amp;amp;quot;randomized_settings&amp;amp;quot;: {},&lt;br /&gt;
    &amp;amp;quot;starting_items&amp;amp;quot;:      {},&lt;br /&gt;
    &amp;amp;quot;item_pool&amp;amp;quot;:           {&lt;br /&gt;
        &amp;amp;quot;Bottle&amp;amp;quot;: 3&lt;br /&gt;
    },&lt;br /&gt;
    &amp;amp;quot;entrances&amp;amp;quot;:           {},&lt;br /&gt;
    &amp;amp;quot;locations&amp;amp;quot;:           {}&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gossip Stones ===&lt;br /&gt;
This dictionary is just evil. It lets you replace the Gossip Stone text with any text you wish. Unlike normal randomizer, this text can lie and mislead the player. It is recommended that you use it more for inside jokes, or different types of hints than you&#039;d normally get using the randomizer to keep the plandomizer fun for the player. Gossip stones set here will not be taken into consideration for hints by logic.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the Gossip Stone. The definition is a dictionary with the term &amp;lt;var&amp;gt;text&amp;lt;/var&amp;gt;.&lt;br /&gt;
* Any text you surround with &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; can also be colored. If you wish to do this add another term to the inner dictionary with the term &amp;lt;var&amp;gt;colors&amp;lt;/var&amp;gt; and set it to a list containing strings of the colors you wish to use. You can have multiple groups of text surrounded by &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; and each one can be a different color.&lt;br /&gt;
&lt;br /&gt;
==== Valid Colors ====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
White&lt;br /&gt;
Red&lt;br /&gt;
Green&lt;br /&gt;
Blue&lt;br /&gt;
Light Blue&lt;br /&gt;
Pink&lt;br /&gt;
Yellow&lt;br /&gt;
Black&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Just white text&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;It&#039;s hot in here!&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored text&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;They say #Luigi# was put in this game instead of Super #Mario# 64&amp;quot;,&lt;br /&gt;
        &amp;quot;colors&amp;quot;: [&amp;quot;Green&amp;quot;, &amp;quot;Red&amp;quot;]&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cosmetics and Sounds ===&lt;br /&gt;
&lt;br /&gt;
As of version 6.0 users can select both their cosmetics and sounds with a cosmetics plandomizer file. Just like how the spoiler log syntax is used to create a plandomizer file for locations, entrances, etcetera, the cosmetics log syntax is used to create a cosmetics plandomizer file. &#039;&#039;&#039;This plandomizer file has to be inserted separately&#039;&#039;&#039;, because cosmetics and sounds are typically (re-)applied after the patching process. Make sure that the file is saved as a &amp;lt;kbd&amp;gt;.json&amp;lt;/kbd&amp;gt; file. To insert a cosmetics plando, toggle &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Cosmetics Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; tab and insert it in the field that will appear below. Note; if you also toggled &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, then there will be two fields.&lt;br /&gt;
&lt;br /&gt;
[[File:Cosmeticsplandoweb.png|700px]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmetics ====&lt;br /&gt;
&#039;&#039;Note: Custom cosmetics colors can be chosen through the GUI as well, so it is not needed to specify these in the plandomizer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two ways in which you can plandomize cosmetics. The first is to specify colors through hex values. This gives you the freedom to select any color in the color spectrum for any of the cosmetics options. The second method is to use presets built into the randomizer. These are the options found in the dropdown bars in the GUI and include options such as &amp;quot;Kokiri Green&amp;quot;, &amp;quot;Random Choice&amp;quot; and &amp;quot;Magenta&amp;quot;. Keep in mind that each cosmetic option has its own set of preset colors and that they can&#039;t be used interchangeably. For example, tunics have the preset color &amp;quot;Majora Purple&amp;quot;, but gauntlets do not, so that color cannot be set for gauntlets unless you specify hex values. Because of this limitation it is recommended that users specify hex values. [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Colors.py The hex values associated with the preset colors can be found here]. The correct formatting for the plandomizer file is to take the three double-character codes that follow an &amp;quot;x&amp;quot; and put them next to each other in the order in which they appear, preceded by a &amp;quot;#&amp;quot;. For example the hex value for &amp;quot;Kokiri Green&amp;quot; in the correct format is &amp;lt;code&amp;gt;#1E691B&amp;lt;/code&amp;gt;. It&#039;s case-insensitive and the order matters.&lt;br /&gt;
&lt;br /&gt;
Some cosmetics can be made to cycle through the colors of the rainbow. This cannot be done with hex values and must be specified using the &amp;quot;Rainbow&amp;quot; preset. This is currently only supported for Navi, Bombchu trail, Boomerang trail and Sword trail cosmetics.&lt;br /&gt;
&lt;br /&gt;
The sword trail duration option is unique in that you don&#039;t specify a string but an integer. This integer denotes for how many frames the sword trail will linger with the presets being &amp;quot;Default&amp;quot; (= 4), &amp;quot;Long&amp;quot; (= 10), &amp;quot;Very Long&amp;quot; (= 15) and &amp;quot;Lightsaber&amp;quot; (= 20). Normal gameplay is 20 frames per second, so &amp;quot;Lightsaber&amp;quot; will leave a trail for roughly 1 second. This integer can be set higher than 20, but you can expect lag if the number is set extremely high. &lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set the tunic colors using hex values&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;#ffffff&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;#1E691B&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;#AAaaAA&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set tunic colors using built-in color options&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;Goron Red&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;Majora Purple&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;Completely Random&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set rainbow sword trail with a duration of 1 second&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sword_trail_color_inner&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_color_outer&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_duration&amp;quot;:        20&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sounds ====&lt;br /&gt;
&lt;br /&gt;
To set sound effects, choose the sound you want to use as the value (right column) and the event when it plays as the key (left column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Sounds.py A list of sounds effects can be found here] (use the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column). Valid strings for the plandomizer file are found in the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column. For vanilla sound effects choose &amp;lt;code&amp;gt;default&amp;lt;/code&amp;gt;, except for &amp;lt;samp&amp;gt;sfx_low_hp&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;sfx_ocarina&amp;lt;/samp&amp;gt; where the vanilla sounds are called &amp;lt;code&amp;gt;soft-beep&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ocarina&amp;lt;/code&amp;gt; respectively. &amp;lt;samp&amp;gt;completely-random&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-ear-safe&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-choice&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;none&amp;lt;/samp&amp;gt; are also valid choices.&lt;br /&gt;
&lt;br /&gt;
To set background music, choose the location where you want the music to be played as the key (left column) and the music that will be played as the corresponding value (right column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Music.py A list of valid strings can be found here]. Note that these strings are valid both as key and value. Use &amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt; for no background music.&lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set sound effects&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sfx_low_hp&amp;quot;:                  &amp;quot;soft-beep&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_overworld&amp;quot;:          &amp;quot;bow-twang&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_enemy&amp;quot;:              &amp;quot;navi-hey&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_cursor&amp;quot;:             &amp;quot;ruto-wiggle&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_select&amp;quot;:             &amp;quot;talon-snore&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_horse_neigh&amp;quot;:             &amp;quot;default&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_nightfall&amp;quot;:               &amp;quot;completely-random&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_hover_boots&amp;quot;:             &amp;quot;child-owo&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_ocarina&amp;quot;:                 &amp;quot;malon&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set background music&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;bgm&amp;quot;:         {&lt;br /&gt;
    &amp;quot;Hyrule Field&amp;quot;:         &amp;quot;None&amp;quot;, &lt;br /&gt;
    &amp;quot;Temple of Time&amp;quot;:       &amp;quot;Shop&amp;quot;,&lt;br /&gt;
    &amp;quot;Gerudo Valley&amp;quot;:        &amp;quot;Ingo Theme&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also possible to plando [https://wiki.ootrandomizer.com/index.php?title=Readme#Custom_Music_and_Fanfares custom music]. In this case what you insert as the track name is whatever is on the first line of the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;.meta&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; file (open with any text editor). This means that some other track will be placed there instead without your knowledge.&lt;br /&gt;
&lt;br /&gt;
== Common Errors ==&lt;br /&gt;
You&#039;re very likely to run into many errors while trying to make a plandomizer. These explanations should help you with some of the more cryptic ones. You can also narrow down the source of the error code by running small sections of the original plandomizer at a time until you get the error message.&lt;br /&gt;
&lt;br /&gt;
=== Not A Valid JSON Format ===&lt;br /&gt;
[https://wiki.ootrandomizer.com/index.php?title=Plandomizer#The_Most_Common_Format.2FSyntax_Issue See this section]&lt;br /&gt;
&lt;br /&gt;
=== Game Unbeatable ===&lt;br /&gt;
The randomizer generator could not place items following your defined settings. You&#039;ve created a situation that is not logically possible to complete. &lt;br /&gt;
&lt;br /&gt;
Sometimes this is just bad luck and you have to try generating again, but if you continuously get the same exact error messages over and over, you most likely need to modify your settings or where items are placed in the world. Think carefully about what logical problems your settings and item placements might have. Refer to the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/master/data/World Release logic files] or the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/Dev/data/World Dev logic files] depending on which one you are using to try to help find any you have forgotten.&lt;br /&gt;
&lt;br /&gt;
Of course you can always come to the [https://discord.com/channels/274180765816848384/802659695323250729 #plando-support] channel on the Discord to ask for help if you&#039;re feeling stuck. We can usually point you in the right direction or find the exact issue causing the error.&lt;br /&gt;
&lt;br /&gt;
=== Cannot Choose From An Empty Sequence ===&lt;br /&gt;
&lt;br /&gt;
This means that an item in your &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt; dictionary was not spelled correctly (e.g. &amp;lt;samp&amp;gt;Light Arrow&amp;lt;/samp&amp;gt; instead of &amp;lt;samp&amp;gt;Light Arrows&amp;lt;/samp&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== My Plandomized Track Is Not Playing ===&lt;br /&gt;
&lt;br /&gt;
Make sure that there are no spelling errors. If you&#039;re using custom music, then make sure that you are using the track name that is inside the &amp;lt;code&amp;gt;.meta&amp;lt;/code&amp;gt; file.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Plandomizer&amp;diff=2058</id>
		<title>Plandomizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Plandomizer&amp;diff=2058"/>
		<updated>2021-06-25T04:31:09Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Add info about MajorItem item group, and custom item groups&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Plandomizer&#039;&#039;&#039;, often shortened to just &#039;&#039;&#039;Plando&#039;&#039;&#039;, permits total control over item placement. You can place a specific item on any location and locations not specified will be filled following the normal algorithm. Using a &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; format text file, referred to as a &#039;&#039;&#039;distribution file&#039;&#039;&#039; when using plandomizer, most aspects of the randomizer can be overwritten.&lt;br /&gt;
&lt;br /&gt;
This can be used to create custom challenges to play through yourself or share with others. The more details defined in a plandomizer, the less the randomizer interferes, though the randomizer will still verify whether it is beatable based on the logic settings, and if it is logically impossible it will refuse to generate a seed.&lt;br /&gt;
&lt;br /&gt;
There is a [https://ootrandomizer.com/plandoMaker beta GUI for Plandomizer on the website] that can help you with simpler plandomizer ideas, however to truly grasp the power of plandomizer you will have to modify a distribution file yourself. &#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This is a beta feature and frequently generates JSON files with issues that must be fixed in a text editor prior to use. Please visit the plando-support channel in the discord for help resolving these errors. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;overflow:auto&amp;quot;&amp;gt;Also note that the following are not assignable. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;Deliver Letter&lt;br /&gt;
Sell Big Poe&lt;br /&gt;
Skull Mask&lt;br /&gt;
Spooky Mask&lt;br /&gt;
Keaton Mask&lt;br /&gt;
Bunny Hood&lt;br /&gt;
Mask of Truth&lt;br /&gt;
Milk&lt;br /&gt;
Goron Mask&lt;br /&gt;
Zora Mask&lt;br /&gt;
Gerudo Mask&lt;br /&gt;
Zeldas Letter&lt;br /&gt;
Location: HC Zeldas Letter&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
These items and location are used internally by the logic to handle new item locations becoming available. They are not meant to be used in a plando.&lt;br /&gt;
&lt;br /&gt;
== Using a Plandomizer Distribution File on the Generator ==&lt;br /&gt;
Plandomizer&#039;s distribution file text box is hidden by default. To enable it go to &amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt; on the generator and turn on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Optional)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; setting. Then use the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Browse&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; button next to the new text box to find your Plandomizer distribution &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
== Opening and Editing a Distribution File ==&lt;br /&gt;
Distributions are just normal text files using the &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; extension instead of the &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; extension. They can be opened in any text editor that will open &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; files. Even Notepad, TextEdit, and gedit can open these files. The extension is only to help let you know that text within is expected to look a certain way.&lt;br /&gt;
&lt;br /&gt;
=== Distribution File Format ===&lt;br /&gt;
&#039;&#039;&#039;JSON&#039;&#039;&#039; is a common format used for data that both a human and a computer are intended to read. It&#039;s a fairly picky format so it is a good idea to use a text editor that can tell you if you did something wrong through syntax highlighting. [https://visualstudio.microsoft.com/ Visual Studio Code] is such a text editor, and as it is cross-platform and used by many people in the community. It is the one we recommend you use if you go down this path. Alternatively, a validator such as [https://jsonlint.com/ JSONLint] can check formatting, if you prefer a text editor without syntax highlighting. A validator may also help identify issues which are harder to understand in VSCode.&lt;br /&gt;
&lt;br /&gt;
The randomizer generator on the website will also display an error if you try to use a distribution file that is not in the proper JSON format. You may wish to use this, JSONLint, and VSCode all together to figure out how to fix any formatting problems.&lt;br /&gt;
&lt;br /&gt;
=== Understanding a Distribution File ===&lt;br /&gt;
When generating a seed with a spoiler log, that spoiler log is actually a distribution file itself. It can be used directly to generate the exact same seed. Because of this, you can take a look at a spoiler log to help you get familiar with the types of things that can be changed, and how to format the distribution file.&lt;br /&gt;
&lt;br /&gt;
Since a distribution file is in JSON format, it&#039;s somewhat rigid about how things can be written.&lt;br /&gt;
&lt;br /&gt;
=== The Base Dictionary ===&lt;br /&gt;
First, a distribution file starts with a &amp;lt;kbd&amp;gt;{&amp;lt;/kbd&amp;gt; opening curly brace, and ends with a &amp;lt;kbd&amp;gt;}&amp;lt;/kbd&amp;gt; closing curly brace. Everything you define must be placed between these braces. These braces mark a &#039;&#039;&#039;Dictionary&#039;&#039;&#039; or an [https://en.wikipedia.org/wiki/Associative_array associative array], and while that link has a lot of useful information, you don&#039;t really have to understand it. Think of a dictionary data structure like you would a dictionary in the real world. You have a term, then you have the definition of that term. As this is the base dictionary, you don&#039;t write a term as the code that reads the JSON file creates its own term for this dictionary.&lt;br /&gt;
&lt;br /&gt;
=== The Dictionary &amp;quot;Terms&amp;quot; ===&lt;br /&gt;
Within the base dictionary there are many terms, such as &amp;lt;samp&amp;gt;:version&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt;. If you are viewing a spoiler log you&#039;ll notice some of these terms start with a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt;. These terms are ignored when Plandomizer is used and are autogenerated by the randomizer. When you are creating a distribution file yourself you can delete these terms (or take advantage of this mechanic to put in comments between sections, but note that it cannot be used within {} sections such as Locations or Entrances).&lt;br /&gt;
&lt;br /&gt;
Terms are followed by a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt; and then some spaces, then their definitions.&lt;br /&gt;
&lt;br /&gt;
Definitions that start and end with &amp;lt;kbd&amp;gt;&amp;quot;&amp;lt;/kbd&amp;gt; are &#039;&#039;&#039;Strings&#039;&#039;&#039;. They are just text you write, but it is important that they are between quotes.&lt;br /&gt;
&lt;br /&gt;
Definitions starting with &amp;lt;kbd&amp;gt;[&amp;lt;/kbd&amp;gt; an open bracket and ending with a &amp;lt;kbd&amp;gt;]&amp;lt;/kbd&amp;gt; closing bracket are called &#039;&#039;&#039;Lists&#039;&#039;&#039;. In a distribution file lists will usually only contain strings. However, with other types of JSON files you could see them containing other data structures such as dictionaries, or other lists.&lt;br /&gt;
&lt;br /&gt;
The rest of the definitions are just more dictionaries with their own terms that have definitions. These are the only data structures that you have to keep in mind, and generally they are already defined properly in the spoiler log for you so you can just modify them how you see fit. Just ensure you don&#039;t accidentally remove the symbols that go before and after the term.&lt;br /&gt;
&lt;br /&gt;
=== The Most Common Format/Syntax Issue ===&lt;br /&gt;
You&#039;ll notice that each of these terms is followed at the very end by a &amp;lt;kbd&amp;gt;,&amp;lt;/kbd&amp;gt; comma, except the very last one. This is probably the most common mistake someone will make when making their own distribution file. Each term needs to be separated by a comma, but the last one cannot have a comma after it. This is true for strings inside of lists, and lists, strings, and other dictionaries within a dictionary as well. If you are getting a syntax error, you probably added a comma you shouldn&#039;t have, or removed one you need. The generator will tell you that your JSON is invalid if you try to use a distribution file with one of these errors.&lt;br /&gt;
&lt;br /&gt;
== What Can Plandomizer Affect ==&lt;br /&gt;
Plandomizer can affect an enormous amount of the resulting seed. Everything from inconsequential things like the File Hash, to the Settings the randomizer uses to fill the world, and even specifically set items in locations that the world fill algorithm will have to work around.&lt;br /&gt;
&lt;br /&gt;
=== File Hash ===&lt;br /&gt;
The file hash is the 5 icons that are displayed at the top of the file select screen. You can set these to any valid [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Spoiler.py#L9-L42 HASH_ICON].&lt;br /&gt;
&lt;br /&gt;
You can set the &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt; definition to a list of up to 5 hash icons. If you do not want to specify an icon for a set position you can either set it to the value &#039;&#039;&#039;null&#039;&#039;&#039;, or if it is after all the ones you do want to set you can just not include it.&lt;br /&gt;
&lt;br /&gt;
==== Hash Icons ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;overflow:auto&amp;quot;&amp;gt;Expand to view the full list of valid hash icons for the current version of the randomizer.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
    &#039;Deku Stick&#039;,&lt;br /&gt;
    &#039;Deku Nut&#039;,&lt;br /&gt;
    &#039;Bow&#039;,&lt;br /&gt;
    &#039;Slingshot&#039;,&lt;br /&gt;
    &#039;Fairy Ocarina&#039;,&lt;br /&gt;
    &#039;Bombchu&#039;,&lt;br /&gt;
    &#039;Longshot&#039;,&lt;br /&gt;
    &#039;Boomerang&#039;,&lt;br /&gt;
    &#039;Lens of Truth&#039;,&lt;br /&gt;
    &#039;Beans&#039;,&lt;br /&gt;
    &#039;Megaton Hammer&#039;,&lt;br /&gt;
    &#039;Bottled Fish&#039;,&lt;br /&gt;
    &#039;Bottled Milk&#039;,&lt;br /&gt;
    &#039;Mask of Truth&#039;,&lt;br /&gt;
    &#039;SOLD OUT&#039;,&lt;br /&gt;
    &#039;Cucco&#039;,&lt;br /&gt;
    &#039;Mushroom&#039;,&lt;br /&gt;
    &#039;Saw&#039;,&lt;br /&gt;
    &#039;Frog&#039;,&lt;br /&gt;
    &#039;Master Sword&#039;,&lt;br /&gt;
    &#039;Mirror Shield&#039;,&lt;br /&gt;
    &#039;Kokiri Tunic&#039;,&lt;br /&gt;
    &#039;Hover Boots&#039;,&lt;br /&gt;
    &#039;Silver Gauntlets&#039;,&lt;br /&gt;
    &#039;Gold Scale&#039;,&lt;br /&gt;
    &#039;Stone of Agony&#039;,&lt;br /&gt;
    &#039;Skull Token&#039;,&lt;br /&gt;
    &#039;Heart Container&#039;,&lt;br /&gt;
    &#039;Boss Key&#039;,&lt;br /&gt;
    &#039;Compass&#039;,&lt;br /&gt;
    &#039;Map&#039;,&lt;br /&gt;
    &#039;Big Magic&#039;,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set all 5 icons to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the first icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, null, null, null, null]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the last icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [null, null, null, null, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
This is a dictionary defining the rules that the randomizer uses to fill the world. &#039;&#039;Any settings you set here will override the ones set in the GUI&#039;&#039;. That also means that you can leave some settings out of this dictionary and the person using your distribution file to create a seed can have a small amount of customization they can apply in case they need a little more additional help, or perhaps want to increase the difficulty a little bit.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to set these manually. Instead, you should go to the beta plandomizer maker on the website. You can set all the settings you want on the first tab, then create the JSON file. From here you can copy the settings dictionary from that file into this file and remove any settings you don&#039;t want to enforce. Alternatively, if you only want a few settings to be enforced, you can copy only the settings you want from the dictionary in that other JSON file into the settings dictionary in your settings file.&lt;br /&gt;
&lt;br /&gt;
There are two major issues with creating the settings dictionary entirely manually:&lt;br /&gt;
# If you mistype, or the name of a setting changes between versions, you will not get an error. The randomizer will just ignore this issue entirely.&lt;br /&gt;
# The process of figuring out the proper name for a setting, and the various values it can hold is tedious.&lt;br /&gt;
&lt;br /&gt;
If you still think you want to try this method, the file in the source code you want to look at to see all this necessary information is [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/SettingsList.py SettingsList.py]. This is a 3000 line monstrosity that isn&#039;t very useful if you&#039;re not already pretty familiar with the settings you are looking for in the first place. Each setting has a &amp;lt;var&amp;gt;name&amp;lt;/var&amp;gt; that you have to use for a definition inside of the settings dictionary. Then various other variables within the option&#039;s object in the settings list file are used to determine what possible definitions you want to use for that setting.&lt;br /&gt;
&lt;br /&gt;
Just using the plandomizer maker on the website is highly recommended over putting yourself through this experience.&lt;br /&gt;
&lt;br /&gt;
=== Starting Items ===&lt;br /&gt;
The starting items dictionary lets you define what items a player starts with, and how many of them. This includes both items you find in the world, and consumables you would pick up such as ammo and bombs. Any items you start with will be replaced by junk in the item pool. Songs placed here will force an item to be on one of the song locations even if &amp;lt;var&amp;gt;shuffle_song_items&amp;lt;/var&amp;gt; is not set. This will completely override the starting items set on the randomizer generator GUI.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to start with. The definition is how many of that item you want to start with. The number is not a string and should not be put in quotes.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Start with full wallet without Max Rupees setting&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Rupees&amp;quot;: 99&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with all shields&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Hylian Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Mirror Shiled&amp;quot;: 1&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
This is a dictionary defining every item possible to place in the world. &#039;&#039;It is highly recommended that you do not set every possible item to a value in this dictionary.&#039;&#039; Primarily junk items because the randomizer often needs to generate new junk, but will not change any value you manually place in the item pool. This would make your plandomizer very rigid and can cause various issues if you try changing settings that change what, and how many items you start with, or that are available in the base pool.&lt;br /&gt;
&lt;br /&gt;
You can also specify if you want to &amp;lt;var&amp;gt;add&amp;lt;/var&amp;gt; to the base number, &amp;lt;var&amp;gt;remove&amp;lt;/var&amp;gt; from the base number, or &amp;lt;var&amp;gt;set&amp;lt;/var&amp;gt; the base number for the item. The default is to set the value. If you want to use the other options you&#039;ll need to set the definition to be another dictionary.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to specify the number of in the pool. The definition is either:&lt;br /&gt;
# The number of that item you want in the pool&lt;br /&gt;
# A dictionary with a term of &amp;lt;var&amp;gt;type&amp;lt;/var&amp;gt; set to any of the strings &amp;quot;add&amp;quot;, &amp;quot;remove&amp;quot;, or &amp;quot;set&amp;quot; and a term of &amp;lt;var&amp;gt;count&amp;lt;/var&amp;gt; set to the number to modify by.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Mirror Shield to have 3 copies placed in the world&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: 3&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;set&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add 3 Deku Shields to place in the world in addition to the ones already in the base pool&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;add&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
This dictionary lets you define which dungeons are &amp;lt;var&amp;gt;vanilla&amp;lt;/var&amp;gt; and which are &amp;lt;var&amp;gt;mq&amp;lt;/var&amp;gt; (master quest). &#039;&#039;You will have to set the number of MQ dungeons setting to match at least whatever master quest dungeons you define here&#039;&#039;. However, you do not have to define all of the dungeons and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the dungeon. The definitions is either the string &amp;quot;vanilla&amp;quot;, the string &amp;quot;mq&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set only Deku Tree to mq&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Tree&amp;quot;: &amp;quot;mq&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only Spirit Temple to vanilla, because you don&#039;t want to learn the second version of spirit logic&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Spirit Temple&amp;quot;: &amp;quot;vanilla&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Dodongo&#039;s Cavern to random&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Dodongos Cavern&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trials ===&lt;br /&gt;
You will define which trials are &amp;lt;var&amp;gt;active&amp;lt;/var&amp;gt; and which ones are &amp;lt;var&amp;gt;inactive&amp;lt;/var&amp;gt; in this dictionary. &#039;&#039;You will have to set the number of trials to match at least the trials you define here&#039;&#039;. However, you do not have to define all of the trials and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the trial. The definition is either the string &amp;quot;active&amp;quot;, the string &amp;quot;inactive&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set forest, fire, and water trials as inactive&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Forest&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;inactive&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set light trial to active, ensuring that 3 strength upgrades are required for fighting Ganon&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Light&amp;quot;: &amp;quot;active&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set water trial to random&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Entrances ===&lt;br /&gt;
This dictionary defines how different entrances are linked together when using entrance randomizer. Entrances must be shuffled among their respective groups so you cannot use plandomizer to force a mixed entrance pool seed. You may wish to generate a entrance randomizer seed and use its spoiler log to ensure you use the correct names for the locations.&lt;br /&gt;
&lt;br /&gt;
The term is the loading zone you pass through. The definition is:&lt;br /&gt;
* &#039;&#039;&#039;For Dungeons and Interiors&#039;&#039;&#039;: a string with the name of the location you end up at&lt;br /&gt;
* &#039;&#039;&#039;For Overworld&#039;&#039;&#039;: a dictionary with a term of &amp;lt;var&amp;gt;region&amp;lt;/var&amp;gt; set to a string of the overworld region it leads to and a term of &amp;lt;var&amp;gt;from&amp;lt;/var&amp;gt; set to a string of the loading zone in that region that you will appear out of.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Deku Tree entrance to Gerudo Training Grounds&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Outside Deku Tree -&amp;gt; Deku Tree Lobby&amp;quot;: {&amp;quot;region&amp;quot;: &amp;quot;Gerudo Training Grounds Lobby&amp;quot;, &amp;quot;from&amp;quot;: &amp;quot;Gerudo Fortress&amp;quot;}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Hyrule Castle exit from Market to Lon Lon Ranch main entrance&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;Market -&amp;gt; Castle Grounds&amp;quot;: {&lt;br /&gt;
        &amp;quot;region&amp;quot;: &amp;quot;Lon Lon Ranch&amp;quot;, &lt;br /&gt;
        &amp;quot;from&amp;quot;: &amp;quot;Hyrule Field&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
This dictionary handles what is probably the main feature of plandomizer. You can assign items to any location in the game world here. Which locations are available are heavily influenced by what settings you choose, so ensure you have the proper settings set.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the location. The definition is either:&lt;br /&gt;
* A string of an item to place there&lt;br /&gt;
* A list containing multiple items to randomly choose from to place there&lt;br /&gt;
* A dictionary containing the term &amp;lt;var&amp;gt;item&amp;lt;/var&amp;gt; containing one of the above two bullet points.&lt;br /&gt;
** If making a multiworld plandomizer: the term &amp;lt;var&amp;gt;player&amp;lt;/var&amp;gt; with the world number value of the player the item belongs to.&lt;br /&gt;
** If the location is a shop: the term &amp;lt;var&amp;gt;price&amp;lt;/var&amp;gt; with the rupee number value the item should cost. &#039;&#039;You cannot set scrub prices using plandomizer&#039;&#039;&lt;br /&gt;
** If the item can be an ice trap: the term &amp;lt;var&amp;gt;model&amp;lt;/var&amp;gt; set to a string of the item model it should appear as in the overworld.&lt;br /&gt;
&lt;br /&gt;
==== Shop Location Numbers ====&lt;br /&gt;
Due to the odd way the shop items are stored in the game files, using shopsanity item placement is not very intuitive.&lt;br /&gt;
&lt;br /&gt;
When using 1 item shopsanity, the number you use is 7 and is the bottom left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 2 items shopsanity, you also have number 5 which is the bottom right item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 3 items shopsanity, you add on the number 8 which is the top left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 4 items shopsanity, you can now use all 4 numbers 5-8 for all of the left side items.&lt;br /&gt;
&lt;br /&gt;
==== Special Item Groups ====&lt;br /&gt;
There are shortcut terms you can use for certain items when using plandomizer. They start with the &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; character. The ones that should work fine are:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
#Bottle - Places a bottle and randomly chooses a contents for it&lt;br /&gt;
#Junk - Places a junk item (used by exclude locations)&lt;br /&gt;
#AdultTrade - Places the adult trade item without specifying which one&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are feeling a little bit more daring, you can try:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
#Vanilla - Places whatever was on that location in the original game (Dev v6.0.54 onwards). Also applies to MQ locations.&lt;br /&gt;
#MajorItem - Places a settings-dependent major item at that location (Dev v6.0.24 onwards).&lt;br /&gt;
#Song - Places a song item&lt;br /&gt;
#NonWarpSong - Places non warp song item&lt;br /&gt;
#WarpSong - Places a warp song item&lt;br /&gt;
#JunkSong - Places Serenade or Prelude in non-entrance randomizer.&lt;br /&gt;
#Spell - Places one of the three spells&lt;br /&gt;
#Shield - Deku or Hylian. Doesn&#039;t include Mirror.&lt;br /&gt;
#HealthUpgrade - Heart Container or Piece of Heart&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of these should work, but only the first list have been extensively tested.&lt;br /&gt;
&lt;br /&gt;
As of Dev v6.0.45, you can also define your own, custom item groups by adding a &amp;lt;code&amp;gt;custom_groups&amp;lt;/code&amp;gt; dictionary to your plando. Within this dictionary you can define groups which contain a list of item names in brackets, and then use those group names as you would with other item groups.&lt;br /&gt;
&lt;br /&gt;
Here is such an example, which will place a random sword in Mido&#039;s top left chest and a small key for water or shadow temple in his top right chest:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;custom_groups&amp;quot;: {&lt;br /&gt;
    &amp;quot;CustomList1&amp;quot;: [ &amp;quot;Kokiri Sword&amp;quot;, &amp;quot;Biggoron Sword&amp;quot;, &amp;quot;Giants Knife&amp;quot; ],&lt;br /&gt;
    &amp;quot;CustomList2&amp;quot;: [ &amp;quot;Small Key (Water Temple)&amp;quot;, &amp;quot;Small Key (Shadow Temple)&amp;quot; ]&lt;br /&gt;
  },&lt;br /&gt;
  &amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#CustomList1&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#CustomList2&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that currently patterns do not work on custom groups (so, for example, you cannot do &amp;lt;code&amp;gt;!#CustomList1&amp;lt;/code&amp;gt;) and custom groups cannot be nested.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Ready to fight Ganon after Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;Bow&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;Magic Meter&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;Ice Trap&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bottles in Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One step to fighting Ganon in the Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Kokiri Sword Chest&amp;quot;: [&amp;quot;Bow&amp;quot;, &amp;quot;Magic Meter&amp;quot;, &amp;quot;Light Arrows&amp;quot;]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting shopsanity 1 item in Kokiri Shop to Ice Trap posing as Light Arrows&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Shop Item 7&amp;quot;: {&lt;br /&gt;
        &amp;quot;item&amp;quot;: &amp;quot;Ice Trap&amp;quot;, &lt;br /&gt;
        &amp;quot;price&amp;quot;: 60,&lt;br /&gt;
        &amp;quot;model&amp;quot;: &amp;quot;Light Arrows&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place player 2&#039;s Light Arrows in player 1&#039;s Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;World 1&amp;quot;: {&lt;br /&gt;
        &amp;quot;KF Kokiri Sword Chest&amp;quot;: {&lt;br /&gt;
            &amp;quot;item&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
            &amp;quot;player&amp;quot;: 2&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hint Distribution Files ===&lt;br /&gt;
&lt;br /&gt;
Hint distribution file format is similar to the old hard-coded dictionaries, plus new keys to offer finer control of different hint groups. The goal of this change is to facilitate easier sharing and updating of custom hint distributions for the different racing tournaments. An example with the Tournament distribution is provided below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;amp;quot;name&amp;amp;quot;:                  &amp;amp;quot;tournament&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;gui_name&amp;amp;quot;:              &amp;amp;quot;Tournament&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;description&amp;amp;quot;:           &amp;amp;quot;Fixed number of hints for each type, contains duplicates, and only useful hints.&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;add_locations&amp;amp;quot;:         [&lt;br /&gt;
        { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Deku Theater Skull Mask&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
    ],&lt;br /&gt;
    &amp;amp;quot;remove_locations&amp;amp;quot;:      [],&lt;br /&gt;
    &amp;amp;quot;add_items&amp;amp;quot;:             [],&lt;br /&gt;
    &amp;amp;quot;remove_items&amp;amp;quot;:          [],&lt;br /&gt;
    &amp;amp;quot;dungeons_woth_limit&amp;amp;quot;:   2,&lt;br /&gt;
    &amp;amp;quot;dungeons_barren_limit&amp;amp;quot;: 1,&lt;br /&gt;
    &amp;amp;quot;named_items_required&amp;amp;quot;:  &amp;amp;quot;True&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;distribution&amp;amp;quot;:          {&lt;br /&gt;
        &amp;amp;quot;trial&amp;amp;quot;:      {&amp;amp;quot;order&amp;amp;quot;:  1, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;always&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  2, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;woth&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  3, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   5, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;barren&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  4, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   3, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;entrance&amp;amp;quot;:   {&amp;amp;quot;order&amp;amp;quot;:  5, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   4, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;sometimes&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  6, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;: 100, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;random&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  7, &amp;amp;quot;weight&amp;amp;quot;: 9.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;item&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;song&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;overworld&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;dungeon&amp;amp;quot;:    {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;junk&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;named-item&amp;amp;quot;: {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2}&lt;br /&gt;
    }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
GUI names and tooltip descriptions are now defined with each distribution file. Tooltips are automatically parsed to add line returns as needed for the GUI.&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Distribution ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;distribution&amp;lt;/code&amp;gt; key is a similar format to the previous dictionary. Each hint group must be listed with the following keys:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;order&amp;lt;/code&amp;gt;: Integer to sort hint types from smallest to largest&lt;br /&gt;
