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	<updated>2026-04-28T15:18:54Z</updated>
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		<id>https://wiki.ootrandomizer.com/index.php?title=Racing&amp;diff=760</id>
		<title>Racing</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Racing&amp;diff=760"/>
		<updated>2019-12-12T19:21:33Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: /* Adding the SpeedRunsLive Server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt;by LostThePirate&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This guide will help you get set up for your first race. You must use an IRC client to set up a SpeedRunsLive account for racing. [https://speedrunslive.com SpeedRunsLive] profiles are &#039;&#039;not&#039;&#039; created by filling out text bars on a website like you might on Facebook, Twitter, Twitch, etc. This guide is for the [[#SpeedRunsLive Web Chat|SpeedRunsLive Web Chat]], [[#HexChat|HexChat]] and [[#mIRC|mIRC]]. If you have another IRC program with which you are already acquainted, feel free to use that one. Once you have set up an account with an IRC client you can then join races using [[#LiveSplit|LiveSplit]] if you find it more user-friendly than an IRC client. Just be sure you are able to log into a client quickly if LiveSplit fails to load a race channel or crashes in the middle.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|3}}&lt;br /&gt;
&lt;br /&gt;
== Before You Ready Up ==&lt;br /&gt;
&lt;br /&gt;
If you are joining a community race it is best to set everything up nice and early. Community race rooms are opened 2 hours ahead of time so you have plenty of time to get everything set up before they start. You&#039;ll certainly run into issues and it is easier to help you long before the race starts rather than struggling to hurry to fix everything just 5 minutes before everyone has to ready up. If you are just playing a pickup race in the [https://discordapp.com/channels/274180765816848384/312609327603122186 #race-planing] channel the people you are racing with should be patient and be able to help you anywhere you get stuck as there is no set starting time then.&lt;br /&gt;
&lt;br /&gt;
Ensure everything is working before you ready up in the race channel. Get your Emulator or Everdrive behaving; get your controller/key bindings set; get your Tracker of choice downloaded/installed and learn how to use it. Get everything ready so that you can play all by yourself without outside help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: RetroArch and Bizhawk are the recommended emulators for Ocarina of Time Randomizer. In regards to race participation, Project64 2.x is banned from all SRL races. If you use Project64 2.x, you &#039;&#039;&#039;cannot&#039;&#039;&#039; join an official race. Use of all cheats is also prohibited. If you need to use a cheat code to address pause lag in Project64 v1.7, you &#039;&#039;&#039;cannot&#039;&#039;&#039; join an official race as long as that cheat is active. Use of Texture Packs to modify the game&#039;s appearance are also prohibited by the OoTR community for official races.&lt;br /&gt;
&lt;br /&gt;
Get acquainted with your streaming software; get your broadcast settings ready; get your scene layout(s) the way you want; get your Twitch channel how you&#039;d like it. You can add Randomizer, Competitive, and/or Speedrun to your Twitch tags on your dashboard to let viewers know what kind of OoT you&#039;ll be playing.&lt;br /&gt;
&lt;br /&gt;
== Setup a SpeedRunsLive Account ==&lt;br /&gt;
&lt;br /&gt;
=== SpeedRunsLive Web Chat ===&lt;br /&gt;
&lt;br /&gt;
Head to [http://www.speedrunslive.com/channel/ the Channel section of SpeedRunsLive]. For nickname type the name you want to use for racing. Leave password alone for the moment since you don&#039;t have a password yet. Now you have to [[#Register_your_nickname_on_SRL|Register your nickname on SRL]].&lt;br /&gt;
&lt;br /&gt;
=== HexChat ===&lt;br /&gt;
&lt;br /&gt;
Download HexChat from [https://hexchat.github.io/downloads.html their website]. Choose the &#039;&#039;Windows 7+ 32bit Installer&#039;&#039; option. Run the &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt; you downloaded and install HexChat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Adding the SpeedRunsLive Server ====&lt;br /&gt;
&lt;br /&gt;
When you run HexChat it will display a few nickname boxes and a list of networks. SpeedRunsLive is not in this list by default so we will add it. Click the &amp;lt;code&amp;gt;Add&amp;lt;/code&amp;gt; button and type &#039;SpeedRunsLive&#039; into the new item that appears in the list. If you mistype don&#039;t worry, this is only so you know which server it is.&lt;br /&gt;
&lt;br /&gt;
With the new list item selected, click the &amp;lt;code&amp;gt;Edit...&amp;lt;/code&amp;gt; button. A new window will appear with a lot of options. Click on the &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt; button next to the list at the top. If you are in&amp;amp;nbsp;North America type &amp;lt;code&amp;gt;irc.speedrunslive.com/6667&amp;lt;/code&amp;gt;. If you are elsewhere there is no problem using that server, but you might have less latency using &amp;lt;code&amp;gt;irc2.speedrunslive.com/6667&amp;lt;/code&amp;gt;. You can now click &amp;lt;code&amp;gt;Close&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Input the nickname you will want to use when you are racing into the &#039;&#039;Nick name&#039;&#039; box. Go ahead and type the same thing into the Second and Third choice but with underscores afterwards like the example shows. For &#039;&#039;User Name&#039;&#039; just put your first nickname again. Now ensure that the SpeedRunsLive network is selected and click the &amp;lt;code&amp;gt;Connect&amp;lt;/code&amp;gt; button.&lt;br /&gt;
&lt;br /&gt;
Two windows will appear. In the foreground one choose &amp;quot;Join this channel&amp;quot; and type &amp;lt;code&amp;gt;#speedrunslive&amp;lt;/code&amp;gt; into the box. Click the &amp;lt;code&amp;gt;OK&amp;lt;/code&amp;gt; button and you will be put into the &#039;&#039;#speedrunslive channel&#039;&#039; and a list of currently active races will be displayed. Congratulations, you&#039;ve just connected to SpeedRunsLive! Head down to [[#Register_your_nickname_on_SRL|Register your nickname on SRL]].&lt;br /&gt;
&lt;br /&gt;
=== mIRC ===&lt;br /&gt;
&lt;br /&gt;
The installer can be downloaded from [https://www.mirc.com/get.html https://www.mirc.com/get.html]. Click the big, green button. Run the installer.&lt;br /&gt;
&lt;br /&gt;
[[File:Race 01 test.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt;(The following steps are paraphrased/simplified from the explanation found at [http://www.speedrunslive.com/faq/ http://www.speedrunslive.com/faq/])&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Race 02.png|270x351px|Race 02.png]]&lt;br /&gt;
&lt;br /&gt;
==== Open up mIRC ====&lt;br /&gt;
&lt;br /&gt;
mIRC will ask you to please Register; if you do not wish to register, click Continue, wait briefly, and then Continue will become a selectable option to click a second time. (You need to click Continue twice, with a bit of a delay in between – mIRC would really like you to register, please and thank you, and will make you wait a bit if you don&#039;t want to register.)&lt;br /&gt;
&lt;br /&gt;
==== Set Nickname ====&lt;br /&gt;
&lt;br /&gt;
Upon startup, mIRC will display its Options menu. On the Connect tab, select what Nickname you would like to show up as – I recommend using your &#039;&#039;&#039;Twitch &#039;&#039;&#039;or &#039;&#039;&#039;Discord nickname&#039;&#039;&#039; to keep things simple. (This step &#039;&#039;&#039;is not &#039;&#039;&#039;the same as registering your nickname – we&#039;ll get to that shortly. But this &#039;&#039;is&#039;&#039; the nickname that &#039;&#039;will be&#039;&#039; registered when you get to that step, so &#039;&#039;&#039;choose wisely&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
[[File:Race 03.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
==== Adding the SpeedRunsLive Server ====&lt;br /&gt;
&lt;br /&gt;
BEFORE clicking the big OK button, first select the Servers subcategory, and Add the SRL server. &#039;&#039;&#039;Note&#039;&#039;&#039;: If you live in North America, use &#039;&#039;irc.speedrunslive.com&#039;&#039;; if you live in Europe, use &#039;&#039;irc2.speedrunslive.com&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Race 05.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Click Add, then click OK.&lt;br /&gt;
&lt;br /&gt;
[[File:Race 06.png|226x116px|Race 06.png]]&lt;br /&gt;
&lt;br /&gt;
==== Connect to SRL Server ====&lt;br /&gt;
&lt;br /&gt;
Click on SpeedRunsLive in your leftside tray if it is not already selected, and click the lightning bolt-looking icon to Connect to it. (Don&#039;t be surprised if mIRC beeps at you several times in quick succession.) mIRC will pop up a Favorites menu. Type in &#039;&#039;&#039;#speedrunslive&#039;&#039;&#039; and click join.&lt;br /&gt;
&lt;br /&gt;
[[File:Race 07.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
== Register your nickname on SpeedRunsLive ==&lt;br /&gt;
&lt;br /&gt;
Make sure that the nickname you selected is the one you &#039;&#039;really&#039;&#039; want to have as your SRL nickname, to use for all future races. If the following message appears in the Server or the SpeedRunsLive tab of your client it means you will need to choose a different one as someone else already uses this one.&lt;br /&gt;
 &amp;lt;NickServ&amp;gt;: This nickname is registered and protected.  If it is your&lt;br /&gt;
 &amp;lt;NickServ&amp;gt;: nick, type /msg NickServ IDENTIFY password.  Otherwise,&lt;br /&gt;
 &amp;lt;NickServ&amp;gt;: please choose a different nick.&lt;br /&gt;
 &amp;lt;NickServ&amp;gt;: If you do not change within 20 seconds, I will change your nick.&lt;br /&gt;
You will also know if this is a problem if you are renamed to the name TrueSkill with numbers afterward.&lt;br /&gt;
&lt;br /&gt;
In the text bar, type &amp;lt;code&amp;gt;/nickserv register password e-mail&amp;lt;/code&amp;gt;. This will register the nickname you logged in with to the SRL server, along with a corresponding email and password.&lt;br /&gt;
&lt;br /&gt;
It is important that you enter your actual e-mail address, in case you need to retrieve your password in the future.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;If your email address was GodGamer123@gmail.com and your password was coolestDud3, then you would type this into the text bar at the bottom of the window:&lt;br /&gt;
&lt;br /&gt;
[[File:Race 08.png|RTENOTITLE]]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When logging onto the IRC, you can log in by signing on to your nick, and typing &amp;lt;code&amp;gt;/nickserv identify password&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== (Optional) Set up automatic login ===&lt;br /&gt;
&lt;br /&gt;
If you will be regularly using the IRC client you will probably want to have it identify with nickserv on its own rather than having to type the command yourself. You don&#039;t need to do this if you plan to only use [[#LiveSplit|LiveSplit]] and possibly don&#039;t want to as you can only be logged onto IRC from one application at a time.&lt;br /&gt;
&lt;br /&gt;
==== HexChat ====&lt;br /&gt;
&lt;br /&gt;
Open the &#039;&#039;Network List&#039;&#039; by either opening HexChat, or clicking &amp;lt;code&amp;gt;HexChat &amp;gt; Network List&amp;lt;/code&amp;gt; in the menubar. Select the SpeedRunsLive server and click &#039;&#039;Edit...&#039;&#039;. Near the bottom change &#039;&#039;Login method&#039;&#039; to &#039;&#039;NickServ (/MSG NickServ + password) and type your password in the &#039;&#039;Password&#039;&#039; box. Click the &amp;lt;code&amp;gt;Close&amp;lt;/code&amp;gt; button and now whenever you connect to that server you will be logged in automatically.&lt;br /&gt;
&lt;br /&gt;
==== mIRC ====&lt;br /&gt;
&lt;br /&gt;
First, go to Options, then the Connect menu, then the Options menu. Click Perform, and type &amp;lt;code&amp;gt;/nickserv identify password&amp;lt;/code&amp;gt;. This way, mIRC will automatically enter your password when you join in the future.&lt;br /&gt;
&lt;br /&gt;
[[File:Race 09.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
[[File:Race 10.png|389x174px|Race 10.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Race 11.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
== LiveSplit ==&lt;br /&gt;
&lt;br /&gt;
LiveSplit is a convenient Timer program that has IRC integration – it lets you participate in official SRL races without having to deal with mIRC ever again! It can be downloaded from [http://livesplit.github.io/downloads/ LiveSplit&#039;s GitHub page].&lt;br /&gt;
&lt;br /&gt;
The instruction video linked there is &#039;&#039;very helpful&#039;&#039; and I recommend you check it out to learn a lot more about LiveSplit than I&#039;m including here.&lt;br /&gt;
&lt;br /&gt;
== Join a Race ==&lt;br /&gt;
&lt;br /&gt;
=== LiveSplit ===&lt;br /&gt;
&lt;br /&gt;
With LiveSplit open, right-click within the Timer, select Races, and choose from the available races that are currently accepting Entrants. OoTR races are labeled under the category &amp;quot;The Legend of Zelda: Ocarina of Time Hacks&amp;quot; – there are other OoT ROMhacks besides Item Randomizer, so double check with folks if you are uncertain if it is a Rando race.&lt;br /&gt;
&lt;br /&gt;
Upon selecting a race to participate in, you will be prompted with a login. Use the nickname and password you registered with SRL via their IRC channel.&lt;br /&gt;
&lt;br /&gt;
[[File:Race 15.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
=== IRC ===&lt;br /&gt;
&lt;br /&gt;
Someone will give a string of characters out that looks like &#039;&#039;#srl-t9xbw&#039;&#039;. This is the room name for the race. You can join this room by typing &amp;lt;code&amp;gt;/join #srl-t9xbw&amp;lt;/code&amp;gt;. Just be sure to use the actual room name and not this one. This is an old race room and won&#039;t work for new races.&lt;br /&gt;
&lt;br /&gt;
== Set your stream on SpeedRunsLive&#039;s IRC ==&lt;br /&gt;
&lt;br /&gt;
Type &amp;lt;code&amp;gt;.setstream twitch/name&amp;lt;/code&amp;gt; in the &#039;&#039;&#039;#speedrunslive&#039;&#039;&#039; channel or the race channel you&#039;ve joined to link your stream to SRL. For our hypothetical GodGamer account, he would type in&lt;br /&gt;
&lt;br /&gt;
[[File:Race 12.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
to let the SRL servers know that that login broadcasts to that Twitch channel.&lt;br /&gt;
&lt;br /&gt;
== Nickname Already in Use ==&lt;br /&gt;
&lt;br /&gt;
If you haven&#039;t set a password yet that means someone else uses this nickname. You will need to choose another one.&lt;br /&gt;
&lt;br /&gt;
If you have set a password you can only be connected with a nickname from one client. You cannot connect with mIRC or LiveSplit at the same time for example. Make sure you are only running the one you want to use for racing. It may take a few seconds after you close a client for the server to realize you disconnected so wait patiently for a second if it still gives you the error after you close the client you aren&#039;t using.&lt;br /&gt;
&lt;br /&gt;
== Entering, Readying, and Finishing ==&lt;br /&gt;
&lt;br /&gt;
To actually enter a race you&#039;d like to participate in, [[#LiveSplit_2|Join a Race via LiveSplit]] or [[#IRC|Join a Race via IRC]]. Then, click Enter Race or type &amp;quot;.enter&amp;quot; to join the race.&lt;br /&gt;
&lt;br /&gt;
Type .goal to receive a link to the Patch-File to be used for the race. Note: This is not set well in advance of a race&#039;s start time, to prevent cheating. During Weeklies, for example, the .goal is set (and the link to the Patch-File distributed) approximately 10 minutes before the scheduled start time of the race.&lt;br /&gt;
&lt;br /&gt;
Race participation requires streaming your run. Be sure to start your broadcast at least 5 minutes before the expected start time of the race. A bot will verify if you are live, and it can take up to 5 minutes for the fact that you are livestreaming to become available to that bot. Budget the time accordingly.&lt;br /&gt;
&lt;br /&gt;
Once you have EVERYTHING ready to begin your run, select Ready or type .ready. Only do this after you have downloaded the seed, set your file name (and changed your Z-Targeting preference, if the default for the seed is not to your liking), had your final bathroom break before the race, gotten your cup of water, etc. Ready means READY, and once everyone has indicated that they are ready, there is a 10 second countdown.&lt;br /&gt;
&lt;br /&gt;
Once the countdown reaches 0, your LiveSplit timer will start automatically. &#039;&#039;&#039;Do Not&#039;&#039;&#039; start your game file (and load into your house in the forest) before the Timer starts! Do not attempt to Pause your timer during a race, either - LiveSplit will interpret a Pause as completion of the race.&lt;br /&gt;
&lt;br /&gt;
Once you Slay The Pig, stop your timer (using whatever keybind you have set for it) or type .done to complete the race. The exact timing is the start of the cutscene, after you take your final swing at his face. GG! You can look in the Race IRC to see who has finished and with what time(s).&lt;br /&gt;
&lt;br /&gt;
If something comes up, you can .quit to forfeit a race. You will lose points and standing on SRL, but sometimes it can&#039;t be avoided. Be aware of the penalties for forfeiting, and try to budget plenty of time for a race.&lt;br /&gt;
&lt;br /&gt;
If you think you have to quit, submit .quit, then realize you were mistaken, you can resume the race (including all the time that has elapsed) by typing .undone – the race timer will continue and will include the time you thought you were out of the race.&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Changelog&amp;diff=567</id>
		<title>Changelog</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Changelog&amp;diff=567"/>
		<updated>2019-09-20T21:57:28Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== v5.1 ===&lt;br /&gt;
&lt;br /&gt;
==== New Features ====&lt;br /&gt;
&lt;br /&gt;
*Skip first Dampé Race &lt;br /&gt;
**Allows getting both reward in one race if the 60 second target is cleared   &lt;br /&gt;
*Rupee Icon Color changes based on your current wallet upgrade &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Updated Settings ====&lt;br /&gt;
&lt;br /&gt;
*Improved Ear Safe to be less painful &lt;br /&gt;
*Tokensanity: Overworld Only &lt;br /&gt;
**Shuffles Gold Skultulla Tokens in the overworld to complement Dungeons Only   &lt;br /&gt;
*Configurable Skulltula target for the Bridge Requirement &lt;br /&gt;
**Randomize Main Rule Settings still allows setting the MQ Dungeon Count &lt;br /&gt;
**Always Guaranteed Hints are now determined conditionally based on settings   &lt;br /&gt;
*Default Presets are updated to better reflect first time beginner settings &lt;br /&gt;
**The previous Beginner Preset is renamed to Easy Preset&lt;br /&gt;
&lt;br /&gt;
==== Bug Fixes ====&lt;br /&gt;
&lt;br /&gt;
*Improve stability of music related features (Fanfare shuffle is back!) &lt;br /&gt;
*Fix &amp;quot;...???&amp;quot; textboxes at the entrance of Great Fairies &lt;br /&gt;
*In the unlikely event Tournament Hints runs out of hints, the remaining hints are filled with more &amp;quot;Sometimes Good&amp;quot; hints. If those *run out as well then it will fill with &amp;quot;Random Locations&amp;quot; hints. &lt;br /&gt;
*The Gerudo Valley Crate PoH as Adult with Hover Boots trick now properly takes OHKO into account. &lt;br /&gt;
*Minor GUI tweaks &lt;br /&gt;
*Improve error feedback in GUI and Rules JSON &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== v5.0 ===&lt;br /&gt;
&lt;br /&gt;
==== New Features ====&lt;br /&gt;
&lt;br /&gt;
*New Electron GUI &lt;br /&gt;
**New GUI now utilizes both Python and Node to bring you an even better interface &lt;br /&gt;
**Now requires Node (with NPM), in addition to the Python requirement   &lt;br /&gt;
*&amp;lt;u&amp;gt;[[Glitched_Logic|Glitched Logic]]&amp;lt;/u&amp;gt; &lt;br /&gt;
**New Logic Rules option that takes movement glitches into consideration   &lt;br /&gt;
*&amp;lt;u&amp;gt;[[Entrance_Randomizer|Entrance Randomizer]]&amp;lt;/u&amp;gt; &lt;br /&gt;
**Randomize entrances/loading zones &lt;br /&gt;
**Entrances are connected bidirectionally, and only shuffled with other entrances of the same pool &lt;br /&gt;
**Ability to randomize entrances (loading zones) among multiple pools: &lt;br /&gt;
***`Dungeons Only`: All Dungeons except Ganon&#039;s Castle &lt;br /&gt;
***`Simple Indoors`: Dungeons; as well as Houses, Great Fairies, all Open and &amp;lt;u&amp;gt;[http://www.zeldaspeedruns.com/oot/generalknowledge/hidden-grottos Hidden Grottos]&amp;lt;/u&amp;gt; (including small Fairy Fountains and the Lost Woods Stage), and Graves. &lt;br /&gt;
***`All Indoors`: Dungeons and Simple Indoors, as well as Link’s House, the Temple of Time, the Windmill, and Dampe’s Grave. &lt;br /&gt;
***`All Indoors &amp;amp; Overworld Entrances`: Almost all loading zones connecting overworld areas, including Owls   &lt;br /&gt;
**Deku Tree, Fire Temple, and Bottom of the Well dungeon entrances are accessible as both ages   &lt;br /&gt;
*Starting Age Option &lt;br /&gt;
**Can now start as child, adult, or random   &lt;br /&gt;
*Plan-domizer &lt;br /&gt;
**Create a custom seed by placing items, hints and/or entrances where you want them &lt;br /&gt;
**Customize starting items, item pools, active trials and Master Quest dungeons &lt;br /&gt;
**Plandomizer files match the spoiler log JSON format   &lt;br /&gt;
*Additional Customization &lt;br /&gt;
**Additional Background Music Sequences can now be provided to be shuffled in &lt;br /&gt;
**Fanfares randomization &lt;br /&gt;
**Customizable Heart, Magic Meter, and Gauntlet colors &lt;br /&gt;
**Separate inner and outer Navi colors   &lt;br /&gt;
*Added `Randomize Main Rules` option &lt;br /&gt;
*Cow Sanity &lt;br /&gt;
**Playing Epona&#039;s Song for a cow for the first time gives a randomized item.   &lt;br /&gt;
*Shuffle Magic Beans &lt;br /&gt;
**A pack of 10 beans is shuffled into the pool and the Bean Salesman sells a random item once for 60 rupees.   &lt;br /&gt;
*Cucco Count &lt;br /&gt;
**The number of cuccos to be gathered for Anju can be reduced or randomized, and Anju will tell you in-game the target number to catch (similar to 10 Big Poes).   &lt;br /&gt;
*Enable Useful Cutscenes prevents some useful cutscenes from being skipped &lt;br /&gt;
**Re-enables Poes at Forest Temple, Darunia at Fire Temple, and Twinrova at Spirit Temple   &lt;br /&gt;
&lt;br /&gt;
==== Major Changes ====&lt;br /&gt;
&lt;br /&gt;
*Seeds generation is significantly faster &lt;br /&gt;
*Major refactor of logic for performance and ER &lt;br /&gt;
*Spoiler log is now in JSON format &lt;br /&gt;
*Log files are produced in `Logs` during generation to record any errors. &lt;br /&gt;
*Major Logic Changes &lt;br /&gt;
**Desert Colossus Hands are now logically part of Spirit Temple &lt;br /&gt;
**Added the ability to enter drain the Lake Hylia water as Adult after beating Morpha using a new Gossip Stone near the Serenade Warp Pad. Entering Water Temple with Gold Scale and Longshot is now always in logic, however no locations are accessible without additional tricks, Keysanity/Keysy, or Iron Boots. &lt;br /&gt;
**Disabled Locations will always hold Junk items (except song locations if songs are not shuffled with items)   &lt;br /&gt;
*Gameplay Changes &lt;br /&gt;
**Mechanically, Hot Rodder Goron no longer checks for Bomb Bag &lt;br /&gt;
**Wearing Bunny Hood increases running speed to match backwalking speed &lt;br /&gt;
**All Gerudo now check for Gerudo Membership Card instead of Carpenters being freed &lt;br /&gt;
***This only affects when `Shuffle Gerudo Card` is enabled or in Entrance Randomizer &lt;br /&gt;
***In the affected modes, a Gerudo is added behind the Wasteland gate who can open the gate   &lt;br /&gt;
**Removed RNG from Fishing Minigame &lt;br /&gt;
***Note: The optimal strategy is to have the line stationary for the fish to bite   &lt;br /&gt;
**Can now cast Farore&#039;s Wind and play Warp Songs from within Gerudo Training Grounds and all of Ganon&#039;s Castle   &lt;br /&gt;
*Hint Changes &lt;br /&gt;