* &amp;lt;code&amp;gt;weight&amp;lt;/code&amp;gt;: Same as hint type weight in balanced and similar hint distributions&lt;br /&gt;
* &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt;: Same as tournament distribution number of hints per world&lt;br /&gt;
* &amp;lt;code&amp;gt;copies&amp;lt;/code&amp;gt;: Same as count per hint in predefined distributions&lt;br /&gt;
&lt;br /&gt;
Tournament-style fixed hints and weighted-style hints are defined together in the same distribution. Fixed hints are rolled first. Any remaining gossip stones are filled from a random choice of hint types with assigned weights. Checks exist to make sure there are enough gossip stones left for a given random hint type count per hint. Fixed hints do not have this safeguard and rely on the user not to overfill them. Using the tournament distribution as an example, fixed hints are rolled according to the defined order and fixed number. If any gossip stones remain, the &amp;lt;code&amp;gt;random&amp;lt;/code&amp;gt; hint group is rolled as part of the weighted hint types (in this case the only one, so it is guaranteed upon exhaustion of all sometimes hints). Other built-in hint types with no fixed hints have non-zero orders for all types and weights equal to the old style weight, and all types have a &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt; value of &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Dungeon Limits ====&lt;br /&gt;
&lt;br /&gt;
Dungeon way of the hero and barren limitations are moved out of the hint generation functions into the distribution files. Values are identical in all built-in distributions except &amp;lt;code&amp;gt;very_strong&amp;lt;/code&amp;gt;, which has a limit of &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; for both (equivalent to no limit).&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Requirements and Exclusions ====&lt;br /&gt;
&lt;br /&gt;
Four new lists are provided to include or exclude hinted locations from different hint groups, as specified by the location name or filled item name. As seen in the tournament distribution, the &amp;lt;code&amp;gt;add_locations&amp;lt;/code&amp;gt; key can be used to force a given location to be hinted by adding it to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; hint type. Locations can be added to (or removed from) any hint type. Likewise, the item keys allow for adding or removing locations to be hinted based on what items they contain. For example, to remove all songs from being hinted as way of the hero, the following would be utilized:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;quot;remove_items&amp;amp;quot;: [&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Zeldas Lullaby&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Eponas Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Sarias Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Suns Song&amp;amp;quot;,          &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Time&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Storms&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Minuet of Forest&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Bolero of Fire&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Serenade of Water&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Requiem of Spirit&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Nocturne of Shadow&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Prelude of Light&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] }&lt;br /&gt;
]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Alternately, if songsanity is disabled, the song locations could be removed from the &amp;lt;code&amp;gt;woth&amp;lt;/code&amp;gt; hint type to achieve the same effect.&lt;br /&gt;
&lt;br /&gt;
Way of the Hero and Barren hints cannot have locations added via `add_locations`. Additionally, Barren hints cannot be removed via `remove_locations`. This is to prevent situations where required items are in hinted barren areas. Using the song example again, a foolish Song of Storms that leads to a required item in Bottom of the Well would be confusing to players unfamiliar with the setting. Excluding from way of the hero means it won’t be hinted, not that the game is actively lying to you.&lt;br /&gt;
&lt;br /&gt;
Barren hints can be added or removed from consideration for specific items via the &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove_items&amp;lt;/code&amp;gt; lists. This affects not just hints, but also the &amp;lt;code&amp;gt;:barren_regions&amp;lt;/code&amp;gt; list in the spoiler log. In contrast, way of the hero items will still be listed in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; section regardless of hint distribution changes. Forced barren items that are logically required still show up in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; list if required by the seed.&lt;br /&gt;
&lt;br /&gt;
==== Plando Support ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;hint_dist_user&amp;lt;/code&amp;gt; setting takes a hint distribution dictionary as defined by the built-in hint distribution files. If specified, it overrides the GUI-selected hint distribution. Internally, the distribution is defined as &amp;lt;code&amp;gt;custom&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Example Plando ====&lt;br /&gt;
&lt;br /&gt;
The attached plando&lt;br /&gt;
&lt;br /&gt;
* Requires a “random”-type location hint for the location containing Lens of Truth&lt;br /&gt;
* Adds shooting the sun in Lake Hylia as an always hint with custom text&lt;br /&gt;
* Removes Frog Ocarina Game and 40 Skulls as always hints&lt;br /&gt;
* Keeps other “conditional” always hints from Standard weekly settings, including Skull Mask&lt;br /&gt;
* Adds the location with Zelda’s Lullaby as an always hint&lt;br /&gt;
* Removes all other song locations from way of the hero and sometimes hint types&lt;br /&gt;
* Forces Rutos Letter to be considered foolish, and places it outside Ganon’s Castle to verify&lt;br /&gt;
* Excludes Biggoron Sword from foolish hints, and places it in the Haunted Wasteland to verify&lt;br /&gt;
&lt;br /&gt;
and applies a custom hint distribution as follows:&lt;br /&gt;
&lt;br /&gt;
====== Fixed Hints ======&lt;br /&gt;
&lt;br /&gt;
(in order) &lt;br /&gt;
* Always and Trials hints at 2 stones/hint &lt;br /&gt;
* 1 Named Item hint for Lens of Truth at 2 stones/hint (as required by &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt;) &lt;br /&gt;
* 3 Way of the Hero hints at 2 stones/hint &lt;br /&gt;
* 2 Foolish hints at 1 stone/hint &lt;br /&gt;
* 4 Entrance hints at 2 stones/hint &lt;br /&gt;
* 5 Sometimes hints at 1 stone/hint&lt;br /&gt;
&lt;br /&gt;
====== Weighted Hints ======&lt;br /&gt;
&lt;br /&gt;
On weekly settings, this is 27-29 gossip stones filled, depending on if Zelda’s Lullaby is on Ocarina of Time. The remaining 11-13 stones draw hints from weighted hint types as follows:&lt;br /&gt;
&lt;br /&gt;
* Random (0.5 weight, 2 stones/hint)&lt;br /&gt;
* Item (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Song (2.0 weight, 2 stones/hint)&lt;br /&gt;
* Overworld (3.0 weight, 2 stones/hint)&lt;br /&gt;
* Dungeon (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Junk (0.5 weight, 1 stone/hint)&lt;br /&gt;
&lt;br /&gt;
At least 1 junk hint will be added due to the odd number of remaining stones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
  &amp;amp;quot;settings&amp;amp;quot;:            {&lt;br /&gt;
    &amp;amp;quot;item_hints&amp;amp;quot;: [&lt;br /&gt;
      &amp;amp;quot;Lens of Truth&amp;amp;quot;&lt;br /&gt;
    ],&lt;br /&gt;
    &amp;amp;quot;hint_dist_user&amp;amp;quot;: {&lt;br /&gt;
      &amp;amp;quot;name&amp;amp;quot;:                  &amp;amp;quot;custom&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;gui_name&amp;amp;quot;:              &amp;amp;quot;Plando Test Hint Distribution&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;description&amp;amp;quot;:           &amp;amp;quot;for debugging&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;add_locations&amp;amp;quot;:         [&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;LH Sun&amp;amp;quot;,                  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;], &amp;amp;quot;text&amp;amp;quot;: &amp;amp;quot;those who #blot out the sun# will find&amp;amp;quot; },&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Deku Theater Skull Mask&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;remove_locations&amp;amp;quot;:      [&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;ZR Frogs Ocarina Game&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Kak 40 Gold Skulltula Reward&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;add_items&amp;amp;quot;:             [&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Zeldas Lullaby&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Rutos Letter&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;barren&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;remove_items&amp;amp;quot;:          [&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Eponas Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Sarias Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Suns Song&amp;amp;quot;,          &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Time&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Storms&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Minuet of Forest&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Bolero of Fire&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Serenade of Water&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Requiem of Spirit&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Nocturne of Shadow&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Prelude of Light&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Biggoron Sword&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;barren&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;dungeons_woth_limit&amp;amp;quot;:   2,&lt;br /&gt;
      &amp;amp;quot;dungeons_barren_limit&amp;amp;quot;: 1,&lt;br /&gt;
      &amp;amp;quot;named_items_required&amp;amp;quot;:  &amp;amp;quot;True&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;distribution&amp;amp;quot;:          {&lt;br /&gt;
          &amp;amp;quot;trial&amp;amp;quot;:      {&amp;amp;quot;order&amp;amp;quot;:  1, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;always&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  2, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;woth&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  3, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   3, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;barren&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  4, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   2, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;entrance&amp;amp;quot;:   {&amp;amp;quot;order&amp;amp;quot;:  5, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   4, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;sometimes&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  6, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   5, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;random&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  7, &amp;amp;quot;weight&amp;amp;quot;: 0.5, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;item&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  8, &amp;amp;quot;weight&amp;amp;quot;: 1.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;song&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  9, &amp;amp;quot;weight&amp;amp;quot;: 2.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;overworld&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;: 10, &amp;amp;quot;weight&amp;amp;quot;: 3.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;dungeon&amp;amp;quot;:    {&amp;amp;quot;order&amp;amp;quot;: 11, &amp;amp;quot;weight&amp;amp;quot;: 1.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;junk&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;: 12, &amp;amp;quot;weight&amp;amp;quot;: 0.5, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;named-item&amp;amp;quot;: {&amp;amp;quot;order&amp;amp;quot;: 13, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2}&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  },&lt;br /&gt;
  &amp;amp;quot;randomized_settings&amp;amp;quot;: {},&lt;br /&gt;
  &amp;amp;quot;starting_items&amp;amp;quot;:      {},&lt;br /&gt;
  &amp;amp;quot;item_pool&amp;amp;quot;:           {},&lt;br /&gt;
  &amp;amp;quot;entrances&amp;amp;quot;:           {},&lt;br /&gt;
  &amp;amp;quot;locations&amp;amp;quot;:           {&lt;br /&gt;
      &amp;amp;quot;OGC Great Fairy Reward&amp;amp;quot;: &amp;amp;quot;Rutos Letter&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;Wasteland Chest&amp;amp;quot;: &amp;amp;quot;Biggoron Sword&amp;amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== Item Hints for Bingo ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando setting contains a list of items as named in ItemList.py to be added as “random” location hints. This is outside of the hint distribution setting. Built-in hint distributions assume copies per hint is the same as the sometimes category equivalent of the original distribution. The &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; hint distribution key controls if named item hints are treated as always hints. In contrast to always hints, an error will be thrown if any required named item hint cannot be placed.&lt;br /&gt;
&lt;br /&gt;
Plando or third party hint distribution files can specify fixed or weighted &amp;lt;code&amp;gt;named-item&amp;lt;/code&amp;gt; group hints if &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; is false.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; provides similar functionality to the &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando key if an item is added to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; group. The reason for duplication of this feature is to provide an easier interface for Bingo races desiring hinted tile goals without building a whole hint distribution from scratch.&lt;br /&gt;
&lt;br /&gt;
===== Example Bingo Plando =====&lt;br /&gt;
&lt;br /&gt;
The example plando below:&lt;br /&gt;
&lt;br /&gt;
* Requires two separate strength upgrades to be hinted&lt;br /&gt;
* Requires Lens of Truth to be hinted&lt;br /&gt;
* Modifies the item pool to contain 3 empty bottles, one of which will be hinted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;amp;quot;settings&amp;amp;quot;: {&lt;br /&gt;
      &amp;amp;quot;item_hints&amp;amp;quot;: [&lt;br /&gt;
            &amp;amp;quot;Progressive Strength Upgrade&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Progressive Strength Upgrade&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Lens of Truth&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Bottle&amp;amp;quot;&lt;br /&gt;
        ]&lt;br /&gt;
    },&lt;br /&gt;
    &amp;amp;quot;randomized_settings&amp;amp;quot;: {},&lt;br /&gt;
    &amp;amp;quot;starting_items&amp;amp;quot;:      {},&lt;br /&gt;
    &amp;amp;quot;item_pool&amp;amp;quot;:           {&lt;br /&gt;
        &amp;amp;quot;Bottle&amp;amp;quot;: 3&lt;br /&gt;
    },&lt;br /&gt;
    &amp;amp;quot;entrances&amp;amp;quot;:           {},&lt;br /&gt;
    &amp;amp;quot;locations&amp;amp;quot;:           {}&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gossip Stones ===&lt;br /&gt;
This dictionary is just evil. It lets you replace the Gossip Stone text with any text you wish. Unlike normal randomizer, this text can lie and mislead the player. It is recommended that you use it more for inside jokes, or different types of hints than you&#039;d normally get using the randomizer to keep the plandomizer fun for the player. Gossip stones set here will not be taken into consideration for hints by logic.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the Gossip Stone. The definition is a dictionary with the term &amp;lt;var&amp;gt;text&amp;lt;/var&amp;gt;.&lt;br /&gt;
* Any text you surround with &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; can also be colored. If you wish to do this add another term to the inner dictionary with the term &amp;lt;var&amp;gt;colors&amp;lt;/var&amp;gt; and set it to a list containing strings of the colors you wish to use. You can have multiple groups of text surrounded by &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; and each one can be a different color.&lt;br /&gt;
&lt;br /&gt;
==== Valid Colors ====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
White&lt;br /&gt;
Red&lt;br /&gt;
Green&lt;br /&gt;
Blue&lt;br /&gt;
Light Blue&lt;br /&gt;
Pink&lt;br /&gt;
Yellow&lt;br /&gt;
Black&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Just white text&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;It&#039;s hot in here!&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored text&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;They say #Luigi# was put in this game instead of Super #Mario# 64&amp;quot;,&lt;br /&gt;
        &amp;quot;colors&amp;quot;: [&amp;quot;Green&amp;quot;, &amp;quot;Red&amp;quot;]&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cosmetics and Sounds ===&lt;br /&gt;
&lt;br /&gt;
As of version 6.0 users can select both their cosmetics and sounds with a cosmetics plandomizer file. Just like how the spoiler log syntax is used to create a plandomizer file for locations, entrances, etcetera, the cosmetics log syntax is used to create a cosmetics plandomizer file. &#039;&#039;&#039;This plandomizer file has to be inserted separately&#039;&#039;&#039;, because cosmetics and sounds are typically (re-)applied after the patching process. Make sure that the file is saved as a &amp;lt;kbd&amp;gt;.json&amp;lt;/kbd&amp;gt; file. To insert a cosmetics plando, toggle &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Cosmetics Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; tab and insert it in the field that will appear below. Note; if you also toggled &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, then there will be two fields.&lt;br /&gt;
&lt;br /&gt;
[[File:Cosmeticsplandoweb.png|700px]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmetics ====&lt;br /&gt;
&#039;&#039;Note: Custom cosmetics colors can be chosen through the GUI as well, so it is not needed to specify these in the plandomizer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two ways in which you can plandomize cosmetics. The first is to specify colors through hex values. This gives you the freedom to select any color in the color spectrum for any of the cosmetics options. The second method is to use presets built into the randomizer. These are the options found in the dropdown bars in the GUI and include options such as &amp;quot;Kokiri Green&amp;quot;, &amp;quot;Random Choice&amp;quot; and &amp;quot;Magenta&amp;quot;. Keep in mind that each cosmetic option has its own set of preset colors and that they can&#039;t be used interchangeably. For example, tunics have the preset color &amp;quot;Majora Purple&amp;quot;, but gauntlets do not, so that color cannot be set for gauntlets unless you specify hex values. Because of this limitation it is recommended that users specify hex values. [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Colors.py The hex values associated with the preset colors can be found here]. The correct formatting for the plandomizer file is to take the three double-character codes that follow an &amp;quot;x&amp;quot; and put them next to each other in the order in which they appear, preceded by a &amp;quot;#&amp;quot;. For example the hex value for &amp;quot;Kokiri Green&amp;quot; in the correct format is &amp;lt;code&amp;gt;#1E691B&amp;lt;/code&amp;gt;. It&#039;s case-insensitive and the order matters.&lt;br /&gt;
&lt;br /&gt;
Some cosmetics can be made to cycle through the colors of the rainbow. This cannot be done with hex values and must be specified using the &amp;quot;Rainbow&amp;quot; preset. This is currently only supported for Navi, Bombchu trail, Boomerang trail and Sword trail cosmetics.&lt;br /&gt;
&lt;br /&gt;
The sword trail duration option is unique in that you don&#039;t specify a string but an integer. This integer denotes for how many frames the sword trail will linger with the presets being &amp;quot;Default&amp;quot; (= 4), &amp;quot;Long&amp;quot; (= 10), &amp;quot;Very Long&amp;quot; (= 15) and &amp;quot;Lightsaber&amp;quot; (= 20). Normal gameplay is 20 frames per second, so &amp;quot;Lightsaber&amp;quot; will leave a trail for roughly 1 second. This integer can be set higher than 20, but you can expect lag if the number is set extremely high. &lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set the tunic colors using hex values&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;#ffffff&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;#1E691B&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;#AAaaAA&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set tunic colors using built-in color options&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;Goron Red&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;Majora Purple&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;Completely Random&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set rainbow sword trail with a duration of 1 second&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sword_trail_color_inner&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_color_outer&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_duration&amp;quot;:        20&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sounds ====&lt;br /&gt;
&lt;br /&gt;
To set sound effects, choose the sound you want to use as the value (right column) and the event when it plays as the key (left column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Sounds.py A list of sounds effects can be found here] (use the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column). Valid strings for the plandomizer file are found in the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column. For vanilla sound effects choose &amp;lt;code&amp;gt;default&amp;lt;/code&amp;gt;, except for &amp;lt;samp&amp;gt;sfx_low_hp&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;sfx_ocarina&amp;lt;/samp&amp;gt; where the vanilla sounds are called &amp;lt;code&amp;gt;soft-beep&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ocarina&amp;lt;/code&amp;gt; respectively. &amp;lt;samp&amp;gt;completely-random&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-ear-safe&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-choice&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;none&amp;lt;/samp&amp;gt; are also valid choices.&lt;br /&gt;
&lt;br /&gt;
To set background music, choose the location where you want the music to be played as the key (left column) and the music that will be played as the corresponding value (right column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Music.py A list of valid strings can be found here]. Note that these strings are valid both as key and value. Use &amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt; for no background music.&lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set sound effects&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sfx_low_hp&amp;quot;:                  &amp;quot;soft-beep&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_overworld&amp;quot;:          &amp;quot;bow-twang&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_enemy&amp;quot;:              &amp;quot;navi-hey&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_cursor&amp;quot;:             &amp;quot;ruto-wiggle&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_select&amp;quot;:             &amp;quot;talon-snore&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_horse_neigh&amp;quot;:             &amp;quot;default&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_nightfall&amp;quot;:               &amp;quot;completely-random&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_hover_boots&amp;quot;:             &amp;quot;child-owo&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_ocarina&amp;quot;:                 &amp;quot;malon&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set background music&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;bgm&amp;quot;:         {&lt;br /&gt;
    &amp;quot;Hyrule Field&amp;quot;:         &amp;quot;None&amp;quot;, &lt;br /&gt;
    &amp;quot;Temple of Time&amp;quot;:       &amp;quot;Shop&amp;quot;,&lt;br /&gt;
    &amp;quot;Gerudo Valley&amp;quot;:        &amp;quot;Ingo Theme&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also possible to plando [https://wiki.ootrandomizer.com/index.php?title=Readme#Custom_Music_and_Fanfares custom music]. In this case what you insert as the track name is whatever is on the first line of the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;.meta&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; file (open with any text editor). This means that some other track will be placed there instead without your knowledge.&lt;br /&gt;
&lt;br /&gt;
== Common Errors ==&lt;br /&gt;
You&#039;re very likely to run into many errors while trying to make a plandomizer. These explanations should help you with some of the more cryptic ones. You can also narrow down the source of the error code by running small sections of the original plandomizer at a time until you get the error message.&lt;br /&gt;
&lt;br /&gt;
=== Not A Valid JSON Format ===&lt;br /&gt;
[https://wiki.ootrandomizer.com/index.php?title=Plandomizer#The_Most_Common_Format.2FSyntax_Issue See this section]&lt;br /&gt;
&lt;br /&gt;
=== Game Unbeatable ===&lt;br /&gt;
The randomizer generator could not place items following your defined settings. You&#039;ve created a situation that is not logically possible to complete. &lt;br /&gt;
&lt;br /&gt;
Sometimes this is just bad luck and you have to try generating again, but if you continuously get the same exact error messages over and over, you most likely need to modify your settings or where items are placed in the world. Think carefully about what logical problems your settings and item placements might have. Refer to the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/master/data/World Release logic files] or the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/Dev/data/World Dev logic files] depending on which one you are using to try to help find any you have forgotten.&lt;br /&gt;
&lt;br /&gt;
Of course you can always come to the [https://discord.com/channels/274180765816848384/802659695323250729 #plando-support] channel on the Discord to ask for help if you&#039;re feeling stuck. We can usually point you in the right direction or find the exact issue causing the error.&lt;br /&gt;
&lt;br /&gt;
=== Cannot Choose From An Empty Sequence ===&lt;br /&gt;
&lt;br /&gt;
This means that an item in your &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt; dictionary was not spelled correctly (e.g. &amp;lt;samp&amp;gt;Light Arrow&amp;lt;/samp&amp;gt; instead of &amp;lt;samp&amp;gt;Light Arrows&amp;lt;/samp&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== My Plandomized Track Is Not Playing ===&lt;br /&gt;
&lt;br /&gt;
Make sure that there are no spelling errors. If you&#039;re using custom music, then make sure that you are using the track name that is inside the &amp;lt;code&amp;gt;.meta&amp;lt;/code&amp;gt; file.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Logic&amp;diff=2057</id>
		<title>Logic</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Logic&amp;diff=2057"/>
		<updated>2021-06-25T04:18:47Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Remove outdated reference to 5.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;“My Seed Is Broken!” (Glitchless Logic)&#039;&#039;&#039; - Solutions to completing randomized runs of &#039;&#039;Ocarina of Time&#039;&#039; can sometimes be unintuitive. While your seed may appear to be unbeatable, this isn’t often the case. Thanks to the diligent efforts of the developers, OoTR’s logic is incredibly robust. Listed below are some common sources of confusion, grouped by location. If you don’t mind spoiling the rest of the playthrough, instructions to finding your next step will be listed [[#Knowing_the_Way_with_the_Spoiler_Log|here]].&lt;br /&gt;
&lt;br /&gt;
If you follow these steps and still need help, you’re welcome to ask for support in the [https://discordapp.com/channels/274180765816848384/274186223147417600 #gameplay-and-tricks] channel of our [https://discord.gg/3VJPQNK Discord Server]. Please provide the seed and setting string along with any important details about the issue. If it turns out there is indeed a logical flaw, kind members of our team will report issues from there.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|1}}&lt;br /&gt;
&lt;br /&gt;
= Other Logic Pages =&lt;br /&gt;
This page of the Wiki is for Glitchless Logic; for more information on Glitched and Entrance Randomizer Logic, please view the [[Glitched_Logic|Glitched]] and [[Entrance_Randomizer|Entrance Randomizer]] pages of the Wiki.&lt;br /&gt;
&lt;br /&gt;
The logical item requirements for each dungeon are also available on the [[Vanilla_Dungeon_Requirements | Vanilla]] and [[Master_Quest_Dungeon_Requirements | Master Quest]] dungeon requirements pages.&lt;br /&gt;
&lt;br /&gt;
It is also to document unusual logic that is &#039;&#039;&#039;absolutely required&#039;&#039;&#039; know in a seed to finish most randomizer seeds. Anyone who wish to contribute to the randomizer by adding features with logical requirements will likely need to be familiar with the logic on a deeper level. The [[Advanced Logic]] page will provide a better explanation of some of the more difficult to comprehend, but unnecessary to know by heart, logic quirks.&lt;br /&gt;
&lt;br /&gt;
= Vanilla Help =&lt;br /&gt;
For a quick refresher regarding the most basic aspects of Ocarina of Time, see these [https://strategywiki.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time/Getting_Started getting Started pages for Ocarina of Time].&lt;br /&gt;
&lt;br /&gt;
For players who have not played randomizer before, it is strongly recommended to play the original game (i.e. vanilla) before attempting a randomizer seed. Strategy guides such as those from [https://strategywiki.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time/Table_of_Contents StrategyWiki] and [https://www.zeldadungeon.net/ocarina-of-time-walkthrough/ Zelda Dungeon] can be very helpful. Video guides are also available, the user [https://www.youtube.com/user/ScarecrowScythe Krow&#039;s Graveyard] has a playlist for [https://www.youtube.com/playlist?list=PLC4ADFACDF4946595 Vanilla Ocarina of Time] and [https://www.youtube.com/playlist?list=PLDgypNs3MY2Rd1jlYqNTWIfeLW7AiuoOK Master Quest Ocarina of Time]. Understanding how to beat vanilla is &#039;&#039;&#039;vital&#039;&#039;&#039; to beating a randomized seed.&lt;br /&gt;
&lt;br /&gt;
For those who would prefer a quicker experience, [https://ootrandomizer.com/seed/vanilla Vanilla] and [https://ootrandomizer.com/seed/MQvanilla Master Quest] are available as randomizer seeds with all the QoL changes inherent to randomizer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Minuet of Forest Item&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Stand outside the Forest Temple as an adult.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Wake up Talon&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Wake up Talon with the white Cucco from the Weird Egg.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entering the Castle&#039;&#039;&#039;&lt;br /&gt;
Move the Milk Crates to create a platform to jump from to reach the sewer hole in the castle wall. Talon must be woken up first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaching Zelda (Zelda&#039;s Lullaby location)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Enter the Castle during the day, then avoid the guards&#039; Line of Sight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Malon won&#039;t Teach her Song (Epona&#039;s Song location)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
As a child, show her an Ocarina during the day. Note that Malon will not appear in Lon Lon Ranch if Talon hasn&#039;t been woken up in Hyrule Castle grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Song of Storms Item&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
As an adult, show an Ocarina to the Windmill operator.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Obtaining the Sun&#039;s Song Item&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Obtained from the Royal Family’s Tomb in the Kakariko Graveyard, accessible by playing Zelda’s Lullaby outside it.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Spinning Pottery&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The spinning Goron Pot is activated by lighting the torches surrounding it. This can be accomplished by lighting sticks from Darunia&#039;s chamber OR by casting Din&#039;s Fire.&lt;br /&gt;
The Spinning Pot has 3 faces - Happy, Neutral, and Mad. Only the Happy face gives a randomized reward; Neutral give 3 bomb refills and Mad gives 3 green rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Scarecrow’s Song&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Link must teach it to Bonooru (the scarecrow nearer the lake) as a child and then remind him again as an adult. The song cannot be all the same note; many alternate between two notes for simplicity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Stuck without Warp Songs&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Save and quit outside the dungeon. Reloading the game will return Link to the Temple of Time (if adult) or Link&#039;s house (if child).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Opening Grottos without Bombs&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Any grotto which can be opened with Bombs can also be opened with Hammer. However some grottos open when the Song of Storms is played and not with explosives.&lt;br /&gt;
&lt;br /&gt;
= Misunderstood Vanilla Mechanics =&lt;br /&gt;
A lot of randomizer uses the vanilla requirements to do certain things. It just so happens that vanilla takes logic shortcuts in some locations because it&#039;s impossible to do some events before others. Meanwhile other events have requirements which do not come up in ordinary play. These are the most common issues people have starting randomizer after vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Open the Door of Time&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Play the Song of Time while standing in front of the pedestal. The only requirements are a &#039;&#039;&#039;Fairy Ocarina&#039;&#039;&#039; and the &#039;&#039;&#039;Song of Time&#039;&#039;&#039;. The Spiritual Stones are &#039;&#039;&#039;not&#039;&#039;&#039; required, and the Ocarina of Time is also &#039;&#039;&#039;not&#039;&#039;&#039; required.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Skull Kid Ignores the Skull Mask&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Skull Kid must be befriended with Saria&#039;s Song before he will buy the Skull Mask. This is &#039;&#039;&#039;not&#039;&#039;&#039; required for the Skull Mask check- that is done by showing the Skull Mask to the Deku Scrubs inside the Lost Woods Theater.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Saria Missing from Sacred Forest Meadow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Link must have Zelda&#039;s Letter or later in the child trade sequence before Saria arrives to teach her song. This means finding the Weird Egg, waking Talon, and visiting Zelda first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Ocarina of Time and Song of Time Cutscenes&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
This is the Zelda &amp;amp; Impa&#039;s escape cutscene initiated by approaching the Castle Town draw bridge as a child. Link must have all 3 Spiritual Stones before approaching the draw bridge, Zora&#039;s Sapphire alone is not enough.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Can&#039;t Find the Running Man&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Link must possess all 3 Spiritual Stones before the Running Man appears in Hyrule Field. Zora&#039;s Sapphire alone is not enough.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Big Poe Hunt&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Without Epona, there is a 2/5 (40%) chance of a Big Poe spawning while passing their spawn areas. While on Epona, there is a 100% chance that the poe that spawns will be a Big Poe. Due to this, default logic does &#039;&#039;&#039;not&#039;&#039;&#039; expect hunting Big Poes without Epona. However, logic may expect them to be found as the random contents of bottles if the Big Poe Count setting is low enough.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Burning Village/Nocturne of Shadow Cutscene&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Link must have the &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Forest&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;Fire&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;Water&amp;lt;/span&amp;gt; Medallions and then enter Kakariko Village as Adult from any entrance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Kakariko Shooting Gallery Gives 50 Rupees&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Fairy Bow/Quiver is required to win the special prize, otherwise you will receive 50 rupees. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Requiem of Spirit&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The song typically acquired by leaving Spirit Temple as an adult can be collected as a child too. Exiting Spirit Temple is the vanilla requirement, since outside sequence breaks child would never reach the Colossus before adult. &lt;br /&gt;
&lt;br /&gt;
In Entrance Randomizer, exit whichever dungeon is placed at Desert Colossus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Zelda Light Arrow Cutscene&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Enter the Temple of Time as adult with the Shadow and Spirit medallions to receive this item check. From the Master Sword pedestal, Link must approach the exit.&lt;br /&gt;
&lt;br /&gt;
= Vanilla Mechanics Changed by Randomizer =&lt;br /&gt;
Randomizer has also changed some vanilla mechanics in an attempt to make randomization of certain elements more valuable. Those &#039;&#039;very&#039;&#039; familiar with Ocarina of Time may want to take note of the following differences.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Ocarina Memory Game&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Randomizer changed this mini-game to only require completing the 5 note version of the game to obtain the item. The mini-game does not need to be done a second time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Malon or Talon Missing from Ranch&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Malon and Talon normally appear in Lon Lon Ranch after speaking to Zelda and receiving Zelda&#039;s Letter. Due to Weird Egg being able to be shuffled some changes have had to be made to this to avoid softlocks. Waking Talon up at Hyrule Castle with the Cucco from the Weird Egg and obtaining Zelda&#039;s Letter will have him appear at the ranch. If the Weird Egg is not shuffled, Malon will also appear at the ranch after this. If Weird Egg is shuffled, she will not appear at the ranch until Link speaks to her at Hyrule Castle and receives an item from her.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Dampe&#039;s Heart-Pounding Gravedigging Tour&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Dampe no longer requires a random number of attempts and will instead dig up the Heart Piece on the first attempt. He doesn&#039;t even need to be over a dirt patch. &lt;br /&gt;
&lt;br /&gt;
There is a bug in vanilla where if Link leaves the area before picking up the Heart Piece it is lost forever. The randomizer has &#039;&#039;mostly&#039;&#039; resolved this issue. Don&#039;t die before picking up the Heart Piece because this seems to do the same thing the vanilla bug does and isn&#039;t handled properly by the randomizer yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Sheik at Temple&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Sheik cutscene at the Master Sword pedestal to obtain Prelude of Light has been changed from beating Forest Temple to obtaining the Forest Medallion. Once Link has the Forest Medallion, approaching the pedestal as adult either from the door of time, or from pulling the sword out as child will give you the reward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Fishing Pond&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The fishing reward minimums were lowered so an 8 pound fish is required as Child and a 10 pound fish is required as Adult. However, the lure must still be in deep enough water to cause the fish to bite.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Biggoron&#039;s Claim Check&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Biggoron no longer requires three days between giving him the eyedrops and claim check. The claim check can now be immediately returned to Biggoron for a randomized item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Bombchu Bowling&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Randomizer changed this mini-game so that the two randomized prizes are always the first two prizes offered by the lady- if you lose the game, leave and re-enter to reset the prize order. The requirements for unlocking this check have also been changed- if bombchus are in logic, then finding a bombchu pack is required, otherwise a bomb bag is required if bombchus are not in logic.&lt;br /&gt;
&lt;br /&gt;
== Forest ==&lt;br /&gt;
This section covers the following areas &#039;&#039;&#039;Kokiri Forest&#039;&#039;&#039;, &#039;&#039;&#039;The Lost Woods&#039;&#039;&#039;, and &#039;&#039;&#039;The Sacred Forest Meadow&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:largest;&amp;quot;&amp;gt;&#039;&#039;&#039;Closed Forest&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
When the &amp;quot;Closed Forest&amp;quot; setting is active, Link is expected to stay in the aforementioned areas until beating Gohma in the Great Deku Tree. Do not leave these areas, even if there is a bomb bag, silver scale, or ocarina and a warp song. The Kokiri Sword will be in one of these forest areas and the shop will have a repeatably purchasable Deku Shield, even with Shopsanity active.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Slingshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