**Every generic grotto gossip stone has their own hint. &lt;br /&gt;
**The &amp;quot;Very Strong&amp;quot; hint setting can now give multiple Foolish dungeon hints. &lt;br /&gt;
**The “Tournament” hint setting was revised to utilize all 40 hint stones. &lt;br /&gt;
***Increased to 5 WOTH hints (with a new maximum of 2 Dungeon regions hinted); increased to 3 Foolish hints; Skull Mask added to Tournament hints’ Always hints; 5 Sometimes hints; all hints in this distribution are duplicated onto two Gossip Stones.     &lt;br /&gt;
*Cutscene Changes &lt;br /&gt;
**Burning Kakariko Cutscene can be triggered when entering Kakariko Village from any entrance. &lt;br /&gt;
**Speedup Owl Flying cutscenes to be almost instant. &lt;br /&gt;
**Enable Useful Cutscenes setting added (see above in New Features)   &lt;br /&gt;
&lt;br /&gt;
==== Updated Settings ====&lt;br /&gt;
&lt;br /&gt;
*Filter added to `Location Exclusion` dropdown &lt;br /&gt;
*More tricks added to the `Enable Tricks` dropdown &lt;br /&gt;
*Shuffle Gerudo Card can now be enabled alongside Open Gerudo Fortress. &lt;br /&gt;
*Forest Options &lt;br /&gt;
**`Closed Deku`: Open Forest except Mido still blocks the Deku Tree   &lt;br /&gt;
*Dungeon Item Options &lt;br /&gt;
**Added `Vanilla` placement option for small keys, boss keys and maps/compasses   &lt;br /&gt;
*Ganon&#039;s Boss Key &lt;br /&gt;
**Split Ganon’s Boss Key settings from the rest of the Boss Keys setting &lt;br /&gt;
**Added LACS options that place the key there. &lt;br /&gt;
***This allows playing with open bridge while still requiring dungeon completion   &lt;br /&gt;
**This replaces the Remove Ganon’s Boss Door Lock option   &lt;br /&gt;
*Plentiful Item Pool &lt;br /&gt;
**Duplicate Letter in a Bottle added to plentiful item pool   &lt;br /&gt;
*With `Start With Max Rupees` option enabled, wallet upgrades items now fill to max rupees &lt;br /&gt;
&lt;br /&gt;
==== Bug Fixes ====&lt;br /&gt;
&lt;br /&gt;
*No longer able to buy Bombchus with only bomb bag when Bombchus in logic &lt;br /&gt;
*Dampé freestanding Piece of Heart no longer requires opening the chest &lt;br /&gt;
*Buying Piece of Heart/Heart Container fully heals Link &lt;br /&gt;
*Learning Sun&#039;s Song from Malon no longer causes a softlock &lt;br /&gt;
*Castle and Gerudo guards can no longer cause softlock when catching you &lt;br /&gt;
*Vanilla shop items have correct price in spoiler log with shopsanity enabled &lt;br /&gt;
*Fixed Song of Storms not being usable in Sacred Forest Meadow immediately after learning it &lt;br /&gt;
*Improved Bottled Fairy logic rules for OHKO in ER &lt;br /&gt;
*Fixed `Starting Time of Day` times to better reflect their descriptions with the in-game state &lt;br /&gt;
**`Night` options will spawn Skulltulas   &lt;br /&gt;
*Add compatibility support for Python 3.8 &lt;br /&gt;
*Improved Spoiler Logs for Multiworlds with differing Random settings between worlds &lt;br /&gt;
*Lab Dive now completable even with Eyedrops in your possession &lt;br /&gt;
*Great Fairy cutscene no longer plays on additional visits for health and magic refills. &lt;br /&gt;
*Running Man can now fill a Tycoon’s wallet when buying the Bunny Hood from the player &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== v4.0 ===&lt;br /&gt;
&lt;br /&gt;
==== New Features ====&lt;br /&gt;
&lt;br /&gt;
*Quick boot equips &lt;br /&gt;
**Use D-pad left to equip Iron Boots if they’re in the inventory, or D-pad right to equip Hover Boots if they’re in the inventory. &lt;br /&gt;
**Press the button again to equip Kokiri Boots.   &lt;br /&gt;
*Quck Ocarina &lt;br /&gt;
**Use D-pad down to pull out the Ocarina   &lt;br /&gt;
*Freestanding models &lt;br /&gt;
**All freestanding item locations now display the model of the item you will receive.   &lt;br /&gt;
*Ice traps now work from any location &lt;br /&gt;
**In freestanding locations, appears as a random major item &lt;br /&gt;
**In shops, appears as a random major item with a misspelling.   &lt;br /&gt;
*Various speedups &lt;br /&gt;
**No Talon cutscene when he runs away. &lt;br /&gt;
**Skip “Caught By Gerudo” cutscene. &lt;br /&gt;
**Shorten cutscene when getting Bullet Bag from the Deku Scrub in Lost Woods. &lt;br /&gt;
**Fast pushing and pulling. &lt;br /&gt;
***All types of blocks. &lt;br /&gt;
***Spinnable mirrors in Spirit Temple. &lt;br /&gt;
***Truth spinner in Shadow Temple. &lt;br /&gt;
***Puzzle in basement of Forest Temple.   &lt;br /&gt;
**Ocarina minigame shortened to the first round. &lt;br /&gt;
***5 notes instead of 8.   &lt;br /&gt;
**Jabu-Jabu’s Belly elevator spawns in a more convenient position &lt;br /&gt;
**Kakariko carpenter position is offset so he is no longer in your way during the cucco route. &lt;br /&gt;
**Warp songs now have a normal transition with no cutscene.   &lt;br /&gt;
*Farore&#039;s Wind no longer dispels when transitioning through time. &lt;br /&gt;
**Farore&#039;s Wind can now set two Warp Points which are age-exclusive.   &lt;br /&gt;
*Gold Skulltula textbox displays current number obtained &lt;br /&gt;
*Poe salesman tells point limit without needing to sell &lt;br /&gt;
*Patch files added so that generated seeds can be distributed legally &lt;br /&gt;
&lt;br /&gt;
==== New Options ====&lt;br /&gt;
&lt;br /&gt;
*Master Quest dungeon slider &lt;br /&gt;
**Selects a number of Master Quest dungeons to appear in the game. &lt;br /&gt;
***Ex: 0 - All dungeons will have their default designs. &lt;br /&gt;
***Ex: 6 - Half of all dungeons will have Master Quest redesigns. &lt;br /&gt;
***Ex: 12 - All dungeons will have Master Quest redesigns.     &lt;br /&gt;
*Damage multiplier &lt;br /&gt;
**Changes the amount of damage taken. &lt;br /&gt;
**OHKO: Link dies in one hit.   &lt;br /&gt;
*Item pool &lt;br /&gt;
**Replaces difficulty. &lt;br /&gt;
**Changes the number of bonus items that are available in the game. &lt;br /&gt;
***Plentiful: Extra major items are added. &lt;br /&gt;
***Balanced: The original item pool. &lt;br /&gt;
***Scarce: Some excess items are removed, including health upgrades. &lt;br /&gt;
***Minimal: Most excess items are removed.     &lt;br /&gt;
*Start with max rupees &lt;br /&gt;
**The player begins the game with 99 rupees.   &lt;br /&gt;
*Start with Deku equipment &lt;br /&gt;
**The player begins the game with 10 Deku sticks and 20 Deku nuts. &lt;br /&gt;
**If playing without shopsanity, the player begins with a Deku shield equipped.   &lt;br /&gt;
*Start with fast travel &lt;br /&gt;
**The player begins the game with the Prelude of Light and Serenade of Water songs learned and the Farore’s Wind spell in the inventory &lt;br /&gt;
**These three items increase Link’s mobility around the map, but don’t actually unlock any new items or areas.   &lt;br /&gt;
*Start with Tycoon wallet &lt;br /&gt;
*Open Zora’s Fountain &lt;br /&gt;
**King Zora is moved to the side from the start of the game. &lt;br /&gt;
**Ruto’s Letter is removed from the item pool and replaced with an Empty Bottle.   &lt;br /&gt;
*Randomize starting time of day &lt;br /&gt;
*Ice traps setting &lt;br /&gt;
**Off: All ice traps are removed. &lt;br /&gt;
**Normal: Only ice traps from base pool are placed. &lt;br /&gt;
**Extra ice traps: Chance to add extra ice traps when junk items are added to the item pool &lt;br /&gt;
**Ice trap mayhem: All junk items added will be ice traps. &lt;br /&gt;
**Ice trap onslaught: All junk items will be ice traps, including ones in the base pool.   &lt;br /&gt;
*New Cosmetics &lt;br /&gt;
**Added options for Sword Trail colors &lt;br /&gt;
***Can set the length of the trails &lt;br /&gt;
***Can set the inner and outer colors &lt;br /&gt;
***Can set color to “Rainbow”   &lt;br /&gt;
**Additional SFX options   &lt;br /&gt;
&lt;br /&gt;
==== Updated Features ====&lt;br /&gt;
&lt;br /&gt;
*Hints distribution. &lt;br /&gt;
**Changes how many useful hints are available in the game. &lt;br /&gt;
**Useless: Has nothing but junk hints. &lt;br /&gt;
**Balanced: Gives you a mix of useless and useful hints. Hints will not be repeated. &lt;br /&gt;
**Strong: Has some duplicate hints and no junk hints. &lt;br /&gt;
**Very Strong: Has only very useful hints. &lt;br /&gt;
**Tournament: Similar to strong but has no variation in hint types.   &lt;br /&gt;
*Frogs Ocarina Game added to always hints. &lt;br /&gt;
*Hints are only in logic once you are able to reach the location of the gossip stone by logic &lt;br /&gt;
**Hints ignore logic if inaccessible.   &lt;br /&gt;
*Foolish choice hint added. &lt;br /&gt;
**Regions that are a foolish choice will not have any required items no matter what route is taken in logic   &lt;br /&gt;
*Big Poes location does not require a hint if count set to 3 or less. &lt;br /&gt;
*Add medallion icons to the Temple of Time altar hint. &lt;br /&gt;
*Add a hint for 0/6 trials if trial count is random. &lt;br /&gt;
*Scrub Shuffle now updates the Business Scrubs’ textboxes with the updated price for buying their item. &lt;br /&gt;
&lt;br /&gt;
==== Updated Options ====&lt;br /&gt;
&lt;br /&gt;
*Chest size matches contents updated &lt;br /&gt;
**Boss keys will be in gold chests &lt;br /&gt;
**Small keys appear in small gold chests   &lt;br /&gt;
*Free Scarecrow’s Song changes &lt;br /&gt;
**Pulling out ocarina near a spot where Pierre can spawn will do so.   &lt;br /&gt;
*Rainbow Bridge changes &lt;br /&gt;
**Spiritual Stones added as bridge requirement &lt;br /&gt;
**100 Gold Skulltula tokens added as bridge requirement   &lt;br /&gt;
*Any location can now be excluded from being required &lt;br /&gt;
*Various advanced tricks has been split into individual tricks to be selected &lt;br /&gt;
*Choose sound effects ocarina uses when played &lt;br /&gt;
&lt;br /&gt;
==== Bug Fixes ====&lt;br /&gt;
&lt;br /&gt;
*Deku and Hylian shields from chests no longer become blue rupees. &lt;br /&gt;
*Force game language to be English even if a Japanese rom is supplied. &lt;br /&gt;
*Door of Time now opens when entering Temple of Time from all spawns. &lt;br /&gt;
*Fix empty bomb glitch. &lt;br /&gt;
*Move item cost to after Player in the spoiler log. &lt;br /&gt;
*Add Wasteland Bombchu Salesman to spoiler log when required for first Bombchus. &lt;br /&gt;
*Fix message text table is too long error when using settings that add a lot of text to the ROM. &lt;br /&gt;
*Kokiri Sword no longer required for fishing as child. &lt;br /&gt;
*Fix Biggoron Sword collection delay. &lt;br /&gt;
*Twinrova phase 2 textbox fix. &lt;br /&gt;
*Switches in Forest and Fire Temple lowered by 1 unit to make it easier to press them. &lt;br /&gt;
*Equipment menu will now show the name of the item you have in the first column. &lt;br /&gt;
*Hover Boots will no longer show up as adult in the first equipment menu slot if a slingshot was not gotten before becoming adult. &lt;br /&gt;
*Ammo items now use the correct item fanfare. &lt;br /&gt;
*Fix chest size matches contents to work for all chests. &lt;br /&gt;
*Removed key for key logic. &lt;br /&gt;
*Removed unused locked door in Water Temple. &lt;br /&gt;
*Scarecrow’s Song should no longer cause softlocks when played in laggy areas. &lt;br /&gt;
*Text error messages no longer display the Pocket Egg text. &lt;br /&gt;
*Ice traps added back to OHKO as the softlock appears fixed. &lt;br /&gt;
*Ganon now says “my castle” instead of “Ganon’s Castle” for light arrow hint. &lt;br /&gt;
*Fix various typos in text &lt;br /&gt;
**Gerudo’s Fortress &lt;br /&gt;
**Zora’s River &lt;br /&gt;
**Red Rupee   &lt;br /&gt;
*“Ganon’s Tower” is now just “Ganon’s Castle”. &lt;br /&gt;
*Dampe’s Gravediggin reward correctly flags collection on pickup. &lt;br /&gt;
*Castle Moat Bridge no longer closes when playing the Zelda Escape cutscene &lt;br /&gt;
*The Skip Escape option is now enforced when enabled, even on deaths to Ganon. &lt;br /&gt;
*Various logic fixes. &lt;br /&gt;
&lt;br /&gt;
==== Multiworld Changes ====&lt;br /&gt;
&lt;br /&gt;
*Maximum player count increased from 31 to 255. &lt;br /&gt;
*Ice traps can now be sent to other worlds. &lt;br /&gt;
*Ganon now tells you the location of your Light Arrows, not the location of some Light Arrows that may exist in your world. &lt;br /&gt;
*Item placement rebalanced so that an item for another player can only be placed on a location that both players can reach in logic. &lt;br /&gt;
&lt;br /&gt;
==== Development Version Changes ====&lt;br /&gt;
&lt;br /&gt;
*Output patch file &lt;br /&gt;
**Creates a binary patch file instead of a ROM. Allows sharing a seed without sharing copyright protected material.   &lt;br /&gt;
*Patch ROM from file &lt;br /&gt;
**Applies a generated patch file to the base ROM and creates a randomizer ROM. Allows sharing a seed without sharing copyright protected material.   &lt;br /&gt;
*Settings presets &lt;br /&gt;
**Adds a functionality to save settings strings for future use. &lt;br /&gt;
**Several presets are already provided.   &lt;br /&gt;
*Create settings log if spoiler log is disabled &lt;br /&gt;
*File names no longer include a settings string &lt;br /&gt;
**Instead display a shortened SHA-1 hash of the settings string.   &lt;br /&gt;
*Add option for converting settings to a string and back &lt;br /&gt;
**Only convert the specified settings to a settings string. &lt;br /&gt;
**If a settings string is specified output the used settings instead.   &lt;br /&gt;
*Python 3.5 is no longer supported &lt;br /&gt;
**You must have Python 3.6 or higher installed to run the randomizer code.   &lt;br /&gt;
*Add option to only apply cosmetic patch without generating world data &lt;br /&gt;
*CLI uses a specified settings file instead of taking in each option &lt;br /&gt;
**Uses settings.sav as default if it exists &lt;br /&gt;
**Uses default settings if no settings file is provided and no settings.sav exists.   &lt;br /&gt;
*Version check is no longer a dialog &lt;br /&gt;
**Appears in a frame in the main randomizer window.   &lt;br /&gt;
*Copy settings string button &lt;br /&gt;
*Cosmetic versioning added to rom. Some cosmetics are only applied if they are safe to do so. &lt;br /&gt;
*Major refactor of code &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== v3.0 ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;[https://wiki.ootrandomizer.com/index.php?title=Readme&amp;amp;oldid=184 v3.0 documentation.]&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
(don&#039;t edit the v3.0 documentation)&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Glitch_Logic_(outdated)&amp;diff=498</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=498"/>
		<updated>2019-07-29T23:02:47Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Glitched Logic =&lt;br /&gt;
&lt;br /&gt;
Glitched Logic is a different set of logic files to the normal Glitchless Logic files.&amp;amp;nbsp; These take into account a massive amount of tricks, glitches, clips, etc. for placement of items throughout the world.&amp;amp;nbsp; 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.&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;br/&amp;gt; This set of logic files was designed around the noIM/WW ruleset.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== noIM/WW ==&lt;br /&gt;
&lt;br /&gt;
No Item Manipulation or Wrong warp, commonly abbreviated noIM/WW is a ruleset originating from the speedrun community of Ocarina of Time.&amp;amp;nbsp; It has evolved over the years from its humble beginnings and has changed names many times.&amp;amp;nbsp; 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.&amp;amp;nbsp; These 3 glitches are Bottle Adventure (BA), Reverse Bottle Adventure (RBA), and Get Item Manipulation (GIM).&amp;amp;nbsp; 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.&amp;amp;nbsp; The breadth of their power and the fact that they circumvent gameplay is what has led to their being 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.&amp;amp;nbsp; How it works is beyond the scope of this description, however essentially we can influence what entrance the game pulls from an internal table.&amp;amp;nbsp; 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.&amp;amp;nbsp; As with Item Manipulation this is banned as it circumvents a lot of gameplay.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
&lt;br /&gt;
Because playing Ocarina of Time with gliches, 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.&amp;amp;nbsp; There were 4 tennets that went into building the logic and they are as follows:&lt;br /&gt;
&lt;br /&gt;
#&amp;amp;nbsp;Any trick or glitch must be infinitely repeatable to be considered in logic. &lt;br /&gt;
#&amp;amp;nbsp;Obscurity of a trick or glitch is not a factor in its includsion &lt;br /&gt;
#&amp;amp;nbsp;Difficulty of a trick or glitch may be a factor.&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
#*Any trick which has a reliable setup can be considered regardless of its difficulty or precision   &lt;br /&gt;
#&amp;amp;nbsp;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 noIM/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 irretriveable violating tennet #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.&amp;amp;nbsp; 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;
&amp;amp;nbsp;&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.&amp;amp;nbsp; These are listed below:&lt;br /&gt;
&lt;br /&gt;
*Any of the tricks/glitches mentioned above &lt;br /&gt;
*Obtaining the last chest in Ice Cavern as a child will not give you the song check &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.&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Retroarch&amp;diff=483</id>
		<title>Retroarch</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Retroarch&amp;diff=483"/>
		<updated>2019-07-12T16:25:08Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Retroarch Guide for OoT Randomizer&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt;by Raizuto&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|3}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Navigate UI with Keyboard only&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;Firstly install &amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&amp;lt;ins&amp;gt;[http://www.retroarch.com/index.php?page=platforms Retroarch]&amp;lt;/ins&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;amp;nbsp;- Choose an installation accordingly with whatever OS you are running &amp;lt;span style=&amp;quot;color:#e67e22&amp;quot;&amp;gt;&#039;&#039;&amp;lt;span style=&amp;quot;background-color:#000000&amp;quot;&amp;gt;(If Retroarch crashes upon opening try installing the Windows XP 32Bit / 64 Bit installation instead)&amp;lt;/span&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Hit &#039;&#039;&#039;Load Core&#039;&#039;&#039; on the Main Menu&amp;lt;br/&amp;gt; [[File:Retroarch-Load-core.png|530x427px|Retroarch-Load-core.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Then you will hit&amp;amp;nbsp;&#039;&#039;&#039;“Download Core…”&amp;lt;br/&amp;gt; [[File:RA-Download-Core.png|530x427px|RA-Download-Core.png]]&#039;&#039;&#039;&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#After the Core index list populates, go down until you find “&#039;&#039;&#039;Nintendo - Nintendo 64 (ParaLLEl N64)&#039;&#039;&#039;” and install it. &amp;lt;span style=&amp;quot;color:#e67e22&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;background-color:#000000&amp;quot;&amp;gt;(If this core gives you issues, try the “&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;background-color:#000000&amp;quot;&amp;gt;Nintendo - Nintendo 64 (Mupen64Plus)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;background-color:#000000&amp;quot;&amp;gt;” core instead.&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt; [[File:Retroarch 01.png|530x427px|Retroarch 01.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Now that the core is installed. You can backspace out to the &#039;&#039;&#039;Main Menu&#039;&#039;&#039;.&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Next go over to the &#039;&#039;&#039;Settings &#039;&#039;&#039;column menu, then down to &#039;&#039;&#039;Saving&#039;&#039;&#039; to change “&#039;&#039;&#039;SaveRAM Autosave Interval&#039;&#039;&#039;” to 10 Seconds by selecting it &amp;amp; hitting the right arrow key &#039;&#039;ten times&#039;&#039;. &#039;&#039;(As shown below)&#039;&#039;&amp;lt;br/&amp;gt; [[File:RA-Saving-Interval.png|900x427px|RA-Saving-Interval.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Next go back to the &#039;&#039;&#039;Settings &#039;&#039;&#039;column menu, then down to &#039;&#039;&#039;Directory &#039;&#039;&#039;and hit enter&amp;lt;br/&amp;gt; [[File:Retroarch 02.png|530x424px|Retroarch 02.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#You should see something like this:&amp;lt;br/&amp;gt; [[File:Retroarch 03.png|530x427px|Retroarch 04.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Proceed to select “&#039;&#039;&#039;Downloads&#039;&#039;&#039;” as pictured above &amp;amp; hit enter. You will be presented with an overview of your system partitions, similar to this:&amp;lt;br/&amp;gt; [[File:Retroarch 04.png|530x426px|Retroarch 04.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Now &#039;&#039;&#039;navigate &#039;&#039;&#039;through your Computer files to &amp;lt;u&amp;gt;&#039;&#039;&#039;whatever folder your roms reside in&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp; hit “&#039;&#039;&#039;Use This Directory&#039;&#039;&#039;” &amp;lt;u&amp;gt;even if it displays as empty,&amp;lt;/u&amp;gt;&amp;amp;nbsp;hit it anyway.&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size:smaller&amp;quot;&amp;gt;&#039;&#039;(If you’re using the Windows OoT Randomizer 3.0 installation. The default location your patched roms will go is within a folder named &#039;&#039;&#039;Output,&#039;&#039;&#039; which gets created &amp;amp; placed inside the same folder your OoTRandomizer.exe exists.)&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#After you have completed the previous step, you will now be able to load your roms via the &#039;&#039;&#039;Downloads &#039;&#039;&#039;section on the &#039;&#039;&#039;Load Content&#039;&#039;&#039; menu like so:&amp;lt;br/&amp;gt; [[File:Retroarch 05.png|530x425px|Retroarch 05.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;&amp;lt;u&amp;gt;Optional:&amp;lt;/u&amp;gt;&#039;&#039;&#039; If your controls don’t feel quite right:&amp;lt;br/&amp;gt; Access the Quick Menu by hitting F1 while a rom is loaded &amp;amp; go down to Options. Change deadzone to 10 &amp;amp; analog sensitivity to 80.&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&amp;lt;u&amp;gt;&#039;&#039;&#039;Optional:&#039;&#039;&#039;&amp;lt;/u&amp;gt; For cool hi-res textures setup, &amp;lt;u&amp;gt;[[HiRes_Texture_Packs|Click here]]&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
*To unbind any button/key hit the delete key on your keyboard in the input settings. &lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;NEVER&#039;&#039;&#039;&amp;lt;/u&amp;gt; close RA via it’s top right X, close it from far left Main Menu “&#039;&#039;&#039;Quit Retroarch&#039;&#039;&#039;”. &lt;br /&gt;
*If you want Retroarch to keep running in the background, go over to the &#039;&#039;&#039;Settings &#039;&#039;&#039;column menu, then down to &#039;&#039;&#039;User Interface&#039;&#039;&#039;, hit enter and set “&#039;&#039;&#039;Don’t run in the background&#039;&#039;&#039;” to &#039;&#039;&#039;OFF&#039;&#039;&#039;. &lt;br /&gt;
*If you happen to try setting custom controller user input binds over using the auto configuration, you might want to know the following info:&amp;lt;br/&amp;gt; &amp;lt;u&amp;gt;Left side user input binds&amp;lt;/u&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;(THE DELETE KEY UNBINDS ANY INPUT BINDING)&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;B button&#039;&#039;&#039; is equivalent to N64 A Button &lt;br /&gt;
**&#039;&#039;&#039;Y button&#039;&#039;&#039; is equivalent to N64 B Button &lt;br /&gt;
**&#039;&#039;&#039;L2 button (trigger)&#039;&#039;&#039; is equivalent to N64 Z Button &lt;br /&gt;
**&#039;&#039;&#039;L1&#039;&#039;&#039; is equivalent to N64 L &lt;br /&gt;
**&#039;&#039;&#039;R1&#039;&#039;&#039; is equivalent to N64 R &lt;br /&gt;
**&#039;&#039;&#039;&amp;lt;ins&amp;gt;Movement:&amp;lt;/ins&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
***Left analog X+ = Right &lt;br /&gt;
***Left analog X-&amp;amp;nbsp; = Left &lt;br /&gt;
***Left analog Y+ = Down &lt;br /&gt;
***Left analog Y-&amp;amp;nbsp; = Up   &lt;br /&gt;
**&#039;&#039;&#039;&amp;lt;ins&amp;gt;C-Buttons/C-Stick:&amp;lt;/ins&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
***Right analog X+ = C-Right &lt;br /&gt;
***Right analog X-&amp;amp;nbsp; = C-Left &lt;br /&gt;
***Right analog Y+ = C-Down &lt;br /&gt;
***Right analog Y-&amp;amp;nbsp; = C-Up     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; ENJOY! &#039;&#039;&#039;(Be sure to only use roms that end with “-comp.z64” &amp;amp; are 32 MB in size!!! Seriously, compress your rom!)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
&lt;br /&gt;