If Closed Forest is enabled a Slingshot will always be found somewhere in &#039;&#039;&#039;Kokiri Forest&#039;&#039;&#039;, &#039;&#039;&#039;The Lost Woods&#039;&#039;&#039;, &#039;&#039;&#039;The Sacred Forest Meadow&#039;&#039;&#039; or &#039;&#039;&#039;[[#Inside the Deku Tree|The Great Deku Tree]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Hidden Grottos&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Hidden grottos in these areas can be required, especially with the Closed Forest setting enabled. The Stone of Agony must be found before logic can expect these locations, provided the trick that removes the SoA requirement is not enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Tokensanity&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With Tokensanity enabled the three dirt patch Skulltulas can be required, especially if the Closed Forest setting is enabled. In the Lost Woods, jump slashing the bushes outside of the Goron City warp with a stick will release bugs which can be caught in a bottle and used on the dirt patches. Since the sword could be in a dirt patch, keep this in mind.&lt;br /&gt;
&lt;br /&gt;
== Kakariko Village ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Rear Entrance to Impa&#039;s House as Child&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Take a cucco to the incomplete building. Toss it onto the top of the pile of bricks and climb up after it. Once on top of the pile of bricks with the cucco, pick it up and fly across to the Scaffolding. From here follow behind the carpenter to reach a good position to jump towards the entrance above the chicken coop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach Rooftops without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s possible to get on the important rooftops with only Hookshot. Get a little closer and try again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Draining Kakariko Well&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Play the Song of Storms to the Windmill Operator as a child.&lt;br /&gt;
&lt;br /&gt;
*Project 64 will have this issue if not configured correctly. Be sure you have followed the instructions in [[Project64]] if you run into it: &#039;&#039;Draining the well at night can crash the game; attempting it during the day is less likely to cause this crash.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Freestanding PoH in Windmill&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The freestanding heart piece in the windmill doesn&#039;t always expect an ocarina or the Song of Time. Use the boomerang to grab the item here or, if the trick is enabled, [https://www.youtube.com/watch?v=vDl7lr4Ecv8| reach it as adult with no other items required].&lt;br /&gt;
&lt;br /&gt;
== Goron City ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach Goron City from Lost Woods without Bombs&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Ignite the Bomb Flowers behind the boulders using Din’s Fire. Alternatively, if Adult Link destroys the boulders with Hammer, Strength, or Bow they&#039;ll be destroyed in the past so Child Link can enter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Get Large Rolling Goron to Relinquish Goods&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Bomb the Goron in the dark tunnel near the sign (Bomb/Bombchu). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version 4.0 and older the Large Rolling Goron also requires Link to have a Bomb Bag&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Boulder Maze without Bombs or Hammer&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Silver Guantlets are effective at clearing a path to each of the chests in the room. This will take some time, however.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaching the Grotto&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
This grotto is adult only, and contains three business scrubs. Requirements to reach this grotto are as follows: Goron Tunic + Hookshot, or Ocarina + Song of Time, or Nayru&#039;s Love + Hookshot. If one-hit KO or 4x damage is on, then the glitchless logical requirements are either Ocarina + Song of Time + Goron Tunic/Longshot/Nayru&#039;s Love, or Nayru&#039;s Love + Hookshot. Further explanation [[Grottos#Goron_City:_1_Grotto|here]].&lt;br /&gt;
&lt;br /&gt;
== Death Mountain Crater ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach the lower Exit&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
From the top of the tall ladder, use the Hover Boots to hover over the boulder blocking the shortcut to Goron City (lower exit). Hover Boots can also be used at the bottom of the ladder to bypass the Boulder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach the Bottom Area for Bolero of Fire and Access to Fire Temple&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Use Hover Boots to cross the dilapidated bridge to reach the Warp Platform &amp;amp; Fire Temple.&lt;br /&gt;
&lt;br /&gt;
Alternatively, reach this bottom area with the Longshot by jumping from the upper area onto the lava platforms below and shooting a wooden plank to pull Link across the pool of lava.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Access with Silver Scale&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Silver Scale allows access to Zora&#039;s Domain as child from Lake Hylia.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Need Blue Fire to Unfreeze King Zora/Zora Shop&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
In Ganon’s Castle, Blue Fire can be found in Water Trial. Blue Fire may also be a purchasable item for 300 rupees in shops.&lt;br /&gt;
&lt;br /&gt;
== Lake Hylia ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Go fishing&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The fishing man rewards an 8 pound fish as a Child and a 10 pound fish as an Adult. Make sure to toss the lure in deep enough water to entice fish to bite. There&#039;s a minimum depth required for the mini-game to work. Tossing the Lure in very shallow water may cause the fish may swim around the Lure but never bite. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Lake Hylia - Shooting the Sun with an Arrow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The tall rectangle island can be reached without filling the lake by using Scarecrow&#039;s Song and Longshot. You may not need to complete the Water Temple and raise the water level at Lake Hylia to acquire the item. The arrow must be fired at the sun during the early morning as per the written instructions on the stone platform.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress/Gerudo Valley ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Traversing the Gerudo Valley Broken Bridge&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Cross the Broken Bridge as an Adult by using either Epona to jump it or using the Longshot on the sign above the gate on the other side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Entering Gerudo Training Grounds without Being Captured&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Link must have the Gerudo Membership Card and also rescue all of the Carpenters that have been captured. If the Gerudo Membership Card is shuffled, then only the card is needed and the Carpenters do not need to be rescued to access the area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Getting Caught without a Hookshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
If caught by a Gerudo Guard, either inside during combat or outside by being seen, without a Hookshot, Link will be thrown into the valley outside the tent, rather than into the jail cell from which Link could not escape. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Horse Archery NPC is Missing or Won&#039;t Initiate the Mini-game&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
This mini-game requires the Fairy Bow, Epona, and the Gerudo Membership Card. It must also be day time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Fortress Rooftop Chest without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The chest can be reached from the top with the Hover Boots or by spawning a scarecrow and using the Hookshot. You&#039;ll have to stand close to the edge of the top level for the Hookshot to reach. Note that you won&#039;t see the Hookshot&#039;s red dot on the scarecrow.&lt;br /&gt;
&lt;br /&gt;
== Inside the Deku Tree ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Access F3 without Slingshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The slingshot is not required to get to the top floor of the Deku Tree. In fact, in Master Quest Link doesn&#039;t get the slingshot until climbing all the way up the tree in the first place. Skulltulas don&#039;t rush Link when he is not moving. Sneak past them while they are looking away.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Two Chests in Slingshot Room&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
In vanilla Deku Tree there are two chests in the Slingshot room. The first is the obvious one that has the slingshot, but there are climbable vines on the wall to the left of it which lead to a second chest.&lt;br /&gt;
&lt;br /&gt;
== Dodongo&#039;s Cavern ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Gold Skulltula on top of the Sinking Staircase&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Progress through the right side of the dungeon and hit the switch that makes the platforms in the entrance room rise higher, then leave the dungeon and re-enter it, progress through the dungeon backwards by taking the right platform in the entrance room to the top floor and going through the door on the upper level. This will grant you access to vines on the side of the stairs before the stairs have been lowered by the bomb blasts.&lt;br /&gt;
&lt;br /&gt;
== Inside Jabu-Jabu&#039;s Belly ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;First Switch&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The switch on the ceiling in the first room of Jabu Jabu&#039;s Belly can be hit using explosives.&lt;br /&gt;
&lt;br /&gt;
== Forest Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Get Outside without Song of Time or Bow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With Hover Boots, float to the door connecting the large block-pushing room with the courtyard. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Cross to the Other Courtyard via Well&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With Gold Scale or Iron Boots, Link can cross from one courtyard to the other through the well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Can’t Push Large Colored Blocks as Adult&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
In the Forest Temple, the Goron’s Bracelet is required to push these blocks, even as adult. Link only put on gauntlets to keep his hands from drying out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Triggering the Frozen Eye Switch without Bow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Use Din&#039;s Fire from the platform below the frozen eye switch to activate it.&lt;br /&gt;
&lt;br /&gt;
== MQ Forest Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Get Outside with just Hover Boots&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The western courtyard can be reached from the room with the block-push puzzle by hovering towards the crystal switch behind the transparent wall and then jump slashing to hit the switch from the other side. This will remove the transparent wall, allowing you to hover to this door leading to the courtyard. The ledge from which you&#039;ll want to hover is behind the first blocks, but if you lack strength then this ledge can also be hovered to from where you end up after climbing the second ladder. If you have trouble making these hovers, then try rolling for extra distance.&lt;br /&gt;
&lt;br /&gt;
== Fire Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Can’t Push Large Colored Blocks as Adult&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
In the Fire Temple, the Goron’s Bracelet is required to push these blocks, even as adult. Link only put on gauntlets to keep his hands from drying out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach Volvagia without Hammer&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With Hover Boots equipped, it’s a simple matter of floating over to the boss door. That said, the Hammer is still required to defeat the boss.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Skip the Topmost Locked Door&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Similarly to Volvagia, skip the topmost locked door by using Hover boots to float over to the pillar. Then use the Hammer to open the door leading to the Highest Goron and Hammer Chest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Extra Key&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
When key-sanity is disabled (that is, keys are in their own dungeon), the lock in the basement behind the hammer blocks is removed. This results in a spare key for this dungeon.&lt;br /&gt;
&lt;br /&gt;
== Water Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Entering without Iron Boots&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The entryway is in logic with just longshot and gold scale. However, nothing inside Water Temple is in default logic without Iron Boots, except for beating Morpha and part of the Dark Link loop (Longshot chest, whirlpool river chest and the Gold Skulltula in the falling platforms room). Therefore this is only logically relevant in Entrance Randomizer or various Boss/Small Key settings. Nevertheless, there are [https://www.youtube.com/watch?v=4_3GPW8xVuo strats for getting most of the checks in Water Temple without Iron Boots].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Boss Key Chest without Bombs or Goron’s Bracelet&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Use the Hover Boots to reach the chest. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Getting Past the Timed Gate without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
After shooting the eye switch, cross the gap with Hover Boots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Center Room Gold Skulltula without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Cast Farore’s Wind inside the center room. Raise the water to its highest level and cast Farore&#039;s Wind again to return to the warp point. Swim to the surface to reach the Gold Skulltula. &#039;&#039;&#039;In versions 6.0 and newer&#039;&#039;&#039;, this is no longer in default logic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Extra Key&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The door leading to the highest water level changer is never locked in rando. This results in a spare key for this dungeon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Can’t Raise the Water Level&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;This is only relevant prior to version 4.0 of randomizer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the water level lowered, jump down to the second level of the central structure. This may require savewarping to the beginning of the dungeon to reach. Use the Hookshot to climb onto the top level. With a well-spaced rolling jump you should be able to reach the ledge where you can raise the water to its highest level. This isn&#039;t required but it&#039;s a handy time saver.&lt;br /&gt;
&lt;br /&gt;
== Shadow Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Crossing the First Gap without Hookshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Hoverboots will reach the other side. If you fall short, start from the wall to build up speed before leaving the ledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;First Silver Rupee Room without Hookshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Reach raised platform in the corner of the room by using the Hover Boots from the nearby low wall. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Spike floor room without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Backflip onto the chest spawned in the middle of the room. From there, use the Hookshot to reach the upper ledge. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach the Boat without Goron’s Bracelet&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Bypass pushing the large block by shooting the top of the ladder with a Hookshot. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach Bongo Bongo without the Fairy Bow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Play the Scarecrow’s Song to summon Pierre. Use Longshot to get to the other side. &lt;br /&gt;
&lt;br /&gt;
== Gerudo Training Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Lava room without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The torch at the end of this room is in reach using only the Hookshot. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Timed Boulder Room without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The target on the ceiling is just within range of the Hookshot when standing almost directly under it. A wallmaster can also lift Link into the rupee if it’s the last to be collected.&lt;br /&gt;
&lt;br /&gt;
== Spirit Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Child Side Enemy Room&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
In order to kill the Armos in this room, you&#039;re expected to have at least one of the following item combinations: Deku Sticks (jumpslashes can hit), Kokiri Sword, or Deku Nuts + Slingshot.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Lower Metal Bridge on Child Side without Boomerang&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You can just barely hit the switch with a well-placed slingshot shot. Alternatively, hit the crystal switch with a well-timed Bombchu placement in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Map chest without Din’s Fire or Magic&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Child Link is perfectly capable of lighting the torches using only a Deku Stick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Collect Silver Rupees in the Boulder Room without Hover Boots&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Reach the floating rupee by jumping into the boulder with a jump slash, or even without hitting the boulder with a properly timed jump slash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Silver Gauntlets Chest from Adult Side using Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With a Longshot, shoot the chest opposite from the Mirror Shield chest to gain access to its contents and the end of child-side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Boss Key Chest&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Eye Switch can be accessed by hitting the fake door with something to make it fall over. You do not necessarily need to destroy the fake door.&lt;br /&gt;
&lt;br /&gt;
== Inside Ganon’s Castle ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit Trial without Fire Arrows&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
A precise shot of an arrow through the torch will burn the web to reveal the light.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Water Trial Blue Fire&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With your bridge requirement set to Open, Blue Fire can be brought from the Water Trial to thaw King Zora or, if you have shopsanity active, to open the Zora Shop as adult if inaccessible as child.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Shadow Trial without Fire Arrows&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 scenarios possible here, either with Hover Boots or with Din&#039;s Fire. Obviously, Link may have both, in which case either method will work.&amp;lt;br/&amp;gt;  &lt;br /&gt;
With Hover Boots, Longshot the torch to the right as you enter. From there, Link can reach the Like-Like with the Longshot. Once to the middle platform, equip the Hover Boots and roll across the gap to the platform where the chest spawns. From here open the chest and finish the trial.&amp;lt;br/&amp;gt;&lt;br /&gt;
With Din&#039;s Fire as a fire source, do the same thing as with Hover Boots, but instead of going to the Like-Like immediately, cast Din&#039;s Fire first.  This will spawn the glass platform to the chest platform so Link can jump across.&lt;br /&gt;
&lt;br /&gt;
= Knowing the Way with the Spoiler Log =&lt;br /&gt;
&lt;br /&gt;
The spoiler log contains information about your personally randomized copy of the game and can be very helpful when looking for important items you&#039;ve missed. Please be aware that the Playthrough presented is intended to prove the seed is beatable in logic. It does not represent the only way to logically beat the seed. It takes only a few steps to find:&lt;br /&gt;
&lt;br /&gt;
= How do I find my Spoiler Log? =&lt;br /&gt;
*[[Frequently_Asked_Questions#How_Do_I_Find_My_Spoiler_Log_Again.3F|How do I find my spoiler log again?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Versions 1.0 - 3.0 and Standalone Download&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Open the spoiler log generated in the same folder that the randomized ROM is located in. It should be formatted as &amp;lt;code&amp;gt;OoT_SETTINGSTR_SEED_Spoiler.txt&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Glitch_Logic_(outdated)&amp;diff=2056</id>
		<title>Glitch Logic (outdated)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Glitch_Logic_(outdated)&amp;diff=2056"/>
		<updated>2021-06-25T04:17:20Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Remove outdated reference to dev version of 5.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Glitch Logic is a different set of logic files to the normal [[Logic|Glitchless Logic]] files. These take into account a massive amount of tricks, glitches, clips, etc. for placement of items throughout the world. This option is a somewhat middle ground between the Glitchless Logic, which expects only what the player can normally perform with no special knowledge, and No Logic, which randomly places items throughout the world without regard to potential softlocks. This set of logic files was designed around the no IM/WW ruleset.&lt;br /&gt;
&lt;br /&gt;
== no IM/WW ==&lt;br /&gt;
&lt;br /&gt;
[[No_IM/WW|No Item Manipulation or Wrong warp]], commonly abbreviated no IM/WW is a [[Rules|ruleset]] originating from the speedrun community of Ocarina of Time. It has evolved over the years from its humble beginnings and has changed names many times. The name currently comes from the two major categories of glitches which are banned by the ruleset: Item Manipulation and Wrong Warping.&lt;br /&gt;
&lt;br /&gt;
==== Item Manipulation ====&lt;br /&gt;
&lt;br /&gt;
This is an umbrella term for 3 glitches in particular which can be used to effectively hack items into your inventory or HUD. These 3 glitches are Bottle Adventure (BA), Reverse Bottle Adventure (RBA), and Get Item Manipulation (GIM). These glitches can allow you to write medallions straight into your inventory, give yourself a Hammer on B even if you don&#039;t have one in the inventory, and even turn a Recovery Heart into Light Arrows, just to name a few examples. The overarching power of these glitches to circumvent gameplay is why they are banned.&lt;br /&gt;
&lt;br /&gt;
==== Wrong Warp ====&lt;br /&gt;
&lt;br /&gt;
The Wrong Warp is probably the most famous glitch in Ocarina of Time as it is the crux of the any% route, allowing the player to instantly teleport themselves from Gohma&#039;s Boss Room straight to the Collapse sequence following the Ganondorf Fight, essentially skipping the entire game. How it works is beyond the scope of this description, however essentially we can influence what entrance the game pulls from an internal table. Blue warps are not the only way to do this as one can also use Trade Item timers and Farore&#039;s Wind, amongst other things, to achieve similar effects. As with Item Manipulation this is banned as it circumvents a lot of gameplay.&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
&lt;br /&gt;
Because playing Ocarina of Time with glitches, even ones not so powerful as IM and WW, allows the player to do some crazy stuff and skip a lot of things, certain guidelines were put in place when considering how to handle the logic. There were 4 tenets that went into building the logic and they are as follows:&lt;br /&gt;
&lt;br /&gt;
# Any trick or glitch must be infinitely repeatable to be considered in logic. &lt;br /&gt;
# Obscurity of a trick or glitch is not a factor in its inclusion .&lt;br /&gt;
# Difficulty of a trick or glitch may be a factor.&lt;br /&gt;
#* Any trick which has a reliable setup can be considered regardless of its difficulty or precision.&lt;br /&gt;
# In regards to hovering, only those which are incredibly common, obviously possible, or quite short will be considered. &lt;br /&gt;
#* A maximum of 20 bombs or 50 chus, with chus in logic, is the distance/height limit.&lt;br /&gt;
&lt;br /&gt;
==== Allowed but not in logic ====&lt;br /&gt;
&lt;br /&gt;
As these guidelines are both fairly strict and fairly loose at the same time, a list of tricks/glitches which are possible under the no IM/WW ruleset, but are not logically considered are as follows:&lt;br /&gt;
&lt;br /&gt;
*Ocarina Items &lt;br /&gt;
**When done improperly you can dupe a bottle over an item which is irretrievable violating tenet #1.&lt;br /&gt;
*Equip Swap &lt;br /&gt;
**Allows duping bottles over irretrievable items in much the same way as ocarina items.&lt;br /&gt;
*Actor Push Clips &lt;br /&gt;
**These are clips where actors such as bombs or small rocks push Link through seams or other actors. Unless a repeatable setup exists, these are not considered due to their extreme precision.   &lt;br /&gt;
*Reaching Zelda as a child without moving sleeping Talon.&lt;br /&gt;
**Getting Zelda&#039;s Letter prior to the Weird Egg can lead to a situation whereby you are unable to trade masks at all, locking the Skull Mask and Mask of Truth checks forever.   &lt;br /&gt;
*Out of Bounds Chu Hovers&lt;br /&gt;
**These crash the game on N64 and emulator, thus are not considered in logic for any reason.   &lt;br /&gt;
*Item Duping&lt;br /&gt;
**Duping Skulltula tokens, GTG Keys, Heart Pieces, etc. by any means.   &lt;br /&gt;
*Extra Heart Pieces&lt;br /&gt;
**These are not randomized at all, so if you want an extra Heart Piece go grab the 37th.&lt;br /&gt;
&lt;br /&gt;
== Oddities ==&lt;br /&gt;
&lt;br /&gt;
Because the game is so incredibly open and free under this ruleset there are many situations that you can find yourself in which could potentially softlock your game by not allowing you access to a specific check. These are listed below:&lt;br /&gt;
&lt;br /&gt;
*Any of the tricks/glitches mentioned above.&lt;br /&gt;
*Collection delay such as Hold R or Gold Scale as child.&lt;br /&gt;
*The Colossus hands chests (vanilla Mirror Shield and Silver Gauntlets) are considered part of Spirit Temple for hints.&lt;br /&gt;
*Child Fire Temple &lt;br /&gt;
**Logically child isn&#039;t considered to have any access to Fire Temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Less Common Maneuvers == &lt;br /&gt;
&lt;br /&gt;
This table consists of things which can be expected of the player logically and which are less common in the world of speedrunning, or aren&#039;t as widely known by the public.  This list is NOT exhaustive of what&#039;s required, however simply serves to highlight some of the most esoteric things which aren&#039;t immediately obvious as possible to someone who otherwise has general knowledge of glitches in OoT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Area || Description || Video(s) || Name&lt;br /&gt;
|-&lt;br /&gt;
| Dodongo&#039;s Cavern || Hover onto the head or hookshot jump || https://www.youtube.com/watch?v=XlJU9IR4Yc8 || DC Hookshot Jump&lt;br /&gt;
|-&lt;br /&gt;
| Dodongo&#039;s Cavern || Hoverboost to it || https://www.youtube.com/watch?v=aGoR-nCXVKQ || DC Stairs Skulltula Hoverboost&lt;br /&gt;
|-&lt;br /&gt;
| Dodongo&#039;s Cavern || Connected to lobby, hover into head and jump into the door || https://www.youtube.com/watch?v=PU7FfP0zYiM || DC Enter Back Area with Head Closed&lt;br /&gt;
|-&lt;br /&gt;
| Ice Cavern || Child clip || https://www.youtube.com/watch?v=KWuhClJKaNU || Ice Child Clip to Compass Room&lt;br /&gt;
|-&lt;br /&gt;
| Ice Cavern || Adult hover recoil or HESS through red ice || https://www.youtube.com/watch?v=qkNQOAXV_DM || Ice Adult Clip to Iron Boots&lt;br /&gt;
|-&lt;br /&gt;
| Ice Cavern || Clip red ice as child or hoverboost as adult || https://www.youtube.com/watch?v=asxpTMImoJ4 || Ice Puzzle Room Skulltula&lt;br /&gt;
|-&lt;br /&gt;
| Fire Temple || Ledge clip the boss platform, hover OOB || https://www.youtube.com/watch?v=iFGpHVLysoI https://www.youtube.com/watch?v=lug_wipqBdI || Fire BK Skip with Hover&lt;br /&gt;
|-&lt;br /&gt;
| Fire Temple || Break door and reload the room || https://www.youtube.com/watch?v=-bOCrfxafnw || Fire Flare Dancer no Explosives&lt;br /&gt;
|-&lt;br /&gt;
| Deku Tree || Only is_adult because 231 skip from compass room || https://www.youtube.com/watch?v=FRNf34xShqE || 231 Skip as Adult&lt;br /&gt;
|-&lt;br /&gt;
| Kokiri Forest || Get into the roof as adult with just ISG || https://www.youtube.com/watch?v=0athDHNrqz4 || Adult Skull No Hookshot&lt;br /&gt;
|-&lt;br /&gt;
| Bottom of the Well || Actor glitch or vine clip || https://www.youtube.com/watch?v=Y8gunZf4vEk || Deadhand without ZL&lt;br /&gt;
|-&lt;br /&gt;
| Ganon&#039;s Castle || Gold gauntlets skip without hovers || https://www.youtube.com/watch?v=knD785hDfjw || Fire Trial Gold Gauntlets Skip&lt;br /&gt;
|-&lt;br /&gt;
| Ganon&#039;s Castle || Weirdshot the torch slug || https://www.youtube.com/watch?v=1fYWFCiozc8 || Spirit Trial Chus skip&lt;br /&gt;
|-&lt;br /&gt;
| Ganon&#039;s Castle || Rupee without hookshot/shield || https://www.twitch.tv/videos/49443412 || Spirit Trial Hookshot skip&lt;br /&gt;
|-&lt;br /&gt;
| Water Temple || Hookshot the chest around the door above || https://www.youtube.com/watch?v=xzUnMvDBwo0 || Cracked Wall Chest No Explosives&lt;br /&gt;
|-&lt;br /&gt;
| Water Temple || Various tricks to get around in Water Temple || https://www.youtube.com/watch?v=jLWPQ__MO4A || Showcase of Water Temple Mobility&lt;br /&gt;
|-&lt;br /&gt;
| Water Temple || Hover to river chest from dragon head room || https://www.youtube.com/watch?v=ZgyG1JLxLF4 || Hover to River Chest from Dragon Head Room&lt;br /&gt;
|-&lt;br /&gt;
| Water Temple || Song of Time skip for longshot to river || https://www.youtube.com/watch?v=rOFJipW6aoQ || Song of Time Skip&lt;br /&gt;
|-&lt;br /&gt;
| Water Temple || Ledge clip out of bounds || https://www.youtube.com/watch?v=0RTgJZURmHk || Ledge Clip in the Alcove&lt;br /&gt;
|-&lt;br /&gt;
| Lake Hylia || Child Navi dive and adult can ground clip or swim around if Morpha beaten || https://www.youtube.com/watch?v=LOgjpPd5A_Y https://www.youtube.com/watch?v=W6I_moafi8A || To Zora&#039;s Domain from Lake Hylia&lt;br /&gt;
|-&lt;br /&gt;
| Water Temple || Child entry || https://www.youtube.com/watch?v=CU57Cpgtsv8 || Enter Water with Nothing&lt;br /&gt;
|-&lt;br /&gt;
| General || Child swordless DoT skip and adult DoT skip || https://www.youtube.com/watch?v=GRyP43DidF8 https://www.youtube.com/watch?v=aolcugsrlkg || DoT Skip&lt;br /&gt;
|-&lt;br /&gt;
| Hyrule Castle || Clip into Din&#039;s Fire without explosives swordless || https://www.youtube.com/watch?v=WGf-8oJQrWk || Din&#039;s Fire without Explosives&lt;br /&gt;
|-&lt;br /&gt;
| Hyrule Castle || Seam walk swordless || https://www.youtube.com/watch?v=5R6-ViFgoiY || Swordless Seamwalk Setup in Hyrule Castle&lt;br /&gt;
|-&lt;br /&gt;
| Kokiri Forest || Rock push escape || https://www.youtube.com/watch?v=kvW3sJmmmBY || Itemless Escape&lt;br /&gt;
|-&lt;br /&gt;
| Ganon&#039;s Castle || Damage clip into double defense || https://www.youtube.com/watch?v=I3pwrLRSo8U || Damage Clip to Double Defense&lt;br /&gt;
|-&lt;br /&gt;
| Ganon&#039;s Castle || Superslide/recoil clip into double defense || https://www.youtube.com/watch?v=dJQTB4TKJh8 https://www.youtube.com/watch?v=UoPvmiHUMhQ || Superslide or Recoil Clip to Double Defense&lt;br /&gt;
|-&lt;br /&gt;
| Kakariko Village || Drop off ladder and jumpslash || https://www.youtube.com/watch?v=7XDrhExj3M4 || Tower Skull with Jumpslash&lt;br /&gt;
|-&lt;br /&gt;
| Graveyard || Unload graves and Shadow door || https://www.youtube.com/watch?v=MKXJHbEpkcw || &lt;br /&gt;
|-&lt;br /&gt;
| DMT Chest Clip || Jumpslash clip past the explody wall || https://www.youtube.com/watch?v=wlDgntC5MS0 || &lt;br /&gt;
|-&lt;br /&gt;
| DMC Upper from DMT || Tektite Hover ||  || &lt;br /&gt;
|-&lt;br /&gt;
| DMT Magic || Explosiveless magic ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Goron City || Boulder maze hess ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Goron City || Pot with chus || https://www.youtube.com/watch?v=RlBz7qFljZQ || &lt;br /&gt;
|-&lt;br /&gt;
| Goron City || Clip into Darunia&#039;s room ||  || &lt;br /&gt;
|-&lt;br /&gt;
| DMC Lower || Clip statue in Darunia&#039;s chamber as child ||  || &lt;br /&gt;
|-&lt;br /&gt;
| DMC Hammer Grotto || Weirdclip ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Zora&#039;s River Clip to LW || Clip or cucco dive || https://www.youtube.com/watch?v=zy9sW50GXhQ || &lt;br /&gt;
|-&lt;br /&gt;
| Domain to Lake Clip as Child || Jumpslash clip || https://www.youtube.com/watch?v=Tw0E7nCSVLE || &lt;br /&gt;
|-&lt;br /&gt;
| GS Domain || Can also throw pot through the ceiling to kill || https://www.youtube.com/watch?v=vZA5w3f8u5c https://www.youtube.com/watch?v=7itR3yQWsxI || &lt;br /&gt;
|-&lt;br /&gt;
| Frozen Domain to Lake || Ladder clip || https://www.youtube.com/watch?v=nFNtKyGu-Jo || &lt;br /&gt;
|-&lt;br /&gt;
| Kokiri Forest || Itemless escape || https://www.youtube.com/watch?v=yKjlROAWPDU || &lt;br /&gt;
|-&lt;br /&gt;
| Lake Hylia || Tektite hover ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Gerudo Valley || Crate HP as adult with just hoverboots || https://youtu.be/qzqgDPbOY7o || &lt;br /&gt;
|-&lt;br /&gt;
| Zora&#039;s Domain || Unfreeze king zora with Navi ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Spirit Trial || Rupee with no items - needs setup ||  || &lt;br /&gt;
|-&lt;br /&gt;
| BotW || Ocarina dive || https://www.youtube.com/watch?v=msx6hwUHXKM || &lt;br /&gt;
|-&lt;br /&gt;
| BotW || Vine clip with sticks || https://www.youtube.com/watch?v=kweZHHT56-0 || &lt;br /&gt;
|-&lt;br /&gt;
| BotW || Vineclip || https://www.youtube.com/watch?v=AbbLcln2PIs || &lt;br /&gt;
|-&lt;br /&gt;
| BotW Keese Room GS || Keese hover || https://youtu.be/tuWC0PiXs0c || &lt;br /&gt;
|-&lt;br /&gt;
| BotW Pot Room GS || No item hover (watch the right side at the timestamp) || https://youtu.be/G_r44m9Ggjs?t=40 || &lt;br /&gt;
|-&lt;br /&gt;
| Dodongo&#039;s Cavern || Recoil jump to switch as child || https://www.youtube.com/watch?v=v0TpAcM51AI&amp;amp;amp;t=7s || &lt;br /&gt;
|-&lt;br /&gt;
| Goron City || Statue clip to crater as child || https://youtu.be/UCnoWTA4xE8 || &lt;br /&gt;
|-&lt;br /&gt;
| Spirit trial || Silver rupees with just mastersword || https://youtu.be/2wR9Pw8CwRg || &lt;br /&gt;
|-&lt;br /&gt;
| Ice Cavern || Left side red ice HESS clip || https://www.youtube.com/watch?v=ggzKbvYXv94 || &lt;br /&gt;
|-&lt;br /&gt;
| Jabu Compass || Adult no boots/fairy || https://www.youtube.com/watch?v=Dj46eaWJpHs || &lt;br /&gt;
|-&lt;br /&gt;
| Jabu Compass || Adult no damage || https://www.youtube.com/watch?v=cXjNjygQK3o || &lt;br /&gt;
|-&lt;br /&gt;
| GTG|| Dlame circle key room - gold switch without hammer || https://www.youtube.com/watch?v=DiWbVbyK-J0 || &lt;br /&gt;
|-&lt;br /&gt;
| Spirit Temple || Child side as adult with just hoverboots || https://www.youtube.com/watch?v=rLRro_F7MxY || &lt;br /&gt;
|-&lt;br /&gt;
| Spirit Temple || Child side as adult with just explosives || https://www.youtube.com/watch?v=VwxYwVHDnPE || &lt;br /&gt;
|-&lt;br /&gt;
| Spirit Temple || Clip child side pillar as adult with bombs || https://www.youtube.com/watch?v=ZHANwJT929c || &lt;br /&gt;
|-&lt;br /&gt;
| Spirit Temple || Reach adult side as child from main room (crazy dance) || https://www.youtube.com/watch?v=OsWBm2bjsbA || &lt;br /&gt;
|-&lt;br /&gt;
| Forest Temple || Reach boss as child || https://youtu.be/wDXpoH5iwnI || &lt;br /&gt;
|-&lt;br /&gt;
| Shadow Temple || Child fence clip with jumpslash || https://www.youtube.com/watch?v=pP4JNCU8fgU || &lt;br /&gt;
|-&lt;br /&gt;
| Water Temple || Tektite Navi dive || https://youtu.be/iAOlgvI2eaU || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=2055</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=2055"/>
		<updated>2021-06-25T04:03:52Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Added section about hint regions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. A Gossip Stone was added on the largest island in Lake Hylia which doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions and with [[Plandomizer]]. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled, if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split into four different categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
Locations are also classified as either &amp;quot;Always&amp;quot; or &amp;quot;Sometimes&amp;quot; hints.&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefore only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that state that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature or give general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WotH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WotH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the Way of the Hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of two WotH hints can point at dungeons (including two hints pointing at the same dungeon) unless the hint distribution is set to Very Strong.&lt;br /&gt;
&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
Path of Gold hints are exclusive to Triforce Hunt and replace Way of the Hero hints in that mode. They point to items that logically lock any of the Triforce Pieces in that seed. They cannot point at the Triforce Pieces themselves. The hinted item isn&#039;t necessarily required to beat the seed, since the amount of Triforce Pieces in the world can be higher than the goal. Otherwise, they work similarly to Way of the Hero hints, including the maximum of two dungeons.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints (also commonly called Barren Hints) point towards areas that contain no [[Major Items]]. This means that you can ignore this area when looking for progression in the seed. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina, or Ganon&#039;s Boss Key if it is set to be on [https://wiki.ootrandomizer.com/index.php?title=Glossary#LACS LACS]), or not considered in logic (Bombchus).&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list damage is not set to Quadruple Damage or OHKO, Scrub Shuffle is disabled, and [[Entrance_Randomizer | ER]] is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints and the trick to open hidden grottos without it is enabled. Serenade of Water and Prelude of Light are also in this list unless Full Indoors or Overworld ER is enabled.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), and Scales (2). Small Keys (Infinite), but only with Keysanity. Gold Skulltula Tokens (Infinite), but only with Token Bridge and Tokensanity.&lt;br /&gt;
&lt;br /&gt;
One tiny caveat with this is that Skulltula Tokens are not considered Major Items when not playing with Token Bridge, even in tokensanity. This means there&#039;s a chance that you&#039;ll be required to get Skulltula Tokens from a Foolish area to get to a certain Token Reward.&lt;br /&gt;
&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of one dungeon can be hinted as Foolish, unless the hint distribution is set to Very Strong.&lt;br /&gt;
&lt;br /&gt;
=== Named-item ===&lt;br /&gt;
This type of hint indicates the area in which one instance of a specified item from a provided list can be found, not taking logic into account. For example, you could get a hint which states &amp;quot;They say that Hover Boots can be found in Kakariko Village.&amp;quot; which indicates that the only set of Hover Boots are somewhere in Kakariko Village. It is important to note that logic is not taken into account when providing the location. In the case of unique items (such as the hover boots in the example above), this is less important. However, for items with multiple copies, like Slingshots, Bows and Bomb Bags, it is possible for the hints to point towards a self-locked copy of that item. For example, the hints could point to a logically Bow-locked Bow in GTG or Forest.&lt;br /&gt;
&lt;br /&gt;
Named-item hints can be set as &#039;vague&#039;, which will result in the hint only indicating the area which the item may be found, not the specific item that is there. For example, the hint given above, &amp;quot;They say that Hover Boots can be found in Kakariko Village.&amp;quot;, would be given as &amp;quot;They say that Kakariko Village may be on the hero&#039;s path.&amp;quot; if Named-item hins were set as vague.&lt;br /&gt;
&lt;br /&gt;
The list of items from which this hint type can draw is defined by the hint distribution.&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WotH hint isn&#039;t pointing at the song. The hint types that follow this rule are:&lt;br /&gt;
* WotH hints&lt;br /&gt;
* Location Hints (Song, Minigame, Overworld, Dungeon, Always, and Sometimes)&lt;br /&gt;
* Item and Named-item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This also includes Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section.&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
How hints get distributed amongst the 40 available gossip stones is quite flexible, but falls into two main camps: Weighted Distributions and Exact Distributions.  These two main categories have commonalities otherwise, such as allowing duplicates of certain chosen hint types.  These are done by type, some having a single copy while others having multiple copies.  It&#039;s also imporotant to keep in mind that some of the hint types such as Trials hints and Entrance hints are only placed if the settings allow for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weighted Distributions ===&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are exempt from this, and their amount is dependent on the settings.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each of the built-in weighted hint distributions are as follows:&lt;br /&gt;
&lt;br /&gt;
==== Useless ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
==== Balanced ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Strong ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Very Strong ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Exact Distributions ===&lt;br /&gt;