*No Audio - Go into the Driver Menu (first thing under the Settings Menu Column) and change the Audio Driver from xaudio to dsound. Then quit RetroArch properly via the Main Menu and restart it. &lt;br /&gt;
*Retroarch crash when loading ROM - If using the Nintendo - Nintendo 64 (Mupen64Plus)&amp;amp;nbsp;core, try the&amp;amp;nbsp;Nintendo - Nintendo 64 (ParaLLEl N64)&amp;amp;nbsp;core instead. If using the&amp;amp;nbsp;Nintendo - Nintendo 64 (ParaLLEl N64)&amp;amp;nbsp;core, try the&amp;amp;nbsp;Nintendo - Nintendo 64 (Mupen64Plus) core instead. &lt;br /&gt;
*Boots are equipped / Ocarina pulled out randomly while walking - Go to the input menu and set &#039;Analog to Digital&#039; to &#039;None&#039;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Multiworld&amp;diff=456</id>
		<title>Multiworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Multiworld&amp;diff=456"/>
		<updated>2019-05-15T16:04:59Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Getting Multiworld Set Up&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;by Raikaru13&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|4}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
=== Step 0: Generating the ROMs ===&lt;br /&gt;
&lt;br /&gt;
This guide is intended for use with the Randomizer version 4.0.&lt;br /&gt;
&lt;br /&gt;
Start off by going to the [https://www.ootrandomizer.com/ Webpatcher]&amp;amp;nbsp;and set up the settings you want for the seed. On the `Rom Options` tab change the `World Count` to however many people will be playing. Once you&#039;re done, generate the seed.&amp;lt;br/&amp;gt; [[File:Multiworld Setup4.0.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Share this Page with all players participating. Now, discuss among yourselves who will be which player number. For example, the host would be player 1, and the others&amp;amp;nbsp;would be players 2 onwards.&lt;br /&gt;
&lt;br /&gt;
Now, everyone can open the page, select their rom/wad, change the `Player ID` section to whatever player number you are, set up your cosmetics, then patch the ROM.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Each player should have their own Randomizer ROM, with the formula `OoT_SeedID_SettingsHash_W0P0` with the W0 and P0 being world count and player ID respectively.&lt;br /&gt;
&lt;br /&gt;
Multiworld is playable only on Bizhawk. This guide will help you through the custom install needed to set up Bizhawk to run Multiworld.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Download the Custom Bizhawk Installer ===&lt;br /&gt;
&lt;br /&gt;
The very first thing that you must do is download the Multiworld script from [https://github.com/TestRunnerSRL/bizhawk-co-op 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 2: 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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG1.png|610x149px|Run with PowerShell]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Configuring Bizhawk for Multiworld ===&lt;br /&gt;
&lt;br /&gt;
3.1 - There are a few things you need to do once you&#039;ve got the emulator running. The very first thing is go to Config -&amp;gt; Customize and navigate to the Advanced tab. At the bottom, there is an option for Lua Core; select Lua+LuaInterface and hit OK. While on the Advanced tab, you should also check the box for AutoSaveRAM and set it to 30s! &#039;&#039;(Appoligies that this isn&#039;t included in the image.)&#039;&#039; This will allow Bizhawk to write your in-game save to your drive. (This is NOT 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. Remember to save often!)&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG2.png|420x487px|Advanced Customization]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
In the General tab of the Customize menu, check the box to enable Accept background input – this will allow Bizhawk to keep accepting controller inputs when you tab over to your tracker or notes. 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;
3.2 - 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:&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG3.png|320x207px|Normal Controls]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
3.3 - 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 4: 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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG4.png|586x379px|Disable Scripts on Load]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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.&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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG5.png|296x349px|Bizhawk co-op]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 5: 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. 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. Hit Create Room and tell the people joining the Room 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 6: 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 #chat-bot channel (under Misc) 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 #multiworld-planning (under Races) to look for additional players. It is &#039;&#039;highly&#039;&#039; recommended that you use a Tracker so that you don&#039;t accidentally leave those new friends out to dry if you miss a check. Additional info about Trackers can be found [[Trackers|here]]. 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Special Circumstances ==&lt;br /&gt;
&lt;br /&gt;
=== Manual Setup ===&lt;br /&gt;
&lt;br /&gt;
This will be helpful to those who can not run PowerShell for some reason. First download, extract, and run the Bizhawk prerequisite found [https://github.com/TASVideos/BizHawk-Prereqs/releases/download/2.1/bizhawk_prereqs_v2.1.zip here]. &#039;&#039;(Yes, this step is absolutely required.)&#039;&#039; Next, download the following zip file and extract it to &#039;&#039;its own folder&#039;&#039;. This will contain an archived version of the co-op build from 12/27/18. [https://www.dropbox.com/s/t9ia81ao993rhtv/BizHawk-2.3.zip?dl=0 https://www.dropbox.com/s/t9ia81ao993rhtv/BizHawk-2.3.zip?dl=0] This archival copy will need to be updated a bit; you will need to download the latest build of co-op and replace the ram controller files in &amp;lt;code&amp;gt;/bizhawk-co-op/ramcontroller/&amp;lt;/code&amp;gt;. The latest version of this file can be found at [https://github.com/TestRunnerSRL/bizhawk-co-op/tree/master/bizhawk-co-op/ramcontroller https://github.com/TestRunnerSRL/bizhawk-co-op/tree/master/bizhawk-co-op/ramcontroller].&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Can&#039;t Port-Forward ===&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.&amp;lt;br/&amp;gt; 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]]&amp;amp;nbsp;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.&amp;amp;nbsp;&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;
&amp;amp;nbsp;&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.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== 3.0 Legacy ===&lt;br /&gt;
&lt;br /&gt;
Note: if you generated your seed from the webgenerator, ignore this section.&lt;br /&gt;
&lt;br /&gt;
The Bizhawk co-op script available from GitHub is intended for use with Randomizer version 4.0.&amp;amp;nbsp;If a Multiworld seed was generated using 3.0, then &#039;&#039;all players&#039;&#039; must replace 2 files. First, the file found at &amp;lt;code&amp;gt;/bizhawk-co-op/ramcontroller/Ocarina of Time.lua&amp;lt;/code&amp;gt; with the 3.0-compatible version of the file available here: [https://www.dropbox.com/s/odwjtm34827tyun/Ocarina%20of%20Time.lua?dl=0 https://www.dropbox.com/s/odwjtm34827tyun/Ocarina%20of%20Time.lua?dl=0]. Second, the file found at &amp;lt;code&amp;gt;bizhawk-co-op/sync.lua&amp;lt;/code&amp;gt; with [https://www.dropbox.com/s/woreg19wsjpspvl/sync.lua?dl=0 https://www.dropbox.com/s/woreg19wsjpspvl/sync.lua?dl=0]. If Bizhawk is running when you replace these files, you must close and restart Bizhawk for it to use these legacy files.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Bizhawk&amp;diff=453</id>
		<title>Bizhawk</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Bizhawk&amp;diff=453"/>
		<updated>2019-05-07T16:36:37Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Bizhawk Installation Guide&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|3}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Download:&#039;&#039;&#039; Download Bizhawk and its prerequired files: [https://github.com/TASVideos/BizHawk-Prereqs/releases https://github.com/TASVideos/BizHawk-Prereqs/releases]&amp;lt;br/&amp;gt; [https://github.com/TASVideos/BizHawk/releases/ https://github.com/TASVideos/BizHawk/releases/] &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Extracting:&#039;&#039;&#039; Extract both files after they are done downloading:&amp;lt;br/&amp;gt; [[File:Bizhawk 01.png|RTENOTITLE]] &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Installing the Pre-Reqs:&#039;&#039;&#039; Open “bizhawk_prereqs_vX.X” and run “bizhawk_prereqs.exe” and go through with it by clicking “Next”. &amp;amp;nbsp;&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Starting the Emulator:&#039;&#039;&#039;Open “BizHawk-X.X.X” and run “EmuHawk.exe”.&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Booting up the Rom:&#039;&#039;&#039; Select “File” and select “Open ROM”. Find your game and load it up!&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; [[File:Rom.png|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Better Analog stick accuracy: &amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt;Provided by Retzioka&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;br/&amp;gt; While the game is running, go to the “Config” tab and select the “Controllers..” option. Set up the controls by clicking on the text boxes and input the desired button with your Controller. If it’s not registering the inputs from your Controller, then you are missing drivers for your Controller. Make sure you do not input anything in the 4 first boxes as shown below, as they will mess up your aiming in game when using the Bow / Hookshot / Etc.. Instead, change to the “Analog Controls” tab and click the “Bind” button.&amp;lt;br/&amp;gt; X Axis = Move your stick Left to Right once -- Y Axis = Move your stick Up to Down once.&amp;lt;br/&amp;gt; Also make sure you change the sensitivity of the Y Axis as shown below for easier control over aiming.&amp;lt;br/&amp;gt; [[File:Bizhawk 03.png|RTENOTITLE]] &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Optional Settings ==&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hotkey Settings&#039;&#039;&#039;&amp;lt;br/&amp;gt; I suggest getting rid of most (if not all) the bound Hotkeys, as some of them can be bound by default to your controller (like fast forward) and be annoying when you play.&amp;lt;br/&amp;gt; Select a hotkey and simply press the &amp;quot;Escape&amp;quot; key on your keyboard.&amp;lt;br/&amp;gt; [[File:Bizhawk 04.png|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Better Graphics&#039;&#039;&#039;&amp;lt;br/&amp;gt; Go to the &amp;quot;Config&amp;quot; tab, select &amp;quot;Cores&amp;quot; and then &amp;quot;N64 Video Plugin Settings&amp;quot;.&amp;lt;br/&amp;gt; you should see a third box named &amp;quot;Video Resolution&amp;quot;.&amp;lt;br/&amp;gt; 640x480 is recommended, but depending on the available PC specs, a higher resolution is possible.&amp;lt;br/&amp;gt; Higher resolutions may affect your FPS and can slow the game down.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; Change Active Video Plugin to&amp;amp;nbsp;&#039;&#039;&#039;GlideN64&#039;&#039;&#039; (If that doesn&#039;t work, try Mk2)&amp;lt;br/&amp;gt; [[File:Bizhawk 05.png|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Background Inputs&#039;&#039;&#039;&amp;lt;br/&amp;gt; As a Streamer, you may have to click around often. This will make sure that whatever you do, the Emulator will register the inputs from your Controller.&amp;lt;br/&amp;gt; Go to “Config” and select “Customize..” Make sure the 5th and 6th box are both Checked.&amp;lt;br/&amp;gt; It is also recommended to uncheck the “Pause when Menu Activated” box too.&amp;lt;br/&amp;gt; &#039;&#039;If you selected a high resolution at #2, your FPS might go down if you click somewhere other than on the Emulator, like a second monitor.&amp;lt;br/&amp;gt; [[File:Bizhawk 06.png|RTENOTITLE]]&#039;&#039;&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Aspect Ratio&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt; If you decide to make your Emulator’s Window Fullscreen, your game will look stretched, which is not a nice sight for either you or your viewers. This will ensure the game will stay in its original 4:3 Ratio.&amp;lt;br/&amp;gt; Go to “Config” and select “Display”. Check the “Maintain Aspect Ratio (Letterbox)” box and select “Use 1:1 Pixel Size”.&amp;lt;br/&amp;gt; [[File:Bizhawk 07.png|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Gamecube Adapter Support&#039;&#039;&#039;&amp;lt;br/&amp;gt; Download the drivers for your WII U Adapter via [http://m4sv.com/page/wii-u-gcn-usb-driver this_link].&amp;lt;br/&amp;gt; Some of you who wishes to use your Gamecube Controller with the Wii U Adapter, connect only the Black USB end of the Wii U Adapter to your PC and connect your Gamecube controllerin the left most slot, then run as an Administrator the “&#039;&#039;WiiU-UsbSetup 2015-09-02.exe&#039;&#039;”.&amp;lt;br/&amp;gt; Once the installation starts, a new Window will appear under the name “Zadig”.&amp;lt;br/&amp;gt; In the first box, select “WUP-028” and then select either “Install Driver” or “Reinstall Driver”. It will be the big box in the middle of the Window.&amp;lt;br/&amp;gt; [[File:Bizhawk 08.png|RTENOTITLE]]&amp;lt;br/&amp;gt; Once done, close this Window with the “X” in the upper right corner, this will make the process keep going. Keep pressing “Next” until the program ask you to Reboot your PC.&amp;lt;br/&amp;gt; After restarting your PC, you will now have a “Wii U USB GCN Adapter” icon (Gamecube Controller looking icon). Open it up as a Administrator and select “Start”.&amp;lt;br/&amp;gt; Your PC will be making several connection noises as if you are plugging and unplugging stuff, this is normal. Let it do it’s thing until you see “Driver Successfully Started, entering input loop”. You will have to repeat this process every time you restart your PC or close the program entirely. If you close this Window, the program will be minimized and will still be running in the background.&amp;lt;br/&amp;gt; [[File:Bizhawk 09.png|RTENOTITLE]]&amp;lt;br/&amp;gt; Now open up the Emulator “EmuHawk.exe” and start the Game. Go to “Config” and select “Controllers…”. From here, simply click any of the text box and use your Controller to register inputs! This method is also used for the Gamecube / Wii Emulator knowns as “Dolphin”.&amp;lt;br/&amp;gt; &#039;&#039;If this didn’t work, uninstall and try again. May take 2-3 attempts.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
There is also [[HiRes_Texture_Packs#Bizhawk|a guide for installing texture packs]].&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:Rom.png&amp;diff=452</id>
		<title>File:Rom.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:Rom.png&amp;diff=452"/>
		<updated>2019-05-07T16:35:49Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Bizhawk&amp;diff=385</id>
		<title>Bizhawk</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Bizhawk&amp;diff=385"/>
		<updated>2019-03-02T17:13:42Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Bizhawk Installation Guide&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|3}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Download:&#039;&#039;&#039; Download Bizhawk and its prerequired files: [https://github.com/TASVideos/BizHawk-Prereqs/releases https://github.com/TASVideos/BizHawk-Prereqs/releases]&amp;lt;br/&amp;gt; [https://github.com/TASVideos/BizHawk/releases/ https://github.com/TASVideos/BizHawk/releases/] &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Extracting:&#039;&#039;&#039; Extract both files after they are done downloading:&amp;lt;br/&amp;gt; [[File:Bizhawk 01.png|RTENOTITLE]] &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Installing the Pre-Reqs:&#039;&#039;&#039; Open “bizhawk_prereqs_vX.X” and run “bizhawk_prereqs.exe” and go through with it by clicking “Next”. &amp;amp;nbsp;&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Starting the Emulator:&#039;&#039;&#039;Open “BizHawk-X.X.X” and run “EmuHawk.exe”.&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Booting up the Rom:&#039;&#039;&#039; Select “File” and select “Open ROM”. Find your game and load it up!&amp;lt;br/&amp;gt; Make sure you are using the “32 MB Compressed ROM” and not the “65 MB ROM”!* The “65 MB ROM” will crash the emulator during your gameplay.&amp;lt;br/&amp;gt; [[File:Bizhawk 02.png|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Better Analog stick accuracy: &amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt;Provided by Retzioka&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;br/&amp;gt; While the game is running, go to the “Config” tab and select the “Controllers..” option. Set up the controls by clicking on the text boxes and input the desired button with your Controller. If it’s not registering the inputs from your Controller, then you are missing drivers for your Controller. Make sure you do not input anything in the 4 first boxes as shown below, as they will mess up your aiming in game when using the Bow / Hookshot / Etc.. Instead, change to the “Analog Controls” tab and click the “Bind” button.&amp;lt;br/&amp;gt; X Axis = Move your stick Left to Right once -- Y Axis = Move your stick Up to Down once.&amp;lt;br/&amp;gt; Also make sure you change the sensitivity of the Y Axis as shown below for easier control over aiming.&amp;lt;br/&amp;gt; [[File:Bizhawk 03.png|RTENOTITLE]] &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Optional Settings ==&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hotkey Settings&#039;&#039;&#039;&amp;lt;br/&amp;gt; I suggest getting rid of most (if not all) the bound Hotkeys, as some of them can be bound by default to your controller (like fast forward) and be annoying when you play.&amp;lt;br/&amp;gt; Select a hotkey and simply press the &amp;quot;Escape&amp;quot; key on your keyboard.&amp;lt;br/&amp;gt; [[File:Bizhawk 04.png|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Better Graphics&#039;&#039;&#039;&amp;lt;br/&amp;gt; Go to the &amp;quot;Config&amp;quot; tab, select &amp;quot;Cores&amp;quot; and then &amp;quot;N64 Video Plugin Settings&amp;quot;.&amp;lt;br/&amp;gt; you should see a third box named &amp;quot;Video Resolution&amp;quot;.&amp;lt;br/&amp;gt; 640x480 is recommended, but depending on the available PC specs, a higher resolution is possible.&amp;lt;br/&amp;gt; Higher resolutions may affect your FPS and can slow the game down.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; Change Active Video Plugin to&amp;amp;nbsp;&#039;&#039;&#039;GlideN64&#039;&#039;&#039; (If that doesn&#039;t work, try Mk2)&amp;lt;br/&amp;gt; [[File:Bizhawk 05.png|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Background Inputs&#039;&#039;&#039;&amp;lt;br/&amp;gt; As a Streamer, you may have to click around often. This will make sure that whatever you do, the Emulator will register the inputs from your Controller.&amp;lt;br/&amp;gt; Go to “Config” and select “Customize..” Make sure the 5th and 6th box are both Checked.&amp;lt;br/&amp;gt; It is also recommended to uncheck the “Pause when Menu Activated” box too.&amp;lt;br/&amp;gt; &#039;&#039;If you selected a high resolution at #2, your FPS might go down if you click somewhere other than on the Emulator, like a second monitor.&amp;lt;br/&amp;gt; [[File:Bizhawk 06.png|RTENOTITLE]]&#039;&#039;&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Aspect Ratio&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt; If you decide to make your Emulator’s Window Fullscreen, your game will look stretched, which is not a nice sight for either you or your viewers. This will ensure the game will stay in its original 4:3 Ratio.&amp;lt;br/&amp;gt; Go to “Config” and select “Display”. Check the “Maintain Aspect Ratio (Letterbox)” box and select “Use 1:1 Pixel Size”.&amp;lt;br/&amp;gt; [[File:Bizhawk 07.png|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Gamecube Adapter Support&#039;&#039;&#039;&amp;lt;br/&amp;gt; Download the drivers for your WII U Adapter via [http://m4sv.com/page/wii-u-gcn-usb-driver this_link].&amp;lt;br/&amp;gt; Some of you who wishes to use your Gamecube Controller with the Wii U Adapter, connect only the Black USB end of the Wii U Adapter to your PC and connect your Gamecube controllerin the left most slot, then run as an Administrator the “&#039;&#039;WiiU-UsbSetup 2015-09-02.exe&#039;&#039;”.&amp;lt;br/&amp;gt; Once the installation starts, a new Window will appear under the name “Zadig”.&amp;lt;br/&amp;gt; In the first box, select “WUP-028” and then select either “Install Driver” or “Reinstall Driver”. It will be the big box in the middle of the Window.&amp;lt;br/&amp;gt; [[File:Bizhawk 08.png|RTENOTITLE]]&amp;lt;br/&amp;gt; Once done, close this Window with the “X” in the upper right corner, this will make the process keep going. Keep pressing “Next” until the program ask you to Reboot your PC.&amp;lt;br/&amp;gt; After restarting your PC, you will now have a “Wii U USB GCN Adapter” icon (Gamecube Controller looking icon). Open it up as a Administrator and select “Start”.&amp;lt;br/&amp;gt; Your PC will be making several connection noises as if you are plugging and unplugging stuff, this is normal. Let it do it’s thing until you see “Driver Successfully Started, entering input loop”. You will have to repeat this process every time you restart your PC or close the program entirely. If you close this Window, the program will be minimized and will still be running in the background.&amp;lt;br/&amp;gt; [[File:Bizhawk 09.png|RTENOTITLE]]&amp;lt;br/&amp;gt; Now open up the Emulator “EmuHawk.exe” and start the Game. Go to “Config” and select “Controllers…”. From here, simply click any of the text box and use your Controller to register inputs! This method is also used for the Gamecube / Wii Emulator knowns as “Dolphin”.&amp;lt;br/&amp;gt; &#039;&#039;If this didn’t work, uninstall and try again. May take 2-3 attempts.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
There is also [[HiRes_Texture_Packs#Bizhawk|a guide for installing texture packs]].&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Multiworld&amp;diff=360</id>
		<title>Multiworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Multiworld&amp;diff=360"/>
		<updated>2019-02-11T14:57:54Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Getting Multiworld Set Up&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;by Raikaru13&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|4}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 0: Generating the ROMs ===&lt;br /&gt;
&lt;br /&gt;
This guide is intended for use with the Randomizer version 4.0.&lt;br /&gt;
&lt;br /&gt;
Start off by going to the [https://www.ootrandomizer.com/ Webpatcher]&amp;amp;nbsp;and set up the settings you want for the seed. On the `Rom Options` tab change the `World Count` to however many people will be playing. Once you&#039;re done, generate the seed.&amp;lt;br/&amp;gt; [[File:Multiworld Setup4.0.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Share this Page with all players participating. Now, discuss among yourselves who will be which player number. For example, the host would be player 1, and the others&amp;amp;nbsp;would be players 2 onwards.&lt;br /&gt;
&lt;br /&gt;
Now, everyone can open the page, select their rom/wad, change the `Player ID` section to whatever player number you are, set up your cosmetics, then patch the ROM.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Each player should have their own Randomizer ROM, with the formula `OoT_SeedID_SettingsHash_W0P0` with the W0 and P0 being world count and player ID respectively.&lt;br /&gt;
&lt;br /&gt;