Rather than use weights to randomly choose how many hints of a given type should be chosen, these distributions instead specify exactly how many should exist.  For example, you can specify that there should be exactly 4 Way of the Hero (or Path of Gold if Triforce Hunt is enabled) type hints, rather than simply giving them a weight.  This allows for structuring the hints so that they are the same every time, particularly useful when a lot of players will be using the same settings for a long time, such as the case with weeklies or tournaments, which is where these types of hints originated.&lt;br /&gt;
&lt;br /&gt;
An important note: if not enough hints of a certain type can be generated, it will just move on to the next type.  Additionally, Entrance, Trials, and Always type hints are still dependent on settings, and as such you will often see their amounts as 0.  This can be misleading as these hint types will still be generated, but their amounts will vary based on settings.&lt;br /&gt;
&lt;br /&gt;
==== Scrubs ====&lt;br /&gt;
The Scrubs Distribution is a continuation of the original Tournament Distribution as was in use from Season 1 to Season 3.  This distribution was renamed and is still in use by the Scrub Community and others.&lt;br /&gt;
&lt;br /&gt;
The description from the Hint Distribution file reads: &amp;quot;Tournament hints used for Scrubs Races. Duplicates of each hint, Skull Mask is an always hint, 5 WotH, 3 Foolish, 8 sometimes. Can also be used to simulate S3 Tournament hints.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;br /&gt;
&lt;br /&gt;
==== Tournament ====&lt;br /&gt;
This distribution covers the current Ocarina of Time Randomizer Tournament&#039;s choice of hint distribution as it changes season to season.  For Season 4, a new feature was added which allows the removal of certain groups of hint stones, forcing them to be Junk type hints.  This allows for better routing of hints, disabling certain locations of hints, or in the case of Season 4 emulating earlier versions of the randomizer where the hints inside the generic grottos were all the same.&lt;br /&gt;
&lt;br /&gt;
Therefore this distribution has the unique sub-category of disabled locations, listed thus: HC (Storms Grotto), HF (Cow Grotto), HF (Near Market Grotto), HF (Southeast Grotto), HF (Open Grotto), Kak (Open Grotto), ZR (Open Grotto), KF (Storms Grotto), LW (Near Shortcuts Grotto), DMT (Storms Grotto), DMC (Upper Grotto).&lt;br /&gt;
&lt;br /&gt;
The description from the Hint Distribution file reads: &amp;quot;Tournament hints used for OoTR Season 4. Gossip stones in grottos are disabled. 4 WotH, 2 Barren, remainder filled with Sometimes. Always, WotH, and Barren hints duplicated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And lastly the distribution itself is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
This distribution is pretty unique because rather than working with all 40 stones, 11 are removed from consideration, giving a final pool of 29.  Also this uses another new feature which allows for certain items to be removed from consideration from a specified hint type.  On this distribution, Zelda&#039;s Lullaby cannot be hinted as Way of the Hero.&lt;br /&gt;
&lt;br /&gt;
==== DDR ====&lt;br /&gt;
This distribution covers the hint distribution used for Season 1 of the DDR ruleset [[Dungeon_Door_Requirement|DDR ruleset]] Tournament. The distribution itself is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Named-item || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The list of items used for the Named-item hints is: Hover Boots, Hookshot, Din&#039;s Fire, Bomb Bag, Boomerang, Bow, Megaton Hammer, Iron Boots, Magic Meter, Mirror Shield, Fire Arrows, or Strength Upgrade. This selection takes place after the WotH hints are chosen, and so the later takes precedent for overlap purposes. The Named-item hints are also set as &#039;vague&#039;, and so they do not indicate the specific item in the hinted area.&lt;br /&gt;
&lt;br /&gt;
In addition, Zelda&#039;s Lullaby, Ruto&#039;s Letter, Zora Tunic, and Goron Tunic are prevented from appearing as Way of the Hero hints; they can still be logically required to complete the seed, but the Way of the Hero hints will not directly indicate these items. &lt;br /&gt;
&lt;br /&gt;
The Sometimes Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Hint Distributions===&lt;br /&gt;
&lt;br /&gt;
[[Bingo_hints|Bingo Hints]]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/data/Hints/league.json League Hints] &lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/data/Hints/mw2.json Multiworld Hints]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copies of WotH hints ===&lt;br /&gt;
Because the amount of copies of every hint type is known, you can determine how many WotH items an area has at minimum by the amount of hints you find for it. For example, if you find 2 WotH hints for Shadow Temple in the Tournament Distribution, that only means there&#039;s at least one WotH item in there (original hint plus the copy). Once you find a third hint you know for certain that there has to be a second WotH item in Shadow Temple (original hint plus copy plus another hint). Ditto for 5, 7 etc. In distributions where there&#039;s only one of each hint you can treat every WotH hint as it&#039;s own separate WotH item.&lt;br /&gt;
&lt;br /&gt;
== Hint Logic ==&lt;br /&gt;
When a hint points towards a Major Item (WotH hints, location hints, random/item hints), at least one of the hints has to be available before you have to use said item. For example: If Ruto&#039;s Letter is on 50 Skultulla Tokens in a non-ER seed with Tournament Distribution, both hints towards it can&#039;t be at Zora&#039;s Fountain at the same time. At least one of them has to be available without the use of Ruto&#039;s Letter. You can (very rarely) use this info to your advantage. For example, if instead Ruto&#039;s Letter is at Man on Roof in Kakariko village and you find two WotH Kakariko hints in Zora&#039;s Fountain, you now know that at least one of those doesn&#039;t point towards Ruto&#039;s Letter, so there has to be a different WotH item in Kakariko.&lt;br /&gt;
&lt;br /&gt;
In Beatable Only, some of these hints can still end up on completely unreachable Gossip Stones. You probably won&#039;t notice this during gameplay since the stone is completely unreachable in logic. You would have to sequence break to get to the hint in the first place.&lt;br /&gt;
&lt;br /&gt;
== Hint Regions ==&lt;br /&gt;
Hint regions are the regions referred to by WotH, Foolish Choice, and Item hints. For example, in the hint &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot;, Zora&#039;s River is the hint region. Grottos and interiors fall under the hint region of their encompassing overworld location, but dungeons do not. So, for example, if you get the hint that plundering Zora&#039;s Fountain is a foolish choice, this includes the Great Fairy Fountain interior at Zora&#039;s Fountain, but does not include Jabu-Jabu&#039;s Belly or Ice Cavern, as dungeons are their own hint regions. Also note that Zora&#039;s Fountain does not include Zora&#039;s Domain, as they are separate overworld regions.&lt;br /&gt;
&lt;br /&gt;
Some notes:&lt;br /&gt;
* Although it is an interior, Temple of Time is considered its own hint region.&lt;br /&gt;
* Outside Ganon&#039;s Castle and Hyrule Castle are separate hint regions.&lt;br /&gt;
* If Cowsanity is enabled and hints are on, both ends of Impa&#039;s house must be in the same hint region in ER, or a hint for the cow would cross multiple hint regions. Otherwise, the Piece of Heart is considered within the hint region connected to the back of the house.&lt;br /&gt;
* For similar reasons, both ends of the Kakariko Potion Shop must be to the same hint region when hints are on.&lt;br /&gt;
* However, Windmill/Dampe&#039;s Grave are allowed to go between different hint regions. The Windmill Piece of Heart and Song of Storms check are considered part of the hint region connected to the Windmill exit, while Dampe&#039;s items are considered part of the hint region connected to the entrance to Dampe&#039;s grave.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=2054</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=2054"/>
		<updated>2021-06-25T03:21:57Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Remove dated reference to dev version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. A Gossip Stone was added on the largest island in Lake Hylia which doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions and with [[Plandomizer]]. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled, if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split into four different categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
Locations are also classified as either &amp;quot;Always&amp;quot; or &amp;quot;Sometimes&amp;quot; hints.&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefore only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that state that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature or give general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WotH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WotH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the Way of the Hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of two WotH hints can point at dungeons (including two hints pointing at the same dungeon) unless the hint distribution is set to Very Strong.&lt;br /&gt;
&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
Path of Gold hints are exclusive to Triforce Hunt and replace Way of the Hero hints in that mode. They point to items that logically lock any of the Triforce Pieces in that seed. They cannot point at the Triforce Pieces themselves. The hinted item isn&#039;t necessarily required to beat the seed, since the amount of Triforce Pieces in the world can be higher than the goal. Otherwise, they work similarly to Way of the Hero hints, including the maximum of two dungeons.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints (also commonly called Barren Hints) point towards areas that contain no [[Major Items]]. This means that you can ignore this area when looking for progression in the seed. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina, or Ganon&#039;s Boss Key if it is set to be on [https://wiki.ootrandomizer.com/index.php?title=Glossary#LACS LACS]), or not considered in logic (Bombchus).&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list damage is not set to Quadruple Damage or OHKO, Scrub Shuffle is disabled, and [[Entrance_Randomizer | ER]] is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints and the trick to open hidden grottos without it is enabled. Serenade of Water and Prelude of Light are also in this list unless Full Indoors or Overworld ER is enabled.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), and Scales (2). Small Keys (Infinite), but only with Keysanity. Gold Skulltula Tokens (Infinite), but only with Token Bridge and Tokensanity.&lt;br /&gt;
&lt;br /&gt;
One tiny caveat with this is that Skulltula Tokens are not considered Major Items when not playing with Token Bridge, even in tokensanity. This means there&#039;s a chance that you&#039;ll be required to get Skulltula Tokens from a Foolish area to get to a certain Token Reward.&lt;br /&gt;
&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of one dungeon can be hinted as Foolish, unless the hint distribution is set to Very Strong.&lt;br /&gt;
&lt;br /&gt;
=== Named-item ===&lt;br /&gt;
This type of hint indicates the area in which one instance of a specified item from a provided list can be found, not taking logic into account. For example, you could get a hint which states &amp;quot;They say that Hover Boots can be found in Kakariko Village.&amp;quot; which indicates that the only set of Hover Boots are somewhere in Kakariko Village. It is important to note that logic is not taken into account when providing the location. In the case of unique items (such as the hover boots in the example above), this is less important. However, for items with multiple copies, like Slingshots, Bows and Bomb Bags, it is possible for the hints to point towards a self-locked copy of that item. For example, the hints could point to a logically Bow-locked Bow in GTG or Forest.&lt;br /&gt;
&lt;br /&gt;
Named-item hints can be set as &#039;vague&#039;, which will result in the hint only indicating the area which the item may be found, not the specific item that is there. For example, the hint given above, &amp;quot;They say that Hover Boots can be found in Kakariko Village.&amp;quot;, would be given as &amp;quot;They say that Kakariko Village may be on the hero&#039;s path.&amp;quot; if Named-item hins were set as vague.&lt;br /&gt;
&lt;br /&gt;
The list of items from which this hint type can draw is defined by the hint distribution.&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WotH hint isn&#039;t pointing at the song. The hint types that follow this rule are:&lt;br /&gt;
* WotH hints&lt;br /&gt;
* Location Hints (Song, Minigame, Overworld, Dungeon, Always, and Sometimes)&lt;br /&gt;
* Item and Named-item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This also includes Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section.&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
How hints get distributed amongst the 40 available gossip stones is quite flexible, but falls into two main camps: Weighted Distributions and Exact Distributions.  These two main categories have commonalities otherwise, such as allowing duplicates of certain chosen hint types.  These are done by type, some having a single copy while others having multiple copies.  It&#039;s also imporotant to keep in mind that some of the hint types such as Trials hints and Entrance hints are only placed if the settings allow for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weighted Distributions ===&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are exempt from this, and their amount is dependent on the settings.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each of the built-in weighted hint distributions are as follows:&lt;br /&gt;
&lt;br /&gt;
==== Useless ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
==== Balanced ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Strong ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Very Strong ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Exact Distributions ===&lt;br /&gt;
Rather than use weights to randomly choose how many hints of a given type should be chosen, these distributions instead specify exactly how many should exist.  For example, you can specify that there should be exactly 4 Way of the Hero (or Path of Gold if Triforce Hunt is enabled) type hints, rather than simply giving them a weight.  This allows for structuring the hints so that they are the same every time, particularly useful when a lot of players will be using the same settings for a long time, such as the case with weeklies or tournaments, which is where these types of hints originated.&lt;br /&gt;
&lt;br /&gt;
An important note: if not enough hints of a certain type can be generated, it will just move on to the next type.  Additionally, Entrance, Trials, and Always type hints are still dependent on settings, and as such you will often see their amounts as 0.  This can be misleading as these hint types will still be generated, but their amounts will vary based on settings.&lt;br /&gt;
&lt;br /&gt;
==== Scrubs ====&lt;br /&gt;
The Scrubs Distribution is a continuation of the original Tournament Distribution as was in use from Season 1 to Season 3.  This distribution was renamed and is still in use by the Scrub Community and others.&lt;br /&gt;
&lt;br /&gt;
The description from the Hint Distribution file reads: &amp;quot;Tournament hints used for Scrubs Races. Duplicates of each hint, Skull Mask is an always hint, 5 WotH, 3 Foolish, 8 sometimes. Can also be used to simulate S3 Tournament hints.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;br /&gt;
&lt;br /&gt;
==== Tournament ====&lt;br /&gt;
This distribution covers the current Ocarina of Time Randomizer Tournament&#039;s choice of hint distribution as it changes season to season.  For Season 4, a new feature was added which allows the removal of certain groups of hint stones, forcing them to be Junk type hints.  This allows for better routing of hints, disabling certain locations of hints, or in the case of Season 4 emulating earlier versions of the randomizer where the hints inside the generic grottos were all the same.&lt;br /&gt;
&lt;br /&gt;
Therefore this distribution has the unique sub-category of disabled locations, listed thus: HC (Storms Grotto), HF (Cow Grotto), HF (Near Market Grotto), HF (Southeast Grotto), HF (Open Grotto), Kak (Open Grotto), ZR (Open Grotto), KF (Storms Grotto), LW (Near Shortcuts Grotto), DMT (Storms Grotto), DMC (Upper Grotto).&lt;br /&gt;
&lt;br /&gt;
The description from the Hint Distribution file reads: &amp;quot;Tournament hints used for OoTR Season 4. Gossip stones in grottos are disabled. 4 WotH, 2 Barren, remainder filled with Sometimes. Always, WotH, and Barren hints duplicated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And lastly the distribution itself is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
This distribution is pretty unique because rather than working with all 40 stones, 11 are removed from consideration, giving a final pool of 29.  Also this uses another new feature which allows for certain items to be removed from consideration from a specified hint type.  On this distribution, Zelda&#039;s Lullaby cannot be hinted as Way of the Hero.&lt;br /&gt;
&lt;br /&gt;
==== DDR ====&lt;br /&gt;
This distribution covers the hint distribution used for Season 1 of the DDR ruleset [[Dungeon_Door_Requirement|DDR ruleset]] Tournament. The distribution itself is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Named-item || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The list of items used for the Named-item hints is: Hover Boots, Hookshot, Din&#039;s Fire, Bomb Bag, Boomerang, Bow, Megaton Hammer, Iron Boots, Magic Meter, Mirror Shield, Fire Arrows, or Strength Upgrade. This selection takes place after the WotH hints are chosen, and so the later takes precedent for overlap purposes. The Named-item hints are also set as &#039;vague&#039;, and so they do not indicate the specific item in the hinted area.&lt;br /&gt;
&lt;br /&gt;
In addition, Zelda&#039;s Lullaby, Ruto&#039;s Letter, Zora Tunic, and Goron Tunic are prevented from appearing as Way of the Hero hints; they can still be logically required to complete the seed, but the Way of the Hero hints will not directly indicate these items. &lt;br /&gt;
&lt;br /&gt;
The Sometimes Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Hint Distributions===&lt;br /&gt;
&lt;br /&gt;
[[Bingo_hints|Bingo Hints]]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/data/Hints/league.json League Hints] &lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/data/Hints/mw2.json Multiworld Hints]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copies of WotH hints ===&lt;br /&gt;
Because the amount of copies of every hint type is known, you can determine how many WotH items an area has at minimum by the amount of hints you find for it. For example, if you find 2 WotH hints for Shadow Temple in the Tournament Distribution, that only means there&#039;s at least one WotH item in there (original hint plus the copy). Once you find a third hint you know for certain that there has to be a second WotH item in Shadow Temple (original hint plus copy plus another hint). Ditto for 5, 7 etc. In distributions where there&#039;s only one of each hint you can treat every WotH hint as it&#039;s own separate WotH item.&lt;br /&gt;
&lt;br /&gt;
== Hint Logic ==&lt;br /&gt;
When a hint points towards a Major Item (WotH hints, location hints, random/item hints), at least one of the hints has to be available before you have to use said item. For example: If Ruto&#039;s Letter is on 50 Skultulla Tokens in a non-ER seed with Tournament Distribution, both hints towards it can&#039;t be at Zora&#039;s Fountain at the same time. At least one of them has to be available without the use of Ruto&#039;s Letter. You can (very rarely) use this info to your advantage. For example, if instead Ruto&#039;s Letter is at Man on Roof in Kakariko village and you find two WotH Kakariko hints in Zora&#039;s Fountain, you now know that at least one of those doesn&#039;t point towards Ruto&#039;s Letter, so there has to be a different WotH item in Kakariko.&lt;br /&gt;
&lt;br /&gt;
In Beatable Only, some of these hints can still end up on completely unreachable Gossip Stones. You probably won&#039;t notice this during gameplay since the stone is completely unreachable in logic. You would have to sequence break to get to the hint in the first place.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Trackers&amp;diff=1944</id>
		<title>Trackers</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Trackers&amp;diff=1944"/>
		<updated>2021-04-09T17:09:29Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Commenting out Automatic Item Tracker v8 as it&amp;#039;s no longer available&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Going through and finishing an OoTR seed can be quite a challenge. There is a long list of settings that can be used to mess with item locations, available places and logic. To keep close tabs on your progress and your remaining options, using a tracker program can be of great use. &#039;&#039;&#039;Item Trackers&#039;&#039;&#039; help keep track of which items you have found in your playthrough so far. &#039;&#039;&#039;Map Trackers&#039;&#039;&#039; include a map portion that shows which item locations are available to you. &#039;&#039;&#039;Entrance Trackers&#039;&#039;&#039; help you keep track of all the shuffled entrances when playing Entrance Randomizer. For beginners we strongly recommend the use of a &#039;&#039;Map Tracker&#039;&#039;. Feel free to browse through the different solutions provided by some of our community members.&lt;br /&gt;
&lt;br /&gt;
If you would like to see a Tracker added to the list, please contact a moderator on Discord. :)&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|1}}&lt;br /&gt;
= &amp;lt;u&amp;gt;Web Trackers&amp;lt;/u&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;ZidArgs Map Tracker&#039;&#039;&#039; ====&lt;br /&gt;
(formerly known as 2deep4real)&lt;br /&gt;
&lt;br /&gt;
[https://track-oot.net/ Link] || [https://dev.track-oot.net/ beta / in-development version] || [https://discord.com/invite/wgFVtuv Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Colored squares/circles indicating the &#039;&#039;&#039;logical&#039;&#039;&#039; availability of checks: green means all checks can be gotten with the current items, yellow means some but not all can be gotten, and red means no items can be gotten. &lt;br /&gt;
&lt;br /&gt;
*All sanities and other options are supported. &lt;br /&gt;
&lt;br /&gt;
*Automatic setup of tracker upon import of Spoiler Log (Extra menu). You can choose what you want it to automatically configure (choose how much is spoiled): &lt;br /&gt;
**Settings &lt;br /&gt;
**Starting Items &lt;br /&gt;
**Entrances (Entrance Randomizer) &lt;br /&gt;
**Shop Contents &lt;br /&gt;
**Mark areas Barren/Way of the Hero &lt;br /&gt;
**Indicate required Ganon Trials &lt;br /&gt;
**Indicate which dungeons are Vanilla or Master Quest &lt;br /&gt;
**Reveal all item locations   &lt;br /&gt;
&lt;br /&gt;
*Save and load your progress. &lt;br /&gt;
&lt;br /&gt;
*A tab for taking notes (e.g. hints). &lt;br /&gt;
&lt;br /&gt;
[[File:2deep4real.png|544x306px|2deep4real.png]][[File:2deep4realshops.png|560x315px|2deep4realshops.png]][[File:2deep4realsettings1.png|560x315px|2deep4realsettings1.png]][[File:2deep4realsettings2.png|560x315px|2deep4realsettings2.png]][[File:2Deep4Real Spoiler Log Import UI.png|560x480px|2Deep4Real Spoiler Log Import UI.png]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;alphachain ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://alphachain.recursivebytes.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Create a network of entrances by typing chains in a field using a custom syntax. &lt;br /&gt;
&lt;br /&gt;
*Filter all the chains that are irrelevant to the place you wish to go to. &lt;br /&gt;
&lt;br /&gt;
*It takes some getting used to this tracker, but it&#039;s a very powerful tool when mastered. &lt;br /&gt;
&lt;br /&gt;
[[File:Alphachain.png|800x450px|Alphachain.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;bfrie&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8v2 Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple, color-coded spreadsheet that can be used locally. &lt;br /&gt;
&lt;br /&gt;
[[File:Bfrie.png|800x450px|Bfrie.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;brakkum&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://tracker.brakke.dev/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Simple interface for inputting entrances. &lt;br /&gt;
&lt;br /&gt;
*Built-in routing: just input your current location and your destination and it will show you a path. &lt;br /&gt;
&lt;br /&gt;
*Presets of vanilla entrances for when not every ER setting is turned on. &lt;br /&gt;
&lt;br /&gt;
[[File:Brakkum.png|800x450px|Brakkum.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;MisoSoup&#039;s Spoilizer Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://spoilizer.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Creates a checklist from your spoiler log. &lt;br /&gt;
&lt;br /&gt;
*Marking checks as completed shows the item they had. &lt;br /&gt;
&lt;br /&gt;
*Option to show all spoilers. &lt;br /&gt;
&lt;br /&gt;
*Option to share a link to your spoiler log checklist. Useful for support. ;) &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Spoilizer.png|300x169px|Spoilizer.png]][[File:Spoilizer2.png|800x450px|Spoilizer2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;TOoTR ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://mracsys.github.io/tootr/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance/Location Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome, iOS&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Configurable Entrance Randomizer options from full ER to individual settings&lt;br /&gt;
&lt;br /&gt;
*Interior locations listed under their corresponding shuffled entrance&lt;br /&gt;
&lt;br /&gt;
*Vanilla/MQ dungeon checklists&lt;br /&gt;
&lt;br /&gt;
*Supports Dev-R branch-exclusive mixed entrance pools and decoupled entrances &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:mracsysoverworld.png|560x315px|mracsysoverworld.png]][[File:tootrdungeons.png|560x315px|tootrdungeons.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vado&#039;s Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://vadorando.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple checklist for keeping track of which checks you&#039;ve gotten. &lt;br /&gt;
&lt;br /&gt;
*Supports MQ, tokensanity and scrubsanity, but not cowsanity, bean shuffle or keysanity. &lt;br /&gt;
&lt;br /&gt;
*Filter out checks you&#039;ve done. &lt;br /&gt;
&lt;br /&gt;
[[File:Vadorando1.png|800x450px|Vadorando1.png]][[File:Vadorando2.png|800x450px|Vadorando2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://ootr-random-settings-tracker.web.app/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerXoparWebTrackerDimmed.jpg|600x388px|TrackerXoparWebTrackerDimmed.jpg]] [[File:TrackerXoparWebTrackerLit.jpg|600x388px|TrackerXoparWebTrackerLit.jpg]]&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;u&amp;gt;Downloadable Trackers&amp;lt;/u&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=== &#039;&#039;&#039;Automatic Item Tracker v8&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOig Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker  --&amp;gt; &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt; &amp;lt;!--&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch. &lt;br /&gt;
*&#039;&#039;&#039;Please keep in mind that auto-trackers are banned in all races that take place on Racetime and SpeedRunsLive.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Autov8.png|560x315px|Autov8.png]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Barinade&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOif Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch.&lt;br /&gt;
&lt;br /&gt;
*Customizable colors, item icons and more. &lt;br /&gt;
&lt;br /&gt;
*Supports MMR. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Please keep in mind that auto-trackers are banned in all races that take place on Racetime and SpeedRunsLive.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Barinade.png|650x366px|Barinade.png]][[File:Barinade2.png|650x366px|Barinade2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Countdhoun&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://www.millstoneworks.com/item-tracker.html Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and random song notes. &lt;br /&gt;
&lt;br /&gt;
*Save load up to 6 trackers. &lt;br /&gt;
&lt;br /&gt;
*Allows counting skulls, heart pieces, ice traps and blupees with keyboard binds. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout and background. &lt;br /&gt;
&lt;br /&gt;
*MMR support planned. &lt;br /&gt;
&lt;br /&gt;
[[File:Countdhoun.png|650x366px|Countdhoun.png]][[File:Countdhoun3.png|650x366px|Countdhoun3.png]][[File:Countdhoun2.png|650x366px|Countdhoun2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cuyler&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jl Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Automatically adjusts the layout upon resizing of window. &lt;br /&gt;
&lt;br /&gt;
[[File:Cuyler.png|560x315px|Cuyler.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === &#039;&#039;&#039;Emperor Koala&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Emperor-Koala/tootr#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supported on Android, iOS, Linux, macOS, and Windows&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerKoalaTrackerV1.png|276x367px|TrackerKoalaTrackerV1.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fenhl&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/fenhl/oottracker#readme Link] &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports manual tracking on macOS and Windows systems&lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.6+ and RetroArch 1.8.5+&lt;br /&gt;
*Can connect to the networked trackers [https://oot-tracker.web.app/ https://oot-tracker.web.app/], https://ootr-tracker.web.app/ and https://ootr-random-settings-tracker.web.app/&lt;br /&gt;
*&#039;&#039;&#039;Please keep in mind that auto-trackers are banned in all races that take place on Racetime and SpeedRunsLive.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerFenhlTrackerDimmedV3.png|276x367px|TrackerFenhlTrackerDimmedV3.png]] [[File:TrackerFenhlTrackerLitV3.png|276x367px|TrackerFenhlTrackerLitV3.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Draeko/ootr_gst/tree/ladder_version/Latest Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with space for hints and a built-in timer. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout. The default layout suits standard weeklies, and a layout for the Scrub Tournament preset can be found in their own Discord. Read the readme for instructions on how to change layouts. &lt;br /&gt;
&lt;br /&gt;
*Drag &#039;n Drop items/songs to mark song locations and hints. &lt;br /&gt;
&lt;br /&gt;
*Supports both N64 and 3DS item icons. &lt;br /&gt;
&lt;br /&gt;
[[File:Gossipstones.png|650x366px|Gossipstones.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;HoodTracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/hoodedpaladin/HoodTracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location/Entrance Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Handles Entrance Shuffle&lt;br /&gt;
*Uses the Randomizer logic directly&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHoodTrackerV1.png|641x499px|TrackerHoodTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ivan Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DNro Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Linux --&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with a timer and space for noting hints. The hints section uses the hint distribution of the weeklies. &lt;br /&gt;
&lt;br /&gt;
*The tracker can be operated thru keyboard or mouse. Read the readme carefully to learn how to use it. &lt;br /&gt;
&lt;br /&gt;
*Built-in input viewer. &lt;br /&gt;
&lt;br /&gt;
[[File:Ivan.png|650x366px|Ivan.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;LinSo&#039;s Item Tracker&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/vYrNGweu Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Mac, Linux --&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:Linso.png|560x315px|Linso.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lobsterzelda&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Lobsterzelda/OOT_Randomizer_Entrance_Tracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Randomizer Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Users can set/view/delete connections between entrances&lt;br /&gt;
*Users can set warp song destinations&lt;br /&gt;
*Users can set Link&#039;s spawn point after save-warping as adult &amp;amp; child&lt;br /&gt;
*Users can set reminders&lt;br /&gt;
*Users can view the shortest path between two entrances (and can also exclude certain entrances from being included in this path)&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerLobsterTrackerV1.png|800x463px|TrackerLobsterTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;rattus128&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DBxi Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker. &lt;br /&gt;
&lt;br /&gt;
*Connect regions by drawing lines. Read the readme to learn how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Lots of screen space is strongly recommended. &lt;br /&gt;
&lt;br /&gt;
[[File:Rattrack.png|800x450px|Rattrack.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Riptide&#039;s Auto Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/RiptideSage/OoT-CompletedChecks#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Location Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.3&lt;br /&gt;
*Every time you run this tracker, it gives you a list of locations you haven&#039;t checked (it doesn&#039;t run continously)&lt;br /&gt;
*&#039;&#039;&#039;Please keep in mind that auto-trackers are banned in all races that take place on Racetime and SpeedRunsLive.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerRiptideTrackerV1.png|310x599px|TrackerRiptideTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tyrus&#039;s Green Rupee Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jm Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Green Rupee Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Green Rupee Tracker. &lt;br /&gt;
&lt;br /&gt;
*Doesn&#039;t support MQ. &lt;br /&gt;
&lt;br /&gt;
[[File:Tyrus.png|560x315px|Tyrus.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Zarby&#039;s &amp;amp; Numberplay&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/1w5yi11ikmkkpne/HudZeldaOoT.zip/file Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Option to force it to always be the topmost window. &lt;br /&gt;
&lt;br /&gt;
*Freely swap the item layout and change the background color. &lt;br /&gt;
&lt;br /&gt;
*See stats of when items have been marked. &lt;br /&gt;
&lt;br /&gt;
*Doubles as an Item Tracker for alttpr &lt;br /&gt;
&lt;br /&gt;
[[File:Zarbynumberplay.png|650x366px|Zarbynumberplay.png]]&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;u&amp;gt;EmoTracker&amp;lt;/u&amp;gt; = &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://emotracker.net/ EmoTracker] is a framework for item, map and entrance trackers for many different randomizers. There are several packages for OoTR, including elaborate map trackers.&lt;br /&gt;
&lt;br /&gt;
[[File:Emotrackerpackages.png|800x450px|Emotrackerpackages.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fouton&#039;s PugHUD Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Has an option to track the number of chests opened in each of the main dungeons. &lt;br /&gt;
&lt;br /&gt;
[[File:Pughud.png|560x315px|Pughud.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hamsda&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Contains Item, Map and Entrance Trackers. &lt;br /&gt;
&lt;br /&gt;
*Supports all sanities and settings. &lt;br /&gt;
&lt;br /&gt;
*Map trackers have colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten, blue means items can be peeked, and yellow means items can be gotten with logical tricks or glitches. &lt;br /&gt;
&lt;br /&gt;
*Can mark off Gossip Stones that have been read. &lt;br /&gt;
&lt;br /&gt;
*[https://github.com/Hamsda/OoTRMapTracker/blob/master/README.md Readme] &lt;br /&gt;
&lt;br /&gt;
[[File:Hamsdapackages.png|300x169px|Hamsdapackages.png]]&amp;lt;br&amp;gt;[[File:Hamsda1.png|800x450px|Hamsda1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;JRJathome&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:JRJathome.png|560x315px|JRJathome.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Raikaru&#039;s &amp;amp; atz&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Raikaruatz.png|560x315px|Raikaruatz.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Xopar.png|600x388px|Xopar.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Darkened5ky&#039;s &amp;amp; Spleebie&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOTE: According to the creators themselves this package is very out of date with logic and will therefore probably be changed to an item-only package in the near future due to neither of them having the desire/time to keep it updated. Use at your own risk.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and different DoT, forest and rainbow bridge options. &lt;br /&gt;
&lt;br /&gt;
*Has colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten. &lt;br /&gt;
&lt;br /&gt;
[[File:Darkened5kyspleebie.png|800x450px|Darkened5kyspleebie.png]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Plandomizer&amp;diff=1921</id>
		<title>Plandomizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Plandomizer&amp;diff=1921"/>
		<updated>2021-03-18T21:22:59Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Changed #setup-support to #plando-support&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Plandomizer&#039;&#039;&#039;, often shortened to just &#039;&#039;&#039;Plando&#039;&#039;&#039;, permits total control over item placement. You can place a specific item on any location and locations not specified will be filled following the normal algorithm. Using a &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; format text file, referred to as a &#039;&#039;&#039;distribution file&#039;&#039;&#039; when using plandomizer, most aspects of the randomizer can be overwritten.&lt;br /&gt;
&lt;br /&gt;
This can be used to create custom challenges to play through yourself or share with others. The more details defined in a plandomizer, the less the randomizer interferes, though the randomizer will still verify whether it is beatable based on the logic settings, and if it is logically impossible it will refuse to generate a seed.&lt;br /&gt;
&lt;br /&gt;
There is a [https://ootrandomizer.com/plandoMaker beta GUI for Plandomizer on the website] that can help you with simpler plandomizer ideas, however to truly grasp the power of plandomizer you will have to modify a distribution file yourself. &#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This is a beta feature and frequently generates JSON files with issues that must be fixed in a text editor prior to use. Please visit the plando-support channel in the discord for help resolving these errors. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;overflow:auto&amp;quot;&amp;gt;Also note that the following are not assignable. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;Deliver Letter&lt;br /&gt;
Sell Big Poe&lt;br /&gt;
Skull Mask&lt;br /&gt;
Spooky Mask&lt;br /&gt;
Keaton Mask&lt;br /&gt;
Bunny Hood&lt;br /&gt;
Mask of Truth&lt;br /&gt;
Milk&lt;br /&gt;
Goron Mask&lt;br /&gt;
Zora Mask&lt;br /&gt;
Gerudo Mask&lt;br /&gt;
Zeldas Letter&lt;br /&gt;
Location: HC Zeldas Letter&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
These items and location are used internally by the logic to handle new item locations becoming available. They are not meant to be used in a plando.&lt;br /&gt;
&lt;br /&gt;
== Using a Plandomizer Distribution File on the Generator ==&lt;br /&gt;
Plandomizer&#039;s distribution file text box is hidden by default. To enable it go to &amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt; on the generator and turn on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Optional)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; setting. Then use the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Browse&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; button next to the new text box to find your Plandomizer distribution &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
== Opening and Editing a Distribution File ==&lt;br /&gt;
Distributions are just normal text files using the &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; extension instead of the &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; extension. They can be opened in any text editor that will open &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; files. Even Notepad, TextEdit, and gedit can open these files. The extension is only to help let you know that text within is expected to look a certain way.&lt;br /&gt;
&lt;br /&gt;
=== Distribution File Format ===&lt;br /&gt;
&#039;&#039;&#039;JSON&#039;&#039;&#039; is a common format used for data that both a human and a computer are intended to read. It&#039;s a fairly picky format so it is a good idea to use a text editor that can tell you if you did something wrong through syntax highlighting. [https://visualstudio.microsoft.com/ Visual Studio Code] is such a text editor, and as it is cross-platform and used by many people in the community. It is the one we recommend you use if you go down this path. Alternatively, a validator such as [https://jsonlint.com/ JSONLint] can check formatting, if you prefer a text editor without syntax highlighting. A validator may also help identify issues which are harder to understand in VSCode.&lt;br /&gt;
&lt;br /&gt;
The randomizer generator on the website will also display an error if you try to use a distribution file that is not in the proper JSON format. You may wish to use this, JSONLint, and VSCode all together to figure out how to fix any formatting problems.&lt;br /&gt;
&lt;br /&gt;
=== Understanding a Distribution File ===&lt;br /&gt;
When generating a seed with a spoiler log, that spoiler log is actually a distribution file itself. It can be used directly to generate the exact same seed. Because of this, you can take a look at a spoiler log to help you get familiar with the types of things that can be changed, and how to format the distribution file.&lt;br /&gt;
&lt;br /&gt;
Since a distribution file is in JSON format, it&#039;s somewhat rigid about how things can be written.&lt;br /&gt;
&lt;br /&gt;
=== The Base Dictionary ===&lt;br /&gt;
First, a distribution file starts with a &amp;lt;kbd&amp;gt;{&amp;lt;/kbd&amp;gt; opening curly brace, and ends with a &amp;lt;kbd&amp;gt;}&amp;lt;/kbd&amp;gt; closing curly brace. Everything you define must be placed between these braces. These braces mark a &#039;&#039;&#039;Dictionary&#039;&#039;&#039; or an [https://en.wikipedia.org/wiki/Associative_array associative array], and while that link has a lot of useful information, you don&#039;t really have to understand it. Think of a dictionary data structure like you would a dictionary in the real world. You have a term, then you have the definition of that term. As this is the base dictionary, you don&#039;t write a term as the code that reads the JSON file creates its own term for this dictionary.&lt;br /&gt;
&lt;br /&gt;
=== The Dictionary &amp;quot;Terms&amp;quot; ===&lt;br /&gt;
Within the base dictionary there are many terms, such as &amp;lt;samp&amp;gt;:version&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt;. If you are viewing a spoiler log you&#039;ll notice some of these terms start with a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt;. These terms are ignored when Plandomizer is used and are autogenerated by the randomizer. When you are creating a distribution file yourself you can delete these terms.&lt;br /&gt;
&lt;br /&gt;
Terms are followed by a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt; and then some spaces, then their definitions.&lt;br /&gt;
&lt;br /&gt;
Definitions that start and end with &amp;lt;kbd&amp;gt;&amp;quot;&amp;lt;/kbd&amp;gt; are &#039;&#039;&#039;Strings&#039;&#039;&#039;. They are just text you write, but it is important that they are between quotes.&lt;br /&gt;
&lt;br /&gt;
Definitions starting with &amp;lt;kbd&amp;gt;[&amp;lt;/kbd&amp;gt; an open bracket and ending with a &amp;lt;kbd&amp;gt;]&amp;lt;/kbd&amp;gt; closing bracket are called &#039;&#039;&#039;Lists&#039;&#039;&#039;. In a distribution file lists will usually only contain strings. However, with other types of JSON files you could see them containing other data structures such as dictionaries, or other lists.&lt;br /&gt;
&lt;br /&gt;
The rest of the definitions are just more dictionaries with their own terms that have definitions. These are the only data structures that you have to keep in mind, and generally they are already defined properly in the spoiler log for you so you can just modify them how you see fit. Just ensure you don&#039;t accidentally remove the symbols that go before and after the term.&lt;br /&gt;
&lt;br /&gt;
=== The Most Common Format/Syntax Issue ===&lt;br /&gt;
You&#039;ll notice that each of these terms is followed at the very end by a &amp;lt;kbd&amp;gt;,&amp;lt;/kbd&amp;gt; comma, except the very last one. This is probably the most common mistake someone will make when making their own distribution file. Each term needs to be separated by a comma, but the last one cannot have a comma after it. This is true for strings inside of lists, and lists, strings, and other dictionaries within a dictionary as well. If you are getting a syntax error, you probably added a comma you shouldn&#039;t have, or removed one you need. The generator will tell you that your JSON is invalid if you try to use a distribution file with one of these errors.&lt;br /&gt;
&lt;br /&gt;
== What Can Plandomizer Affect ==&lt;br /&gt;
Plandomizer can affect an enormous amount of the resulting seed. Everything from inconsequential things like the File Hash, to the Settings the randomizer uses to fill the world, and even specifically set items in locations that the world fill algorithm will have to work around.&lt;br /&gt;
&lt;br /&gt;
=== File Hash ===&lt;br /&gt;
The file hash is the 5 icons that are displayed at the top of the file select screen. You can set these to any valid [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Spoiler.py#L9-L42 HASH_ICON].&lt;br /&gt;
&lt;br /&gt;
You can set the &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt; definition to a list of up to 5 hash icons. If you do not want to specify an icon for a set position you can either set it to the value &#039;&#039;&#039;null&#039;&#039;&#039;, or if it is after all the ones you do want to set you can just not include it.&lt;br /&gt;
&lt;br /&gt;
==== Hash Icons ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;overflow:auto&amp;quot;&amp;gt;Expand to view the full list of valid hash icons for the current version of the randomizer.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
    &#039;Deku Stick&#039;,&lt;br /&gt;
    &#039;Deku Nut&#039;,&lt;br /&gt;
    &#039;Bow&#039;,&lt;br /&gt;
    &#039;Slingshot&#039;,&lt;br /&gt;
    &#039;Fairy Ocarina&#039;,&lt;br /&gt;
    &#039;Bombchu&#039;,&lt;br /&gt;
    &#039;Longshot&#039;,&lt;br /&gt;
    &#039;Boomerang&#039;,&lt;br /&gt;
    &#039;Lens of Truth&#039;,&lt;br /&gt;
    &#039;Beans&#039;,&lt;br /&gt;
    &#039;Megaton Hammer&#039;,&lt;br /&gt;
    &#039;Bottled Fish&#039;,&lt;br /&gt;
    &#039;Bottled Milk&#039;,&lt;br /&gt;
    &#039;Mask of Truth&#039;,&lt;br /&gt;
    &#039;SOLD OUT&#039;,&lt;br /&gt;
    &#039;Cucco&#039;,&lt;br /&gt;
    &#039;Mushroom&#039;,&lt;br /&gt;
    &#039;Saw&#039;,&lt;br /&gt;
    &#039;Frog&#039;,&lt;br /&gt;
    &#039;Master Sword&#039;,&lt;br /&gt;
    &#039;Mirror Shield&#039;,&lt;br /&gt;
    &#039;Kokiri Tunic&#039;,&lt;br /&gt;
    &#039;Hover Boots&#039;,&lt;br /&gt;
    &#039;Silver Gauntlets&#039;,&lt;br /&gt;
    &#039;Gold Scale&#039;,&lt;br /&gt;
    &#039;Stone of Agony&#039;,&lt;br /&gt;
    &#039;Skull Token&#039;,&lt;br /&gt;
    &#039;Heart Container&#039;,&lt;br /&gt;
    &#039;Boss Key&#039;,&lt;br /&gt;
    &#039;Compass&#039;,&lt;br /&gt;
    &#039;Map&#039;,&lt;br /&gt;
    &#039;Big Magic&#039;,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set all 5 icons to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the first icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, null, null, null, null]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the last icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [null, null, null, null, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
This is a dictionary defining the rules that the randomizer uses to fill the world. &#039;&#039;Any settings you set here will override the ones set in the GUI&#039;&#039;. That also means that you can leave some settings out of this dictionary and the person using your distribution file to create a seed can have a small amount of customization they can apply in case they need a little more additional help, or perhaps want to increase the difficulty a little bit.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to set these manually. Instead, you should go to the beta plandomizer maker on the website. You can set all the settings you want on the first tab, then create the JSON file. From here you can copy the settings dictionary from that file into this file and remove any settings you don&#039;t want to enforce. Alternatively, if you only want a few settings to be enforced, you can copy only the settings you want from the dictionary in that other JSON file into the settings dictionary in your settings file.&lt;br /&gt;
&lt;br /&gt;
There are two major issues with creating the settings dictionary entirely manually:&lt;br /&gt;
# If you mistype, or the name of a setting changes between versions, you will not get an error. The randomizer will just ignore this issue entirely.&lt;br /&gt;
# The process of figuring out the proper name for a setting, and the various values it can hold is tedious.&lt;br /&gt;
&lt;br /&gt;
If you still think you want to try this method, the file in the source code you want to look at to see all this necessary information is [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/SettingsList.py SettingsList.py]. This is a 3000 line monstrosity that isn&#039;t very useful if you&#039;re not already pretty familiar with the settings you are looking for in the first place. Each setting has a &amp;lt;var&amp;gt;name&amp;lt;/var&amp;gt; that you have to use for a definition inside of the settings dictionary. Then various other variables within the option&#039;s object in the settings list file are used to determine what possible definitions you want to use for that setting.&lt;br /&gt;
&lt;br /&gt;
Just using the plandomizer maker on the website is highly recommended over putting yourself through this experience.&lt;br /&gt;
&lt;br /&gt;
=== Starting Items ===&lt;br /&gt;
The starting items dictionary lets you define what items a player starts with, and how many of them. This includes both items you find in the world, and consumables you would pick up such as ammo and bombs. Any items you start with will be replaced by junk in the item pool. Songs placed here will force an item to be on one of the song locations even if &amp;lt;var&amp;gt;shuffle_song_items&amp;lt;/var&amp;gt; is not set. This will completely override the starting items set on the randomizer generator GUI.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to start with. The definition is how many of that item you want to start with. The number is not a string and should not be put in quotes.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Start with full wallet without Max Rupees setting&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Rupees&amp;quot;: 99&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with all shields&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Hylian Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Mirror Shiled&amp;quot;: 1&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
This is a dictionary defining every item possible to place in the world. &#039;&#039;It is highly recommended that you do not set every possible item to a value in this dictionary.&#039;&#039; Primarily junk items because the randomizer often needs to generate new junk, but will not change any value you manually place in the item pool. This would make your plandomizer very rigid and can cause various issues if you try changing settings that change what, and how many items you start with, or that are available in the base pool.&lt;br /&gt;
&lt;br /&gt;
You can also specify if you want to &amp;lt;var&amp;gt;add&amp;lt;/var&amp;gt; to the base number, &amp;lt;var&amp;gt;remove&amp;lt;/var&amp;gt; from the base number, or &amp;lt;var&amp;gt;set&amp;lt;/var&amp;gt; the base number for the item. The default is to set the value. If you want to use the other options you&#039;ll need to set the definition to be another dictionary.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to specify the number of in the pool. The definition is either:&lt;br /&gt;
# The number of that item you want in the pool&lt;br /&gt;
# A dictionary with a term of &amp;lt;var&amp;gt;type&amp;lt;/var&amp;gt; set to any of the strings &amp;quot;add&amp;quot;, &amp;quot;remove&amp;quot;, or &amp;quot;set&amp;quot; and a term of &amp;lt;var&amp;gt;count&amp;lt;/var&amp;gt; set to the number to modify by.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Mirror Shield to have 3 copies placed in the world&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: 3&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;set&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add 3 Deku Shields to place in the world in addition to the ones already in the base pool&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;add&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
This dictionary lets you define which dungeons are &amp;lt;var&amp;gt;vanilla&amp;lt;/var&amp;gt; and which are &amp;lt;var&amp;gt;mq&amp;lt;/var&amp;gt; (master quest). &#039;&#039;You will have to set the number of MQ dungeons setting to match at least whatever master quest dungeons you define here&#039;&#039;. However, you do not have to define all of the dungeons and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the dungeon. The definitions is either the string &amp;quot;vanilla&amp;quot;, the string &amp;quot;mq&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set only Deku Tree to mq&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Tree&amp;quot;: &amp;quot;mq&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only Spirit Temple to vanilla, because you don&#039;t want to learn the second version of spirit logic&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Spirit Temple&amp;quot;: &amp;quot;vanilla&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Dodongo&#039;s Cavern to random&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Dodongos Cavern&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trials ===&lt;br /&gt;
You will define which trials are &amp;lt;var&amp;gt;active&amp;lt;/var&amp;gt; and which ones are &amp;lt;var&amp;gt;inactive&amp;lt;/var&amp;gt; in this dictionary. &#039;&#039;You will have to set the number of trials to match at least the trials you define here&#039;&#039;. However, you do not have to define all of the trials and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the trial. The definition is either the string &amp;quot;active&amp;quot;, the string &amp;quot;inactive&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set forest, fire, and water trials as inactive&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Forest&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;inactive&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set light trial to active, ensuring that 3 strength upgrades are required for fighting Ganon&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Light&amp;quot;: &amp;quot;active&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set water trial to random&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Entrances ===&lt;br /&gt;
This dictionary defines how different entrances are linked together when using entrance randomizer. Entrances must be shuffled among their respective groups so you cannot use plandomizer to force a mixed entrance pool seed. You may wish to generate a entrance randomizer seed and use its spoiler log to ensure you use the correct names for the locations.&lt;br /&gt;
&lt;br /&gt;
The term is the loading zone you pass through. The definition is:&lt;br /&gt;
* &#039;&#039;&#039;For Dungeons and Interiors&#039;&#039;&#039;: a string with the name of the location you end up at&lt;br /&gt;
* &#039;&#039;&#039;For Overworld&#039;&#039;&#039;: a dictionary with a term of &amp;lt;var&amp;gt;region&amp;lt;/var&amp;gt; set to a string of the overworld region it leads to and a term of &amp;lt;var&amp;gt;from&amp;lt;/var&amp;gt; set to a string of the loading zone in that region that you will appear out of.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Deku Tree entrance to Gerudo Training Grounds&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Outside Deku Tree -&amp;gt; Deku Tree Lobby&amp;quot;: {&amp;quot;region&amp;quot;: &amp;quot;Gerudo Training Grounds Lobby&amp;quot;, &amp;quot;from&amp;quot;: &amp;quot;Gerudo Fortress&amp;quot;}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Hyrule Castle exit from Market to Lon Lon Ranch main entrance&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;Market -&amp;gt; Castle Grounds&amp;quot;: {&lt;br /&gt;
        &amp;quot;region&amp;quot;: &amp;quot;Lon Lon Ranch&amp;quot;, &lt;br /&gt;
        &amp;quot;from&amp;quot;: &amp;quot;Hyrule Field&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
This dictionary handles what is probably the main feature of plandomizer. You can assign items to any location in the game world here. Which locations are available are heavily influenced by what settings you choose, so ensure you have the proper settings set.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the location. The definition is either:&lt;br /&gt;
* A string of an item to place there&lt;br /&gt;
* A list containing multiple items to randomly choose from to place there&lt;br /&gt;
* A dictionary containing the term &amp;lt;var&amp;gt;item&amp;lt;/var&amp;gt; containing one of the above two bullet points.&lt;br /&gt;
** If making a multiworld plandomizer: the term &amp;lt;var&amp;gt;player&amp;lt;/var&amp;gt; with the world number value of the player the item belongs to.&lt;br /&gt;
** If the location is a shop: the term &amp;lt;var&amp;gt;price&amp;lt;/var&amp;gt; with the rupee number value the item should cost. &#039;&#039;You cannot set scrub prices using plandomizer&#039;&#039;&lt;br /&gt;
** If the item can be an ice trap: the term &amp;lt;var&amp;gt;model&amp;lt;/var&amp;gt; set to a string of the item model it should appear as in the overworld.&lt;br /&gt;
&lt;br /&gt;
==== Shop Location Numbers ====&lt;br /&gt;
Due to the odd way the shop items are stored in the game files, using shopsanity item placement is not very intuitive.&lt;br /&gt;
&lt;br /&gt;
When using 1 item shopsanity, the number you use is 7 and is the bottom left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 2 items shopsanity, you also have number 5 which is the bottom right item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 3 items shopsanity, you add on the number 8 which is the top left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 4 items shopsanity, you can now use all 4 numbers 5-8 for all of the left side items.&lt;br /&gt;
&lt;br /&gt;
==== Special Item Groups ====&lt;br /&gt;
There are shortcut terms you can use for certain items when using plandomizer. They start with the &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; character. The ones that should work fine are:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
#Bottle - Places a bottle and randomly chooses a contents for it&lt;br /&gt;
#Junk - Places a junk item (used by exclude locations)&lt;br /&gt;
#AdultTrade - Places the adult trade item without specifying which one&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are feeling a little bit more daring, you can try:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
#Song - Places a song item&lt;br /&gt;
#NonWarpSong - Places non warp song item&lt;br /&gt;
#WarpSong - Places a warp song item&lt;br /&gt;
#JunkSong - Places Serenade or Prelude in non-entrance randomizer.&lt;br /&gt;
#Spell - Places one of the three spells&lt;br /&gt;
#Shield - Deku or Hylian. Doesn&#039;t include Mirror.&lt;br /&gt;
#HealthUpgrade - Heart Container or Piece of Heart&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of these should work, but only the first list have been extensively tested.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Ready to fight Ganon after Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;Bow&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;Magic Meter&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;Ice Trap&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bottles in Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One step to fighting Ganon in the Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Kokiri Sword Chest&amp;quot;: [&amp;quot;Bow&amp;quot;, &amp;quot;Magic Meter&amp;quot;, &amp;quot;Light Arrows&amp;quot;]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting shopsanity 1 item in Kokiri Shop to Ice Trap posing as Light Arrows&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Shop Item 7&amp;quot;: {&lt;br /&gt;
        &amp;quot;item&amp;quot;: &amp;quot;Ice Trap&amp;quot;, &lt;br /&gt;
        &amp;quot;price&amp;quot;: 60,&lt;br /&gt;
        &amp;quot;model&amp;quot;: &amp;quot;Light Arrows&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place player 2&#039;s Light Arrows in player 1&#039;s Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;World 1&amp;quot;: {&lt;br /&gt;
        &amp;quot;KF Kokiri Sword Chest&amp;quot;: {&lt;br /&gt;
            &amp;quot;item&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
            &amp;quot;player&amp;quot;: 2&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hint Distribution Files ===&lt;br /&gt;
&lt;br /&gt;
Hint distribution file format is similar to the old hard-coded dictionaries, plus new keys to offer finer control of different hint groups. The goal of this change is to facilitate easier sharing and updating of custom hint distributions for the different racing tournaments. An example with the Tournament distribution is provided below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;amp;quot;name&amp;amp;quot;:                  &amp;amp;quot;tournament&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;gui_name&amp;amp;quot;:              &amp;amp;quot;Tournament&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;description&amp;amp;quot;:           &amp;amp;quot;Fixed number of hints for each type, contains duplicates, and only useful hints.&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;add_locations&amp;amp;quot;:         [&lt;br /&gt;
        { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Deku Theater Skull Mask&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
    ],&lt;br /&gt;
    &amp;amp;quot;remove_locations&amp;amp;quot;:      [],&lt;br /&gt;
    &amp;amp;quot;add_items&amp;amp;quot;:             [],&lt;br /&gt;
    &amp;amp;quot;remove_items&amp;amp;quot;:          [],&lt;br /&gt;
    &amp;amp;quot;dungeons_woth_limit&amp;amp;quot;:   2,&lt;br /&gt;
    &amp;amp;quot;dungeons_barren_limit&amp;amp;quot;: 1,&lt;br /&gt;
    &amp;amp;quot;named_items_required&amp;amp;quot;:  &amp;amp;quot;True&amp;amp;quot;,&lt;br /&gt;
    &amp;amp;quot;distribution&amp;amp;quot;:          {&lt;br /&gt;
        &amp;amp;quot;trial&amp;amp;quot;:      {&amp;amp;quot;order&amp;amp;quot;:  1, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;always&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  2, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;woth&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  3, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   5, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;barren&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  4, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   3, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;entrance&amp;amp;quot;:   {&amp;amp;quot;order&amp;amp;quot;:  5, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   4, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;sometimes&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  6, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;: 100, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;random&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  7, &amp;amp;quot;weight&amp;amp;quot;: 9.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;item&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;song&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;overworld&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;dungeon&amp;amp;quot;:    {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;junk&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
        &amp;amp;quot;named-item&amp;amp;quot;: {&amp;amp;quot;order&amp;amp;quot;:  0, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2}&lt;br /&gt;
    }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
GUI names and tooltip descriptions are now defined with each distribution file. Tooltips are automatically parsed to add line returns as needed for the GUI.&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Distribution ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;distribution&amp;lt;/code&amp;gt; key is a similar format to the previous dictionary. Each hint group must be listed with the following keys:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;order&amp;lt;/code&amp;gt;: Integer to sort hint types from smallest to largest&lt;br /&gt;
* &amp;lt;code&amp;gt;weight&amp;lt;/code&amp;gt;: Same as hint type weight in balanced and similar hint distributions&lt;br /&gt;
* &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt;: Same as tournament distribution number of hints per world&lt;br /&gt;
* &amp;lt;code&amp;gt;copies&amp;lt;/code&amp;gt;: Same as count per hint in predefined distributions&lt;br /&gt;
&lt;br /&gt;
Tournament-style fixed hints and weighted-style hints are defined together in the same distribution. Fixed hints are rolled first. Any remaining gossip stones are filled from a random choice of hint types with assigned weights. Checks exist to make sure there are enough gossip stones left for a given random hint type count per hint. Fixed hints do not have this safeguard and rely on the user not to overfill them. Using the tournament distribution as an example, fixed hints are rolled according to the defined order and fixed number. If any gossip stones remain, the &amp;lt;code&amp;gt;random&amp;lt;/code&amp;gt; hint group is rolled as part of the weighted hint types (in this case the only one, so it is guaranteed upon exhaustion of all sometimes hints). Other built-in hint types with no fixed hints have non-zero orders for all types and weights equal to the old style weight, and all types have a &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt; value of &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Dungeon Limits ====&lt;br /&gt;
&lt;br /&gt;
Dungeon way of the hero and barren limitations are moved out of the hint generation functions into the distribution files. Values are identical in all built-in distributions except &amp;lt;code&amp;gt;very_strong&amp;lt;/code&amp;gt;, which has a limit of &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; for both (equivalent to no limit).&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Requirements and Exclusions ====&lt;br /&gt;
&lt;br /&gt;
Four new lists are provided to include or exclude hinted locations from different hint groups, as specified by the location name or filled item name. As seen in the tournament distribution, the &amp;lt;code&amp;gt;add_locations&amp;lt;/code&amp;gt; key can be used to force a given location to be hinted by adding it to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; hint type. Locations can be added to (or removed from) any hint type. Likewise, the item keys allow for adding or removing locations to be hinted based on what items they contain. For example, to remove all songs from being hinted as way of the hero, the following would be utilized:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;quot;remove_items&amp;amp;quot;: [&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Zeldas Lullaby&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Eponas Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Sarias Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Suns Song&amp;amp;quot;,          &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Time&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Storms&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Minuet of Forest&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Bolero of Fire&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Serenade of Water&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Requiem of Spirit&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Nocturne of Shadow&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] },&lt;br /&gt;
    { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Prelude of Light&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;] }&lt;br /&gt;
]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Alternately, if songsanity is disabled, the song locations could be removed from the &amp;lt;code&amp;gt;woth&amp;lt;/code&amp;gt; hint type to achieve the same effect.&lt;br /&gt;
&lt;br /&gt;
Way of the Hero and Barren hints cannot have locations added via `add_locations`. Additionally, Barren hints cannot be removed via `remove_locations`. This is to prevent situations where required items are in hinted barren areas. Using the song example again, a foolish Song of Storms that leads to a required item in Bottom of the Well would be confusing to players unfamiliar with the setting. Excluding from way of the hero means it won’t be hinted, not that the game is actively lying to you.&lt;br /&gt;
&lt;br /&gt;
Barren hints can be added or removed from consideration for specific items via the &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove_items&amp;lt;/code&amp;gt; lists. This affects not just hints, but also the &amp;lt;code&amp;gt;:barren_regions&amp;lt;/code&amp;gt; list in the spoiler log. In contrast, way of the hero items will still be listed in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; section regardless of hint distribution changes. Forced barren items that are logically required still show up in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; list if required by the seed.&lt;br /&gt;
&lt;br /&gt;
==== Plando Support ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;hint_dist_user&amp;lt;/code&amp;gt; setting takes a hint distribution dictionary as defined by the built-in hint distribution files. If specified, it overrides the GUI-selected hint distribution. Internally, the distribution is defined as &amp;lt;code&amp;gt;custom&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Example Plando ====&lt;br /&gt;
&lt;br /&gt;
The attached plando&lt;br /&gt;
&lt;br /&gt;
* Requires a “random”-type location hint for the location containing Lens of Truth&lt;br /&gt;
* Adds shooting the sun in Lake Hylia as an always hint with custom text&lt;br /&gt;
* Removes Frog Ocarina Game and 40 Skulls as always hints&lt;br /&gt;
* Keeps other “conditional” always hints from Standard weekly settings, including Skull Mask&lt;br /&gt;
* Adds the location with Zelda’s Lullaby as an always hint&lt;br /&gt;
* Removes all other song locations from way of the hero and sometimes hint types&lt;br /&gt;
* Forces Rutos Letter to be considered foolish, and places it outside Ganon’s Castle to verify&lt;br /&gt;
* Excludes Biggoron Sword from foolish hints, and places it in the Haunted Wasteland to verify&lt;br /&gt;
&lt;br /&gt;
and applies a custom hint distribution as follows:&lt;br /&gt;
&lt;br /&gt;
====== Fixed Hints ======&lt;br /&gt;
&lt;br /&gt;
(in order) &lt;br /&gt;
* Always and Trials hints at 2 stones/hint &lt;br /&gt;
* 1 Named Item hint for Lens of Truth at 2 stones/hint (as required by &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt;) &lt;br /&gt;
* 3 Way of the Hero hints at 2 stones/hint &lt;br /&gt;
* 2 Foolish hints at 1 stone/hint &lt;br /&gt;
* 4 Entrance hints at 2 stones/hint &lt;br /&gt;
* 5 Sometimes hints at 1 stone/hint&lt;br /&gt;
&lt;br /&gt;
====== Weighted Hints ======&lt;br /&gt;
&lt;br /&gt;
On weekly settings, this is 27-29 gossip stones filled, depending on if Zelda’s Lullaby is on Ocarina of Time. The remaining 11-13 stones draw hints from weighted hint types as follows:&lt;br /&gt;
&lt;br /&gt;
* Random (0.5 weight, 2 stones/hint)&lt;br /&gt;
* Item (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Song (2.0 weight, 2 stones/hint)&lt;br /&gt;
* Overworld (3.0 weight, 2 stones/hint)&lt;br /&gt;
* Dungeon (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Junk (0.5 weight, 1 stone/hint)&lt;br /&gt;
&lt;br /&gt;
At least 1 junk hint will be added due to the odd number of remaining stones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
  &amp;amp;quot;settings&amp;amp;quot;:            {&lt;br /&gt;
    &amp;amp;quot;item_hints&amp;amp;quot;: [&lt;br /&gt;
      &amp;amp;quot;Lens of Truth&amp;amp;quot;&lt;br /&gt;
    ],&lt;br /&gt;
    &amp;amp;quot;hint_dist_user&amp;amp;quot;: {&lt;br /&gt;
      &amp;amp;quot;name&amp;amp;quot;:                  &amp;amp;quot;custom&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;gui_name&amp;amp;quot;:              &amp;amp;quot;Plando Test Hint Distribution&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;description&amp;amp;quot;:           &amp;amp;quot;for debugging&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;add_locations&amp;amp;quot;:         [&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;LH Sun&amp;amp;quot;,                  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;], &amp;amp;quot;text&amp;amp;quot;: &amp;amp;quot;those who #blot out the sun# will find&amp;amp;quot; },&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Deku Theater Skull Mask&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;remove_locations&amp;amp;quot;:      [&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;ZR Frogs Ocarina Game&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;location&amp;amp;quot;: &amp;amp;quot;Kak 40 Gold Skulltula Reward&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;add_items&amp;amp;quot;:             [&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Zeldas Lullaby&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;always&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Rutos Letter&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;barren&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;remove_items&amp;amp;quot;:          [&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Eponas Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Sarias Song&amp;amp;quot;,        &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Suns Song&amp;amp;quot;,          &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Time&amp;amp;quot;,       &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Song of Storms&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Minuet of Forest&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Bolero of Fire&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Serenade of Water&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Requiem of Spirit&amp;amp;quot;,  &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Nocturne of Shadow&amp;amp;quot;, &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Prelude of Light&amp;amp;quot;,   &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;woth&amp;amp;quot;, &amp;amp;quot;sometimes&amp;amp;quot;] },&lt;br /&gt;
          { &amp;amp;quot;item&amp;amp;quot;: &amp;amp;quot;Biggoron Sword&amp;amp;quot;,     &amp;amp;quot;types&amp;amp;quot;: [&amp;amp;quot;barren&amp;amp;quot;] }&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;amp;quot;dungeons_woth_limit&amp;amp;quot;:   2,&lt;br /&gt;
      &amp;amp;quot;dungeons_barren_limit&amp;amp;quot;: 1,&lt;br /&gt;
      &amp;amp;quot;named_items_required&amp;amp;quot;:  &amp;amp;quot;True&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;distribution&amp;amp;quot;:          {&lt;br /&gt;
          &amp;amp;quot;trial&amp;amp;quot;:      {&amp;amp;quot;order&amp;amp;quot;:  1, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;always&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  2, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;woth&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  3, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   3, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;barren&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  4, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   2, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;entrance&amp;amp;quot;:   {&amp;amp;quot;order&amp;amp;quot;:  5, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   4, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;sometimes&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;:  6, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   5, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;random&amp;amp;quot;:     {&amp;amp;quot;order&amp;amp;quot;:  7, &amp;amp;quot;weight&amp;amp;quot;: 0.5, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;item&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  8, &amp;amp;quot;weight&amp;amp;quot;: 1.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;song&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;:  9, &amp;amp;quot;weight&amp;amp;quot;: 2.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;overworld&amp;amp;quot;:  {&amp;amp;quot;order&amp;amp;quot;: 10, &amp;amp;quot;weight&amp;amp;quot;: 3.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;dungeon&amp;amp;quot;:    {&amp;amp;quot;order&amp;amp;quot;: 11, &amp;amp;quot;weight&amp;amp;quot;: 1.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2},&lt;br /&gt;
          &amp;amp;quot;junk&amp;amp;quot;:       {&amp;amp;quot;order&amp;amp;quot;: 12, &amp;amp;quot;weight&amp;amp;quot;: 0.5, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 1},&lt;br /&gt;
          &amp;amp;quot;named-item&amp;amp;quot;: {&amp;amp;quot;order&amp;amp;quot;: 13, &amp;amp;quot;weight&amp;amp;quot;: 0.0, &amp;amp;quot;fixed&amp;amp;quot;:   0, &amp;amp;quot;copies&amp;amp;quot;: 2}&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  },&lt;br /&gt;
  &amp;amp;quot;randomized_settings&amp;amp;quot;: {},&lt;br /&gt;
  &amp;amp;quot;starting_items&amp;amp;quot;:      {},&lt;br /&gt;
  &amp;amp;quot;item_pool&amp;amp;quot;:           {},&lt;br /&gt;
  &amp;amp;quot;entrances&amp;amp;quot;:           {},&lt;br /&gt;
  &amp;amp;quot;locations&amp;amp;quot;:           {&lt;br /&gt;
      &amp;amp;quot;OGC Great Fairy Reward&amp;amp;quot;: &amp;amp;quot;Rutos Letter&amp;amp;quot;,&lt;br /&gt;
      &amp;amp;quot;Wasteland Chest&amp;amp;quot;: &amp;amp;quot;Biggoron Sword&amp;amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== Item Hints for Bingo ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando setting contains a list of items as named in ItemList.py to be added as “random” location hints. This is outside of the hint distribution setting. Built-in hint distributions assume copies per hint is the same as the sometimes category equivalent of the original distribution. The &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; hint distribution key controls if named item hints are treated as always hints. In contrast to always hints, an error will be thrown if any required named item hint cannot be placed.&lt;br /&gt;
&lt;br /&gt;
Plando or third party hint distribution files can specify fixed or weighted &amp;lt;code&amp;gt;named-item&amp;lt;/code&amp;gt; group hints if &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; is false.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; provides similar functionality to the &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando key if an item is added to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; group. The reason for duplication of this feature is to provide an easier interface for Bingo races desiring hinted tile goals without building a whole hint distribution from scratch.&lt;br /&gt;
&lt;br /&gt;
===== Example Bingo Plando =====&lt;br /&gt;
&lt;br /&gt;
The example plando below:&lt;br /&gt;
&lt;br /&gt;
* Requires two separate strength upgrades to be hinted&lt;br /&gt;
* Requires Lens of Truth to be hinted&lt;br /&gt;
* Modifies the item pool to contain 3 empty bottles, one of which will be hinted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;amp;quot;settings&amp;amp;quot;: {&lt;br /&gt;
      &amp;amp;quot;item_hints&amp;amp;quot;: [&lt;br /&gt;
            &amp;amp;quot;Progressive Strength Upgrade&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Progressive Strength Upgrade&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Lens of Truth&amp;amp;quot;,&lt;br /&gt;
            &amp;amp;quot;Bottle&amp;amp;quot;&lt;br /&gt;
        ]&lt;br /&gt;
    },&lt;br /&gt;
    &amp;amp;quot;randomized_settings&amp;amp;quot;: {},&lt;br /&gt;
    &amp;amp;quot;starting_items&amp;amp;quot;:      {},&lt;br /&gt;
    &amp;amp;quot;item_pool&amp;amp;quot;:           {&lt;br /&gt;
        &amp;amp;quot;Bottle&amp;amp;quot;: 3&lt;br /&gt;
    },&lt;br /&gt;
    &amp;amp;quot;entrances&amp;amp;quot;:           {},&lt;br /&gt;
    &amp;amp;quot;locations&amp;amp;quot;:           {}&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gossip Stones ===&lt;br /&gt;
This dictionary is just evil. It lets you replace the Gossip Stone text with any text you wish. Unlike normal randomizer, this text can lie and mislead the player. It is recommended that you use it more for inside jokes, or different types of hints than you&#039;d normally get using the randomizer to keep the plandomizer fun for the player. Gossip stones set here will not be taken into consideration for hints by logic.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the Gossip Stone. The definition is a dictionary with the term &amp;lt;var&amp;gt;text&amp;lt;/var&amp;gt;.&lt;br /&gt;
* Any text you surround with &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; can also be colored. If you wish to do this add another term to the inner dictionary with the term &amp;lt;var&amp;gt;colors&amp;lt;/var&amp;gt; and set it to a list containing strings of the colors you wish to use. You can have multiple groups of text surrounded by &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; and each one can be a different color.&lt;br /&gt;
&lt;br /&gt;
==== Valid Colors ====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
White&lt;br /&gt;
Red&lt;br /&gt;
Green&lt;br /&gt;
Blue&lt;br /&gt;
Light Blue&lt;br /&gt;
Pink&lt;br /&gt;
Yellow&lt;br /&gt;
Black&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Just white text&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;It&#039;s hot in here!&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored text&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;They say #Luigi# was put in this game instead of Super #Mario# 64&amp;quot;,&lt;br /&gt;
        &amp;quot;colors&amp;quot;: [&amp;quot;Green&amp;quot;, &amp;quot;Red&amp;quot;]&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cosmetics and Sounds ===&lt;br /&gt;
&lt;br /&gt;
As of version 6.0 users can select both their cosmetics and sounds with a cosmetics plandomizer file. Just like how the spoiler log syntax is used to create a plandomizer file for locations, entrances, etcetera, the cosmetics log syntax is used to create a cosmetics plandomizer file. &#039;&#039;&#039;This plandomizer file has to be inserted separately&#039;&#039;&#039;, because cosmetics and sounds are typically (re-)applied after the patching process. Make sure that the file is saved as a &amp;lt;kbd&amp;gt;.json&amp;lt;/kbd&amp;gt; file. To insert a cosmetics plando, toggle &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Cosmetics Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; tab and insert it in the field that will appear below. Note; if you also toggled &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, then there will be two fields.&lt;br /&gt;