Multiworld is playable only on Bizhawk. This guide will help you through the custom install needed to set up Bizhawk to run Multiworld.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Download the Custom Bizhawk Installer ===&lt;br /&gt;
&lt;br /&gt;
The very first thing that you must do is download the Multiworld script from [https://github.com/TestRunnerSRL/bizhawk-co-op 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 2: 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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG1.png|610x149px|Run with PowerShell]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Configuring Bizhawk for Multiworld ===&lt;br /&gt;
&lt;br /&gt;
3.1 - There are a few things you need to do once you&#039;ve got the emulator running. The very first thing is go to Config -&amp;gt; Customize and navigate to the Advanced tab. At the bottom, there is an option for Lua Core; select Lua+LuaInterface and hit OK.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG2.png|420x487px|Advanced Customization]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
In the General tab of the Customize menu, check the box to enable Accept background input – this will allow Bizhawk to keep accepting controller inputs when you tab over to your tracker or notes. 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;
3.2 - The next step is to set your controller up. Your controller configuration will vary based on what controller you are using. For a smooth controller experience, you must unbind the first 4 binds in Config -&amp;gt; Controller such that it looks like this:&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG3.png|320x207px|Normal Controls]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
3.3 - 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 4: 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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG4.png|586x379px|Disable Scripts on Load]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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. If for some reason you do not have your Multiworld ROM open, you must do so now.&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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG5.png|296x349px|Bizhawk co-op]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 5: 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. 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. Hit Create Room and tell the people joining the Room 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 6: 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 #chat-bot channel (under Misc) 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 #multiworld-planning (under Races) to look for additional players. It is &#039;&#039;highly&#039;&#039; recommended that you use a Tracker so that you don&#039;t accidentally leave those new friends out to dry if you miss a check. Additional info about Trackers can be found [[Trackers|here]]. 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Special Circumstances ==&lt;br /&gt;
&lt;br /&gt;
=== Manual Setup ===&lt;br /&gt;
&lt;br /&gt;
This will be helpful to those who can not run PowerShell for some reason. First download, extract, and run the Bizhawk prerequisite found [https://github.com/TASVideos/BizHawk-Prereqs/releases/download/2.1/bizhawk_prereqs_v2.1.zip here]. &#039;&#039;(Yes, this step is absolutely required.)&#039;&#039; Next, download the following zip file and extract it to &#039;&#039;its own folder&#039;&#039;. This will contain an archived version of the co-op build from 12/27/18. [https://www.dropbox.com/s/t9ia81ao993rhtv/BizHawk-2.3.zip?dl=0 https://www.dropbox.com/s/t9ia81ao993rhtv/BizHawk-2.3.zip?dl=0] This archival copy will need to be updated a bit; you will need to download the latest build of co-op and replace the ram controller files in &amp;lt;code&amp;gt;/bizhawk-co-op/ramcontroller/&amp;lt;/code&amp;gt;. The latest version of this file can be found at [https://github.com/TestRunnerSRL/bizhawk-co-op/tree/master/bizhawk-co-op/ramcontroller https://github.com/TestRunnerSRL/bizhawk-co-op/tree/master/bizhawk-co-op/ramcontroller].&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Can&#039;t Port-Forward ===&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.&amp;lt;br/&amp;gt; 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]]&amp;amp;nbsp;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 adress&#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.&amp;amp;nbsp;&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3.0 Legacy ===&lt;br /&gt;
&lt;br /&gt;
The Bizhawk co-op script available from GitHub is intended for use with Randomizer version 4.0.&amp;amp;nbsp;If a Multiworld seed was generated using 3.0, then &#039;&#039;all players&#039;&#039; must replace 2 files. First, the file found at &amp;lt;code&amp;gt;/bizhawk-co-op/ramcontroller/Ocarina of Time.lua&amp;lt;/code&amp;gt; with the 3.0-compatible version of the file available here: [https://www.dropbox.com/s/odwjtm34827tyun/Ocarina%20of%20Time.lua?dl=0 https://www.dropbox.com/s/odwjtm34827tyun/Ocarina%20of%20Time.lua?dl=0]. Second, the file found at &amp;lt;code&amp;gt;bizhawk-co-op/sync.lua&amp;lt;/code&amp;gt; with [https://www.dropbox.com/s/woreg19wsjpspvl/sync.lua?dl=0 https://www.dropbox.com/s/woreg19wsjpspvl/sync.lua?dl=0]. If Bizhawk is running when you replace these files, you must close and restart Bizhawk for it to use these legacy files.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Multiworld&amp;diff=354</id>
		<title>Multiworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Multiworld&amp;diff=354"/>
		<updated>2019-02-09T13:53:14Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Getting Multiworld Set Up&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;by Raikaru13&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|4}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 0: Generating the ROMs ===&lt;br /&gt;
&lt;br /&gt;
This guide is intended for use with the Randomizer version 4.0.&lt;br /&gt;
&lt;br /&gt;
Start off by going to the [https://www.ootrandomizer.com/ Webpatcher]&amp;amp;nbsp;and set up the settings you want for the seed. On the `Rom Options` tab change the `World Count` to however many people will be playing. Once you&#039;re done, generate the seed.&amp;lt;br/&amp;gt; [[File:Patch.JPG|left|upright|Patch.JPG]]Click Download unmodified Patch File and share it with each player. Then, go back to the main generator page, and click `Generate ROM from existing patch file`, beneath `Generate Seed`.&amp;lt;br/&amp;gt; Pop in the patch file you generated, and your copy of OoT NTSC 1.0.&amp;lt;br/&amp;gt; Now, discuss among yourselves who will be which player number.&amp;lt;br/&amp;gt; For example, the host would be player 1, and the others` would be players 2 onwards.&amp;lt;br/&amp;gt; Change the `Player ID` section to whatever player number you are, set up your cosmetics, then patch the ROM.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Each player should have their own Randomizer ROM, with the formula `OoT_SeedID_SettingsHash_W0P0` with the W0 and P0 being world count and player ID respectively.&lt;br /&gt;
&lt;br /&gt;
Multiworld is playable only on Bizhawk. This guide will help you through the custom install needed to set up Bizhawk to run Multiworld.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Download the Custom Bizhawk Installer ===&lt;br /&gt;
&lt;br /&gt;
The very first thing that you must do is download the Multiworld script from [https://github.com/TestRunnerSRL/bizhawk-co-op 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 2: 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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG1.png|610x149px|Run with PowerShell]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Configuring Bizhawk for Multiworld ===&lt;br /&gt;
&lt;br /&gt;
3.1 - There are a few things you need to do once you&#039;ve got the emulator running. The very first thing is go to Config -&amp;gt; Customize and navigate to the Advanced tab. At the bottom, there is an option for Lua Core; select Lua+LuaInterface and hit OK.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG2.png|420x487px|Advanced Customization]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
In the General tab of the Customize menu, check the box to enable Accept background input – this will allow Bizhawk to keep accepting controller inputs when you tab over to your tracker or notes. 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;
3.2 - The next step is to set your controller up. Your controller configuration will vary based on what controller you are using. For a smooth controller experience, you must unbind the first 4 binds in Config -&amp;gt; Controller such that it looks like this:&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG3.png|320x207px|Normal Controls]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
3.3 - 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 4: 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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG4.png|586x379px|Disable Scripts on Load]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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. If for some reason you do not have your Multiworld ROM open, you must do so now.&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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG5.png|296x349px|Bizhawk co-op]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 5: 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. 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. Hit Create Room and tell the people joining the Room 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 6: 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 #chat-bot channel (under Misc) 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 #multiworld-planning (under Races) to look for additional players. It is &#039;&#039;highly&#039;&#039; recommended that you use a Tracker so that you don&#039;t accidentally leave those new friends out to dry if you miss a check. Additional info about Trackers can be found [[Trackers|here]]. 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Special Circumstances ==&lt;br /&gt;
&lt;br /&gt;
=== Manual Setup ===&lt;br /&gt;
&lt;br /&gt;
This will be helpful to those who can not run PowerShell for some reason. First download, extract, and run the Bizhawk prerequisite found [https://github.com/TASVideos/BizHawk-Prereqs/releases/download/2.1/bizhawk_prereqs_v2.1.zip here]. &#039;&#039;(Yes, this step is absolutely required.)&#039;&#039; Next, download the following zip file and extract it to &#039;&#039;its own folder&#039;&#039;. This will contain an archived version of the co-op build from 12/27/18. [https://www.dropbox.com/s/t9ia81ao993rhtv/BizHawk-2.3.zip?dl=0 https://www.dropbox.com/s/t9ia81ao993rhtv/BizHawk-2.3.zip?dl=0] This archival copy will need to be updated a bit; you will need to download the latest build of co-op and replace the ram controller files in &amp;lt;code&amp;gt;/bizhawk-co-op/ramcontroller/&amp;lt;/code&amp;gt;. The latest version of this file can be found at [https://github.com/TestRunnerSRL/bizhawk-co-op/tree/master/bizhawk-co-op/ramcontroller https://github.com/TestRunnerSRL/bizhawk-co-op/tree/master/bizhawk-co-op/ramcontroller].&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Can&#039;t Port-Forward ===&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.&amp;lt;br/&amp;gt; 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]]&amp;amp;nbsp;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 adress&#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.&amp;amp;nbsp;&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3.0 Legacy ===&lt;br /&gt;
&lt;br /&gt;
The Bizhawk co-op script available from GitHub is intended for use with Randomizer version 4.0.&amp;amp;nbsp;If a Multiworld seed was generated using 3.0, then &#039;&#039;all players&#039;&#039; must replace 2 files. First, the file found at &amp;lt;code&amp;gt;/bizhawk-co-op/ramcontroller/Ocarina of Time.lua&amp;lt;/code&amp;gt; with the 3.0-compatible version of the file available here: [https://www.dropbox.com/s/odwjtm34827tyun/Ocarina%20of%20Time.lua?dl=0 https://www.dropbox.com/s/odwjtm34827tyun/Ocarina%20of%20Time.lua?dl=0]. Second, the file found at &amp;lt;code&amp;gt;bizhawk-co-op/sync.lua&amp;lt;/code&amp;gt; with [https://www.dropbox.com/s/woreg19wsjpspvl/sync.lua?dl=0 https://www.dropbox.com/s/woreg19wsjpspvl/sync.lua?dl=0]. If Bizhawk is running when you replace these files, you must close and restart Bizhawk for it to use these legacy files.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:Patch.JPG&amp;diff=353</id>
		<title>File:Patch.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:Patch.JPG&amp;diff=353"/>
		<updated>2019-02-09T13:40:30Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Multiworld&amp;diff=352</id>
		<title>Multiworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Multiworld&amp;diff=352"/>
		<updated>2019-02-09T13:33:13Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Getting Multiworld Set Up&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;by Raikaru13&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|4}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
=== Step 0: Installing The Randomizer ===&lt;br /&gt;
&lt;br /&gt;
Going to start this off by saying you should already know at this point how to set up the TestRunner Dev Branch. If you do not, the [https://discordapp.com/invite/xcw9kZm OoTR Discord] has directions for that. This guide will primarily address setting up Multiworld games using the Dev Branch. Legacy support for 3.0-generated Multiworlds will be addressed at the end, and instructions for the 4.0 Web Patcher will be added once it exists.&lt;br /&gt;
&lt;br /&gt;
Multiworld is playable only on Bizhawk. This guide will help you through the custom install needed to set up Bizhawk to run Multiworld.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Download the Custom Bizhawk Installer ===&lt;br /&gt;
&lt;br /&gt;
The very first thing that you must do is download the Multiworld script from [https://github.com/TestRunnerSRL/bizhawk-co-op 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 2: 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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG1.png|610x149px|Run with PowerShell]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Configuring Bizhawk for Multiworld ===&lt;br /&gt;
&lt;br /&gt;
3.1 - There are a few things you need to do once you&#039;ve got the emulator running. The very first thing is go to Config -&amp;gt; Customize and navigate to the Advanced tab. At the bottom, there is an option for Lua Core; select Lua+LuaInterface and hit OK.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG2.png|420x487px|Advanced Customization]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
In the General tab of the Customize menu, check the box to enable Accept background input – this will allow Bizhawk to keep accepting controller inputs when you tab over to your tracker or notes. 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;
3.2 - The next step is to set your controller up. Your controller configuration will vary based on what controller you are using. For a smooth controller experience, you must unbind the first 4 binds in Config -&amp;gt; Controller such that it looks like this:&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG3.png|320x207px|Normal Controls]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
3.3 - 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 4: 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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG4.png|586x379px|Disable Scripts on Load]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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. If for some reason you do not have your Multiworld ROM open, you must do so now.&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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG5.png|296x349px|Bizhawk co-op]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 5: 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. 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. Hit Create Room and tell the people joining the Room 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 6: 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 #chat-bot channel (under Misc) 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 #multiworld-planning (under Races) to look for additional players. It is &#039;&#039;highly&#039;&#039; recommended that you use a Tracker so that you don&#039;t accidentally leave those new friends out to dry if you miss a check. Additional info about Trackers can be found [[Trackers|here]]. 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Special Circumstances ==&lt;br /&gt;
&lt;br /&gt;
=== Manual Setup ===&lt;br /&gt;
&lt;br /&gt;
This will be helpful to those who can not run PowerShell for some reason. First download, extract, and run the Bizhawk prerequisite found [https://github.com/TASVideos/BizHawk-Prereqs/releases/download/2.1/bizhawk_prereqs_v2.1.zip here]. &#039;&#039;(Yes, this step is absolutely required.)&#039;&#039; Next, download the following zip file and extract it to &#039;&#039;its own folder&#039;&#039;. This will contain an archived version of the co-op build from 12/27/18. [https://www.dropbox.com/s/t9ia81ao993rhtv/BizHawk-2.3.zip?dl=0 https://www.dropbox.com/s/t9ia81ao993rhtv/BizHawk-2.3.zip?dl=0] This archival copy will need to be updated a bit; you will need to download the latest build of co-op and replace the ram controller files in &amp;lt;code&amp;gt;/bizhawk-co-op/ramcontroller/&amp;lt;/code&amp;gt;. The latest version of this file can be found at [https://github.com/TestRunnerSRL/bizhawk-co-op/tree/master/bizhawk-co-op/ramcontroller https://github.com/TestRunnerSRL/bizhawk-co-op/tree/master/bizhawk-co-op/ramcontroller].&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Can&#039;t Port-Forward ===&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.&amp;lt;br/&amp;gt; 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]]&amp;amp;nbsp;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 adress&#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.&amp;amp;nbsp;&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3.0 Legacy ===&lt;br /&gt;
&lt;br /&gt;
The Bizhawk co-op script available from GitHub is intended for use with Randomizer version 4.0.&amp;amp;nbsp;If a Multiworld seed was generated using 3.0, then &#039;&#039;all players&#039;&#039; must replace 2 files. First, the file found at &amp;lt;code&amp;gt;/bizhawk-co-op/ramcontroller/Ocarina of Time.lua&amp;lt;/code&amp;gt; with the 3.0-compatible version of the file available here: [https://www.dropbox.com/s/odwjtm34827tyun/Ocarina%20of%20Time.lua?dl=0 https://www.dropbox.com/s/odwjtm34827tyun/Ocarina%20of%20Time.lua?dl=0]. Second, the file found at &amp;lt;code&amp;gt;bizhawk-co-op/sync.lua&amp;lt;/code&amp;gt; with [https://www.dropbox.com/s/woreg19wsjpspvl/sync.lua?dl=0 https://www.dropbox.com/s/woreg19wsjpspvl/sync.lua?dl=0]. If Bizhawk is running when you replace these files, you must close and restart Bizhawk for it to use these legacy files.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Project64&amp;diff=342</id>
		<title>Project64</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Project64&amp;diff=342"/>
		<updated>2019-01-27T11:56:32Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Project64 Setup for OoT Randomizer&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt;&#039;&#039;&#039;by Tyrus&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|5}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Download: [https://www.pj64-emu.com/ https://www.pj64-emu.com/] ==&lt;br /&gt;
&lt;br /&gt;
To get rid of the donate box that you have to wait 30 seconds for, click ‘Enter notification code’ and type “thank you from project64”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;You will have to follow these steps for every new ROM you use!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Step 1:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Open the ROM. You will get this error message:&amp;lt;br/&amp;gt; &amp;amp;nbsp;[[File:PJ64 1.png|RTENOTITLE]]&amp;lt;br/&amp;gt; Click ‘Ok’ and *another* error message will pop up:&amp;lt;br/&amp;gt; &amp;amp;nbsp;[[File:PJ64 2.png|RTENOTITLE]]&amp;lt;br/&amp;gt; Click ‘Ok’ once more, and then press ctrl + t&amp;lt;br/&amp;gt; This menu will pop up:&amp;lt;br/&amp;gt; [[File:PJ64 3.png|315x213px|PJ64 3.png]]&lt;br /&gt;
&lt;br /&gt;
Untick ‘Hide advanced settings’&amp;lt;br/&amp;gt; Then click on the ‘Advanced’ menu that just showed up.&amp;lt;br/&amp;gt; [[File:PJ64 4.png|408x270px|PJ64 4.png]]&lt;br /&gt;
&lt;br /&gt;
Tick ‘Remember selected cheats’ because PJ64 needs gameshark cheat codes to run properly.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;br/&amp;gt; &#039;&#039;&#039;Step 2:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Click ‘Config: THE LEGEND OF ZELDA’&amp;lt;br/&amp;gt; If it’s not there, load up the ROM and look again.&amp;lt;br/&amp;gt; [[File:PJ64 5.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Where it says ‘Memory size’ go ahead and change that to 8mb, then click ‘apply’ and ‘OK’&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;br/&amp;gt; &#039;&#039;&#039;Step 3:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[File:PJ64 6.png|235x271px|PJ64 6.png]]Press ctrl + c and then click on the bar on the right of this window&amp;lt;br/&amp;gt; In the box below ‘Code: &amp;lt;address&amp;gt;’ paste&amp;amp;nbsp;: 801DA5CB 0002&amp;lt;br/&amp;gt; And name it something like ‘subscreen delay fix’ (The name doesn’t matter)&amp;lt;br/&amp;gt; [[File:PJ64 7.png|458x292px|PJ64 7.png]]&lt;br /&gt;
&lt;br /&gt;
Then click ‘Add cheat’ and it should appear on the left.&amp;lt;br/&amp;gt; Tick the cheat, then close out of that menu.&lt;br /&gt;
&lt;br /&gt;
[[File:PJ64 8.png|523x332px|PJ64 8.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Step 4 (Optional but recommended):&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Press ctrl + t and click ‘Plugins’ and change the Video (graphics) plugin to ‘Glide64 for PJ64’&amp;lt;br/&amp;gt; Click ‘Apply’ and then ‘OK’.&lt;br /&gt;
&lt;br /&gt;
[[File:PJ64 9.gif|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Step 5:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Once you have completed these steps, restart Project64 and open up your ROM.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;br/&amp;gt; &#039;&#039;&#039;Step 6:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Click ‘Options’ and ‘Configure controller plugin’&lt;br /&gt;
&lt;br /&gt;
[[File:PJ64 11.png|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&amp;lt;br/&amp;gt; Here is where you setup your controller binds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; For xbox controller users:&amp;lt;br/&amp;gt; * In ‘Controller Pak’, untick ‘RawData’, and in the drop down menu, select ‘MemPak’.&amp;lt;br/&amp;gt; * Tick ‘XInput’, and your binds menu will look like this:&amp;lt;br/&amp;gt; The ‘XControls’ correspond to the buttons on your controller, and ‘N64’ is what they will be bound to in-game.&lt;br /&gt;
&lt;br /&gt;
[[File:PJ64 10.png|RTENOTITLE]]&amp;lt;br/&amp;gt; For keyboard users-&amp;lt;br/&amp;gt; * I recommend setting Analogue stick range to 100%, and in ‘Devices’, set ‘Gamepad Deadzone’ to 5%.&amp;lt;br/&amp;gt; * These settings will make it easier to aim.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; For users of any other controller-&amp;lt;br/&amp;gt; * My only recommendation is to check out the multitude of other guides on the Internet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; If you want to use a mouse, for some reason, tick ‘N64 Mouse’.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; ADDITIONAL HOTKEYS:&amp;lt;br/&amp;gt; Toggle limit fps (fast forward): f4&amp;lt;br/&amp;gt; Toggle pause: f2&amp;lt;br/&amp;gt; Save State: f5&amp;lt;br/&amp;gt; Load State: f7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Important: Delete Your PJ64 Saves =&lt;br /&gt;
&lt;br /&gt;
PJ64 uses the same `.sra` file for all OoT ROMS, regardless of if they&#039;re randomised or not. If you loaded a vanilla ROM before rando, you must delete `THE LEGEND OF ZELDA.sra` in `Program FIles/Project64/Save`. This is because some of the flags that rando changes are set in the SRAM, meaning that if you load a rando ROM from a vanilla flagged .sra, then some flags will break (leading to bugs such as infinite Shiek cutscene).&lt;br /&gt;