&lt;br /&gt;
[[File:Cosmeticsplandoweb.png|700px]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmetics ====&lt;br /&gt;
&#039;&#039;Note: Custom cosmetics colors can be chosen through the GUI as well, so it is not needed to specify these in the plandomizer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two ways in which you can plandomize cosmetics. The first is to specify colors through hex values. This gives you the freedom to select any color in the color spectrum for any of the cosmetics options. The second method is to use presets built into the randomizer. These are the options found in the dropdown bars in the GUI and include options such as &amp;quot;Kokiri Green&amp;quot;, &amp;quot;Random Choice&amp;quot; and &amp;quot;Magenta&amp;quot;. Keep in mind that each cosmetic option has its own set of preset colors and that they can&#039;t be used interchangeably. For example, tunics have the preset color &amp;quot;Majora Purple&amp;quot;, but gauntlets do not, so that color cannot be set for gauntlets unless you specify hex values. Because of this limitation it is recommended that users specify hex values. [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Colors.py The hex values associated with the preset colors can be found here]. The correct formatting for the plandomizer file is to take the three double-character codes that follow an &amp;quot;x&amp;quot; and put them next to each other in the order in which they appear, preceded by a &amp;quot;#&amp;quot;. For example the hex value for &amp;quot;Kokiri Green&amp;quot; in the correct format is &amp;lt;code&amp;gt;#1E691B&amp;lt;/code&amp;gt;. It&#039;s case-insensitive and the order matters.&lt;br /&gt;
&lt;br /&gt;
Some cosmetics can be made to cycle through the colors of the rainbow. This cannot be done with hex values and must be specified using the &amp;quot;Rainbow&amp;quot; preset. This is currently only supported for Navi, Bombchu trail, Boomerang trail and Sword trail cosmetics.&lt;br /&gt;
&lt;br /&gt;
The sword trail duration option is unique in that you don&#039;t specify a string but an integer. This integer denotes for how many frames the sword trail will linger with the presets being &amp;quot;Default&amp;quot; (= 4), &amp;quot;Long&amp;quot; (= 10), &amp;quot;Very Long&amp;quot; (= 15) and &amp;quot;Lightsaber&amp;quot; (= 20). Normal gameplay is 20 frames per second, so &amp;quot;Lightsaber&amp;quot; will leave a trail for roughly 1 second. This integer can be set higher than 20, but you can expect lag if the number is set extremely high. &lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set the tunic colors using hex values&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;#ffffff&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;#1E691B&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;#AAaaAA&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set tunic colors using built-in color options&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;Goron Red&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;Majora Purple&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;Completely Random&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set rainbow sword trail with a duration of 1 second&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sword_trail_color_inner&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_color_outer&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_duration&amp;quot;:        20&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sounds ====&lt;br /&gt;
&lt;br /&gt;
To set sound effects, choose the sound you want to use as the value (right column) and the event when it plays as the key (left column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Sounds.py A list of sounds effects can be found here] (use the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column). Valid strings for the plandomizer file are found in the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column. For vanilla sound effects choose &amp;lt;code&amp;gt;default&amp;lt;/code&amp;gt;, except for &amp;lt;samp&amp;gt;sfx_low_hp&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;sfx_ocarina&amp;lt;/samp&amp;gt; where the vanilla sounds are called &amp;lt;code&amp;gt;soft-beep&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ocarina&amp;lt;/code&amp;gt; respectively. &amp;lt;samp&amp;gt;completely-random&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-ear-safe&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-choice&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;none&amp;lt;/samp&amp;gt; are also valid choices.&lt;br /&gt;
&lt;br /&gt;
To set background music, choose the location where you want the music to be played as the key (left column) and the music that will be played as the corresponding value (right column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Music.py A list of valid strings can be found here]. Note that these strings are valid both as key and value. Use &amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt; for no background music.&lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set sound effects&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sfx_low_hp&amp;quot;:                  &amp;quot;soft-beep&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_overworld&amp;quot;:          &amp;quot;bow-twang&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_enemy&amp;quot;:              &amp;quot;navi-hey&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_cursor&amp;quot;:             &amp;quot;ruto-wiggle&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_select&amp;quot;:             &amp;quot;talon-snore&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_horse_neigh&amp;quot;:             &amp;quot;default&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_nightfall&amp;quot;:               &amp;quot;completely-random&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_hover_boots&amp;quot;:             &amp;quot;child-owo&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_ocarina&amp;quot;:                 &amp;quot;malon&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set background music&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;bgm&amp;quot;:         {&lt;br /&gt;
    &amp;quot;Hyrule Field&amp;quot;:         &amp;quot;None&amp;quot;, &lt;br /&gt;
    &amp;quot;Temple of Time&amp;quot;:       &amp;quot;Shop&amp;quot;,&lt;br /&gt;
    &amp;quot;Gerudo Valley&amp;quot;:        &amp;quot;Ingo Theme&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also possible to plando [https://wiki.ootrandomizer.com/index.php?title=Readme#Custom_Music_and_Fanfares custom music]. In this case what you insert as the track name is whatever is on the first line of the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;.meta&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; file (open with any text editor). This means that some other track will be placed there instead without your knowledge.&lt;br /&gt;
&lt;br /&gt;
== Common Errors ==&lt;br /&gt;
You&#039;re very likely to run into many errors while trying to make a plandomizer. These explanations should help you with some of the more cryptic ones. You can also narrow down the source of the error code by running small sections of the original plandomizer at a time until you get the error message.&lt;br /&gt;
&lt;br /&gt;
=== Not A Valid JSON Format ===&lt;br /&gt;
[https://wiki.ootrandomizer.com/index.php?title=Plandomizer#The_Most_Common_Format.2FSyntax_Issue See this section]&lt;br /&gt;
&lt;br /&gt;
=== Game Unbeatable ===&lt;br /&gt;
The randomizer generator could not place items following your defined settings. You&#039;ve created a situation that is not logically possible to complete. &lt;br /&gt;
&lt;br /&gt;
Sometimes this is just bad luck and you have to try generating again, but if you continuously get the same exact error messages over and over, you most likely need to modify your settings or where items are placed in the world. Think carefully about what logical problems your settings and item placements might have. Refer to the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/master/data/World Release logic files] or the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/Dev/data/World Dev logic files] depending on which one you are using to try to help find any you have forgotten.&lt;br /&gt;
&lt;br /&gt;
Of course you can always come to the [https://discord.com/channels/274180765816848384/802659695323250729 #plando-support] channel on the Discord to ask for help if you&#039;re feeling stuck. We can usually point you in the right direction or find the exact issue causing the error.&lt;br /&gt;
&lt;br /&gt;
=== Cannot Choose From An Empty Sequence ===&lt;br /&gt;
&lt;br /&gt;
This means that an item in your &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt; dictionary was not spelled correctly (e.g. &amp;lt;samp&amp;gt;Light Arrow&amp;lt;/samp&amp;gt; instead of &amp;lt;samp&amp;gt;Light Arrows&amp;lt;/samp&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== My Plandomized Track Is Not Playing ===&lt;br /&gt;
&lt;br /&gt;
Make sure that there are no spelling errors. If you&#039;re using custom music, then make sure that you are using the track name that is inside the &amp;lt;code&amp;gt;.meta&amp;lt;/code&amp;gt; file.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Major_Items&amp;diff=1889</id>
		<title>Major Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Major_Items&amp;diff=1889"/>
		<updated>2021-02-28T06:35:14Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Noting that tokens are also major for Ganon BK LACS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These items are considered Major regardless of settings, however it will only impact the settings which depend on Major Items, e.g. Chest Size Matches Contents and One Item Per Dungeon, if they are shuffled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Slingshots || Bomb Bags || Bows&lt;br /&gt;
|-&lt;br /&gt;
| Boomerang || Hookshots || Megaton Hammer&lt;br /&gt;
|-&lt;br /&gt;
| Fire Arrows || Ice Arrows || Light Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Din&#039;s Fire || Farore&#039;s Wind || Nayru&#039;s Love&lt;br /&gt;
|-&lt;br /&gt;
| Ocarinas || Progressive Strength Upgrades || Magic Meters&lt;br /&gt;
|-&lt;br /&gt;
| Kokiri Sword || Biggoron Sword || Mirror Shield&lt;br /&gt;
|-&lt;br /&gt;
| Goron Tunic || Zora Tunic || Stone of Agony&lt;br /&gt;
|-&lt;br /&gt;
| Iron Boots || Hover Boots || Gerudo Membership Card&lt;br /&gt;
|-&lt;br /&gt;
| Lens of Truth || Child Trade Items || Adult Trade Items&lt;br /&gt;
|-&lt;br /&gt;
| Wallets || Scales || Double Defense&lt;br /&gt;
|-&lt;br /&gt;
| Bottles (any contents) || Ruto&#039;s Letter || All Songs&lt;br /&gt;
|-&lt;br /&gt;
| Magic Beans || Triforce Pieces&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditional Major Items ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Only when &amp;quot;Bombchus Are Considered in Logic&amp;quot; is enabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Keys and Boss Keys&#039;&#039;&#039; - Only when the appropriate &amp;quot;keysanity&amp;quot; option is enabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Skulltula Tokens&#039;&#039;&#039; - Only when the bridge requirement is set to Gold Skulltula Tokens, or Ganon&#039;s Boss Key is set to &amp;quot;On LACS: Tokens&amp;quot;.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=1835</id>
		<title>Dolphin</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=1835"/>
		<updated>2021-02-11T06:04:06Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Removed info about stuff that flagrama fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Important warnings:&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;ol style=&amp;quot;color: red;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Dolphin is not officially supported, and has not been tested extensively.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Dolphin is not race legal.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dolphin is a popular emulator for both Gamecube and Wii. As it can be used as a Wii emulator, you can load a WAD into it and play the randomizer that way, meaning you will be emulating a Wii which is emulating a Nintendo 64. Yes, it sounds convoluted, but it&#039;s not terribly complicated to set up and brings the benefits of both playing on emulator (faster in certain places, improved visuals) and playing on Wii VC (faster in other places, more accurate emulation). That being said, playing the randomizer on Dolphin is still largely experimental, and this page will be updated as more issues and fixes for those issues are found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Dolphin will be used as a Wii emulator, it is actually much simpler than setting up a Wii. There is no need to soft mod, move data onto an SD card, or install a WAD. That being said, there are some steps that need to be taken first.&lt;br /&gt;
&lt;br /&gt;
== First Time Dolphin User Set Up ==&lt;br /&gt;
&lt;br /&gt;
[https://dolphin-emu.org/download/ Download the latest beta release of Dolphin.] Like other emulators, you will need the latest beta release of Dolphin rather than the latest stable release. Note that, by default, Dolphin will check for a new beta release monthly and auto-update.&lt;br /&gt;
&lt;br /&gt;
Once Dolphin is downloaded, extract the zip and open Dolphin.exe. You should see something like this (except that, if this is your first time, your games list will be empty):&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinHome.png]]&lt;br /&gt;
&lt;br /&gt;
Note the buttons within the red box, these will be used in the upcoming steps. The first thing you will want to do is create a game directory. Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Paths&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Add...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select the directory in which you would like your games to be placed. You can even have multiple game directories, if you wish. This will then cause any .iso or .wad files in your selected directory to show up in the home menu, as seen above.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinPaths.png]]&lt;br /&gt;
&lt;br /&gt;
For the purpose of the randomizer, you will want to configure the Gamecube controller. Click on &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controllers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the home page. and under Gamecube controllers, click &amp;lt;samp&amp;gt;Configure&amp;lt;/samp&amp;gt; next to Port 1. Configure the controller however you wish. Note that, even if you have a controller with analog triggers, you must set &amp;lt;samp&amp;gt;L&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R&amp;lt;/samp&amp;gt; for the buttons to work properly, not just &amp;lt;samp&amp;gt;L-Analog&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R-Analog&amp;lt;/samp&amp;gt;. Below shows a sample controller config with an Xbox controller.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlConfig1.png|275px]][[File:DolphinControlConfig2.png|725px]]&lt;br /&gt;
[[File:Gamecube Controls.png]]&lt;br /&gt;
&lt;br /&gt;
== Randomizer Dolphin Set Up ==&lt;br /&gt;
&lt;br /&gt;
So, now you have either just finished setting up Dolphin for the first time, or are an experienced Dolphin user. There are a few more settings that must be set to certain values to properly play the randomizer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; make sure that &amp;lt;samp&amp;gt;Allow Mismatched Region Settings&amp;lt;/samp&amp;gt; is unchecked and &amp;lt;samp&amp;gt;Fallback Region&amp;lt;/samp&amp;gt; is set to &amp;lt;samp&amp;gt;NTSC-J&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinRegion.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Next, under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hacks&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, ensure that &amp;lt;samp&amp;gt;Store EFB Copies to Texture Only&amp;lt;/samp&amp;gt; is unchecked.&lt;br /&gt;
&lt;br /&gt;
== Starting a Seed ==&lt;br /&gt;
&lt;br /&gt;
This is the only part of setting up Dolphin which is similar to the set up for Wii VC. [https://wiki.ootrandomizer.com/index.php?title=Wii_Virtual_Console#Generating_a_Seed Refer to the &amp;quot;Generating a Seed&amp;quot; section on the Wii VC page for how to generate a WAD.]&lt;br /&gt;
&lt;br /&gt;
After generating the WAD, place it in your game directory. It should appear in your home menu. Double-clicking the seed should then launch it the same way any other .iso is launched from Dolphin, no NAND installation or Wii channel required.&lt;br /&gt;
&lt;br /&gt;
== After Finishing a Seed ==&lt;br /&gt;
&lt;br /&gt;
Since all OoTR WADs use the same internal ID, Dolphin will consider them all the same game, meaning saves will carry over between seeds. You&#039;ll just need to delete the old save data to make room for a new save.&lt;br /&gt;
&lt;br /&gt;
== Optional Settings ==&lt;br /&gt;
&lt;br /&gt;
Depending on the power of your computer, you may want to enable some graphics enhancements. This is in fact recommended if your computer can handle it as it makes games look much nicer. Back on the home page, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Enhancements&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. There is no exact guide for what to do here, mouse over each individual component to see what it does. If your computer is powerful enough, you can probably enable most things without worrying about it. Otherwise, you may have to do some trial and error to figure out what your computer can handle. &amp;lt;samp&amp;gt;Per-Pixel Lighting&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;Anti-Aliasing&amp;lt;/samp&amp;gt; above 4x are particularly demanding. &amp;lt;samp&amp;gt;Post-Processing Effects&amp;lt;/samp&amp;gt; are mostly gimmicks.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnhancements.png|350px]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
These are common issues with running Dolphin. If you are having issues, try any of these that seem like they may help. If you continue to have problems running the randomizer in Dolphin, come to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;#setup-support&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the Discord.&lt;br /&gt;
&lt;br /&gt;
=== The Video is Stretched to 16:9 ===&lt;br /&gt;
&lt;br /&gt;
Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Aspect Ratio&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, and select &amp;lt;samp&amp;gt;Force 4:3&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinAspect.png]]&lt;br /&gt;
&lt;br /&gt;
=== The Game is Running Slowly/Less than 20 FPS ===&lt;br /&gt;
&lt;br /&gt;
The first thing you need to do in this case is look to the top left of your emulation window. There it should display both FPS and VPS. FPS is the framerate of the game you&#039;re running, while VPS is the framerate of Dolphin&#039;s output. Based on the VPS value, continue to one of the following subsections.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinVPS.png]]&lt;br /&gt;
&lt;br /&gt;
==== VPS is less than 60 and unstable ====&lt;br /&gt;
&lt;br /&gt;
If this is the case, your computer can not handle the current emulation, you should turn down some of your graphical enhancements.&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 50 ====&lt;br /&gt;
&lt;br /&gt;
There is likely some issue with the region being stuck at PAL, ensure you took the proper steps regarding the region in [https://wiki.ootrandomizer.com/index.php?title=Dolphin#Randomizer_Dolphin_Set_Up Randomizer Dolphin Set Up].&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 60 ====&lt;br /&gt;
&lt;br /&gt;
This one is much trickier, as this implies that, as far as the emulator is concerned, the game is running at full frame rate. The current workaround for this is to go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Clock Override&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, checking &amp;lt;samp&amp;gt;Enable Emulated CPU Clock Override&amp;lt;/samp&amp;gt;, and setting the slider to 200% (or whatever number seems to work for you). Note this is not a permanent solution and currently considered a workaround.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinOverclock.png]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Logic&amp;diff=1783</id>
		<title>Logic</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Logic&amp;diff=1783"/>
		<updated>2021-02-07T02:31:01Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Added note about scarecrow&amp;#039;s song&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;“My Seed Is Broken!” (Glitchless Logic)&#039;&#039;&#039; - Solutions to completing randomized runs of &#039;&#039;Ocarina of Time&#039;&#039; can sometimes be unintuitive. While your seed may appear to be unbeatable, this isn’t often the case. Thanks to the diligent efforts of the developers, OoTR’s logic is incredibly robust. Listed below are some common sources of confusion, grouped by location. If you don’t mind spoiling the rest of the playthrough, instructions to finding your next step will be listed [[#Knowing_the_Way_with_the_Spoiler_Log|here]].&lt;br /&gt;
&lt;br /&gt;
If you follow these steps and still need help, you’re welcome to ask for support in the [https://discordapp.com/channels/274180765816848384/274186223147417600 #gameplay-and-tricks] channel of our [https://discord.gg/3VJPQNK Discord Server]. Please provide the seed and setting string along with any important details about the issue. If it turns out there is indeed a logical flaw, kind members of our team will report issues from there.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|2}}&lt;br /&gt;
&lt;br /&gt;
== Other Logic Pages ==&lt;br /&gt;
This page of the Wiki is for Glitchless Logic; for more information on Glitched and Entrance Randomizer Logic, please view the [[Glitched_Logic|Glitched]] and [[Entrance_Randomizer|Entrance Randomizer]] pages of the Wiki.&lt;br /&gt;
&lt;br /&gt;
It is also to document unusual logic that is &#039;&#039;&#039;absolutely required&#039;&#039;&#039; know in a seed to finish most randomizer seeds. Anyone who wish to contribute to the randomizer by adding features with logical requirements will likely need to be familiar with the logic on a deeper level. The [[Advanced Logic]] page will provide a better explanation of some of the more difficult to comprehend, but unnecessary to know by heart, logic quirks.&lt;br /&gt;
&lt;br /&gt;
== Vanilla Help ==&lt;br /&gt;
For a quick refresher regarding the most basic aspects of Ocarina of Time, see these [https://strategywiki.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time/Getting_Started getting Started pages for Ocarina of Time].&lt;br /&gt;
&lt;br /&gt;
For players who have not played randomizer before, it is strongly recommended to play the original game (i.e. vanilla) before attempting a randomizer seed. Strategy guides such as those from [https://strategywiki.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time/Table_of_Contents StrategyWiki] and [https://www.zeldadungeon.net/ocarina-of-time-walkthrough/ Zelda Dungeon] can be very helpful. Video guides are also available, the user [https://www.youtube.com/user/ScarecrowScythe Krow&#039;s Graveyard] has a playlist for [https://www.youtube.com/playlist?list=PLC4ADFACDF4946595 Vanilla Ocarina of Time] and [https://www.youtube.com/playlist?list=PLDgypNs3MY2Rd1jlYqNTWIfeLW7AiuoOK Master Quest Ocarina of Time]. Understanding how to beat vanilla is &#039;&#039;&#039;vital&#039;&#039;&#039; to beating a randomized seed.&lt;br /&gt;
&lt;br /&gt;
For those who would prefer a quicker experience, [https://ootrandomizer.com/seed/vanilla Vanilla] and [https://ootrandomizer.com/seed/MQvanilla Master Quest] are available as randomizer seeds with all the QoL changes inherent to randomizer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Minuet of Forest Item&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Stand outside the Forest Temple as an adult.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Wake up Talon&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Wake up Talon with the white Cucco from the Weird Egg.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entering the Castle&#039;&#039;&#039;&lt;br /&gt;
Move the Milk Crates to create a platform to jump from to reach the sewer hole in the castle wall. Talon must be woken up first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaching Zelda (Zelda&#039;s Lullaby location)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Enter the Castle during the day, then avoid the guards&#039; Line of Sight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Malon won&#039;t Teach her Song (Epona&#039;s Song location)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
As a child, show her an Ocarina during the day. Note that Malon will not appear in Lon Lon Ranch if Talon hasn&#039;t been woken up in Hyrule Castle grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Song of Storms Item&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
As an adult, show an Ocarina to the Windmill operator.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Obtaining the Sun&#039;s Song Item&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Obtained from the Royal Family’s Tomb in the Kakariko Graveyard, accessible by playing Zelda’s Lullaby outside it.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Spinning Pottery&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The spinning Goron Pot is activated by lighting the torches surrounding it. This can be accomplished by lighting sticks from Darunia&#039;s chamber OR by casting Din&#039;s Fire.&lt;br /&gt;
The Spinning Pot has 3 faces - Happy, Neutral, and Mad. Only the Happy face gives a randomized reward; Neutral give 3 bomb refills and Mad gives 3 green rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Scarecrow’s Song&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Link must teach it to Bonooru (the scarecrow nearer the lake) as a child and then remind him again as an adult. The song cannot be all the same note; many alternate between two notes for simplicity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Stuck without Warp Songs&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Save and quit outside the dungeon. Reloading the game will return Link to the Temple of Time (if adult) or Link&#039;s house (if child).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Opening Grottos without Bombs&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Any grotto which can be opened with Bombs can also be opened with Hammer. However some grottos open when the Song of Storms is played and not with explosives.&lt;br /&gt;
&lt;br /&gt;
== Misunderstood Vanilla Mechanics ==&lt;br /&gt;
A lot of randomizer uses the vanilla requirements to do certain things. It just so happens that vanilla takes logic shortcuts in some locations because it&#039;s impossible to do some events before others. Meanwhile other events have requirements which do not come up in ordinary play. These are the most common issues people have starting randomizer after vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Skull Kid Ignores the Skull Mask&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Skull Kid must be befriended with Saria&#039;s Song before he will buy the Skull Mask. This is &#039;&#039;&#039;not&#039;&#039;&#039; required for the Skull Mask check- that is done by showing the Skull Mask to the Deku Scrubs inside the Lost Woods Theater.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Saria Missing from Sacred Forest Meadow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Link must have Zelda&#039;s Letter or later in the child trade sequence before Saria arrives to teach her song. This means finding the Weird Egg, waking Talon, and visiting Zelda first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Ocarina of Time and Song of Time Cutscenes&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
This is the Zelda &amp;amp; Impa&#039;s escape cutscene initiated by approaching the Castle Town draw bridge as a child. Link must have all 3 Spiritual Stones before approaching the draw bridge, Zora&#039;s Sapphire alone is not enough.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Can&#039;t Find the Running Man&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Link must possess all 3 Spiritual Stones before the Running Man appears in Hyrule Field. Zora&#039;s Sapphire alone is not enough.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Open the Door of Time&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Play the Song of Time while standing in front of the pedestal. The only requirements are a &#039;&#039;&#039;Fairy Ocarina&#039;&#039;&#039; and the &#039;&#039;&#039;Song of Time&#039;&#039;&#039;. The Spiritual Stones are &#039;&#039;&#039;not&#039;&#039;&#039; required, and the Ocarina of Time is also &#039;&#039;&#039;not&#039;&#039;&#039; required.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Big Poe Hunt&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Without Epona, there is a 2/5 (40%) chance of a Big Poe spawning while passing their spawn areas. While on Epona, there is a 100% chance that the poe that spawns will be a Big Poe. Due to this, default logic does &#039;&#039;&#039;not&#039;&#039;&#039; expect hunting Big Poes without Epona. However, logic may expect them to be found as the random contents of bottles if the Big Poe Count setting is low enough.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Burning Village/Nocturne of Shadow Cutscene&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Link must have the &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Forest&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;Fire&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;Water&amp;lt;/span&amp;gt; Medallions and then enter Kakariko Village as Adult from any entrance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Requiem of Spirit&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The song typically acquired by leaving Spirit Temple as an adult can be collected as a child too. Exiting Spirit Temple is the vanilla requirement, since outside sequence breaks child would never reach the Colossus before adult. &lt;br /&gt;
&lt;br /&gt;
In Entrance Randomizer, exit whichever dungeon is placed at Desert Colossus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Zelda Light Arrow Cutscene&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Enter the Temple of Time as adult with the Shadow and Spirit medallions to receive this item check. From the Master Sword pedestal, Link must approach the exit.&lt;br /&gt;
&lt;br /&gt;
== Vanilla Mechanics Changed by Randomizer ==&lt;br /&gt;
Randomizer has also changed some vanilla mechanics in an attempt to make randomization of certain elements more valuable. Those &#039;&#039;very&#039;&#039; familiar with Ocarina of Time may want to take note of the following differences.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Ocarina Memory Game&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Randomizer changed this mini-game to only require completing the 5 note version of the game to obtain the item. The mini-game does not need to be done a second time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Malon or Talon Missing from Ranch&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Malon and Talon normally appear in Lon Lon Ranch after speaking to Zelda and receiving Zelda&#039;s Letter. Due to Weird Egg being able to be shuffled some changes have had to be made to this to avoid softlocks. Waking Talon up at Hyrule Castle with the Cucco from the Weird Egg and obtaining Zelda&#039;s Letter will have him appear at the ranch. If the Weird Egg is not shuffled, Malon will also appear at the ranch after this. If Weird Egg is shuffled, she will not appear at the ranch until Link speaks to her at Hyrule Castle and receives an item from her.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Dampe&#039;s Heart-Pounding Gravedigging Tour&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Dampe no longer requires a random number of attempts and will instead dig up the Heart Piece on the first attempt. He doesn&#039;t even need to be over a dirt patch. &lt;br /&gt;
&lt;br /&gt;
There is a bug in vanilla where if Link leaves the area before picking up the Heart Piece it is lost forever. The randomizer has mostly solved this issue, as long as Link doesn&#039;t die before picking up the Heart Piece. This seems to do the same thing the vanilla bug does and isn&#039;t handled properly by the randomizer yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Sheik at Temple&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Sheik cutscene at the Master Sword pedestal to obtain Prelude of Light has been changed from beating Forest Temple to obtaining the Forest Medallion. Once Link has the Forest Medallion, approaching the pedestal as adult either from the door of time, or from pulling the sword out as child will give you the reward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Fishing Pond&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The fishing reward minimums were lowered so an 8 pound fish is required as Child and a 10 pound fish is required as Adult. However, the lure must still be in deep enough water to cause the fish to bite.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Biggoron&#039;s Claim Check&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Biggoron no longer requires three days between giving him the eyedrops and claim check. The claim check can now be immediately returned to Biggoron for a randomized item.&lt;br /&gt;
&lt;br /&gt;
== Forest ==&lt;br /&gt;
This area covers &#039;&#039;&#039;Kokiri Forest&#039;&#039;&#039;, &#039;&#039;&#039;The Lost Woods&#039;&#039;&#039;, and &#039;&#039;&#039;The Sacred Forest Meadow&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Closed Forest&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
When the &amp;quot;Closed Forest&amp;quot; setting is active, Link is expected to stay in these areas until beating Gohma in the Great Deku Tree. Do not leave these areas, even if there is a bomb bag, silver scale, or ocarina and a warp song. The Kokiri Sword will be in one of these forest areas and the shop will have a repeatably purchasable Deku Shield, even with Shopsanity active.&lt;br /&gt;
&lt;br /&gt;
A Slingshot will appear anywhere in these forest areas &#039;&#039;or&#039;&#039; [[#Deku Tree|The Great Deku Tree]].&lt;br /&gt;
&lt;br /&gt;
Hidden grottos in these areas can be required. In version 5.1 and prior this was required without any hint to the locations, but as of 5.2 the Stone of Agony will be found before logic can expect these locations, provided the trick that removes the SoA requirement was not enabled.&lt;br /&gt;
&lt;br /&gt;
With Tokensanity enabled, the three dirt patch Skulltulas can be required. In the Lost Woods, jump slashing the bushes outside of the Goron City warp with a stick will release bugs which can be caught in a bottle and used on the dirt patches. Since the sword could be in a dirt patch, keep this in mind.&lt;br /&gt;
&lt;br /&gt;
== Kakariko Village ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Rear Entrance to Impa&#039;s House as Child&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Take a cucco to the incomplete building. Toss it onto the top of the pile of bricks and climb up after it. Once on top of the pile of bricks with the cucco, pick it up and fly across to the Scaffolding. From here follow behind the carpenter to reach a good position to jump towards the entrance above the chicken coop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Shooting Gallery Gives 50 Rupees&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Fairy Bow/Quiver is required to win the special prize. Otherwise you will receive 50 rupees. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach Rooftops without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s possible to get on the important rooftops with only Hookshot. Get a little closer and try again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Draining Kakariko Well&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Play the Song of Storms to the Windmill Operator as a child.&lt;br /&gt;
&lt;br /&gt;
*Project 64 will have this issue if not configured correctly. Be sure you have followed the instructions in [[Project64]] if you run into it: &#039;&#039;Draining the well at night can crash the game; attempting it during the day is less likely to cause this crash.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Freestanding PoH in Windmill&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The freestanding heart piece in the windmill doesn&#039;t always expect an ocarina or the Song of Time. Use the boomerang to grab the item here or, if the trick is enabled, [https://www.youtube.com/watch?v=vDl7lr4Ecv8| reach it as adult with no other items required].&lt;br /&gt;
&lt;br /&gt;
== Goron City ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach Goron City from Lost Woods without Bombs&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Ignite the Bomb Flowers behind the boulders using Din’s Fire. Alternatively, if Adult Link destroys the boulders with Hammer, Strength, or Bow they&#039;ll be destroyed in the past so Child Link can enter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Get Large Rolling Goron to Relinquish Goods&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Bomb the Goron in the dark tunnel near the sign (Bomb/Bombchu). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version 4.0 and older the Large Rolling Goron also requires Link to have a Bomb Bag&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Boulder Maze without Bombs or Hammer&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Silver Guantlets are effective at clearing a path to each of the chests in the room. This will take some time, however. &lt;br /&gt;
&lt;br /&gt;
== Death Mountain Crater ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach the lower Exit&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
From the top of the tall ladder, use the Hover Boots to hover over the boulder blocking the shortcut to Goron City (lower exit). Hover Boots can also be used at the bottom of the ladder to bypass the Boulder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach the Bottom Area for Bolero of Fire and Access to Fire Temple&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Use Hover Boots to cross the dilapidated bridge to reach the Warp Platform &amp;amp; Fire Temple.&lt;br /&gt;
&lt;br /&gt;
Alternatively, reach this bottom area with the Longshot by jumping from the upper area onto the lava platforms below and shooting a wooden plank to pull Link across the pool of lava.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Access with Silver Scale&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Silver Scale allows access to Zora&#039;s Domain as child from Lake Hylia.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Need Blue Fire to Unfreeze King Zora/Zora Shop&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
In Ganon’s Castle, Blue Fire can be found in Water Trial. Blue Fire may also be a purchasable item for 300 rupees in shops.&lt;br /&gt;
&lt;br /&gt;
== Lake Hylia ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Go fishing&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The fishing man rewards an 8 pound fish as a Child and a 10 pound fish as an Adult. Make sure to toss the lure in deep enough water to entice fish to bite. There&#039;s a minimum depth required for the mini-game to work. Tossing the Lure in very shallow water may cause the fish may swim around the Lure but never bite. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Lake Hylia - Shooting the Sun with an Arrow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The tall rectangle island can be reached without filling the lake by using Scarecrow&#039;s Song and Longshot. You may not need to complete the Water Temple and raise the water level at Lake Hylia to acquire the item. The arrow must be fired at the sun during the early morning as per the written instructions on the stone platform.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress/Valley ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Traversing the Gerudo Valley Broken Bridge&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Cross the Broken Bridge as an Adult by using either Epona to jump it or using the Longshot on the sign above the gate on the other side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Entering Gerudo Training Grounds without Being Captured&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Link must have the Gerudo Membership Card and also rescue all of the Carpenters that have been captured. If the Gerudo Membership Card is shuffled, then only the card is needed and the Carpenters do not need to be rescued to access the area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Getting Caught without a Hookshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
If caught by a Gerudo Guard, either inside during combat or outside by being seen, without a Hookshot, Link will be thrown into the valley outside the tent, rather than into the jail cell from which Link could not escape. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Horse Archery NPC is Missing or Won&#039;t Initiate the Mini-game&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
This mini-game requires the Fairy Bow, Epona, and the Gerudo Membership Card. It must also be day time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Fortress Rooftop Chest without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The chest can be reached from the top with the Hover Boots or by spawning a scarecrow and using the Hookshot. You&#039;ll have to stand close to the edge of the top level for the Hookshot to reach. Note that you won&#039;t see the Hookshot&#039;s red dot on the scarecrow.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Training Grounds ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Lava room without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The torch at the end of this room is in reach using only the Hookshot. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Timed Boulder Room without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The target on the ceiling is just within range of the Hookshot when standing almost directly under it. A wallmaster can also lift Link into the rupee if it’s the last to be collected. &lt;br /&gt;