&lt;br /&gt;
If you do not load a vanilla ROM before rando, you can just delete the save files in-game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IF YOU HAVE ANY FURTHER ISSUES, ASK IN THE DISCORD!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=341</id>
		<title>HiRes Texture Packs</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=341"/>
		<updated>2019-01-25T21:06:29Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;How to use HiRes Texture packs&#039;&#039;&#039; =&lt;br /&gt;
{{TOClimit|3}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:larger&amp;quot;&amp;gt;Bizhawk&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
To apply texture packs in Bizhawk you need to do the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Start Bizhawk and open the &#039;&#039;&#039;N64 Plugin Settings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Select &#039;&#039;&#039;GLideN64&#039;&#039;&#039; and select the &#039;&#039;&#039;Texture&#039;&#039;&#039; settings tab&lt;br /&gt;
&lt;br /&gt;
3.&#039;&#039;&#039;Enable&#039;&#039;&#039; the following options:&amp;lt;br/&amp;gt; HiresTextures, Hires Full Alpha Channel, Texture Cache Compression and Save Texture Cache&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTextureSettings.png|thumb|center|720px|How your settings should look.]]&lt;br /&gt;
&lt;br /&gt;
4. Download your favourite texture pack for GLide64 in &#039;&#039;&#039;.htc format&#039;&#039;&#039;. (e.g. [http://www.emutalk.net/forums/134-Completed-Projects the completed packs on EmuTalk])&lt;br /&gt;
&lt;br /&gt;
5. Make sure the filename of the downloaded pack is &#039;&#039;&#039;&#039;&#039;THE LEGEND OF ZELDA_HIRESTEXTURES.htc&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Put the file in the following folder: &#039;&#039;&#039;%UserProfile%\AppData\Roaming\Mupen64Plus\cache&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If there is &#039;&#039;&#039;&#039;&#039;no&#039;&#039;&#039;&#039;&#039; cache folder, visit&amp;amp;nbsp;&#039;&#039;&#039;%UserProfile%\AppData\Roaming\Mupen64Plus\&#039;&#039;&#039; and create one! &lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePath.png|thumb|center|720px|Where your htc file should go.]]&lt;br /&gt;
&lt;br /&gt;
If done correctly you should immediately see the new textures:&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePackActive.png|thumb|center|720px|Now your texture pack should work!]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:larger&amp;quot;&amp;gt;Retroarch&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
For hi-res texture packs on Retroarch, you will need to be running the&amp;amp;nbsp;&#039;&#039;&#039;Mupen64Plus&#039;&#039;&#039;&amp;amp;nbsp;core; ParaLLEL does not support them.&lt;br /&gt;
&lt;br /&gt;
#You will first need to obtain a compatible .HTC texture pack [http://www.emutalk.net/forums/134-Completed-Projects (e.g. from the completed projects section on emutalk)]. &lt;br /&gt;
#Navigate to your RetroArch installation folder (By default, this is &amp;lt;code&amp;gt;%AppData%\RetroArch&amp;lt;/code&amp;gt; on Windows) &lt;br /&gt;
#Navigate to &amp;lt;code&amp;gt;.\system\Mupen64plus\cache&amp;lt;/code&amp;gt; &lt;br /&gt;
#Place your texture packs within the &amp;lt;code&amp;gt;cache&amp;lt;/code&amp;gt; folder &lt;br /&gt;
#Load the ROM with the Mupen64Plus core selected &lt;br /&gt;
#Finally, enable the option &amp;lt;code&amp;gt;Quick Menu -&amp;gt; Options -&amp;gt; Use High-Res textures&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Use High-Res Full Alpha Channel&amp;lt;/code&amp;gt; &lt;br /&gt;
#Reload the content &lt;br /&gt;
#You should now have your texture pack active.&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=340</id>
		<title>HiRes Texture Packs</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=340"/>
		<updated>2019-01-25T18:27:40Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;How to use HiRes Texture packs&#039;&#039;&#039; =&lt;br /&gt;
{{TOClimit|3}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:larger&amp;quot;&amp;gt;Bizhawk&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
To apply texture packs in Bizhawk you need to do the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Start Bizhawk and open the &#039;&#039;&#039;N64 Plugin Settings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Select &#039;&#039;&#039;GLideN64&#039;&#039;&#039; and select the &#039;&#039;&#039;Texture&#039;&#039;&#039; settings tab&lt;br /&gt;
&lt;br /&gt;
3.&#039;&#039;&#039;Enable&#039;&#039;&#039; the following options:&amp;lt;br/&amp;gt; HiresTextures, Hires Full Alpha Channel, Texture Cache Compression and Save Texture Cache&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTextureSettings.png|thumb|center|720px|How your settings should look.]]&lt;br /&gt;
&lt;br /&gt;
4. Download your favourite texture pack for GLide64 in &#039;&#039;&#039;.htc format&#039;&#039;&#039;. (e.g. [http://www.emutalk.net/forums/134-Completed-Projects the completed packs on EmuTalk])&lt;br /&gt;
&lt;br /&gt;
5. Make sure the filename of the downloaded pack is &#039;&#039;&#039;&#039;&#039;THE LEGEND OF ZELDA_HIRESTEXTURES.htc&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Put the file in the following folder: &#039;&#039;&#039;%UserProfile%\AppData\Roaming\Mupen64Plus\cache&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If there is &#039;&#039;&#039;&#039;&#039;no&#039;&#039;&#039;&#039;&#039; cache folder, visit&amp;amp;nbsp;&#039;&#039;&#039;%UserProfile%\AppData\Roaming\Mupen64Plus\&#039;&#039;&#039; and create one! &lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePath.png|thumb|center|720px|Where your htc file should go.]]&lt;br /&gt;
&lt;br /&gt;
If done correctly you should immediately see the new textures:&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePackActive.png|thumb|center|720px|Now your texture pack should work!]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:larger&amp;quot;&amp;gt;Retroarch&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
For hi-res texture packs on Retroarch, you will need to be running the&amp;amp;nbsp;&#039;&#039;&#039;Mupen64Plus&#039;&#039;&#039;&amp;amp;nbsp;core; ParaLLEL does not support them.&lt;br /&gt;
&lt;br /&gt;
#You will first need to obtain a compatible .HTC texture pack [http://www.emutalk.net/forums/134-Completed-Projects (e.g. from the completed projects section on emutalk)]. &lt;br /&gt;
#Navigate to your RetroArch installation folder (By default, this is &amp;lt;code&amp;gt;%AppData%\RetroArch&amp;lt;/code&amp;gt; on Windows) &lt;br /&gt;
#Navigate to &amp;lt;code&amp;gt;.\system\Mupen64plus\cache&amp;lt;/code&amp;gt; &lt;br /&gt;
#Place your texture packs within the &amp;lt;code&amp;gt;cache&amp;lt;/code&amp;gt; folder &lt;br /&gt;
#Load the ROM with the Mupen64Plus core selected &lt;br /&gt;
#Finally, enable the option &amp;lt;code&amp;gt;Quick Menu -&amp;gt; Options -&amp;gt; Use High-Res textures&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Use High-Res Full Alpha Channel&amp;lt;/code&amp;gt; &lt;br /&gt;
#Reload the content &lt;br /&gt;
#You should now have your texture pack active.&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=339</id>
		<title>HiRes Texture Packs</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=339"/>
		<updated>2019-01-25T18:25:30Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;How to use HiRes Texture packs&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:larger&amp;quot;&amp;gt;Bizhawk&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
To apply texture packs in Bizhawk you need to do the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Start Bizhawk and open the &#039;&#039;&#039;N64 Plugin Settings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Select &#039;&#039;&#039;GLideN64&#039;&#039;&#039; and select the &#039;&#039;&#039;Texture&#039;&#039;&#039; settings tab&lt;br /&gt;
&lt;br /&gt;
3.&#039;&#039;&#039;Enable&#039;&#039;&#039; the following options:&amp;lt;br/&amp;gt; HiresTextures, Hires Full Alpha Channel, Texture Cache Compression and Save Texture Cache&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTextureSettings.png|thumb|center|720px|How your settings should look.]]&lt;br /&gt;
&lt;br /&gt;
4. Download your favourite texture pack for GLide64 in &#039;&#039;&#039;.htc format&#039;&#039;&#039;. (e.g. [http://www.emutalk.net/forums/134-Completed-Projects the completed packs on EmuTalk])&lt;br /&gt;
&lt;br /&gt;
5. Make sure the filename of the downloaded pack is &#039;&#039;&#039;&#039;&#039;THE LEGEND OF ZELDA_HIRESTEXTURES.htc&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Put the file in the following folder: &#039;&#039;&#039;%UserProfile%\AppData\Roaming\Mupen64Plus\cache&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If there is &#039;&#039;&#039;&#039;&#039;no&#039;&#039;&#039;&#039;&#039; cache folder, visit&amp;amp;nbsp;&#039;&#039;&#039;%UserProfile%\AppData\Roaming\Mupen64Plus\&#039;&#039;&#039; and create one! &lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePath.png|thumb|center|720px|Where your htc file should go.]]&lt;br /&gt;
&lt;br /&gt;
If done correctly you should immediately see the new textures:&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePackActive.png|thumb|center|720px|Now your texture pack should work!]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:larger&amp;quot;&amp;gt;Retroarch&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
For hi-res texture packs on Retroarch, you will need to be running the&amp;amp;nbsp;&#039;&#039;&#039;Mupen64Plus&#039;&#039;&#039;&amp;amp;nbsp;core; ParaLLEL does not support them.&lt;br /&gt;
&lt;br /&gt;
#You will first need to obtain a compatible .HTC texture pack [http://www.emutalk.net/forums/134-Completed-Projects (e.g. from the completed projects section on emutalk)]. &lt;br /&gt;
#Navigate to your RetroArch installation folder (By default, this is &amp;lt;code&amp;gt;%AppData%\RetroArch&amp;lt;/code&amp;gt; on Windows) &lt;br /&gt;
#Navigate to &amp;lt;code&amp;gt;.\system\Mupen64plus\cache&amp;lt;/code&amp;gt; &lt;br /&gt;
#Place your texture packs within the &amp;lt;code&amp;gt;cache&amp;lt;/code&amp;gt; folder &lt;br /&gt;
#Load the ROM with the Mupen64Plus core selected &lt;br /&gt;
#Finally, enable the option &amp;lt;code&amp;gt;Quick Menu -&amp;gt; Options -&amp;gt; Use High-Res textures&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Use High-Res Full Alpha Channel&amp;lt;/code&amp;gt; &lt;br /&gt;
#Reload the content &lt;br /&gt;
#You should now have your texture pack active.&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=338</id>
		<title>HiRes Texture Packs</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=338"/>
		<updated>2019-01-25T18:23:07Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;How to use HiRes Texture packs&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:larger&amp;quot;&amp;gt;Bizhawk&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
To apply texture packs in Bizhawk you need to do the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Start Bizhawk and open the &#039;&#039;&#039;N64 Plugin Settings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Select &#039;&#039;&#039;GLideN64&#039;&#039;&#039; and select the &#039;&#039;&#039;Texture&#039;&#039;&#039; settings tab&lt;br /&gt;
&lt;br /&gt;
3.&#039;&#039;&#039;Enable&#039;&#039;&#039; the following options:&amp;lt;br/&amp;gt; HiresTextures, Hires Full Alpha Channel, Texture Cache Compression and Save Texture Cache&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTextureSettings.png|thumb|center|720px|How your settings should look.]]&lt;br /&gt;
&lt;br /&gt;
4. Download your favourite texture pack for GLide64 in &#039;&#039;&#039;.htc format&#039;&#039;&#039;. (e.g. [http://www.emutalk.net/forums/134-Completed-Projects the completed packs on EmuTalk])&lt;br /&gt;
&lt;br /&gt;
5. Make sure the filename of the downloaded pack is &#039;&#039;&#039;&#039;&#039;THE LEGEND OF ZELDA_HIRESTEXTURES.htc&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Put the file in the following folder: &#039;&#039;&#039;%UserProfile%\AppData\Roaming\Mupen64Plus\cache&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If there is &#039;&#039;&#039;&#039;&#039;no&#039;&#039;&#039;&#039;&#039; cache folder, visit&amp;amp;nbsp;&#039;&#039;&#039;%UserProfile%\AppData\Roaming\Mupen64Plus\&#039;&#039;&#039; and create one! &lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePath.png|thumb|center|720px|Where your htc file should go.]]&lt;br /&gt;
&lt;br /&gt;
If done correctly you should immediately see the new textures:&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePackActive.png|thumb|center|720px|Now your texture pack should work!]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:larger&amp;quot;&amp;gt;Retroarch&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
For hi-res texture packs on Retroarch, you will need to be running the&amp;amp;nbsp;&#039;&#039;&#039;Mupen64Plus&#039;&#039;&#039;&amp;amp;nbsp;core; ParaLLEL does not support them.&lt;br /&gt;
&lt;br /&gt;
#You will first need to obtain a compatible .HTC texture pack [http://www.emutalk.net/forums/134-Completed-Projects (e.g. from the completed projects section on emutalk)]. &lt;br /&gt;
#Navigate to your RetroArch installation folder (By default, this is &amp;lt;code&amp;gt;%AppData%\RetroArch&amp;lt;/code&amp;gt; on Windows) &lt;br /&gt;
#Navigate to &amp;lt;code&amp;gt;.\system\Mupen64plus\cache&amp;lt;/code&amp;gt; &lt;br /&gt;
#Place your texture packs within the &amp;lt;code&amp;gt;cache&amp;lt;/code&amp;gt; folder &lt;br /&gt;
#Load the ROM with the Mupen64Plus core selected &lt;br /&gt;
#Finally, enable the option &amp;lt;code&amp;gt;Quick Menu -&amp;gt; Options -&amp;gt; Use High-Res textures&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Use High-Res Full Alpha Channel&amp;lt;/code&amp;gt; &lt;br /&gt;
#Reload the content &lt;br /&gt;
#You should now have your texture pack active.&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=337</id>
		<title>HiRes Texture Packs</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=337"/>
		<updated>2019-01-25T18:22:29Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;How to use HiRes Texture packs&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:larger&amp;quot;&amp;gt;Bizhawk&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
To apply texture packs in Bizhawk you need to do the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Start Bizhawk and open the &#039;&#039;&#039;N64 Plugin Settings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Select &#039;&#039;&#039;GLideN64&#039;&#039;&#039; and select the &#039;&#039;&#039;Texture&#039;&#039;&#039; settings tab&lt;br /&gt;
&lt;br /&gt;
3.&#039;&#039;&#039;Enable&#039;&#039;&#039; the following options:&amp;lt;br/&amp;gt; HiresTextures, Hires Full Alpha Channel, Texture Cache Compression and Save Texture Cache&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTextureSettings.png|thumb|center|720px|How your settings should look.]]&lt;br /&gt;
&lt;br /&gt;
4. Download your favourite texture pack for GLide64 in &#039;&#039;&#039;.htc format&#039;&#039;&#039;. (e.g. [http://www.emutalk.net/forums/134-Completed-Projects the completed packs on EmuTalk])&lt;br /&gt;
&lt;br /&gt;
5. Make sure the filename of the downloaded pack is &#039;&#039;&#039;&#039;&#039;THE LEGEND OF ZELDA_HIRESTEXTURES.htc&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Put the file in the following folder: &#039;&#039;&#039;%UserProfile%\AppData\Roaming\Mupen64Plus\cache&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If there is &#039;&#039;&#039;&#039;&#039;no&#039;&#039;&#039;&#039;&#039; cache folder, visit&amp;amp;nbsp;&#039;&#039;&#039;%UserProfile%\AppData\Roaming\Mupen64Plus\&#039;&#039;&#039; and create one! &lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePath.png|thumb|center|720px|Where your htc file should go.]]&lt;br /&gt;
&lt;br /&gt;
If done correctly you should immediately see the new textures:&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePackActive.png|thumb|center|720px|Now your texture pack should work!]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:larger&amp;quot;&amp;gt;Retroarch&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
For hi-res texture packs on Retroarch, you will need to be running the&amp;amp;nbsp;&#039;&#039;&#039;Mupen64Plus&#039;&#039;&#039;&amp;amp;nbsp;core; ParaLLEL does not support them.&lt;br /&gt;
&lt;br /&gt;
#You will first need to obtain a compatible .HTC texture pack [http://www.emutalk.net/forums/134-Completed-Projects (e.g. from the completed projects section on emutalk)]. &lt;br /&gt;
#Navigate to your RetroArch installation folder (By default, this is &amp;lt;code&amp;gt;%AppData%\RetroArch&amp;lt;/code&amp;gt; on Windows) &lt;br /&gt;
#Navigate to &amp;lt;code&amp;gt;.\system\Mupen64plus\cache&amp;lt;/code&amp;gt; &lt;br /&gt;
#Place your texture packs within the &amp;lt;code&amp;gt;cache&amp;lt;/code&amp;gt; folder &lt;br /&gt;
#Load the ROM with the Mupen64Plus core selected &lt;br /&gt;
#Finally, enable the option &amp;lt;code&amp;gt;Quick Menu -&amp;gt; Options -&amp;gt; Use High-Res textures&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Use High-Res Full Alpha Channel&amp;lt;/code&amp;gt; &lt;br /&gt;
#Reload the content &lt;br /&gt;
#You should now have your texture pack active.&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=336</id>
		<title>HiRes Texture Packs</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=336"/>
		<updated>2019-01-25T18:22:06Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;How to use HiRes Texture packs&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== &amp;amp;nbsp; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:larger&amp;quot;&amp;gt;Bizhawk&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
To apply texture packs in Bizhawk you need to do the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Start Bizhawk and open the &#039;&#039;&#039;N64 Plugin Settings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Select &#039;&#039;&#039;GLideN64&#039;&#039;&#039; and select the &#039;&#039;&#039;Texture&#039;&#039;&#039; settings tab&lt;br /&gt;
&lt;br /&gt;
3.&#039;&#039;&#039;Enable&#039;&#039;&#039; the following options:&amp;lt;br/&amp;gt; HiresTextures, Hires Full Alpha Channel, Texture Cache Compression and Save Texture Cache&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTextureSettings.png|thumb|center|720px|How your settings should look.]]&lt;br /&gt;
&lt;br /&gt;
4. Download your favourite texture pack for GLide64 in &#039;&#039;&#039;.htc format&#039;&#039;&#039;. (e.g. [http://www.emutalk.net/forums/134-Completed-Projects the completed packs on EmuTalk])&lt;br /&gt;
&lt;br /&gt;
5. Make sure the filename of the downloaded pack is &#039;&#039;&#039;&#039;&#039;THE LEGEND OF ZELDA_HIRESTEXTURES.htc&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Put the file in the following folder: &#039;&#039;&#039;%UserProfile%\AppData\Roaming\Mupen64Plus\cache&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If there is &#039;&#039;&#039;&#039;&#039;no&#039;&#039;&#039;&#039;&#039; cache folder, visit&amp;amp;nbsp;&#039;&#039;&#039;%UserProfile%\AppData\Roaming\Mupen64Plus\&#039;&#039;&#039; and create one! &lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePath.png|thumb|center|720px|Where your htc file should go.]]&lt;br /&gt;
&lt;br /&gt;
If done correctly you should immediately see the new textures:&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePackActive.png|thumb|center|720px|Now your texture pack should work!]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:larger&amp;quot;&amp;gt;Retroarch&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
For hi-res texture packs on Retroarch, you will need to be running the&amp;amp;nbsp;&#039;&#039;&#039;Mupen64Plus&#039;&#039;&#039;&amp;amp;nbsp;core; ParaLLEL does not support them.&lt;br /&gt;
&lt;br /&gt;
#You will first need to obtain a compatible .HTC texture pack [http://www.emutalk.net/forums/134-Completed-Projects (e.g. from the completed projects section on emutalk)]. &lt;br /&gt;
#Navigate to your RetroArch installation folder (By default, this is &amp;lt;code&amp;gt;%AppData%\RetroArch&amp;lt;/code&amp;gt; on Windows) &lt;br /&gt;
#Navigate to &amp;lt;code&amp;gt;.\system\Mupen64plus\cache&amp;lt;/code&amp;gt; &lt;br /&gt;
#Place your texture packs within the &amp;lt;code&amp;gt;cache&amp;lt;/code&amp;gt; folder &lt;br /&gt;
#Load the ROM with the Mupen64Plus core selected &lt;br /&gt;
#Finally, enable the option &amp;lt;code&amp;gt;Quick Menu -&amp;gt; Options -&amp;gt; Use High-Res textures&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Use High-Res Full Alpha Channel&amp;lt;/code&amp;gt; &lt;br /&gt;
#Reload the content &lt;br /&gt;
#You should now have your texture pack active.&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Retroarch&amp;diff=335</id>
		<title>Retroarch</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Retroarch&amp;diff=335"/>
		<updated>2019-01-25T18:20:02Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Retroarch Guide for OoT Randomizer&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt;by Raizuto&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|3}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Navigate UI with Keyboard only&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;Firstly install &amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&amp;lt;ins&amp;gt;[http://www.retroarch.com/index.php?page=platforms Retroarch]&amp;lt;/ins&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;amp;nbsp;- Choose an installation accordingly with whatever OS you are running &amp;lt;span style=&amp;quot;color:#e67e22&amp;quot;&amp;gt;&#039;&#039;&amp;lt;span style=&amp;quot;background-color:#000000&amp;quot;&amp;gt;(If Retroarch crashes upon opening try installing the Windows XP 32Bit / 64 Bit installation instead)&amp;lt;/span&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Hit &#039;&#039;&#039;Load Core&#039;&#039;&#039; on the Main Menu&amp;lt;br/&amp;gt; [[File:Retroarch-Load-core.png|530x427px|Retroarch-Load-core.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Then you will hit&amp;amp;nbsp;&#039;&#039;&#039;“Download Core…”&amp;lt;br/&amp;gt; [[File:RA-Download-Core.png|530x427px|RA-Download-Core.png]]&#039;&#039;&#039;&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#After the Core index list populates, go down until you find “&#039;&#039;&#039;Nintendo - Nintendo 64 (ParaLLEl N64)&#039;&#039;&#039;” and install it. &amp;lt;span style=&amp;quot;color:#e67e22&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;background-color:#000000&amp;quot;&amp;gt;(If this core gives you issues, try the “&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;background-color:#000000&amp;quot;&amp;gt;Nintendo - Nintendo 64 (Mupen64Plus)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;background-color:#000000&amp;quot;&amp;gt;” core instead.&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt; [[File:Retroarch 01.png|530x427px|Retroarch 01.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Now that the core is installed. You can backspace out to the &#039;&#039;&#039;Main Menu&#039;&#039;&#039;.&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Next go over to the &#039;&#039;&#039;Settings &#039;&#039;&#039;column menu, then down to &#039;&#039;&#039;Saving&#039;&#039;&#039; to change “&#039;&#039;&#039;SaveRAM Autosave Interval&#039;&#039;&#039;” to 10 Seconds by selecting it &amp;amp; hitting the right arrow key &#039;&#039;ten times&#039;&#039;. &#039;&#039;(As shown below)&#039;&#039;&amp;lt;br/&amp;gt; [[File:RA-Saving-Interval.png|900x427px|RA-Saving-Interval.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Next go back to the &#039;&#039;&#039;Settings &#039;&#039;&#039;column menu, then down to &#039;&#039;&#039;Directory &#039;&#039;&#039;and hit enter&amp;lt;br/&amp;gt; [[File:Retroarch 02.png|530x424px|Retroarch 02.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#You should see something like this:&amp;lt;br/&amp;gt; [[File:Retroarch 03.png|530x427px|Retroarch 04.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Proceed to select “&#039;&#039;&#039;Downloads&#039;&#039;&#039;” as pictured above &amp;amp; hit enter. You will be presented with an overview of your system partitions, similar to this:&amp;lt;br/&amp;gt; [[File:Retroarch 04.png|530x426px|Retroarch 04.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Now &#039;&#039;&#039;navigate &#039;&#039;&#039;through your Computer files to &amp;lt;u&amp;gt;&#039;&#039;&#039;whatever folder your roms reside in&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp; hit “&#039;&#039;&#039;Use This Directory&#039;&#039;&#039;” &amp;lt;u&amp;gt;even if it displays as empty,&amp;lt;/u&amp;gt;&amp;amp;nbsp;hit it anyway.&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size:smaller&amp;quot;&amp;gt;&#039;&#039;(If you’re using the Windows OoT Randomizer 3.0 installation. The default location your patched roms will go is within a folder named &#039;&#039;&#039;Output,&#039;&#039;&#039; which gets created &amp;amp; placed inside the same folder your OoTRandomizer.exe exists.)&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#After you have completed the previous step, you will now be able to load your roms via the &#039;&#039;&#039;Downloads &#039;&#039;&#039;section on the &#039;&#039;&#039;Load Content&#039;&#039;&#039; menu like so:&amp;lt;br/&amp;gt; [[File:Retroarch 05.png|530x425px|Retroarch 05.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;&amp;lt;u&amp;gt;Optional:&amp;lt;/u&amp;gt;&#039;&#039;&#039; If your controls don’t feel quite right:&amp;lt;br/&amp;gt; Access the Quick Menu by hitting F1 while a rom is loaded &amp;amp; go down to Options. Change deadzone to 10 &amp;amp; analog sensitivity to 80.&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&amp;lt;u&amp;gt;&#039;&#039;&#039;Optional:&#039;&#039;&#039;&amp;lt;/u&amp;gt; For cool hi-res textures setup, &amp;lt;u&amp;gt;[[HiRes_Texture_Packs|Click here]]&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
*To unbind any button/key hit the delete key on your keyboard in the input settings. &lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;NEVER&#039;&#039;&#039;&amp;lt;/u&amp;gt; close RA via it’s top right X, close it from far left Main Menu “&#039;&#039;&#039;Quit Retroarch&#039;&#039;&#039;”. &lt;br /&gt;
*If you want Retroarch to keep running in the background, go over to the &#039;&#039;&#039;Settings &#039;&#039;&#039;column menu, then down to &#039;&#039;&#039;User Interface&#039;&#039;&#039;, hit enter and set “&#039;&#039;&#039;Don’t run in the background&#039;&#039;&#039;” to &#039;&#039;&#039;OFF&#039;&#039;&#039;. &lt;br /&gt;
*If you happen to try setting custom controller user input binds over using the auto configuration, you might want to know the following info:&amp;lt;br/&amp;gt; &amp;lt;u&amp;gt;Left side user input binds&amp;lt;/u&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;(THE DELETE KEY UNBINDS ANY INPUT BINDING)&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;B button&#039;&#039;&#039; is equivalent to N64 A Button &lt;br /&gt;
**&#039;&#039;&#039;Y button&#039;&#039;&#039; is equivalent to N64 B Button &lt;br /&gt;
**&#039;&#039;&#039;L2 button (trigger)&#039;&#039;&#039; is equivalent to N64 Z Button &lt;br /&gt;
**&#039;&#039;&#039;L1&#039;&#039;&#039; is equivalent to N64 L &lt;br /&gt;
**&#039;&#039;&#039;R1&#039;&#039;&#039; is equivalent to N64 R &lt;br /&gt;
**&#039;&#039;&#039;&amp;lt;ins&amp;gt;Movement:&amp;lt;/ins&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
***Left analog X+ = Right &lt;br /&gt;
***Left analog X-&amp;amp;nbsp; = Left &lt;br /&gt;
***Left analog Y+ = Down &lt;br /&gt;
***Left analog Y-&amp;amp;nbsp; = Up   &lt;br /&gt;
**&#039;&#039;&#039;&amp;lt;ins&amp;gt;C-Buttons/C-Stick:&amp;lt;/ins&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
***Right analog X+ = C-Right &lt;br /&gt;
***Right analog X-&amp;amp;nbsp; = C-Left &lt;br /&gt;
***Right analog Y+ = C-Down &lt;br /&gt;
***Right analog Y-&amp;amp;nbsp; = C-Up     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; ENJOY! &#039;&#039;&#039;(Be sure to only use roms that end with “-comp.z64” &amp;amp; are 32 MB in size!!! Seriously, compress your rom!)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
&lt;br /&gt;
*No Audio - Go into the Driver Menu (first thing under the Settings Menu Column) and change the Audio Driver from xaudio to dsound. Then quit RetroArch properly via the Main Menu and restart it.&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=333</id>
		<title>HiRes Texture Packs</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=333"/>
		<updated>2019-01-25T18:14:19Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;Bizhawk&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
To apply texture packs in Bizhawk you need to do the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Start Bizhawk and open the &#039;&#039;&#039;N64 Plugin Settings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Select &#039;&#039;&#039;GLideN64&#039;&#039;&#039; and select the &#039;&#039;&#039;Texture&#039;&#039;&#039; settings tab&lt;br /&gt;
&lt;br /&gt;
3.&#039;&#039;&#039;Enable&#039;&#039;&#039; the following options:&amp;lt;br/&amp;gt; HiresTextures, Hires Full Alpha Channel, Texture Cache Compression and Save Texture Cache&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTextureSettings.png|thumb|center|720px|How your settings should look.]]&lt;br /&gt;
&lt;br /&gt;
4. Download your favourite texture pack for GLide64 in &#039;&#039;&#039;.htc format&#039;&#039;&#039;. (e.g. [http://www.emutalk.net/forums/134-Completed-Projects the completed packs on EmuTalk])&lt;br /&gt;
&lt;br /&gt;
5. Make sure the filename of the downloaded pack is &#039;&#039;&#039;&#039;&#039;THE LEGEND OF ZELDA_HIRESTEXTURES.htc&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Put the file in the following folder: &#039;&#039;&#039;%UserProfile%\AppData\Roaming\Mupen64Plus\cache&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If there is &#039;&#039;&#039;&#039;&#039;no&#039;&#039;&#039;&#039;&#039; cache folder create one! &lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePath.png|thumb|center|720px|Where your htc file should go.]]&lt;br /&gt;
&lt;br /&gt;
If done correctly you should immediately see the new textures:&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePackActive.png|thumb|center|720px|Now your texture pack should work!]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;Retroarch&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
For hi-res texture packs on Retroarch, you will need to be running the&amp;amp;nbsp;&#039;&#039;&#039;Mupen64Plus&#039;&#039;&#039;&amp;amp;nbsp;core; ParaLLEL does not support them.&lt;br /&gt;
&lt;br /&gt;
#You will first need to obtain a compatible .HTC texture pack [http://www.emutalk.net/forums/134-Completed-Projects (e.g. from the completed projects section on emutalk)]. &lt;br /&gt;
#Navigate to your RetroArch installation folder (By default, this is &amp;lt;code&amp;gt;%AppData%\RetroArch&amp;lt;/code&amp;gt; on Windows) &lt;br /&gt;
#Navigate to &amp;lt;code&amp;gt;.\system\Mupen64plus\cache&amp;lt;/code&amp;gt; &lt;br /&gt;
#Place your texture packs within the &amp;lt;code&amp;gt;cache&amp;lt;/code&amp;gt; folder &lt;br /&gt;
#Load the ROM with the Mupen64Plus core selected &lt;br /&gt;
#Finally, enable the option &amp;lt;code&amp;gt;Quick Menu -&amp;gt; Options -&amp;gt; Use High-Res textures&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Use High-Res Full Alpha Channel&amp;lt;/code&amp;gt; &lt;br /&gt;
#Reload the content &lt;br /&gt;
#You should now have your texture pack active.&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=332</id>
		<title>HiRes Texture Packs</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=332"/>
		<updated>2019-01-25T18:06:23Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Bizhawk ==&lt;br /&gt;
&lt;br /&gt;
To apply texture packs in Bizhawk you need to do the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Start Bizhawk and open the &#039;&#039;&#039;N64 Plugin Settings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Select &#039;&#039;&#039;GLideN64&#039;&#039;&#039; and select the &#039;&#039;&#039;Texture&#039;&#039;&#039; settings tab&lt;br /&gt;
&lt;br /&gt;
3.&#039;&#039;&#039;Enable&#039;&#039;&#039; the following options:&amp;lt;br/&amp;gt; HiresTextures, Hires Full Alpha Channel, Texture Cache Compression and Save Texture Cache&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTextureSettings.png|thumb|center|720px|How your settings should look.]]&lt;br /&gt;
&lt;br /&gt;
4. Download your favourite texture pack for GLide64 in &#039;&#039;&#039;.htc format&#039;&#039;&#039;. (e.g. [http://www.emutalk.net/forums/134-Completed-Projects the completed packs on EmuTalk])&lt;br /&gt;
&lt;br /&gt;
5. Make sure the filename of the downloaded pack is &#039;&#039;&#039;&#039;&#039;THE LEGEND OF ZELDA_HIRESTEXTURES.htc&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Put the file in the following folder: &#039;&#039;&#039;%UserProfile%\AppData\Roaming\Mupen64Plus\cache&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If there is &#039;&#039;&#039;&#039;&#039;no&#039;&#039;&#039;&#039;&#039; cache folder create one! &lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePath.png|thumb|center|720px|Where your htc file should go.]]&lt;br /&gt;
&lt;br /&gt;
If done correctly you should immediately see the new textures:&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePackActive.png|thumb|center|720px|Now your texture pack should work!]]&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Project64&amp;diff=329</id>
		<title>Project64</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Project64&amp;diff=329"/>
		<updated>2019-01-22T13:38:24Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Project64 Setup for OoT Randomizer&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt;&#039;&#039;&#039;by Tyrus&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|5}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Download: [https://www.pj64-emu.com/ https://www.pj64-emu.com/] ==&lt;br /&gt;
&lt;br /&gt;
To get rid of the donate box that you have to wait 30 seconds for, click ‘Enter notification code’ and type “thank you from project64”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;You will have to follow these steps for every new ROM you use!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Step 1:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Open the ROM. You will get this error message:&amp;lt;br/&amp;gt; &amp;amp;nbsp;[[File:PJ64 1.png|RTENOTITLE]]&amp;lt;br/&amp;gt; Click ‘Ok’ and *another* error message will pop up:&amp;lt;br/&amp;gt; &amp;amp;nbsp;[[File:PJ64 2.png|RTENOTITLE]]&amp;lt;br/&amp;gt; Click ‘Ok’ once more, and then press ctrl + t&amp;lt;br/&amp;gt; This menu will pop up:&amp;lt;br/&amp;gt; [[File:PJ64 3.png|315x213px|PJ64 3.png]]&lt;br /&gt;
&lt;br /&gt;
Untick ‘Hide advanced settings’&amp;lt;br/&amp;gt; Then click on the ‘Advanced’ menu that just showed up.&amp;lt;br/&amp;gt; [[File:PJ64 4.png|408x270px|PJ64 4.png]]&lt;br /&gt;
&lt;br /&gt;
Tick ‘Remember selected cheats’ because PJ64 needs gameshark cheat codes to run properly.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;br/&amp;gt; &#039;&#039;&#039;Step 2:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Click ‘Config: THE LEGEND OF ZELDA’&amp;lt;br/&amp;gt; If it’s not there, load up the ROM and look again.&amp;lt;br/&amp;gt; [[File:PJ64 5.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Where it says ‘Memory size’ go ahead and change that to 8mb, then click ‘apply’ and ‘OK’&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;br/&amp;gt; &#039;&#039;&#039;Step 3:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[File:PJ64 6.png|235x271px|PJ64 6.png]]Press ctrl + c and then click on the bar on the right of this window&amp;lt;br/&amp;gt; In the box below ‘Code: &amp;lt;address&amp;gt;’ paste&amp;amp;nbsp;: 801DA5CB 0002&amp;lt;br/&amp;gt; And name it something like ‘subscreen delay fix’ (The name doesn’t matter)&amp;lt;br/&amp;gt; [[File:PJ64 7.png|458x292px|PJ64 7.png]]&lt;br /&gt;
&lt;br /&gt;
Then click ‘Add cheat’ and it should appear on the left.&amp;lt;br/&amp;gt; Tick the cheat, then close out of that menu.&lt;br /&gt;
&lt;br /&gt;
[[File:PJ64 8.png|523x332px|PJ64 8.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Step 4 (Optional but recommended):&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Press ctrl + t and click ‘Plugins’ and change the Video (graphics) plugin to ‘Glide64 for PJ64’&amp;lt;br/&amp;gt; Click ‘Apply’ and then ‘OK’.&lt;br /&gt;
&lt;br /&gt;
[[File:PJ64 9.gif|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Step 5:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Once you have completed these steps, restart Project64 and open up your ROM.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;br/&amp;gt; &#039;&#039;&#039;Step 6:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Click ‘Options’ and ‘Configure controller plugin’&lt;br /&gt;
&lt;br /&gt;
[[File:PJ64 11.png|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&amp;lt;br/&amp;gt; Here is where you setup your controller binds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; For xbox controller users:&amp;lt;br/&amp;gt; * In ‘Controller Pak’, untick ‘RawData’, and in the drop down menu, select ‘MemPak’.&amp;lt;br/&amp;gt; * Tick ‘XInput’, and your binds menu will look like this:&amp;lt;br/&amp;gt; The ‘XControls’ correspond to the buttons on your controller, and ‘N64’ is what they will be bound to in-game.&lt;br /&gt;
&lt;br /&gt;
[[File:PJ64 10.png|RTENOTITLE]]&amp;lt;br/&amp;gt; For keyboard users-&amp;lt;br/&amp;gt; * I recommend setting Analogue stick range to 100%, and in ‘Devices’, set ‘Gamepad Deadzone’ to 5%.&amp;lt;br/&amp;gt; * These settings will make it easier to aim.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; For users of any other controller-&amp;lt;br/&amp;gt; * My only recommendation is to check out the multitude of other guides on the Internet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; If you want to use a mouse, for some reason, tick ‘N64 Mouse’.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; ADDITIONAL HOTKEYS:&amp;lt;br/&amp;gt; Toggle limit fps (fast forward): f4&amp;lt;br/&amp;gt; Toggle pause: f2&amp;lt;br/&amp;gt; Save State: f5&amp;lt;br/&amp;gt; Load State: f7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Important: Delete Your PJ64 Saves =&lt;br /&gt;
&lt;br /&gt;
After loading a new rom, you will see your saved data from the previous rom. Just delete this save in game, and create a new one. Don&#039;t start a new randomisation on an old save.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IF YOU HAVE ANY FURTHER ISSUES, ASK IN THE DISCORD!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Accessible_Ruleset&amp;diff=316</id>
		<title>Accessible Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Accessible_Ruleset&amp;diff=316"/>
		<updated>2019-01-20T12:28:42Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Accessible Ruleset&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Currently, the Accessible ruleset is by far the most popular ruleset to run OoTR on. It is a mostly glitchless ruleset that allows people to participate in races without excessive Ocarina of Time glitch knowledge.&lt;br /&gt;
&amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;Timing ends upon completion of the last objective in any given category - if defeating Ganon, timing ends on the first frame of the final blow cutscene.&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/div&amp;gt; &lt;br /&gt;
=== Allowed Techniques are: ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;&lt;br /&gt;
- Savewarping&lt;br /&gt;
&lt;br /&gt;
- Deathwarping&lt;br /&gt;
&lt;br /&gt;
- Voiding to reset Link’s position&lt;br /&gt;
&lt;br /&gt;
- Power Crouch Stabbing&lt;br /&gt;
&lt;br /&gt;
- Broken Deku Stick&lt;br /&gt;
&lt;br /&gt;
- Ground Jump (only from the ground)&lt;br /&gt;
&lt;br /&gt;
- Jumpslashing while mid-air for more distance&lt;br /&gt;
&lt;br /&gt;
- Jumpslashing against walls for recoil&lt;br /&gt;
&lt;br /&gt;
- Momentary Antigravity (e.g. B1 Skip in Deku Tree)&lt;br /&gt;
&lt;br /&gt;
- Cucco Jump in Zora&#039;s River or Gerudo Valley (note that entering the Fortress as Child is banned)&lt;br /&gt;
&lt;br /&gt;
- Crossing the Haunted Wasteland without Longshot or Hover Boots&lt;br /&gt;
&lt;br /&gt;
- Backflip over Mido in the Lost Woods as an adult&lt;br /&gt;
&lt;br /&gt;
- Flame Storage&lt;br /&gt;
&lt;br /&gt;
- Schrodinger&#039;s Chain&lt;br /&gt;
&lt;br /&gt;
- Rolling from blue switches to open doors&lt;br /&gt;
&lt;br /&gt;
- Damage Buffering&lt;br /&gt;
&lt;br /&gt;
- Invincibility Frame Abuse (including passing through flames)&lt;br /&gt;
&lt;br /&gt;
- Rolling, sidehopping, or backflipping through fire walls&lt;br /&gt;
&lt;br /&gt;
- Hookshotless Gerudo Training Grounds&lt;br /&gt;
&lt;br /&gt;
- Opening Shadow Temple with Fire Arrows&lt;br /&gt;
&lt;br /&gt;
- Damaging Volvagia’s second hitbox&lt;br /&gt;
&lt;br /&gt;
- Hookshot Extension&lt;br /&gt;
&lt;br /&gt;
- Passing through the back side of one-sided collision (e.g. the bottom of the bridge in Kokiri Forest, Darunia’s door, Forest’s falling ceiling, Song of Time block in Forest, Impa’s House ledge grab)&lt;br /&gt;
&lt;br /&gt;
- Backflipping through the spikes in the spike room of Shadow Temple&lt;br /&gt;
&lt;br /&gt;
- Attacking to collect or hit an object on the other side of a collision&lt;br /&gt;
&lt;br /&gt;
- Getting grabbed or thrown into collectibles such as GS Tokens or Silver Rupees&lt;br /&gt;
&lt;br /&gt;
- Swimming with Iron Boots&lt;br /&gt;
&lt;br /&gt;
- Opening underwater chests while wearing the Iron Boots (and diving in the Lab with Iron Boots)&lt;br /&gt;
&lt;br /&gt;
- Recoil Jump&lt;br /&gt;
&lt;br /&gt;
- Twisted sidehops/backflips&lt;br /&gt;
&lt;br /&gt;
- Any accidental glitch which does not grant the player an advantage is okay.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Banned Techniques: ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;&lt;br /&gt;
- Infinite Sword Glitch&lt;br /&gt;
&lt;br /&gt;
- All forms of superslide&lt;br /&gt;
&lt;br /&gt;
- Hoverboost, using Hover Boots along with damage or recoil to conserve momentum&lt;br /&gt;
&lt;br /&gt;
- Damage boosting&lt;br /&gt;
&lt;br /&gt;
- Megajumps&lt;br /&gt;
&lt;br /&gt;
- Megaflip&lt;br /&gt;
&lt;br /&gt;
- Megasidehop&lt;br /&gt;
&lt;br /&gt;
- Ground Jump while in mid-air (as with Hover Boots)&lt;br /&gt;
&lt;br /&gt;
- Extended Antigravity&lt;br /&gt;
&lt;br /&gt;
- Low Gravity Glitch&lt;br /&gt;
&lt;br /&gt;
- Seamwalking&lt;br /&gt;
&lt;br /&gt;
- Going out of bounds (any area which is beyond the boundary walls of the map such as an outer seam, or any area which is exposed to the lowest void plane in the map)&lt;br /&gt;
&lt;br /&gt;
- Touching misplaced or accidentally exposed loading zones (e.g. early Jabu or Trials Skip)&lt;br /&gt;
&lt;br /&gt;
- “Crazy Dance” or other variants in Spirit Temple&lt;br /&gt;
&lt;br /&gt;
- Crossing the Gerudo Bridge without Longshot, Epona, or Requiem of Spirit&lt;br /&gt;
&lt;br /&gt;
- Child in Gerudo Fortress&lt;br /&gt;
&lt;br /&gt;
- Passing through collision from the front (e.g. all forms of clipping)&lt;br /&gt;
&lt;br /&gt;
- Cutscene diving to sink into water (including with Navi and Cuccos)&lt;br /&gt;
&lt;br /&gt;
- Using restricted items (such as Farore’s Wind in the overworld or Ocarina in boss rooms)&lt;br /&gt;
&lt;br /&gt;
- Item Manipulation (BA, RBA, GIM)&lt;br /&gt;
&lt;br /&gt;
- Equip Swap&lt;br /&gt;
&lt;br /&gt;
- Ocarina Items&lt;br /&gt;
&lt;br /&gt;
- Bottle Duplication&lt;br /&gt;
&lt;br /&gt;
- Gold Skulltula Token / Heart Piece Duplication&lt;br /&gt;
&lt;br /&gt;
- Collection delay (e.g. early Eyeball Frog or Gold Scale. Delay happens naturally in many shops if you buy quickly, this is ok)&lt;br /&gt;
&lt;br /&gt;
- Something except for a sword on B (excluding normal circumstances like riding Epona)&lt;br /&gt;
&lt;br /&gt;
- Down A, Return A, and Blank A&lt;br /&gt;
&lt;br /&gt;
- Causing a switch to remain pressed longer than it should&lt;br /&gt;
&lt;br /&gt;
- Wrong Warp&lt;br /&gt;
&lt;br /&gt;
- Void Warp&lt;br /&gt;
&lt;br /&gt;
- Entrance Point Glitch&lt;br /&gt;
&lt;br /&gt;
- Actor Glitch&lt;br /&gt;
&lt;br /&gt;
- Bongo Bongo quick kill&lt;br /&gt;
&lt;br /&gt;
- Bombing (0,0,0) to kill unloaded actors&lt;br /&gt;
&lt;br /&gt;
- Unloading actors which should clearly be loaded (e.g. King Zora’s ice, graves in the Graveyard, Gold Gauntlet monoliths)&lt;br /&gt;
&lt;br /&gt;
- Being in unloaded areas (e.g. Gerudo Fortress)&lt;br /&gt;
&lt;br /&gt;
- Dying to achieve anything other than a deathwarp or health refill (e.g. Jabu “Slimy Thing” skip)&lt;br /&gt;
&lt;br /&gt;
- Walking while talking&lt;br /&gt;
&lt;br /&gt;
- Z-slide&lt;br /&gt;
&lt;br /&gt;
- A-slide&lt;br /&gt;
&lt;br /&gt;
- Version exclusive tricks&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Multiworld&amp;diff=313</id>
		<title>Multiworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Multiworld&amp;diff=313"/>
		<updated>2019-01-19T13:31:05Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Getting Multiworld Set Up&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;by Raikaru13&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|4}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
=== Step 0: Installing The Randomizer ===&lt;br /&gt;
&lt;br /&gt;
Going to start this off by saying you should already know at this point how to set up the TestRunner Dev Branch. If you do not, the [https://discordapp.com/invite/xcw9kZm OoTR Discord] has directions for that. This guide will primarily address setting up Multiworld games using the Dev Branch. Legacy support for 3.0-generated Multiworlds will be addressed at the end, and instructions for the 4.0 Web Patcher will be added once it exists.&lt;br /&gt;
&lt;br /&gt;
Multiworld is playable only on Bizhawk. This guide will help you through the custom install needed to set up Bizhawk to run Multiworld.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Download the Custom Bizhawk Installer ===&lt;br /&gt;
&lt;br /&gt;
The very first thing that you must do is download the Multiworld script from [https://github.com/TestRunnerSRL/bizhawk-co-op 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 2: 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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG1.png|610x149px|Run with PowerShell]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Configuring Bizhawk for Multiworld ===&lt;br /&gt;
&lt;br /&gt;
3.1 - There are a few things you need to do once you&#039;ve got the emulator running. The very first thing is go to Config -&amp;gt; Customize and navigate to the Advanced tab. At the bottom, there is an option for Lua Core; select Lua+LuaInterface and hit OK.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG2.png|420x487px|Advanced Customization]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
In the General tab of the Customize menu, check the box to enable Accept background input – this will allow Bizhawk to keep accepting controller inputs when you tab over to your tracker or notes. 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;
3.2 - The next step is to set your controller up. Your controller configuration will vary based on what controller you are using. For a smooth controller experience, you must unbind the first 4 binds in Config -&amp;gt; Controller such that it looks like this:&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG3.png|320x207px|Normal Controls]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
3.3 - 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 4: 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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG4.png|586x379px|Disable Scripts on Load]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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. If for some reason you do not have your Multiworld ROM open, you must do so now.&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.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; [[File:MWG5.png|296x349px|Bizhawk co-op]]&amp;lt;br/&amp;gt; &amp;amp;nbsp;&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 5: 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. 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. Hit Create Room and tell the people joining the Room 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Step 6: 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 #chat-bot channel (under Misc) 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 #multiworld-planning (under Races) to look for additional players. It is &#039;&#039;highly&#039;&#039; recommended that you use a Tracker so that you don&#039;t accidentally leave those new friends out to dry if you miss a check. Additional info about Trackers can be found [[Trackers|here]]. 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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Special Circumstances ==&lt;br /&gt;