&lt;br /&gt;
== Deku Tree ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Access F3 without Slingshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The slingshot is not required to get to the top floor of the Deku Tree. In fact, in Master Quest Link doesn&#039;t get the slingshot until climbing all the way up the tree in the first place. Skulltulas don&#039;t rush Link when he is not moving. Sneak past them while they are looking away.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Two Chests in Slingshot Room&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
In vanilla Deku Tree there are two chests in the Slingshot room. The first is the obvious one that has the slingshot, but there are climbable vines on the wall to the left of it which lead to a second chest.&lt;br /&gt;
&lt;br /&gt;
== Dodongo&#039;s Cavern ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Gold Skulltula on top of the Sinking Staircase&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Progress through the right side of the dungeon and hit the switch that makes the platforms in the entrance room rise higher, then leave the dungeon and re-enter it, progress through the dungeon backwards by taking the right platform in the entrance room to the top floor and going through the door on the upper level. This will grant you access to vines on the side of the stairs before the stairs have been lowered by the bomb blasts.&lt;br /&gt;
&lt;br /&gt;
== Inside Jabu Jabu&#039;s Belly ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;First Switch&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The switch on the ceiling in the first room of Jabu Jabu&#039;s Belly can be hit using explosives.&lt;br /&gt;
&lt;br /&gt;
== Forest Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Get Outside without Song of Time or Bow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With Hover Boots, float to the door connecting the large block-pushing room with the courtyard. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Cross to the Other Courtyard via Well&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With Gold Scale or Iron Boots, Link can cross from one courtyard to the other through the well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Can’t Push Large Colored Blocks as Adult&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
In the Forest Temple, the Goron’s Bracelet is required to push these blocks, even as adult. Link only put on gauntlets to keep his hands from drying out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Triggering the Frozen Eye Switch without Bow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Use Din&#039;s Fire from the platform below the frozen eye switch to activate it.&lt;br /&gt;
&lt;br /&gt;
== MQ Forest Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Get Outside with just Hover Boots&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The western courtyard can be reached from the room with the block-push puzzle by hovering towards the crystal switch behind the transparent wall and then jump slashing to hit the switch from the other side. This will remove the transparent wall, allowing you to hover to this door leading to the courtyard. The ledge from which you&#039;ll want to hover is behind the first blocks, but if you lack strength then this ledge can also be hovered to from where you end up after climbing the second ladder. If you have trouble making these hovers, then try rolling for extra distance.&lt;br /&gt;
&lt;br /&gt;
== Fire Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Can’t Push Large Colored Blocks as Adult&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
In the Fire Temple, the Goron’s Bracelet is required to push these blocks, even as adult. Link only put on gauntlets to keep his hands from drying out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach Volvagia without Hammer&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With Hover Boots equipped, it’s a simple matter of floating over to the boss door. That said, the Hammer is still required to defeat the boss.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Skip the Topmost Locked Door&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Similarly to Volvagia, skip the topmost locked door by using Hover boots to float over to the pillar. Then use the Hammer to open the door leading to the Highest Goron and Hammer Chest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Extra Key&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
When key-sanity is disabled (that is, keys are in their own dungeon), the lock in the basement behind the hammer blocks is removed. This results in a spare key for this dungeon.&lt;br /&gt;
&lt;br /&gt;
== Water Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Entering without Iron Boots&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The entryway is in logic with just longshot and gold scale. However, nothing inside Water Temple is in default logic without Iron Boots, thus is only relevant in entrance randomizer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Boss Key Chest without Bombs or Goron’s Bracelet&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Use the Hover Boots to reach the chest. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Getting Past the Timed Gate without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
After shooting the eye switch, cross the gap with Hover Boots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Center Room Gold Skulltula without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Cast Farore’s Wind inside the center room. Raise the water to its highest level and cast Farore&#039;s Wind again to return to the warp point. Swim to the surface to reach the Gold Skulltula. &#039;&#039;&#039;In versions 6.0 and newer&#039;&#039;&#039;, this is no longer in default logic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Extra Key&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The door leading to the highest water level changer is never locked in rando. This results in a spare key for this dungeon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Can’t Raise the Water Level&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;This is only relevant prior to version 4.0 of randomizer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the water level lowered, jump down to the second level of the central structure. This may require savewarping to the beginning of the dungeon to reach. Use the Hookshot to climb onto the top level. With a well-spaced rolling jump you should be able to reach the ledge where you can raise the water to its highest level. This isn&#039;t required but it&#039;s a handy time saver.&lt;br /&gt;
&lt;br /&gt;
== Spirit Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Child Side Enemy Room&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
In order to kill the Armos in this room, you&#039;re expected to have at least one of the following item combinations: Deku Sticks (jumpslashes can hit), Kokiri Sword, or Deku Nuts + Slingshot.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Lower Metal Bridge on Child Side without Boomerang&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You can just barely hit the switch with a well-placed slingshot shot. Alternatively, hit the crystal switch with a well-timed Bombchu placement in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Map chest without Din’s Fire or Magic&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Child Link is perfectly capable of lighting the torches using only a Deku Stick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Collect Silver Rupees in the Boulder Room without Hover Boots&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Reach the floating rupee by jumping into the boulder with a jump slash, or even without hitting the boulder with a properly timed jump slash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Silver Gauntlets Chest from Adult Side using Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With a Longshot, shoot the chest opposite from the Mirror Shield chest to gain access to its contents and the end of child-side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Boss Key Chest&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Eye Switch can be accessed by hitting the fake door with something to make it fall over. You do not necessarily need to destroy the fake door.&lt;br /&gt;
&lt;br /&gt;
== Shadow Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Crossing the First Gap without Hookshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Hoverboots will reach the other side. If you fall short, start from the wall to build up speed before leaving the ledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;First Silver Rupee Room without Hookshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Reach raised platform in the corner of the room by using the Hover Boots from the nearby low wall. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Spike floor room without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Backflip onto the chest spawned in the middle of the room. From there, use the Hookshot to reach the upper ledge. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach the Boat without Goron’s Bracelet&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Bypass pushing the large block by shooting the top of the ladder with a Hookshot. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach Bongo Bongo without the Fairy Bow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Play the Scarecrow’s Song to summon Pierre. Use Longshot to get to the other side. &lt;br /&gt;
&lt;br /&gt;
== MQ Bottom of the Well ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Central Area without Zelda&#039;s Lullaby&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The central area is gated off, and Zelda&#039;s Lullaby is required to lower the gates. However, from the western side you can bomb boulders and jump slash or backflip over a pit to reach the central area without playing Zelda&#039;s Lullaby.&lt;br /&gt;
&lt;br /&gt;
== Ganon’s Castle ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit Trial without Fire Arrows&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
A precise shot of an arrow through the torch will burn the web to reveal the light.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Water Trial Blue Fire&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With your bridge requirement set to Open, Blue Fire can be brought from the Water Trial to thaw King Zora or, if you have shopsanity active, to open the Zora Shop as adult if inaccessible as child.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Shadow Trial without Fire Arrows&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 scenarios possible here, either with Hover Boots or with Din&#039;s Fire. Obviously, Link may have both, in which case either method will work.&amp;lt;br/&amp;gt;  &lt;br /&gt;
With Hover Boots, Longshot the torch to the right as you enter. From there, Link can reach the Like-Like with the Longshot. Once to the middle platform, equip the Hover Boots and roll across the gap to the platform where the chest spawns. From here open the chest and finish the trial.&amp;lt;br/&amp;gt;&lt;br /&gt;
With Din&#039;s Fire as a fire source, do the same thing as with Hover Boots, but instead of going to the Like-Like immediately, cast Din&#039;s Fire first.  This will spawn the glass platform to the chest platform so Link can jump across.&lt;br /&gt;
&lt;br /&gt;
== Knowing the Way with the Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
The spoiler log contains information about your personally randomized copy of the game and can be very helpful when looking for important items you&#039;ve missed. Please be aware that the Playthrough presented is intended to prove the seed is beatable in logic. It does not represent the only way to logically beat the seed. It takes only a few steps to find:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Website Seeds&#039;&#039;&#039;&lt;br /&gt;
*[[Frequently_Asked_Questions#How_Do_I_Find_My_Spoiler_Log_Again.3F|How do I find my spoiler log again?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Versions 1.0 - 3.0 and Standalone Download&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Open the spoiler log generated alongside your ROM. It should be formatted as &amp;lt;code&amp;gt;OoT_SETTINGSTR_SEED_Spoiler.txt&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Major_Items&amp;diff=1747</id>
		<title>Major Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Major_Items&amp;diff=1747"/>
		<updated>2021-01-22T06:22:53Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Fixed parenthesis that was accidentally a }&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These items are considered Major regardless of settings, however it will only impact the settings which depend on Major Items, e.g. Chest Size Matches Contents and One Item Per Dungeon, if they are shuffled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Slingshots || Bomb Bags || Bows&lt;br /&gt;
|-&lt;br /&gt;
| Boomerang || Hookshots || Megaton Hammer&lt;br /&gt;
|-&lt;br /&gt;
| Fire Arrows || Ice Arrows || Light Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Din&#039;s Fire || Farore&#039;s Wind || Nayru&#039;s Love&lt;br /&gt;
|-&lt;br /&gt;
| Ocarinas || Progressive Strength Upgrades || Magic Meters&lt;br /&gt;
|-&lt;br /&gt;
| Kokiri Sword || Biggoron Sword || Mirror Shield&lt;br /&gt;
|-&lt;br /&gt;
| Goron Tunic || Zora Tunic || Stone of Agony&lt;br /&gt;
|-&lt;br /&gt;
| Iron Boots || Hover Boots || Gerudo Membership Card&lt;br /&gt;
|-&lt;br /&gt;
| Lens of Truth || Child Trade Items || Adult Trade Items&lt;br /&gt;
|-&lt;br /&gt;
| Wallets || Scales || Double Defense&lt;br /&gt;
|-&lt;br /&gt;
| Bottles (any contents) || Ruto&#039;s Letter || All Songs&lt;br /&gt;
|-&lt;br /&gt;
| Magic Beans || Triforce Pieces&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditional Major Items ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Only when &amp;quot;Bombchus Are Considered in Logic&amp;quot; is enabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Keys and Boss Keys&#039;&#039;&#039; - Only when the appropriate &amp;quot;keysanity&amp;quot; option is enabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Skulltula Tokens&#039;&#039;&#039; - Only when the bridge requirement is set to Gold Skulltula Tokens.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=1744</id>
		<title>Dolphin</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=1744"/>
		<updated>2021-01-20T20:06:32Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Added sentence about red box in home picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Important warnings:&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;ol style=&amp;quot;color: red;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Dolphin is not officially supported, and has not been tested extensively.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Dolphin is not race legal.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dolphin is a popular emulator for both Gamecube and Wii. As it can be used as a Wii emulator, you can load a WAD into it and play the randomizer that way, meaning you will be emulating a Wii which is emulating a Nintendo 64. Yes, it sounds convoluted, but it&#039;s not terribly complicated to set up and brings the benefits of both playing on emulator (faster in certain places, improved visuals) and playing on Wii VC (faster in other places, more accurate emulation). That being said, playing the randomizer on Dolphin is still largely experimental, and this page will be updated as more issues and fixes for those issues are found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Dolphin will be used as a Wii emulator, it is actually much simpler than setting up a Wii. There is no need to soft mod, move data onto an SD card, or install a WAD. That being said, there are some steps that need to be taken first.&lt;br /&gt;
&lt;br /&gt;
== First Time Dolphin User Set Up ==&lt;br /&gt;
&lt;br /&gt;
[https://dolphin-emu.org/download/ Download the latest beta release of Dolphin.] Like other emulators, you will need the latest beta release of Dolphin rather than the latest stable release. Note that, by default, Dolphin will check for a new beta release monthly and auto-update.&lt;br /&gt;
&lt;br /&gt;
Once Dolphin is downloaded, extract the zip and open Dolphin.exe. You should see something like this (except that, if this is your first time, your games list will be empty):&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinHome.png]]&lt;br /&gt;
&lt;br /&gt;
Note the buttons within the red box, these will be used in the upcoming steps. The first thing you will want to do is create a game directory. Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Paths&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Add...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select the directory in which you would like your games to be placed. You can even have multiple game directories, if you wish. This will then cause any .iso or .wad files in your selected directory to show up in the home menu, as seen above.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinPaths.png]]&lt;br /&gt;
&lt;br /&gt;
For the purpose of the randomizer, you will want to configure the Gamecube controller. Click on &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controllers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the home page. and under Gamecube controllers, click &amp;lt;samp&amp;gt;Configure&amp;lt;/samp&amp;gt; next to Port 1. Configure the controller however you wish. Note that, even if you have a controller with analog triggers, you must set &amp;lt;samp&amp;gt;L&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R&amp;lt;/samp&amp;gt; for the buttons to work properly, not just &amp;lt;samp&amp;gt;L-Analog&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R-Analog&amp;lt;/samp&amp;gt;. Below shows a sample controller config with an Xbox controller.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlConfig1.png|275px]][[File:DolphinControlConfig2.png|725px]]&lt;br /&gt;
[[File:Gamecube Controls.png]]&lt;br /&gt;
&lt;br /&gt;
== Randomizer Dolphin Set Up ==&lt;br /&gt;
&lt;br /&gt;
So, now you have either just finished setting up Dolphin for the first time, or are an experienced Dolphin user. There are a few more settings that must be set to certain values to properly play the randomizer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; make sure that &amp;lt;samp&amp;gt;Allow Mismatched Region Settings&amp;lt;/samp&amp;gt; is unchecked and &amp;lt;samp&amp;gt;Fallback Region&amp;lt;/samp&amp;gt; is set to &amp;lt;samp&amp;gt;NTSC-J&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinRegion.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Next, under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hacks&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, ensure that &amp;lt;samp&amp;gt;Store EFB Copies to Texture Only&amp;lt;/samp&amp;gt; is unchecked.&lt;br /&gt;
&lt;br /&gt;
== Starting a Seed ==&lt;br /&gt;
&lt;br /&gt;
This is the only part of setting up Dolphin which is similar to the set up for Wii VC. [https://wiki.ootrandomizer.com/index.php?title=Wii_Virtual_Console#Generating_a_Seed Refer to the &amp;quot;Generating a Seed&amp;quot; section on the Wii VC page for how to generate a WAD.]&lt;br /&gt;
&lt;br /&gt;
After generating the WAD, place it in your game directory. It should appear in your home menu. Double-clicking the seed should then launch it the same way any other .iso is launched from Dolphin, no NAND installation or Wii channel required.&lt;br /&gt;
&lt;br /&gt;
== After Finishing a Seed ==&lt;br /&gt;
&lt;br /&gt;
Similarly to Wii VC, each seed must be properly uninstalled before starting a new one. To do this, simply right click the seed on Dolphin&#039;s home menu and select &amp;lt;samp&amp;gt;Uninstall from the NAND&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This is required for the current Beta of Dolphin and any version before &amp;lt;samp&amp;gt;5.0-13191&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Also, since all OoTR WADs use the same internal ID, Dolphin will consider them all the same game, meaning saves will carry over between seeds. You&#039;ll just need to delete the old save data to make room for a new save.&lt;br /&gt;
&lt;br /&gt;
== Optional Settings ==&lt;br /&gt;
&lt;br /&gt;
Depending on the power of your computer, you may want to enable some graphics enhancements. This is in fact recommended if your computer can handle it as it makes games look much nicer. Back on the home page, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Enhancements&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. There is no exact guide for what to do here, mouse over each individual component to see what it does. If your computer is powerful enough, you can probably enable most things without worrying about it. Otherwise, you may have to do some trial and error to figure out what your computer can handle. &amp;lt;samp&amp;gt;Per-Pixel Lighting&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;Anti-Aliasing&amp;lt;/samp&amp;gt; above 4x are particularly demanding. &amp;lt;samp&amp;gt;Post-Processing Effects&amp;lt;/samp&amp;gt; are mostly gimmicks.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnhancements.png|350px]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
These are common issues with running Dolphin. If you are having issues, try any of these that seem like they may help. If you continue to have problems running the randomizer in Dolphin, come to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;#setup-support&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the Discord.&lt;br /&gt;
&lt;br /&gt;
=== The Video is Stretched to 16:9 ===&lt;br /&gt;
&lt;br /&gt;
Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Aspect Ratio&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, and select &amp;lt;samp&amp;gt;Force 4:3&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinAspect.png]]&lt;br /&gt;
&lt;br /&gt;
=== The Game is Running Slowly/Less than 20 FPS ===&lt;br /&gt;
&lt;br /&gt;
The first thing you need to do in this case is look to the top left of your emulation window. There it should display both FPS and VPS. FPS is the framerate of the game you&#039;re running, while VPS is the framerate of Dolphin&#039;s output. Based on the VPS value, continue to one of the following subsections.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinVPS.png]]&lt;br /&gt;
&lt;br /&gt;
==== VPS is less than 60 and unstable ====&lt;br /&gt;
&lt;br /&gt;
If this is the case, your computer can not handle the current emulation, you should turn down some of your graphical enhancements.&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 50 ====&lt;br /&gt;
&lt;br /&gt;
There is likely some issue with the region being stuck at PAL, ensure you took the proper steps regarding the region in [https://wiki.ootrandomizer.com/index.php?title=Dolphin#Randomizer_Dolphin_Set_Up Randomizer Dolphin Set Up].&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 60 ====&lt;br /&gt;
&lt;br /&gt;
This one is much trickier, as this implies that, as far as the emulator is concerned, the game is running at full frame rate. The current workaround for this is to go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Clock Override&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, checking &amp;lt;samp&amp;gt;Enable Emulated CPU Clock Override&amp;lt;/samp&amp;gt;, and setting the slider to 200% (or whatever number seems to work for you). Note this is not a permanent solution and currently considered a workaround.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinOverclock.png]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:DolphinHome.png&amp;diff=1743</id>
		<title>File:DolphinHome.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:DolphinHome.png&amp;diff=1743"/>
		<updated>2021-01-20T20:03:19Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: ShadowShine57 uploaded a new version of File:DolphinHome.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:DolphinControlConfig2.png&amp;diff=1742</id>
		<title>File:DolphinControlConfig2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:DolphinControlConfig2.png&amp;diff=1742"/>
		<updated>2021-01-20T19:57:13Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: ShadowShine57 uploaded a new version of File:DolphinControlConfig2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Sample gamecube control config in dolphin using an xbox controller.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=1741</id>
		<title>Dolphin</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=1741"/>
		<updated>2021-01-20T19:47:55Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Adding that you need to delete saves between seeds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Important warnings:&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;ol style=&amp;quot;color: red;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Dolphin is not officially supported, and has not been tested extensively.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Dolphin is not race legal.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dolphin is a popular emulator for both Gamecube and Wii. As it can be used as a Wii emulator, you can load a WAD into it and play the randomizer that way, meaning you will be emulating a Wii which is emulating a Nintendo 64. Yes, it sounds convoluted, but it&#039;s not terribly complicated to set up and brings the benefits of both playing on emulator (faster in certain places, improved visuals) and playing on Wii VC (faster in other places, more accurate emulation). That being said, playing the randomizer on Dolphin is still largely experimental, and this page will be updated as more issues and fixes for those issues are found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Dolphin will be used as a Wii emulator, it is actually much simpler than setting up a Wii. There is no need to soft mod, move data onto an SD card, or install a WAD. That being said, there are some steps that need to be taken first.&lt;br /&gt;
&lt;br /&gt;
== First Time Dolphin User Set Up ==&lt;br /&gt;
&lt;br /&gt;
[https://dolphin-emu.org/download/ Download the latest beta release of Dolphin.] Like other emulators, you will need the latest beta release of Dolphin rather than the latest stable release. Note that, by default, Dolphin will check for a new beta release monthly and auto-update.&lt;br /&gt;
&lt;br /&gt;
Once Dolphin is downloaded, extract the zip and open Dolphin.exe. You should see something like this (except that, if this is your first time, your games list will be empty):&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinHome.png]]&lt;br /&gt;
&lt;br /&gt;
The first thing you will want to do is create a game directory. Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Paths&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Add...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select the directory in which you would like your games to be placed. You can even have multiple game directories, if you wish. This will then cause any .iso or .wad files in your selected directory to show up in the home menu, as seen above.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinPaths.png]]&lt;br /&gt;
&lt;br /&gt;
For the purpose of the randomizer, you will want to configure the Gamecube controller. Click on &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controllers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the home page. and under Gamecube controllers, click &amp;lt;samp&amp;gt;Configure&amp;lt;/samp&amp;gt; next to Port 1. Configure the controller however you wish. Note that, even if you have a controller with analog triggers, you must set &amp;lt;samp&amp;gt;L&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R&amp;lt;/samp&amp;gt; for the buttons to work properly, not just &amp;lt;samp&amp;gt;L-Analog&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R-Analog&amp;lt;/samp&amp;gt;. Below shows a sample controller config with an Xbox controller.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlConfig1.png|275px]][[File:DolphinControlConfig2.png|725px]]&lt;br /&gt;
[[File:Gamecube Controls.png]]&lt;br /&gt;
&lt;br /&gt;
== Randomizer Dolphin Set Up ==&lt;br /&gt;
&lt;br /&gt;
So, now you have either just finished setting up Dolphin for the first time, or are an experienced Dolphin user. There are a few more settings that must be set to certain values to properly play the randomizer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; make sure that &amp;lt;samp&amp;gt;Allow Mismatched Region Settings&amp;lt;/samp&amp;gt; is unchecked and &amp;lt;samp&amp;gt;Fallback Region&amp;lt;/samp&amp;gt; is set to &amp;lt;samp&amp;gt;NTSC-J&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinRegion.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Next, under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hacks&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, ensure that &amp;lt;samp&amp;gt;Store EFB Copies to Texture Only&amp;lt;/samp&amp;gt; is unchecked.&lt;br /&gt;
&lt;br /&gt;
== Starting a Seed ==&lt;br /&gt;
&lt;br /&gt;
This is the only part of setting up Dolphin which is similar to the set up for Wii VC. [https://wiki.ootrandomizer.com/index.php?title=Wii_Virtual_Console#Generating_a_Seed Refer to the &amp;quot;Generating a Seed&amp;quot; section on the Wii VC page for how to generate a WAD.]&lt;br /&gt;
&lt;br /&gt;
After generating the WAD, place it in your game directory. It should appear in your home menu. Double-clicking the seed should then launch it the same way any other .iso is launched from Dolphin, no NAND installation or Wii channel required.&lt;br /&gt;
&lt;br /&gt;
== After Finishing a Seed ==&lt;br /&gt;
&lt;br /&gt;
Similarly to Wii VC, each seed must be properly uninstalled before starting a new one. To do this, simply right click the seed on Dolphin&#039;s home menu and select &amp;lt;samp&amp;gt;Uninstall from the NAND&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This is required for the current Beta of Dolphin and any version before &amp;lt;samp&amp;gt;5.0-13191&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Also, since all OoTR WADs use the same internal ID, Dolphin will consider them all the same game, meaning saves will carry over between seeds. You&#039;ll just need to delete the old save data to make room for a new save.&lt;br /&gt;
&lt;br /&gt;
== Optional Settings ==&lt;br /&gt;
&lt;br /&gt;
Depending on the power of your computer, you may want to enable some graphics enhancements. This is in fact recommended if your computer can handle it as it makes games look much nicer. Back on the home page, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Enhancements&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. There is no exact guide for what to do here, mouse over each individual component to see what it does. If your computer is powerful enough, you can probably enable most things without worrying about it. Otherwise, you may have to do some trial and error to figure out what your computer can handle. &amp;lt;samp&amp;gt;Per-Pixel Lighting&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;Anti-Aliasing&amp;lt;/samp&amp;gt; above 4x are particularly demanding. &amp;lt;samp&amp;gt;Post-Processing Effects&amp;lt;/samp&amp;gt; are mostly gimmicks.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnhancements.png|350px]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
These are common issues with running Dolphin. If you are having issues, try any of these that seem like they may help. If you continue to have problems running the randomizer in Dolphin, come to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;#setup-support&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the Discord.&lt;br /&gt;
&lt;br /&gt;
=== The Video is Stretched to 16:9 ===&lt;br /&gt;
&lt;br /&gt;
Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Aspect Ratio&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, and select &amp;lt;samp&amp;gt;Force 4:3&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinAspect.png]]&lt;br /&gt;
&lt;br /&gt;
=== The Game is Running Slowly/Less than 20 FPS ===&lt;br /&gt;
&lt;br /&gt;
The first thing you need to do in this case is look to the top left of your emulation window. There it should display both FPS and VPS. FPS is the framerate of the game you&#039;re running, while VPS is the framerate of Dolphin&#039;s output. Based on the VPS value, continue to one of the following subsections.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinVPS.png]]&lt;br /&gt;
&lt;br /&gt;
==== VPS is less than 60 and unstable ====&lt;br /&gt;
&lt;br /&gt;
If this is the case, your computer can not handle the current emulation, you should turn down some of your graphical enhancements.&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 50 ====&lt;br /&gt;
&lt;br /&gt;
There is likely some issue with the region being stuck at PAL, ensure you took the proper steps regarding the region in [https://wiki.ootrandomizer.com/index.php?title=Dolphin#Randomizer_Dolphin_Set_Up Randomizer Dolphin Set Up].&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 60 ====&lt;br /&gt;
&lt;br /&gt;
This one is much trickier, as this implies that, as far as the emulator is concerned, the game is running at full frame rate. The current workaround for this is to go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Clock Override&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, checking &amp;lt;samp&amp;gt;Enable Emulated CPU Clock Override&amp;lt;/samp&amp;gt;, and setting the slider to 200% (or whatever number seems to work for you). Note this is not a permanent solution and currently considered a workaround.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinOverclock.png]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Cows&amp;diff=1737</id>
		<title>Cows</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Cows&amp;diff=1737"/>
		<updated>2021-01-20T03:01:12Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Added that the GV cow is child only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;by ETR_BTF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a comprehensive list of all the cows in the game. All locations are named as they are in the spoiler log and are accompanied by pictures and item requirements. The purpose of this page is to aid players in finding all the cows spread throughout Hyrule. Keep in mind that in order to receive their randomized item you need to be able to play Epona&#039;s Song.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|3}}&lt;br /&gt;
&lt;br /&gt;
== Kokiri Forest: 1 Cow ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KF Links House Cow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Beat Malon&#039;s obstacle course in under 50 seconds. Adult only.&lt;br /&gt;
&lt;br /&gt;
[[File:malon.png|560x315px]][[File:cowinhouse.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Hyrule Field: 1 Cow ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HF Cow Grotto Cow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: As child explosives, as adult Hammer. Both ages also need a fire source to reach the cow.&lt;br /&gt;
&lt;br /&gt;
[[File:hfcowchild.png|560x315px]][[File:hfcowadult.png|560x315px]][[File:hfcow2.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Lon Lon Ranch: 4 Cows ==&lt;br /&gt;
&lt;br /&gt;
Note: when cowsanity is on the cows will be placed further apart from one another than in the images below to prevent the player from accidentally milking the same cow twice rather than both cows once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LLR Stables Left/Right Cow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
[[File:llrstableoutside.png|560x315px]][[File:llrstable.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LLR Tower Left/Right Cow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
[[File:llrtoweroutside.png|560x315px]][[File:llrtower.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Kakariko Village: 1 Cow ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kak Impas House Cow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
[[File:impaoutside.png|560x315px]][[File:impa.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Death Mountain Trail: 1 Cow ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMT Cow Grotto Cow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Explosives or Hammer.&lt;br /&gt;
&lt;br /&gt;
[[File:dmtcowoutside.png|560x315px]][[File:dmtcow.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Gerudo Valley: 1 Cow ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GV Cow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: None. Child only.&lt;br /&gt;
&lt;br /&gt;
[[File:valleycow.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Inside Jabu Jabu&#039;s Belly MQ: 1 Cow ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jabu Jabus Belly MQ Cow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Jabu Access, Boomerang, Slingshot, Explosives, and either Deku Sticks or Din&#039;s Fire + Kokiri Sword. Hit the cow switch with the slingshot to spawn the cow. Child only.&lt;br /&gt;
&lt;br /&gt;
[[File:mqjabu2.png|560x315px]][[File:mqjabu1.png|560x315px]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=1736</id>
		<title>Dolphin</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=1736"/>
		<updated>2021-01-20T01:22:04Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Moved graphic enhancements to new optional settings section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Important warnings:&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;ol style=&amp;quot;color: red;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Dolphin is not officially supported, and has not been tested extensively.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Dolphin is not race legal.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dolphin is a popular emulator for both Gamecube and Wii. As it can be used as a Wii emulator, you can load a WAD into it and play the randomizer that way, meaning you will be emulating a Wii which is emulating a Nintendo 64. Yes, it sounds convoluted, but it&#039;s not terribly complicated to set up and brings the benefits of both playing on emulator (faster in certain places, improved visuals) and playing on Wii VC (faster in other places, more accurate emulation). That being said, playing the randomizer on Dolphin is still largely experimental, and this page will be updated as more issues and fixes for those issues are found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Dolphin will be used as a Wii emulator, it is actually much simpler than setting up a Wii. There is no need to soft mod, move data onto an SD card, or install a WAD. That being said, there are some steps that need to be taken first.&lt;br /&gt;
&lt;br /&gt;
== First Time Dolphin User Set Up ==&lt;br /&gt;
&lt;br /&gt;
[https://dolphin-emu.org/download/ Download the latest beta release of Dolphin.] Like other emulators, you will need the latest beta release of Dolphin rather than the latest stable release. Note that, by default, Dolphin will check for a new beta release monthly and auto-update.&lt;br /&gt;
&lt;br /&gt;
Once Dolphin is downloaded, extract the zip and open Dolphin.exe. You should see something like this (except that, if this is your first time, your games list will be empty):&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinHome.png]]&lt;br /&gt;
&lt;br /&gt;
The first thing you will want to do is create a game directory. Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Paths&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Add...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select the directory in which you would like your games to be placed. You can even have multiple game directories, if you wish. This will then cause any .iso or .wad files in your selected directory to show up in the home menu, as seen above.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinPaths.png]]&lt;br /&gt;
&lt;br /&gt;
For the purpose of the randomizer, you will want to configure the Gamecube controller. Click on &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controllers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the home page. and under Gamecube controllers, click &amp;lt;samp&amp;gt;Configure&amp;lt;/samp&amp;gt; next to Port 1. Configure the controller however you wish. Note that, even if you have a controller with analog triggers, you must set &amp;lt;samp&amp;gt;L&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R&amp;lt;/samp&amp;gt; for the buttons to work properly, not just &amp;lt;samp&amp;gt;L-Analog&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R-Analog&amp;lt;/samp&amp;gt;. Below shows a sample controller config with an Xbox controller.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlConfig1.png|275px]][[File:DolphinControlConfig2.png|725px]]&lt;br /&gt;
&lt;br /&gt;
== Randomizer Dolphin Set Up ==&lt;br /&gt;
&lt;br /&gt;
So, now you have either just finished setting up Dolphin for the first time, or are an experienced Dolphin user. There are a few more settings that must be set to certain values to properly play the randomizer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; make sure that &amp;lt;samp&amp;gt;Allow Mismatched Region Settings&amp;lt;/samp&amp;gt; is unchecked and &amp;lt;samp&amp;gt;Fallback Region&amp;lt;/samp&amp;gt; is set to &amp;lt;samp&amp;gt;NTSC-J&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinRegion.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Next, under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hacks&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, ensure that &amp;lt;samp&amp;gt;Store EFB Copies to Texture Only&amp;lt;/samp&amp;gt; is unchecked.&lt;br /&gt;
&lt;br /&gt;
== Starting Seed ==&lt;br /&gt;
&lt;br /&gt;
This is the only part of setting up Dolphin which is similar to the set up for Wii VC. [https://wiki.ootrandomizer.com/index.php?title=Wii_Virtual_Console#Generating_a_Seed Refer to the &amp;quot;Generating a Seed&amp;quot; section on the Wii VC page for how to generate a WAD.]&lt;br /&gt;
&lt;br /&gt;
After generating the WAD, place it in your game directory. It should appear in your home menu. Double-clicking the seed should then launch it the same way any other .iso is launched from Dolphin, no NAND installation or Wii channel required.&lt;br /&gt;
&lt;br /&gt;
== After Finishing a Seed ==&lt;br /&gt;
&lt;br /&gt;