&lt;br /&gt;
=== Manual Setup ===&lt;br /&gt;
&lt;br /&gt;
This will be helpful to those who can not run PowerShell for some reason. First download, extract, and run the Bizhawk prerequisite found [https://github.com/TASVideos/BizHawk-Prereqs/releases/download/2.1/bizhawk_prereqs_v2.1.zip here]. &#039;&#039;(Yes, this step is absolutely required.)&#039;&#039; Next, download the following zip file and extract it to &#039;&#039;its own folder&#039;&#039;. This will contain an archived version of the co-op build from 12/27/18. [https://www.dropbox.com/s/t9ia81ao993rhtv/BizHawk-2.3.zip?dl=0 https://www.dropbox.com/s/t9ia81ao993rhtv/BizHawk-2.3.zip?dl=0] This archival copy will need to be updated a bit; you will need to download the latest build of co-op and replace the ram controller files in &amp;lt;code&amp;gt;/bizhawk-co-op/ramcontroller/&amp;lt;/code&amp;gt;. The latest version of this file can be found at [https://github.com/TestRunnerSRL/bizhawk-co-op/tree/master/bizhawk-co-op/ramcontroller https://github.com/TestRunnerSRL/bizhawk-co-op/tree/master/bizhawk-co-op/ramcontroller].&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Can&#039;t Port-Forward ===&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.&amp;lt;br/&amp;gt; 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]]&amp;amp;nbsp;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 adress&#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.&amp;amp;nbsp;&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== 3.0 Legacy ===&lt;br /&gt;
&lt;br /&gt;
The Bizhawk co-op script available from GitHub is intended for use with TestRunner&#039;s 3.x.x Dev Branch. (4.0+ support will be implemented once Web Patcher 4.0 and Dev versions 4.0+ exist. At time of writing, they do not.) If a Multiworld seed was generated using 3.0, then &#039;&#039;all players&#039;&#039; must replace the file found at &amp;lt;code&amp;gt;/bizhawk-co-op/ramcontroller/Ocarina of Time.lua&amp;lt;/code&amp;gt; with the 3.0-compatible version of the file available here: [https://www.dropbox.com/s/odwjtm34827tyun/Ocarina%20of%20Time.lua?dl=0 https://www.dropbox.com/s/odwjtm34827tyun/Ocarina%20of%20Time.lua?dl=0]. If Bizhawk is running when you replace this file, you must close and restart Bizhawk for it to use this legacy file.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:Guide2.JPG&amp;diff=312</id>
		<title>File:Guide2.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:Guide2.JPG&amp;diff=312"/>
		<updated>2019-01-19T13:23:56Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=File:Guide.JPG&amp;diff=311</id>
		<title>File:Guide.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=File:Guide.JPG&amp;diff=311"/>
		<updated>2019-01-19T13:15:50Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Accessible_Ruleset&amp;diff=295</id>
		<title>Accessible Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Accessible_Ruleset&amp;diff=295"/>
		<updated>2019-01-18T21:57:09Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Accessible Ruleset&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Currently, the Accessible ruleset is by far the most popular ruleset to run OoTR on. It is a mostly glitchless ruleset that allows people to participate in races without excessive Ocarina of Time glitch knowledge.&lt;br /&gt;
&amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;Timing ends upon completion of the last objective in any given category - if defeating Ganon, timing ends on the first frame of the final blow cutscene.&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Allowed Techniques are: ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;&lt;br /&gt;
- Savewarping&lt;br /&gt;
&lt;br /&gt;
- Deathwarping&lt;br /&gt;
&lt;br /&gt;
- Voiding to reset Link’s position&lt;br /&gt;
&lt;br /&gt;
- Power Crouch Stabbing&lt;br /&gt;
&lt;br /&gt;
- Broken Deku Stick&lt;br /&gt;
&lt;br /&gt;
- Ground Jump (only from the ground)&lt;br /&gt;
&lt;br /&gt;
- Jumpslashing while mid-air for more distance&lt;br /&gt;
&lt;br /&gt;
- Jumpslashing against walls for recoil&lt;br /&gt;
&lt;br /&gt;
- Momentary Antigravity (e.g. B1 Skip in Deku Tree)&lt;br /&gt;
&lt;br /&gt;
- Cucco Jump in Zora&#039;s River or Gerudo Valley (note that entering the Fortress as Child is banned)&lt;br /&gt;
&lt;br /&gt;
- Crossing the Haunted Wasteland without Longshot or Hover Boots&lt;br /&gt;
&lt;br /&gt;
- Backflip over Mido in the Lost Woods as an adult&lt;br /&gt;
&lt;br /&gt;
- Flame Storage&lt;br /&gt;
&lt;br /&gt;
- Schrodinger&#039;s Chain&lt;br /&gt;
&lt;br /&gt;
- Rolling from blue switches to open doors&lt;br /&gt;
&lt;br /&gt;
- Damage Buffering&lt;br /&gt;
&lt;br /&gt;
- Invincibility Frame Abuse (including passing through flames)&lt;br /&gt;
&lt;br /&gt;
- Rolling, sidehopping, or backflipping through fire walls&lt;br /&gt;
&lt;br /&gt;
- Hookshotless Gerudo Training Grounds&lt;br /&gt;
&lt;br /&gt;
- Opening Shadow Temple with Fire Arrows&lt;br /&gt;
&lt;br /&gt;
- Damaging Volvagia’s second hitbox&lt;br /&gt;
&lt;br /&gt;
- Hookshot Extension&lt;br /&gt;
&lt;br /&gt;
- Passing through the back side of one-sided collision (e.g. the bottom of the bridge in Kokiri Forest, Darunia’s door, Forest’s falling ceiling, Song of Time block in Forest, Impa’s House ledge grab)&lt;br /&gt;
&lt;br /&gt;
- Backflipping through the spikes in the spike room of Shadow Temple&lt;br /&gt;
&lt;br /&gt;
- Attacking to collect or hit an object on the other side of a collision&lt;br /&gt;
&lt;br /&gt;
- Getting grabbed or thrown into collectibles such as GS Tokens or Silver Rupees&lt;br /&gt;
&lt;br /&gt;
- Swimming with Iron Boots&lt;br /&gt;
&lt;br /&gt;
- Opening underwater chests while wearing the Iron Boots (and diving in the Lab with Iron Boots)&lt;br /&gt;
&lt;br /&gt;
- Recoil Jump&lt;br /&gt;
&lt;br /&gt;
- Twisted sidehops/backflips&lt;br /&gt;
&lt;br /&gt;
- Any accidental glitch which does not grant the player an advantage is okay.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Banned Techniques: ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;&lt;br /&gt;
- Savewarping&lt;br /&gt;
&lt;br /&gt;
- Deathwarping&lt;br /&gt;
&lt;br /&gt;
- Voiding to reset Link’s position&lt;br /&gt;
&lt;br /&gt;
- Power Crouch Stabbing&lt;br /&gt;
&lt;br /&gt;
- Broken Deku Stick&lt;br /&gt;
&lt;br /&gt;
- Ground Jump (only from the ground)&lt;br /&gt;
&lt;br /&gt;
- Jumpslashing while mid-air for more distance&lt;br /&gt;
&lt;br /&gt;
- Jumpslashing against walls for recoil&lt;br /&gt;
&lt;br /&gt;
- Momentary Antigravity (e.g. B1 Skip in Deku Tree)&lt;br /&gt;
&lt;br /&gt;
- Cucco Jump in Zora&#039;s River or Gerudo Valley (note that entering the Fortress as Child is banned)&lt;br /&gt;
&lt;br /&gt;
- Crossing the Haunted Wasteland without Longshot or Hover Boots&lt;br /&gt;
&lt;br /&gt;
- Backflip over Mido in the Lost Woods as an adult&lt;br /&gt;
&lt;br /&gt;
- Flame Storage&lt;br /&gt;
&lt;br /&gt;
- Schrodinger&#039;s Chain&lt;br /&gt;
&lt;br /&gt;
- Rolling from blue switches to open doors&lt;br /&gt;
&lt;br /&gt;
- Damage Buffering&lt;br /&gt;
&lt;br /&gt;
- Invincibility Frame Abuse (including passing through flames)&lt;br /&gt;
&lt;br /&gt;
- Rolling, sidehopping, or backflipping through fire walls&lt;br /&gt;
&lt;br /&gt;
- Hookshotless Gerudo Training Grounds&lt;br /&gt;
&lt;br /&gt;
- Opening Shadow Temple with Fire Arrows&lt;br /&gt;
&lt;br /&gt;
- Damaging Volvagia’s second hitbox&lt;br /&gt;
&lt;br /&gt;
- Hookshot Extension&lt;br /&gt;
&lt;br /&gt;
- Passing through the back side of one-sided collision (e.g. the bottom of the bridge in Kokiri Forest, Darunia’s door, Forest’s falling ceiling, Song of Time block in Forest, Impa’s House ledge grab)&lt;br /&gt;
&lt;br /&gt;
- Backflipping through the spikes in the spike room of Shadow Temple&lt;br /&gt;
&lt;br /&gt;
- Attacking to collect or hit an object on the other side of a collision&lt;br /&gt;
&lt;br /&gt;
- Getting grabbed or thrown into collectibles such as GS Tokens or Silver Rupees&lt;br /&gt;
&lt;br /&gt;
- Swimming with Iron Boots&lt;br /&gt;
&lt;br /&gt;
- Opening underwater chests while wearing the Iron Boots (and diving in the Lab with Iron Boots)&lt;br /&gt;
&lt;br /&gt;
- Recoil Jump&lt;br /&gt;
&lt;br /&gt;
- Twisted sidehops/backflips&lt;br /&gt;
&lt;br /&gt;
- Any accidental glitch which does not grant the player an advantage is okay.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Accessible_Ruleset&amp;diff=294</id>
		<title>Accessible Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Accessible_Ruleset&amp;diff=294"/>
		<updated>2019-01-18T21:55:52Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: updating acsbl ruleset&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Accessible Ruleset&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Currently, the Accessible ruleset is by far the most popular ruleset to run OoTR on. It is a mostly glitchless ruleset that allows people to participate in races without excessive Ocarina of Time glitch knowledge.&lt;br /&gt;
&amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;Timing ends upon completion of the last objective in any given category - if defeating Ganon, timing ends on the first frame of the final blow cutscene.&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Allowed Techniques are: ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;&lt;br /&gt;
- Savewarping&lt;br /&gt;
&lt;br /&gt;
- Deathwarping&lt;br /&gt;
&lt;br /&gt;
- Voiding to reset Link’s position&lt;br /&gt;
&lt;br /&gt;
- Power Crouch Stabbing&lt;br /&gt;
&lt;br /&gt;
- Broken Deku Stick&lt;br /&gt;
&lt;br /&gt;
- Ground Jump (only from the ground)&lt;br /&gt;
&lt;br /&gt;
- Jumpslashing while mid-air for more distance&lt;br /&gt;
&lt;br /&gt;
- Jumpslashing against walls for recoil&lt;br /&gt;
&lt;br /&gt;
- Momentary Antigravity (e.g. B1 Skip in Deku Tree)&lt;br /&gt;
&lt;br /&gt;
- Cucco Jump in Zora&#039;s River or Gerudo Valley (note that entering the Fortress as Child is banned)&lt;br /&gt;
&lt;br /&gt;
- Crossing the Haunted Wasteland without Longshot or Hover Boots&lt;br /&gt;
&lt;br /&gt;
- Backflip over Mido in the Lost Woods as an adult&lt;br /&gt;
&lt;br /&gt;
- Flame Storage&lt;br /&gt;
&lt;br /&gt;
- Schrodinger&#039;s Chain&lt;br /&gt;
&lt;br /&gt;
- Rolling from blue switches to open doors&lt;br /&gt;
&lt;br /&gt;
- Damage Buffering&lt;br /&gt;
&lt;br /&gt;
- Invincibility Frame Abuse (including passing through flames)&lt;br /&gt;
&lt;br /&gt;
- Rolling, sidehopping, or backflipping through fire walls&lt;br /&gt;
&lt;br /&gt;
- Hookshotless Gerudo Training Grounds&lt;br /&gt;
&lt;br /&gt;
- Opening Shadow Temple with Fire Arrows&lt;br /&gt;
&lt;br /&gt;
- Damaging Volvagia’s second hitbox&lt;br /&gt;
&lt;br /&gt;
- Hookshot Extension&lt;br /&gt;
&lt;br /&gt;
- Passing through the back side of one-sided collision (e.g. the bottom of the bridge in Kokiri Forest, Darunia’s door, Forest’s falling ceiling, Song of Time block in Forest, Impa’s House ledge grab)&lt;br /&gt;
&lt;br /&gt;
- Backflipping through the spikes in the spike room of Shadow Temple&lt;br /&gt;
&lt;br /&gt;
- Attacking to collect or hit an object on the other side of a collision&lt;br /&gt;
&lt;br /&gt;
- Getting grabbed or thrown into collectibles such as GS Tokens or Silver Rupees&lt;br /&gt;
&lt;br /&gt;
- Swimming with Iron Boots&lt;br /&gt;
&lt;br /&gt;
- Opening underwater chests while wearing the Iron Boots (and diving in the Lab with Iron Boots)&lt;br /&gt;
&lt;br /&gt;
- Recoil Jump&lt;br /&gt;
&lt;br /&gt;
- Twisted sidehops/backflips&lt;br /&gt;
&lt;br /&gt;
- Any accidental glitch which does not grant the player an advantage is okay.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Banned Techniques: ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Infinite Sword Glitch&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de2&amp;quot;&amp;gt;- All forms of superslide&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Hoverboost, using Hover Boots along with damage or recoil to conserve momentum&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Damage boosting&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Megajumps&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Megaflip&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de2&amp;quot;&amp;gt;- Megasidehop&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Ground Jump while in mid-air (as with Hover Boots)&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Extended Antigravity&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Low Gravity Glitch&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Seamwalking&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de2&amp;quot;&amp;gt;- Going out of bounds (any area which is beyond the boundary walls of the map such as an outer seam, or any area which is exposed to the lowest void plane in the map)&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Touching misplaced or accidentally exposed loading zones (e.g. early Jabu or Trials Skip)&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- “Crazy Dance” in Spirit Temple&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Child in Gerudo Fortress&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Passing through collision from the front (e.g. all forms of clipping, passing through the falling spikes in Shadow Temple)&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de2&amp;quot;&amp;gt;- Cutscene diving to sink into water (including with Navi and Cuccos)&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Flame Storage&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Using restricted items (such as Farore’s Wind in the overworld or Ocarina in boss rooms)&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Item Manipulation (BA, RBA, GIM)&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Equip Swap&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de2&amp;quot;&amp;gt;- Ocarina Items&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Bottle Duplication&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Gold Skulltula Token / Heart Piece Duplication&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Collection delay (e.g. early Eyeball Frog or Gold Scale. Delay happens naturally in many shops if you buy quickly, this is ok)&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Something except for a sword on B (excluding normal circumstances like riding Epona)&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de2&amp;quot;&amp;gt;- Down A, Return A, and Blank A&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Causing a switch to remain pressed longer than it should&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Wrong Warp&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Void Warp&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Entrance Point Glitch&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de2&amp;quot;&amp;gt;- Actor Glitch&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Bongo Bongo quick kill&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Bombing (0,0,0) to kill unloaded actors&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Unloading actors which should clearly be loaded (e.g. King Zora’s ice, graves in the Graveyard, Gold Gauntlet monoliths)&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Schrodinger’s chain&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de2&amp;quot;&amp;gt;- Being in unloaded areas (e.g. Gerudo Fortress)&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Dying to achieve anything other than a deathwarp or health refill (e.g. Jabu “Slimy Thing” skip)&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Walking while talking&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Z-slide&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- A-slide&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;de1&amp;quot;&amp;gt;- Version exclusive tricks&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Setup&amp;diff=262</id>
		<title>Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Setup&amp;diff=262"/>
		<updated>2018-12-07T07:57:56Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;&amp;lt;ins&amp;gt;So you want to play OoTR... Setup Guide&amp;lt;/ins&amp;gt;&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Ocarina of Time Randomizer is available in all possible ways by now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; Besides the &amp;lt;ins&amp;gt;[https://ootrandomizer.com Web Generator]&amp;lt;/ins&amp;gt;, the randomizer can still be downloaded and executed on your local machine, being available as Windows, Linux and Mac executables on the &amp;lt;ins&amp;gt;[https://github.com/AmazingAmpharos/OoT-Randomizer/releases/tag/v3.0 Official Github]&amp;lt;/ins&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To play, multiple devices and programs can be used. OoTR is compatible with N64 via using Everdrive 64 v2.5+ and Wii Virtual Console (WiiVC) via the use of WAD injection.&lt;br /&gt;
&lt;br /&gt;
The base files needed for this are &amp;lt;ins&amp;gt;copyrighted&amp;lt;/ins&amp;gt; and will &amp;lt;ins&amp;gt;not&amp;lt;/ins&amp;gt; be provided.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;ins&amp;gt;App Setup&amp;lt;/ins&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TreZc0_&#039;&#039;&#039; recorded a setup video that will cover most questions:&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=AhABHkWC5s0 https://www.youtube.com/watch?v=AhABHkWC5s0]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;ins&amp;gt;Emulators&amp;lt;/ins&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
The Ocarina of Time Randomizer can be played on emulators. Given the quality difference in N64 Emulation, not every emulator can be recommended though.&lt;br /&gt;
&lt;br /&gt;
Recommended Emulators are:&lt;br /&gt;
&lt;br /&gt;
[https://www.retroarch.com/ Retroarch] - [https://docs.google.com/document/d/1cn343QealzzzEfjievj0K1n7kC2m440ID1x6yQ2DXfM/edit Setup Guide]&lt;br /&gt;
&lt;br /&gt;
[http://tasvideos.org/BizHawk.html Bizhawk] - [https://docs.google.com/document/d/1SH0o73OTwZ-tvdWeRI1AY9H9Ni8VQgp5penfrB22sxM/edit Setup Guide]&lt;br /&gt;
&lt;br /&gt;
If your computer is not powerful enough to run either of the above to an acceptable level, then it is suggested to play on:&lt;br /&gt;
&lt;br /&gt;
[https://www.pj64-emu.com/ Project64 ]- [https://goo.gl/2XBBbL Setup Guide]&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Project64 is not generally recommended, as it is very inaccurate in its emulation.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=50</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=50"/>
		<updated>2018-11-27T09:44:36Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Readme&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
The OoT Randomizer offers many different settings to customize your play experience. Here’s a fully detailed list!&lt;br /&gt;
&lt;br /&gt;
= ROM Options =&lt;br /&gt;
&lt;br /&gt;
== Base Rom ==&lt;br /&gt;
&lt;br /&gt;
Specify the input ROM that will be used by the randomizer. Please be sure it is OoT US v1.0.&lt;br /&gt;
&lt;br /&gt;
== Output Directory ==&lt;br /&gt;
&lt;br /&gt;
Specify where the output ROM will be written on your computer.&lt;br /&gt;
&lt;br /&gt;
== Create Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
Decide whether to output a text file detailing where every item can be found and the sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
== Compress Rom ==&lt;br /&gt;
&lt;br /&gt;
Decide the format of the output ROM. Compressed is generally recommended for most users; this is necessary for injection into a .wad for use on the Virtual Console, and all known N64 emulators have significant crashing problems with uncompressed ROMs. Real N64 hardware doesn’t care so generation time can be improved by using the uncompressed option if you are playing on a real N64 with a flash cart. You can also choose not to output a ROM at all; this is useful if you just want to look at spoiler logs.&lt;br /&gt;
&lt;br /&gt;
== Default Targeting Option ==&lt;br /&gt;
&lt;br /&gt;
This option specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
== Multi-World Generation ==&lt;br /&gt;
&lt;br /&gt;
This option allows for multiple worlds to be generated to be used in co-op play. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op https://github.com/TestRunnerSRL/bizhawk-co-op]&lt;br /&gt;
&lt;br /&gt;
=== Player Count ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify how many players will be participating in this co-op playthrough.&lt;br /&gt;
&lt;br /&gt;
=== Player ID ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify which player number you are in particular. Each participant in the co-op should choose a different number starting with 1.&lt;br /&gt;
&lt;br /&gt;
== Setting String ==&lt;br /&gt;
&lt;br /&gt;
This is an 18 character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seed ==&lt;br /&gt;
&lt;br /&gt;
This is a string representing the particular configuration of items that will occur in your seed; the purpose is to combine a seed string with a specific&amp;amp;nbsp;settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
= Main Rules =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Forest ==&lt;br /&gt;
&lt;br /&gt;
Mido does not need to see a sword and shield to reach the Deku Tree and the Kokiri boy blocking the exit to the forest is gone. If this flag is not set, it is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, slingshot, and deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Kakariko Gate ==&lt;br /&gt;
&lt;br /&gt;
The gate leading up to Death Mountain from Kakariko Village is open from the beginning of the game. Normally this requires Zelda’s Letter to open. This allows more diverse routing early in the game and prevents very long walks in seeds with the Weird Egg shuffled. Two things are important to note. Showing Zelda’s Letter to the guard is still required to begin the Happy Mask sidequest and to receive a discount on purchasing Hylian Shields. The gate is simply gone for an adult no matter what.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Door of Time ==&lt;br /&gt;
&lt;br /&gt;
The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving&amp;amp;nbsp;Song of Time blocks, for playing to&amp;amp;nbsp;the frogs on Zora&#039;s River, or for other such uses. If this flag is not set, the Door of Time must be opened to become an adult as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Default Behavior ===&lt;br /&gt;
&lt;br /&gt;
Gerudo Fortress will work the same way it did in the original game. All four carpenters must be rescued in order for the Gerudo woman, who gives the Membership Card, to appear, and for the Gerudo to stop being hostile. Rescuing a carpenter requires having a Gerudo Fortress Small Key and defeating the corresponding guard.&lt;br /&gt;
&lt;br /&gt;
=== Rescue One Carpenter ===&lt;br /&gt;
&lt;br /&gt;
Only the bottom left carpenter must be rescued to complete Gerudo Fortress. Only one Gerudo Fortress Small Key will exist because of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Start with Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The player will start with the Gerudo Card from the beginning of the game. The carpenters will be pre-rescued, and the bridge to Gerudo Fortress as an adult will be repaired from the beginning. The Membership&amp;amp;nbsp;Card is the requirement&amp;amp;nbsp;for&amp;amp;nbsp;entering Gerudo Training Grounds, so the grounds&amp;amp;nbsp;will be an accessible area from the moment adulthood is available.&lt;br /&gt;
&lt;br /&gt;
== Rainbow Bridge Requirement ==&lt;br /&gt;
&lt;br /&gt;
This determines the condition under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== All Dungeons ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge requires all medallions and spiritual stones to be in the player’s possession to spawn.&lt;br /&gt;
&lt;br /&gt;
=== All Medallions ===&lt;br /&gt;