Similarly to Wii VC, each seed must be properly uninstalled before starting a new one. To do this, simply right click the seed on Dolphin&#039;s home menu and select &amp;lt;samp&amp;gt;Uninstall from the NAND&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This is required for the current Beta of Dolphin and any version before &amp;lt;samp&amp;gt;5.0-13191&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Optional Settings ==&lt;br /&gt;
&lt;br /&gt;
Depending on the power of your computer, you may want to enable some graphics enhancements. This is in fact recommended if your computer can handle it as it makes games look much nicer. Back on the home page, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Enhancements&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. There is no exact guide for what to do here, mouse over each individual component to see what it does. If your computer is powerful enough, you can probably enable most things without worrying about it. Otherwise, you may have to do some trial and error to figure out what your computer can handle. &amp;lt;samp&amp;gt;Per-Pixel Lighting&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;Anti-Aliasing&amp;lt;/samp&amp;gt; above 4x are particularly demanding. &amp;lt;samp&amp;gt;Post-Processing Effects&amp;lt;/samp&amp;gt; are mostly gimmicks.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnhancements.png|350px]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
These are common issues with running Dolphin. If you are having issues, try any of these that seem like they may help. If you continue to have problems running the randomizer in Dolphin, come to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;#setup-support&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the Discord.&lt;br /&gt;
&lt;br /&gt;
=== The Video is Stretched to 16:9 ===&lt;br /&gt;
&lt;br /&gt;
Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Aspect Ratio&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, and select &amp;lt;samp&amp;gt;Force 4:3&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinAspect.png]]&lt;br /&gt;
&lt;br /&gt;
=== The Game is Running Slowly/Less than 20 FPS ===&lt;br /&gt;
&lt;br /&gt;
The first thing you need to do in this case is look to the top left of your emulation window. There it should display both FPS and VPS. FPS is the framerate of the game you&#039;re running, while VPS is the framerate of Dolphin&#039;s output. Based on the VPS value, continue to one of the following subsections.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinVPS.png]]&lt;br /&gt;
&lt;br /&gt;
==== VPS is less than 60 and unstable ====&lt;br /&gt;
&lt;br /&gt;
If this is the case, your computer can not handle the current emulation, you should turn down some of your graphical enhancements.&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 50 ====&lt;br /&gt;
&lt;br /&gt;
There is likely some issue with the region being stuck at PAL, ensure you took the proper steps regarding the region in [https://wiki.ootrandomizer.com/index.php?title=Dolphin#Randomizer_Dolphin_Set_Up Randomizer Dolphin Set Up].&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 60 ====&lt;br /&gt;
&lt;br /&gt;
This one is much trickier, as this implies that, as far as the emulator is concerned, the game is running at full frame rate. The current workaround for this is to go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Clock Override&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, checking &amp;lt;samp&amp;gt;Enable Emulated CPU Clock Override&amp;lt;/samp&amp;gt;, and setting the slider to 200% (or whatever number seems to work for you). Note this is not a permanent solution and currently considered a workaround.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinOverclock.png]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=1732</id>
		<title>Dolphin</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Dolphin&amp;diff=1732"/>
		<updated>2021-01-20T00:35:09Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Created page, added basic set up and troubleshooting steps.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Important warnings:&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;ol style=&amp;quot;color: red;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Dolphin is not officially supported, and has not been tested extensively.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Dolphin is not race legal.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;This page is still an early work in progress&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dolphin is a popular emulator for both Gamecube and Wii. As it can be used as a Wii emulator, you can load a WAD into it and play the randomizer that way, meaning you will be emulating a Wii which is emulating a Nintendo 64. Yes, it sounds convoluted, but it&#039;s not terribly complicated to set up and brings the benefits of both playing on emulator (faster in certain places, improved visuals) and playing on Wii VC (faster in other places, more accurate emulation). That being said, playing the randomizer on Dolphin is still largely experimental, and this page will be updated as more issues and fixes for those issues are found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Dolphin will be used as a Wii emulator, it is actually much simpler than setting up a Wii. There is no need to soft mod, move data onto an SD card, or install a WAD. That being said, there are some steps that need to be taken first.&lt;br /&gt;
&lt;br /&gt;
== First Time Dolphin User Set Up ==&lt;br /&gt;
&lt;br /&gt;
[https://dolphin-emu.org/download/ Download the latest beta release of Dolphin.] Like other emulators, you will need the latest beta release of Dolphin rather than the latest stable release. Note that, by default, Dolphin will check for a new beta release monthly and auto-update.&lt;br /&gt;
&lt;br /&gt;
Once Dolphin is downloaded, extract the zip and open Dolphin.exe. You should see something like this (except that, if this is your first time, your games list will be empty):&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinHome.png]]&lt;br /&gt;
&lt;br /&gt;
The first thing you will want to do is create a game directory. Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Paths&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Add...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and select the directory in which you would like your games to be placed. You can even have multiple game directories, if you wish. This will then cause any .iso or .wad files in your selected directory to show up in the home menu, as seen above.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinPaths.png]]&lt;br /&gt;
&lt;br /&gt;
For the purpose of the randomizer, you will want to configure the Gamecube controller. Click on &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controllers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the home page. and under Gamecube controllers, click &amp;lt;samp&amp;gt;Configure&amp;lt;/samp&amp;gt; next to Port 1. Configure the controller however you wish. Note that, even if you have a controller with analog triggers, you must set &amp;lt;samp&amp;gt;L&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R&amp;lt;/samp&amp;gt; for the buttons to work properly, not just &amp;lt;samp&amp;gt;L-Analog&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;R-analog&amp;lt;/samp&amp;gt;. Below shows a sample controller config with an Xbox controller.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinControlConfig1.png|275px]][[File:DolphinControlConfig2.png|725px]]&lt;br /&gt;
&lt;br /&gt;
Finally, depending on the power of your computer, you may want to enable some graphics enhancements. This is in fact recommended if your computer can handle it as it makes games look much nicer. Back on the home page, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Enhancements&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. There is no exact guide for what to do here, mouse over each individual component to see what it does. If your computer is powerful enough, you can probably enable most things without worrying about it. Otherwise, you may have to do some trial and error to figure out what your computer can handle. &amp;lt;samp&amp;gt;Per-Pixel Lighting&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;Anti-Aliasing&amp;lt;/samp&amp;gt; above 4x are particularly demanding. &amp;lt;samp&amp;gt;Post-Processing Effects&amp;lt;/samp&amp;gt; are mostly gimmicks.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinEnhancements.png|350px]]&lt;br /&gt;
&lt;br /&gt;
== Randomizer Dolphin Set Up ==&lt;br /&gt;
&lt;br /&gt;
So, now you have either just finished setting up Dolphin for the first time, or are an experienced Dolphin user. There are a few more settings that must be set to certain values to properly play the randomizer. &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;This list may currently be incomplete.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; make sure that &amp;lt;samp&amp;gt;Allow Mismatched Region Settings&amp;lt;/samp&amp;gt; is unchecked and &amp;lt;samp&amp;gt;Fallback Region&amp;lt;/samp&amp;gt; is set to &amp;lt;samp&amp;gt;NTSC-J&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinRegion.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Next, under &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Hacks&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, ensure that &amp;lt;samp&amp;gt;Store EFB Copies to Texture Only&amp;lt;/samp&amp;gt; is unchecked.&lt;br /&gt;
&lt;br /&gt;
== Starting Seed ==&lt;br /&gt;
&lt;br /&gt;
This is the only part of setting up Dolphin which is similar to the set up for Wii VC. [https://wiki.ootrandomizer.com/index.php?title=Wii_Virtual_Console#Generating_a_Seed Refer to the &amp;quot;Generating a Seed&amp;quot; section on the Wii VC page for how to generate a WAD.]&lt;br /&gt;
&lt;br /&gt;
After generating the WAD, place it in your game directory. It should appear in your home menu. Double-clicking the seed should then launch it the same way any other .iso is launched from Dolphin, no NAND installation or Wii channel required.&lt;br /&gt;
&lt;br /&gt;
== After Finishing a Seed ==&lt;br /&gt;
&lt;br /&gt;
Similarly to Wii VC, each seed must be properly uninstalled before starting a new one. To do this, simply right click the seed on Dolphin&#039;s home menu and select &amp;lt;samp&amp;gt;Uninstall from the NAND&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;This section is almost certainly incomplete.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Video is Stretched to 16:9 ===&lt;br /&gt;
&lt;br /&gt;
Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Graphics&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;General&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Aspect Ratio&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, and select &amp;lt;samp&amp;gt;Force 4:3&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinAspect.png]]&lt;br /&gt;
&lt;br /&gt;
=== The Game is Running Slowly/Less than 20 FPS ===&lt;br /&gt;
&lt;br /&gt;
The first thing you need to do in this case is look to the top left of your emulation window. There it should display both FPS and VPS. FPS is the framerate of the game you&#039;re running, while VPS is the framerate of Dolphin&#039;s output. Based on the VPS value, continue to one of the following subsections.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinVPS.png]]&lt;br /&gt;
&lt;br /&gt;
==== VPS is less than 60 and unstable ====&lt;br /&gt;
&lt;br /&gt;
If this is the case, your computer can not handle the current emulation, you should turn down some of your graphical enhancements.&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 50 ====&lt;br /&gt;
&lt;br /&gt;
There is likely some issue with the region being stuck at PAL, ensure you took the proper steps regarding the region in [https://wiki.ootrandomizer.com/index.php?title=Dolphin#Randomizer_Dolphin_Set_Up Randomizer Dolphin Set Up].&lt;br /&gt;
&lt;br /&gt;
==== VPS is stable at 60 ====&lt;br /&gt;
&lt;br /&gt;
This one is much trickier, as this implies that, as far as the emulator is concerned, the game is running at full frame rate. The current workaround for this is to go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Config&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Clock Override&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, checking &amp;lt;samp&amp;gt;Enable Emulated CPU Clock Override&amp;lt;/samp&amp;gt;, and setting the slider to 200% (or whatever number seems to work for you). Note this is not a permanent solution and currently considered a workaround.&lt;br /&gt;
&lt;br /&gt;
[[File:DolphinOverclock.png]]&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:DolphinAspect.png&amp;diff=1731</id>
		<title>File:DolphinAspect.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:DolphinAspect.png&amp;diff=1731"/>
		<updated>2021-01-20T00:32:05Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Shows how to force Dolphin&amp;#039;s aspect ratio to 4:3.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Shows how to force Dolphin&#039;s aspect ratio to 4:3.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:DolphinOverclock.png&amp;diff=1730</id>
		<title>File:DolphinOverclock.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:DolphinOverclock.png&amp;diff=1730"/>
		<updated>2021-01-20T00:28:05Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Showing how to overclock Dolphin&amp;#039;s emulated CPU&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Showing how to overclock Dolphin&#039;s emulated CPU&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:DolphinVPS.png&amp;diff=1729</id>
		<title>File:DolphinVPS.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:DolphinVPS.png&amp;diff=1729"/>
		<updated>2021-01-20T00:19:46Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Showing where to find the VPS measure in Dolphin.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Showing where to find the VPS measure in Dolphin.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:DolphinRegion.png&amp;diff=1728</id>
		<title>File:DolphinRegion.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:DolphinRegion.png&amp;diff=1728"/>
		<updated>2021-01-20T00:06:09Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Shows which settings must be changed in Dolphin for proper region compatability.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Shows which settings must be changed in Dolphin for proper region compatability.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:DolphinEnhancements.png&amp;diff=1727</id>
		<title>File:DolphinEnhancements.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:DolphinEnhancements.png&amp;diff=1727"/>
		<updated>2021-01-20T00:00:39Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:DolphinControlConfig2.png&amp;diff=1726</id>
		<title>File:DolphinControlConfig2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:DolphinControlConfig2.png&amp;diff=1726"/>
		<updated>2021-01-19T23:51:34Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Sample gamecube control config in dolphin using an xbox controller.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Sample gamecube control config in dolphin using an xbox controller.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:DolphinControlConfig1.png&amp;diff=1725</id>
		<title>File:DolphinControlConfig1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:DolphinControlConfig1.png&amp;diff=1725"/>
		<updated>2021-01-19T23:50:59Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:DolphinPaths.png&amp;diff=1724</id>
		<title>File:DolphinPaths.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:DolphinPaths.png&amp;diff=1724"/>
		<updated>2021-01-19T23:44:38Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:DolphinHome.png&amp;diff=1723</id>
		<title>File:DolphinHome.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:DolphinHome.png&amp;diff=1723"/>
		<updated>2021-01-19T23:33:19Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Multiworld&amp;diff=1719</id>
		<title>Multiworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Multiworld&amp;diff=1719"/>
		<updated>2021-01-19T19:07:14Z</updated>

		<summary type="html">&lt;p&gt;ShadowShine57: Added a solution for the LUA console window being too small.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The aim of this page is to help the reader set up [[Bizhawk]] for Multiworld. Multiworld is a co-op mod for the OoT Randomizer. Players have their own inventory and their own world. Also, player-specific items are mixed between the worlds. For example, if you obtain an item in your world, it could either stay with you or get sent to another player. Everyone participating will be playing different intermingled seeds.&lt;br /&gt;
&lt;br /&gt;
As an example, there could be a scenario where Player 1 can only advance in their own world based on something Player 2 does. Once Player 2 finds the Megaton Hammer belonging to Player 1, Player 1 will automatically receive it. Every world is linked together. &lt;br /&gt;
&lt;br /&gt;
In order to link everyone&#039;s worlds together, players need to make use of &amp;quot;lua scripts&amp;quot;. As written, these are only compatible with Bizhawk, however the ModLoader64 devs have made a copy which is compatible with ModLoader64. ([https://discord.gg/mWDztG For assistance with ModLoader64, please join their Discord].) Support for other emulators, as well as console support, is planned for future releases.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|4}}&lt;br /&gt;
&lt;br /&gt;
== Generating the Seeds ==&lt;br /&gt;
&lt;br /&gt;
=== Using the Webpatcher ===&lt;br /&gt;
&lt;br /&gt;
Start off by going to the [https://ootrandomizer.com/generator Webpatcher] and set up the settings you want for the seed. On the &amp;lt;code&amp;gt;Rom Options&amp;lt;/code&amp;gt; tab change the &amp;lt;code&amp;gt;Player Count&amp;lt;/code&amp;gt; to however many people will be playing. Once you&#039;re done, generate the seed.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgen.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
After you have generated the seed, share the URL with your partners and have everyone choose a different &amp;lt;code&amp;gt;Player ID&amp;lt;/code&amp;gt;. Then continue patching the rom as you would normally (don&#039;t forget cosmetics and sfx). Each player should have their own Randomizer ROM, with the formula &amp;lt;code&amp;gt;OoT_SeedID_SettingsHash_W0P0&amp;lt;/code&amp;gt; with the W0 and P0 being world count and player ID respectively.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgen2.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
=== Using the Offline Version ===&lt;br /&gt;
&lt;br /&gt;
Generating a ROM using an offline build works a little differently. After choosing the settings you wish to play with, go to the &amp;lt;code&amp;gt;ROM Options&amp;lt;/code&amp;gt; tab and set &amp;lt;code&amp;gt;Generate From Seed&amp;lt;/code&amp;gt;. Choose &amp;lt;code&amp;gt;Patch File&amp;lt;/code&amp;gt; as your &amp;lt;code&amp;gt;Output Type&amp;lt;/code&amp;gt; and change the &amp;lt;code&amp;gt;Player Count&amp;lt;/code&amp;gt; to however many people will be playing. Then hit &amp;lt;code&amp;gt;Generate!&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgendev1.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
Send the patch file (.zpfz) to your partners and have them set &amp;lt;code&amp;gt;Generate From File&amp;lt;/code&amp;gt;. The &amp;lt;code&amp;gt;Output Type&amp;lt;/code&amp;gt; should be &amp;lt;code&amp;gt;Compressed [Stable]&amp;lt;/code&amp;gt; now, and everyone should choose a different &amp;lt;code&amp;gt;Player ID&amp;lt;/code&amp;gt;. Select the patch file and hit &amp;lt;code&amp;gt;Generate!&amp;lt;/code&amp;gt; (don&#039;t forget to set cosmetics and sfx). Each player should have their own Randomizer ROM, with the formula &amp;lt;code&amp;gt;OoT_SeedID_SettingsHash_W0P0&amp;lt;/code&amp;gt; with the W0 and P0 being world count and player ID respectively. &lt;br /&gt;
&lt;br /&gt;
[[File:mwromgendev3.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
Note: if your partners don&#039;t have the offline build they can also patch the rom using the website. Make sure to set &amp;lt;code&amp;gt;Generate From File&amp;lt;/code&amp;gt; and select your patch file (.zpfz).&lt;br /&gt;
&lt;br /&gt;
There are several reasons why someone might want to generate a ROM using an offline build. For example, some builds might have features that are not available on the website build (yet), like [https://github.com/Roman971/OoT-Randomizer additional Entrance Randomizer settings]. Generating from an offline build also lets you play with your own custom patches.&lt;br /&gt;
&lt;br /&gt;
== Installing Multiworld and Bizhawk ==&lt;br /&gt;
&lt;br /&gt;
=== The Recommended Method ===&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;Windows+R&#039;&#039;&#039; to open the &#039;&#039;&#039;Run&#039;&#039;&#039; dialog box, and then type &amp;quot;&#039;&#039;&#039;powershell&#039;&#039;&#039;&amp;quot; in the text box. Once you have your PowerShell window open, copy-paste this in:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;pre&amp;gt;cd $env:userprofile\downloads;&lt;br /&gt;
Set-ExecutionPolicy Bypass -Scope Process -Force;&lt;br /&gt;
[System.Net.ServicePointManager]::SecurityProtocol = [System.Net.ServicePointManager]::SecurityProtocol -bor 3072;&lt;br /&gt;
iex ((New-Object System.Net.WebClient).DownloadString(&#039;https://raw.githubusercontent.com/TestRunnerSRL/bizhawk-co-op/master/bizhawk-co-op.ps1&#039;))&amp;lt;/pre&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From here, the PowerShell is getting you 99% of the way done: it will create a new Bizhawk 2.3 install in your downloads folder and place everything for you. Say &#039;&#039;&#039;yes&#039;&#039;&#039; when PowerShell prompts you to install the &amp;lt;code&amp;gt;bizhawk_prereqs.exe&amp;lt;/code&amp;gt; file. Once PowerShell is done, you can move the Bizhawk 2.3 folder somewhere else if you wish. Afterwards, open up the Bizhawk 2.3 folder it created and launch &amp;lt;code&amp;gt;EmuHawk.exe&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Alternate Method ===&lt;br /&gt;
&lt;br /&gt;
==== Download the Custom Bizhawk Installer ====&lt;br /&gt;
&lt;br /&gt;
First, you must download the Multiworld script from [https://github.com/TestRunnerSRL/bizhawk-co-op/archive/master.zip TestRunner&#039;s GitHub page]. When you download this, extract its contents to &#039;&#039;its own folder&#039;&#039; - it will be creating a new Bizhawk install for you to use, so you must keep it separate. &#039;&#039;Note: Whenever there is an update to the Multiworld script, everybody playing must update to the latest version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Running the Custom Bizhawk Installer ====&lt;br /&gt;
&lt;br /&gt;
Once you have the contents extracted to its own folder, locate the &amp;lt;code&amp;gt;bizhawk-co-op.ps1&amp;lt;/code&amp;gt; file. Right Click and select Run with PowerShell.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG1.png|610x149px|Run with PowerShell]]&lt;br /&gt;
&lt;br /&gt;
If Powershell prompts you for permissions, say yes to all. From here, the Powershell is getting you 99% of the way done: it will create a new Bizhawk 2.3 install and place everything for you. Once Powershell is done, open up the Bizhawk 2.3 folder it created and launch &amp;lt;code&amp;gt;EmuHawk.exe&amp;lt;/code&amp;gt;. &#039;&#039;Note: It is recommended you delete everything outside of the Bizhawk 2.3 folder that was created. These files are no longer needed and only add confusion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Powershell Permissions ====&lt;br /&gt;
&lt;br /&gt;
You may need to enable executing Powershell scripts without requiring the script to be digitally signed. Open Powershell from the Start Menu by right clicking it and selecting &amp;quot;Run as Admin&amp;quot;. Click the &amp;quot;Yes&amp;quot; button to allow Powershell to run as Administrator. Type &amp;lt;code&amp;gt;Set-ExecutionPolicy Unrestricted&amp;lt;/code&amp;gt; and press &amp;lt;code&amp;gt;Enter&amp;lt;/code&amp;gt; once, type &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt; then press &amp;lt;code&amp;gt;Enter&amp;lt;/code&amp;gt; again. The Powershell script should now run.&lt;br /&gt;
&lt;br /&gt;
== Configuring Bizhawk for Multiworld ==&lt;br /&gt;
&lt;br /&gt;
=== Bizhawk Settings ===&lt;br /&gt;
&lt;br /&gt;
There are a few things you need to do once you&#039;ve got the emulator running. The very first thing is go to &amp;lt;code&amp;gt;Config -&amp;gt; Customize&amp;lt;/code&amp;gt; and navigate to the Advanced tab. At the bottom, there is an option for Lua Core; select &amp;lt;code&amp;gt;Lua+LuaInterface&amp;lt;/code&amp;gt; and hit OK. While on the Advanced tab, you should also check the box for &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; and set it to a reasonable time, such as 60-180 seconds (keep in mind that setting this too low could increase lag and decrease overall emulator performance). This will allow Bizhawk to write your in-game save to your drive. This is &#039;&#039;&#039;NOT&#039;&#039;&#039; a form of save state - it simply periodically creates/updates a file on your hard drive with your in-game save data, and is wonderful for mitigating the effects of crashes. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;In the event of a crash (or if you open TAStudio by accident) DO NOT RELOAD THE ROM! DO NOT RELOAD THE ROM!&amp;lt;/span&amp;gt;&#039;&#039;&#039; Doing so will overwrite your backups, meaning that your save files will be gone. To recover your save file follow the instructions over [[Multiworld#Help! My emulator crashed!/I accidentally opened TAStudio and got a black screen!|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:bizhawkautosave.png|420x487px|Advanced Customization]]&lt;br /&gt;
&lt;br /&gt;
In the General tab of the Customize menu, tick the boxes for &amp;quot;Accept background input&amp;quot; and &amp;quot;Run in background&amp;quot; – this will allow Bizhawk to keep accepting controller inputs when you tab over to your tracker or notes and prevent the emulation from pausing (which will disconnect you). Clear your hotkeys by going to Config -&amp;gt; Hotkeys, and at the bottom click Misc and Clear All.&lt;br /&gt;
&lt;br /&gt;
=== Controller Settings ===&lt;br /&gt;
&lt;br /&gt;
The next step is to set your controller up. Your controller configuration will vary based on what controller you are using; for Bizhawk to enable the Controller menu, you must have a ROM loaded. For a smooth controller experience, you must unbind the first 4 binds in Config -&amp;gt; Controller such that it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MWG3.png|320x207px|Normal Controls]]&lt;br /&gt;
&lt;br /&gt;
You&#039;ll then have to bind your analog stick in the Analog tab of your controller config and adjust your sensitivity and deadzones to your preference. &#039;&#039;Additional info on controller setup can be found in Step 6 of the [[Bizhawk|Bizhawk Guide]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Video Settings ===&lt;br /&gt;
&lt;br /&gt;
You can fix how your game looks by going to Config -&amp;gt; Cores -&amp;gt; N64 Video Plugin Settings. In here, change your resolution so that it runs smooth. Multiworld will drop your performance, so keep that in mind. The recommended video plugin is GLideN64. &#039;&#039;(This is not the same plugin as Glide64!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Starting the Multiworld Session ==&lt;br /&gt;
&lt;br /&gt;
=== Opening the Lua Console ===&lt;br /&gt;
&lt;br /&gt;
Once you have your emulator set up to run how you are comfortable with, its time to move to the Lua console. Go to Tools -&amp;gt; Lua Console, and a separate window will open up. &#039;&#039;This window must remain open at all times during a Multiworld.&#039;&#039; In the Lua Console, go to Settings and checkmark the Disable Scripts on loads.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG4.png|586x379px|Disable Scripts on Load]]&lt;br /&gt;
&lt;br /&gt;
This is the last of the settings changes you have to do. If you want Bizhawk to retain these settings changes for the next time, go to Config -&amp;gt; Save Config. Once you have these steps done, &#039;&#039;&#039;you MUST close your emulator and reopen it for this change to take effect&#039;&#039;&#039;. Close out of Bizhawk, and then reopen it and the Lua Console. Sometimes this will not be enough and you will still get an error trying to load the Lua file. In that case reboot your entire computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If for some reason you do not have your Multiworld ROM open, you must do so now.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From here in the Lua Console, Open Script and locate the &amp;lt;code&amp;gt;bizhawk co-op.lua&amp;lt;/code&amp;gt; file in the Bizhawk 2.3 folder. Once you have that done, a red square will appear in the console; double click it and a new window will open up.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG5 2.png|Bizhawk co-op]]&lt;br /&gt;
&lt;br /&gt;
This window must &#039;&#039;also&#039;&#039; stay open at all times.&lt;br /&gt;
&lt;br /&gt;
=== Rooms ===&lt;br /&gt;
&lt;br /&gt;
The Lua Console Script is where you set up a room and join rooms.&lt;br /&gt;
&lt;br /&gt;
If you are the Host: You must port forward. How you do this varies on what brand your router is. Instructions on how to do this can be found by Googling your brand/model of router. You&#039;ll want to use a port between 49152 and 65535. We highly recommend using the default port, 50000. You&#039;ll also want to ensure you&#039;re forwarding the TCP protocol as that is the protocol Multiworld uses. Most other games you have port forwarded in the past likely were using the UDP protocol.&lt;br /&gt;
&lt;br /&gt;
Once that is done, in the Bizhawk Co-op window the Host must set their name, password, and the port that was forwarded, along with setting the game script to Ocarina of Time. Don&#039;t set the IP address. Hit Create Room and tell the people joining the Room Name (= your name), password, and port. &#039;&#039;(It is not recommended to use your own personal password here, as it is shared with the group. Use something that will prevent random people from joining your room, but not something that will compromise your own security.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you are Joining and the Host has set up the room: hit Refresh in the Bizhawk Co-op window and select the Host&#039;s Room from the dropdown bar. When you input your username, keep in mind the game will use this to display who got what item for everyone playing. It will max out at 8 characters, even if you input more. Fill in the password and port number the Host gave you and select the Ocarina of Time Game Script and hit Join Room.&lt;br /&gt;
&lt;br /&gt;
You can also select a player number when both hosting and joining a room. This is non-mandatory, and player numbers will be automatically selected if non are entered. This also does not need to match the world number chosen when patching your ROM file. If you do select a player number, and that number is already filled in that room, you will be unable to join.&lt;br /&gt;
&lt;br /&gt;
=== Play Some Multiworld! ===&lt;br /&gt;
&lt;br /&gt;
Go and have fun with new or old friends! If you are part of the Ocarina of Time Randomizer Discord, you can assign the Multiworld role to yourself by going to the [https://discordapp.com/channels/274180765816848384/478962049079050241 #chat-bot] channel and typing &amp;lt;code&amp;gt;!role Multiworld&amp;lt;/code&amp;gt; - this will allow you to receive pings in the server where there are announcements from the Devs or folks are looking for players. You can also visit [https://discordapp.com/channels/274180765816848384/535739089521999883 #multiworld-planning] to look for additional players. It is &#039;&#039;highly&#039;&#039; recommended that you use one of the [[Trackers]] so that you don&#039;t accidentally leave those new friends out to dry if you miss a check. Map Trackers such as 2deep4real&#039;s Web Tracker or Hamsda&#039;s Map and Item Tracker package for EmoTracker are highly recommended.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
=== Installation Issues (Applies to both the Recommended and Alternate Methods) ===&lt;br /&gt;
&lt;br /&gt;
==== Windows 7 ====&lt;br /&gt;
&lt;br /&gt;
If you are running Windows 7 you will need to enable remote Powershell script execution, and make sure Powershell is updated.&lt;br /&gt;
&lt;br /&gt;
First, go to the [https://docs.microsoft.com/en-us/powershell/scripting/install/installing-windows-powershell?view=powershell-6#upgrading-existing-windows-powershell|Microsoft Installing Powershell page] and navigate to the download page for the the latest Windows 7 SP1 Powershell version. At the time of writing it is WMF 5.1. The file on the download page you want to download is named similar to &amp;lt;code&amp;gt;Win7AndW2K8R2-KB3191566-x64.zip&amp;lt;/code&amp;gt;. Run the &amp;lt;code&amp;gt;.msu&amp;lt;/code&amp;gt; file inside of the zip file and it should update Powershell.&lt;br /&gt;
&lt;br /&gt;
==== Anti-Virus ====&lt;br /&gt;
&lt;br /&gt;
Another issue that can occur while running the Powershell script is your anti-virus deleting the files it downloads. The BizHawk Prerequisites often gets marked as suspicious due to it being an installer that runs more installers. We can&#039;t give a detailed guide on how to exclude a folder in every anti-virus software, but search Google with a query like &amp;lt;code&amp;gt;Exclude Folder &amp;lt;your_anti-virus_name&amp;gt;&amp;lt;/code&amp;gt; and you should find a guide on their official site explaining how to do so. Exclude the folder that has the Powershell script in it and now you should be able to run it without the downloaded files getting deleted.&lt;br /&gt;
&lt;br /&gt;
=== Common Error Messages ===&lt;br /&gt;
These are the most common errors that pop up that have known solutions. If none of these solve the problem, try rebooting your computer again afterwards to ensure any new configurations are fully loaded.&lt;br /&gt;
&lt;br /&gt;
==== NullHawk Does Not Implement Memory Domains ====&lt;br /&gt;
You must load the ROM before activating the Lua scripts.&lt;br /&gt;
&lt;br /&gt;
==== Error 401 ====&lt;br /&gt;
This generally means that either the password entered was incorrect, or that the room name already exists. Also, avoid special characters like spaces in the room name. We recommend using letters (no accents) and numbers only.&lt;br /&gt;
&lt;br /&gt;
==== This ROM is not compatible with this version of the co-op script. ====&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op/archive/master.zip Update your scripts].&lt;br /&gt;
&lt;br /&gt;
==== Unable To Find Domain: CARTROM ====&lt;br /&gt;
You are using the A Link to the Past LUA script. Choose Ocarina of Time in the dropdown instead.&lt;br /&gt;
&lt;br /&gt;
==== Dynamic Libraries Not Enabled ====&lt;br /&gt;
You did not set the Lua Core setting properly. Remember to restart Bizhawk after changing it.&lt;br /&gt;
&lt;br /&gt;
==== Unprotected Error in Call to LUA API ====&lt;br /&gt;
This is a general error that pops up randomly. You need to ensure all copies of Bizhawk are closed properly. The easiest way to ensure this is by rebooting your computer.&lt;br /&gt;
&lt;br /&gt;
==== Connection Failed: Timeout ====&lt;br /&gt;
There are several reasons this can happen, all of them being various methods of misconfiguration.&lt;br /&gt;
&lt;br /&gt;
First, the host must have the [[#Rooms|port being used forwarded]] if not using Hamachi. Your private IP address that you forward the port to can change for various reasons. Always ensure that the router is pointing to the right computer with the port forwarding options. The host must also not have pings blocked in their router settings. This setting can be found under many names depending on the router.&lt;br /&gt;
&lt;br /&gt;
Everyone playing must have the Bizhawk emulator allowed through their firewall.&lt;br /&gt;
&lt;br /&gt;
The above [[#Configuring_Bizhawk_for_Multiworld|Bizhawk configuration options]] are not optional. If you do not configure the emulator properly you will be unable to stay connected to each other.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Issues ===&lt;br /&gt;
&lt;br /&gt;
==== A Specific Item Failed to Transfer ====&lt;br /&gt;
&lt;br /&gt;
Items can be retrieved by having the receiving player enter a line of code into the Lua console, though it is best to avoid this situation entirely if possible. This frequently occurs if a player continues while one or more other players are disconnected from the room. To prevent this, always ensure everyone is connected before collecting any item.&lt;br /&gt;
&lt;br /&gt;
Go to [https://pidgezero.one/zootr/mwlua.html this website] (made by pidgezero_one) and select option 2. Locate the code for the missing item and follow the instructions there to retrieve the item. If the layout looks wrong, press ctrl+F5 to fix it.&lt;br /&gt;
&lt;br /&gt;
==== Help! My emulator crashed!/I accidentally opened TAStudio and got a black screen! ====&lt;br /&gt;
&lt;br /&gt;
First of all, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;DO NOT RELOAD THE ROM! DO NOT RELOAD THE ROM!&amp;lt;/span&amp;gt;&#039;&#039;&#039; Doing so will overwrite your backups, meaning that your save files will be gone. To recover your save files follow these instructions.&lt;br /&gt;
&lt;br /&gt;
# In your Bizhawk folder navigate to &amp;lt;code&amp;gt;\N64\SaveRAM&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Identify the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; files corresponding to your seed. Sorting by date may help. Note that the &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; files will only exist if you&#039;ve [[Multiworld#Bizhawk Settings|enabled that]] beforehand.&lt;br /&gt;
# Optional: manually make a backup of these files somewhere on your pc.&lt;br /&gt;
# Delete the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; file and rename &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; to take the place of the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; file you&#039;ve just deleted.&lt;br /&gt;
# Now you can safely load your seed again and continue playing.&lt;br /&gt;
&lt;br /&gt;
==== A Player Forfeits without Finishing ====&lt;br /&gt;
&lt;br /&gt;
If a player forfeits their world, the game can continue without them by entering code lines into the Lua console to retrieve the lost items for the remaining players. Upload the multiworld spoiler log on [https://pidgezero.one/zootr/mwlua.html this site] (made by pidgezero_one) and follow the instructions there.  If the layout looks wrong, press ctrl+F5 to fix it.&lt;br /&gt;
&lt;br /&gt;
==== LUA Console Window Too Small ====&lt;br /&gt;
&lt;br /&gt;
If your window for the LUA connection console is too small and the elements are overlapping, you need to change your DPI settings. Right click EmuHawk -&amp;gt; Properties -&amp;gt; Compatability -&amp;gt; High DPI scaling override, change to &amp;quot;System (Enhanced)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:DPISettings.png|326x407px|EmuHawk High DPI Settings]]&lt;br /&gt;
&lt;br /&gt;
== Multiworld Without Port-Forwarding or Bizhawk ==&lt;br /&gt;
&lt;br /&gt;
=== Hamachi ===&lt;br /&gt;
&lt;br /&gt;
If nobody in your multiworld group can port-forward for whatever reason, and you cannot get someone who can to join, then there is a program you can use: Hamachi. Let me preface this by saying that Hamachi basically &#039;tricks&#039; your computers to believe that you are all connected via LAN.&lt;br /&gt;
&lt;br /&gt;
To start, download Hamchi [[https://www.vpn.net/ here]] and install it. Create an account, and go to System &amp;gt; Preferences &amp;gt; Settings to make sure that &#039;Encryption&#039; is enabled. Then, click on the power button to go online.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re hosting, then click Network &amp;gt; Create a new network. Give it a unique name and password, making sure that nobody other than the people you&#039;re playing with find out this information. After this, you&#039;ll see it pop onscreen:&lt;br /&gt;
&lt;br /&gt;
[[File:Guide.JPG|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
To join an existing network, click Network &amp;gt; Join an existing network. Type in your friend&#039;s network ID and the network&#039;s password.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re all connected in the network, you can start the multiworld.&lt;br /&gt;
&lt;br /&gt;
Right click on the address above your nickname, and click &#039;Copy IPv4 address&#039;:&lt;br /&gt;
&lt;br /&gt;
[[File:Guide2.JPG|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Then, start up the Bizhawk co-op lua script. Set &#039;Rooms&#039; to &#039;(Custom IP)&#039; and paste the IPv4 into the &#039;Host IP&#039; bar. Set your Username and Password as usual, and the game script to Ocarina of Time.&lt;br /&gt;
&lt;br /&gt;
Now you should be ready to start. As usual, if you have any more problems, seek advice within the OoTR Discord Server. &#039;&#039;&#039;Oh, and, be careful with who you give permission to join your network to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Hamachi Request Timed Out ====&lt;br /&gt;
[https://help.logmein.com/articles/en_US/FAQ/Resolving-Hamachi-Request-Timed-Out Follow these steps to ensure Hamachi is allowed through your firewall]. Both the Host and the clients connecting to the host should do this.&lt;br /&gt;
&lt;br /&gt;
=== Playing over LAN ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing over a LAN network, then all you need to do is set the &#039;room&#039; to (Custom IP), type the LAN&#039;s Ipv4 into the &#039;host IP&#039; field, and give yourself a username. Leave the password field blank.&lt;br /&gt;
&lt;br /&gt;
=== Play Without Bizhawk ===&lt;br /&gt;
&lt;br /&gt;
While Bizhawk is the officially supported emulator for multiworld, it is known to be a resource-intensive emulator in addition to being Windows only. If using Bizhawk is impossible for any reason, try the emulator ModLoader64 (Windows and Linux compatible), as DemoXin has modified the multiworld script to work with it. This method does not require a host. Modloader64 is also the only way to play Ocarina of Time Online, which allows players to see each other in the world, and also supports other various features. As we do not officially support this emulator or any of their paks, we kindly refer you to [https://discord.gg/mWDztG their Discord] for all issues and support.&lt;/div&gt;</summary>
		<author><name>ShadowShine57</name></author>
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