&lt;br /&gt;
All six of the medallions are required to open Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vanilla ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawns under the same conditions it did in the original game:&amp;amp;nbsp;Link must possess the Light Arrows and&amp;amp;nbsp;view&amp;amp;nbsp;the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of&amp;amp;nbsp;the Shadow and Spirit Medallions.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge is always present.&lt;br /&gt;
&lt;br /&gt;
== Random Number of Ganon’s Trials ==&lt;br /&gt;
&lt;br /&gt;
A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Alternatively, a specific number of trials can be specified with the slider below. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
== All Locations Reachable ==&lt;br /&gt;
&lt;br /&gt;
This option will set the logic to try to ensure Link can reach every item location in the game with the exception of “key for key” item locations (a single item spot behind a locked door containing the key to open the door). If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
== Bombchus Are Considered in Logic ==&lt;br /&gt;
&lt;br /&gt;
This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will be worth 20 Bombchus and subsequent packs will be worth 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar. With this option off, randomly found Bombchu items are not considered as logical progression, randomly found Bombchus will have specific denominations based on the values from the original game, and finding a Bomb Bag is what enables playing Bombchu Bowling and buying Bombchus from shops which will not have their inventories edited.&lt;br /&gt;
&lt;br /&gt;
== Dungeons Have One Major Item ==&lt;br /&gt;
&lt;br /&gt;
This option places one “major item” and one only in each of the dungeons. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle. The major items are any item usable with a c-button that is not simply a form of ammo (Bombchus are major only if “Bombchus are considered in logic” is on), songs, Mirror Shield, swords, tunics, boots, Double Defense, Magic Meter/Double Magic, Bullet Bags, Quivers, Bomb Bags, Strength Upgrades, Scales, Wallets, and the Stone of Agony. To be clear, this means that rupees, ammo, Deku Stick and Deku Nut ammo expansions, Pieces of Heart, Heart Containers, Gold Skulltula Tokens, Maps, Compasses, Small Keys, Boss Keys, Deku Shields, Hylian Shields, and Ice Traps are not considered major items. However, Small Keys and Boss Keys are considered major items if the appropriate “keysanity” settings are used. Note that unlike with the distribution of dungeon specific items like keys, this flag does consider the hands of the Desert Colossus as Spirit Temple locations, and to mirror the original game, Spirit Temple will get two items instead of just one.&lt;br /&gt;
&lt;br /&gt;
== Master Quest Dungeons ==&lt;br /&gt;
&lt;br /&gt;
With this option you can select a number of Master Quest dungeons to be included in your game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both. You may also opt for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Weird Egg ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Weird Egg given by child Malon to the shuffle. With this flag on, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child as well as Saria in Sacred Forest Meadow and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shuffle Ocarinas ==&lt;br /&gt;
&lt;br /&gt;
This flag adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are&amp;amp;nbsp;progressive items;&amp;amp;nbsp;the first found will always be the Fairy Ocarina, with the second being the Ocarina of Time, even though the two are functionally identical. Without this flag on, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is always available at the gate of Castle Town, as a child, when all three Spiritual Stones are in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Songs with Items ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the 12 standard ocarina songs to the shuffle as normal items. With this flag on, the spots that contained songs in the original game will simply give Link a random item, and the songs can be found as items freely. Without this flag on, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a kid and then as an adult.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Gerudo Card ==&lt;br /&gt;
&lt;br /&gt;
This flag shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds, but it does not have any impact on the hostility of the Gerudo in Gerudo Fortress who still check for the carpenter rescue events. Without this flag, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shuffle Deku Salescrubs ==&lt;br /&gt;
&lt;br /&gt;
This flag makes every Business scrub in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Business&amp;amp;nbsp;Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once the item from a&amp;amp;nbsp;Business Scrub is bought, the scrub&amp;amp;nbsp;will disappear from the world forever. The individual settings in the dropdown can be used to set the price of each Business&amp;amp;nbsp;Scrub to 10 rupees, leave the prices as what they were in the original game, or set each price to a random value from 0 to 99 rupees. In all cases, the text for the Business Scrub will not update.&lt;br /&gt;
&lt;br /&gt;
== Shopsanity ==&lt;br /&gt;
&lt;br /&gt;
This setting randomizes the items sold in shops. When it is used, all shop items are randomly re-arranged among all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game, and this setting considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town; however, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. This setting overrides the “Bombchus considered in logic” editing of the shop item pool.&lt;br /&gt;
&lt;br /&gt;
=== Off ===&lt;br /&gt;
&lt;br /&gt;
This disables the Shopsanity feature.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (0 Items) ===&lt;br /&gt;
&lt;br /&gt;
This causes all of the Shopsanity features described above.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (1-4 Items) ===&lt;br /&gt;
&lt;br /&gt;
This not only causes all of the Shopsanity features described above, but it also adds 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of money. Lower value shop items are removed to make room for this, and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (Random Items) ===&lt;br /&gt;
&lt;br /&gt;
This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Dungeon Items ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to decide the natural distribution of dungeon items. Dungeon items can be found confined to their original dungeons, spread freely throughout the world, or prevented from existing completely. Items that are prevented from existing completely will be replaced in the item pool with an assortment of various low tier junk items. This feature can be specified for Maps/Compasses, Small Keys, and Boss Keys independently. If Small Keys or Boss Keys are prevented from existing, this will also remove all locks those keys would be used for from existing as well. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed.&lt;br /&gt;
&lt;br /&gt;
== Maps and Compasses Give Information ==&lt;br /&gt;
&lt;br /&gt;
This setting, only available if you start with Maps and Compasses or they are spread across the world, disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information.&lt;br /&gt;
&lt;br /&gt;
== Remove Ganon’s Door Boss Lock ==&lt;br /&gt;
&lt;br /&gt;
This setting removes the Boss Key lock from Ganon’s Tower. This removes the need to locate the Ganon’s Tower Boss Key to finish the game.&lt;br /&gt;
&lt;br /&gt;
== Tokensanity ==&lt;br /&gt;
&lt;br /&gt;
This setting shuffles the Gold Skulltula item drops into the general pool of locations. The player can choose only to include Gold skulltulas found in dungeons for a more mild version of this setting.&lt;br /&gt;
&lt;br /&gt;
= Detailed Logic =&lt;br /&gt;
&lt;br /&gt;
== Maximum Expected Skulltula Tokens ==&lt;br /&gt;
&lt;br /&gt;
This setting can be used to reduce the number of Gold Skulltula Tokens that may be required to finish the game.&lt;br /&gt;
&lt;br /&gt;
== No Nighttime Skulltulas without Sun’s Song ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the logic to expect the player to have an ocarina and the Sun’s Song to get Gold Skulltula locations that are only found at nighttime.&lt;br /&gt;
&lt;br /&gt;
== No Big Poes ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the Big Poe vendor will not have an important item.&lt;br /&gt;
&lt;br /&gt;
== No Child Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from child fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Adult Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from adult fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Skull Mask Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Skull Mask in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Mask of Truth Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Mask of Truth in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No 1500 Horseback Archery ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from scoring 1500 points at the horseback archery challenge at Gerudo Fortress is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Lost Woods Memory Game ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from winning the ocarina memory game in the Lost Woods is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Racing Dampe a Second Time ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from finishing with a sub-minute time in the second Dampe race is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Biggoron Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Claim Check to Biggoron is not an important item.&lt;br /&gt;
&lt;br /&gt;
== Adult Trade Sequence ==&lt;br /&gt;
&lt;br /&gt;
This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Enable All Tricks ==&lt;br /&gt;
&lt;br /&gt;
This is a button to turn on all of the trick related flags.&lt;br /&gt;
&lt;br /&gt;
== Various Advanced Tricks ==&lt;br /&gt;
&lt;br /&gt;
This setting allows a huge number of minor tricks to be allowed by the logic. Here is a complete list:&lt;br /&gt;
&lt;br /&gt;
-A precise jumpslash with either a Deku Stick or the Kokiri Sword can be used to reach a Gold Skulltula on some vines in standad Deku Tree. -The Bow can be used to knock down the stairs in Dodongo’s Cavern with two well timed shots. -The vines in Forest Temple leading to where the well drain switch is in the standard form can be barely reached with the standard Hookshot. -The well in Forest Temple can be crossed with just Hookshot by shooting as low as possible on the vines from the far side and swimming under the ceiling. This is possible in both versions but can only be required in Forest Temple MQ. -A Bombchu from the ground level can be used to hit the switch to bypass the block pushing puzzle in Forest Temple MQ. -A rusted switch under a Song of Time block in the standard Fire Temple can be hit by using Hammer into the block. -The location with the Boss Key chest in Fire Temple MQ can be reached without the Bow with very particular use of Din’s Fire. -The upper levels of the old boulder maze in Fire Temple MQ can be reached without explosives by using the Hammer through a wall. -In the standard Spirit Temple, the bridge on child side can be lowered with a carefully timed Bombchu. -The frozen switch in Spirit Temple MQ can be hit without a fire source by using the Bow and Song of Time very cleverly. -The chest in the basement of the standard Bottom of the Well can be reached with only a Strength Upgrade by using a jump slash with a lit Deku Stick to access the bomb flowers in the basement. -The silver rupees on the left side of Gerudo Training Grounds MQ can be collected with just Hookshot with a somewhat particular jump slash. -The first room of the Spirit Trail in Ganon’s Castle MQ can be cleared without the Bow by using a Hammer jump slash to hit the rusted switch through the thrones. -The Gold Skulltula in adult Kokiri Forest can be reached without the Hookshot by using Hover Boots off one of the roots. -The child can reach the chest on Death Mountain trail with just the Goron Bracelet by backwalking with the Bomb Flower intended to open Dodongo’s Cavern and throwing the Bomb Flower at the wall very quickly. -Gerudo Fortress can be cleared without any items other than those needed for access. The logic normally guarantees one of the Bow, Hookshot, or Hover Boots to help navigate the “kitchen”.&lt;br /&gt;
&lt;br /&gt;
Using this setting will also pre-set all of the lower logic flags to a reasonable configuration to match the trick level. These can then be edited as the player desires if the given configuration isn’t desired.&lt;br /&gt;
&lt;br /&gt;
== Man on Roof without Hookshot ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a trick in which the player does a sidehop off the tall tower in Kakariko Village to reach the man on the rooftop with no items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Child Deadhand without Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider defeating the Deadhand in Bottom of the Well, with Deku Sticks, in logic. This is not hard with use of the power crouch stab glitch, but consistently landing actual jump slashes on his unusual hitbox is pretty difficult and using normal slashes consumes 9 Deku Sticks. When this is not set, logic will make the kokiri sword available before you need to defeat this Deadhand&lt;br /&gt;
&lt;br /&gt;
== Dodongo’s Cavern Spike Trap Room Jump without Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider that the adult can make a particularly useful jump in Dodongo’s Cavern to reach the area with the Bomb Bag chest early. Due to the precision of the jump, normally the logic expects Hover Boots to complete this path.&lt;br /&gt;
&lt;br /&gt;
== Windmill PoH as Adult with Nothing ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a jump the adult can make in the windmill to reach the Piece of Heart within with no items. The jump requires leaping from an object on which it is not obvious Link is allowed to stand and has counterintuitive timing so it is not in standard logic.&lt;br /&gt;
&lt;br /&gt;
== Crater’s Bean PoH with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using Hover Boots to reach the Piece of Heart atop the volcano in Death Mountain Crater. The path involves walking up a very steep slope that is not visibly walkable so it is not in normal logic.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Cucco ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using a Cucco on Zora River to enter Zora’s Domain as a child without playing Zelda’s Lullaby. It requires slipping behind the waterfall trickily from the left side.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider this similar trick to the above except as an adult with Hover Boots. This is actually a lot more difficult even though it can be done from either side of the waterfall.&lt;br /&gt;
&lt;br /&gt;
== Fewer Tunic Requirements ==&lt;br /&gt;
&lt;br /&gt;
This relaxes the tunic requirements by the logic somewhat. Normally the logic expects a Goron Tunic to enter Fire Temple or complete the Fire Trial in Ganon’s Castle and a Zora Tunic to enter Water Temple, collect the underwater silver rupees in Gerudo Training Grounds, or obtain the Piece of Heart at the bottom of the frozen Zora’s Fountain. With this flag set, the Goron Tunic will not be required to actually enter Fire Temple, only to fight Volvagia or to reach the upper floors. The Zora Tunic requirements are removed completely except to reach the chest at the bottom of the central pillar in Water Temple.&lt;br /&gt;
&lt;br /&gt;
== Morpha with Gold Scale ==&lt;br /&gt;
&lt;br /&gt;
This setting allows entry to the Water Temple with the Gold Scale to be considered. Since you cannot backtrack into Water Temple without Iron Boots, only the Spiritual Stone or Medallion obtained from defeating Morpha can be considered by logic either way; since you need the Water Temple Boss Key and Longshot to access Morpha normally, this means that this setting is only relevant in either keysanity or keysy relative to the locations of Boss Keys.&lt;br /&gt;
&lt;br /&gt;
== Lens of Truth ==&lt;br /&gt;
&lt;br /&gt;
This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Required Everywhere ===&lt;br /&gt;
&lt;br /&gt;
This setting requires the Lens of Truth to interact with any invisible object except for whatever was required in the original game to obtain the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland and Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
=== Only Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== Skip Tower Collapse Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Interior Castle Guard Stealth Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes entering the crawlspace at Hyrule Castle to deposit the player directly into the Castle Courtyard, bypassing the guard evasion sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Epona Race ==&lt;br /&gt;
&lt;br /&gt;
This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
== Fast Chest Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
== Random Big Poe Target Count ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10. Alternatively, the number of Big Poes requires can be selected manually with the slider below. Note that Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
== Start with Scarecrow’s Song ==&lt;br /&gt;
&lt;br /&gt;
This flag causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. The box below can be used to specify the particular desired Scarecrow’s Song. This song must be exactly eight notes long and must contain at least two different notes.&lt;br /&gt;
&lt;br /&gt;
== Randomize Ocarina Song Notes ==&lt;br /&gt;
&lt;br /&gt;
This flag randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs.&lt;br /&gt;
&lt;br /&gt;
== Chest Size Matches Contents ==&lt;br /&gt;
&lt;br /&gt;
This flag causes keys, Ice Traps, and items flagged as progression items to appear in large treasure chests while other items will be in small treasure chests. This means that players can choose to skip small treasure chests since they will only contain handy, not essential, items.&lt;br /&gt;
&lt;br /&gt;
== Clearer Hints ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players who do not have English as their first language, but the hints will be less “fun” and less like the sorts of things that would be said in the original game.&lt;br /&gt;
&lt;br /&gt;
== Gossip Stones ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the behavior of Gossip Stones to give hints to players. The hints will be distributed as such:&lt;br /&gt;
&lt;br /&gt;
-If the required number of trials is 1-3, a hint will be added for each trial that must be done. If the required number of trials is 4 or 5, a hint will be added for each trial that can be skipped. -Hints will be added for every one of the “always” locations that is allowed to have a random possibly valuable item under the current settings. These hints will tell the player what item is at each of these locations. These locations are the rewards for 30, 40, and 50 Gold Skulltula Tokens, the item obtained from Biggoron by showing the Claim Check, the item obtained from the Big Poe vendor, both the song and the item slots at the Ocarina of Time, and the item obtained from showing the Mask of Truth at the Deku Theater. -Some hints will be given for items at a randomly selected number of other locations that are generally somewhat inconvenient to check. The total number of these hints will be either 11 or 12 minus the number of always hints placed. -3 or 4 hints will be given naming a specific non-dungeon specific item that can be found in a randomly chosen dungeon. -1 to 4 hints will be given naming a specific item found in a specific overworld region. Which part of this range is used is determined in part by how many trial hints are given. -4 to 6 hints will be given naming what region specific progression items other than Gold Skulltula Tokens can be found. -3 or 4 hints will be given naming specific regions that are “on the way of the hero” and thus contain at least one required progression item. -All remaining hints (33 total unique Gossip Stones exist) will be filled with non-information junk hints.&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to specify which item is required to interact with the Gossip Stones. The Stone of Agony is the default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones. The default Mask of Truth can be used, but this has the downside that the Mask of Truth can only be obtained with all Spiritual Stones which tends to make the hints not useful, and using the Mask of Truth requires being a child which is another big downside. There is also an option for the information to just be free for those wanting an easier mode.&lt;br /&gt;
&lt;br /&gt;
== Text Shuffle ==&lt;br /&gt;
&lt;br /&gt;
This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
&lt;br /&gt;
=== No Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Leave the text alone.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled except Hints and Keys ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text other than the useful text giving the player information.&lt;br /&gt;
&lt;br /&gt;
=== All Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to tweak the item pool to make a somewhat harder experience.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Leave the item pool alone.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&lt;br /&gt;
Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
&lt;br /&gt;
=== Very Hard ===&lt;br /&gt;
&lt;br /&gt;
In addition to the items from Hard, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
== Damage Multiplier ==&lt;br /&gt;
&lt;br /&gt;
This setting changes the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Link takes normal damage.&lt;br /&gt;
&lt;br /&gt;
=== OHKO ===&lt;br /&gt;
&lt;br /&gt;
Link dies in one hit. Ice Traps are removed, and at least one Nayru’s Love is in the item pool.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
&lt;br /&gt;
== Background Music ==&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Do not alter the background music.&lt;br /&gt;
&lt;br /&gt;
=== No Music ===&lt;br /&gt;
&lt;br /&gt;
Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
&lt;br /&gt;
=== Random ===&lt;br /&gt;
&lt;br /&gt;
Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
&lt;br /&gt;
== Kokiri Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s default Kokiri Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu.&lt;br /&gt;
&lt;br /&gt;
=== Most Colors ===&lt;br /&gt;
&lt;br /&gt;
Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Choose a random color from the set of pre-made colors.&lt;br /&gt;
&lt;br /&gt;
=== Completely Random ===&lt;br /&gt;
&lt;br /&gt;
Generate a random color with numerically random RGB values.&lt;br /&gt;
&lt;br /&gt;
=== Custom Color ===&lt;br /&gt;
&lt;br /&gt;
A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
== Goron Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Goron Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Zora Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Zora Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Low Health SFX ==&lt;br /&gt;
&lt;br /&gt;
This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
&lt;br /&gt;
=== Particular Sounds ===&lt;br /&gt;
&lt;br /&gt;
Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Play a random SFX from the list of choices.&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
&lt;br /&gt;
Disable low health heart beeps altogether.&lt;br /&gt;
&lt;br /&gt;
== Navi Color ==&lt;br /&gt;
&lt;br /&gt;
These options can be used to set Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors.&lt;br /&gt;
&lt;br /&gt;
== Navi Hint ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
== Navi Enemy Target ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
= Command Line Options =&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--check_version&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the latest version number online (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--checked_version CHECKED_VERSION&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the specified version number instead of a number from online.&lt;br /&gt;
&amp;lt;pre&amp;gt;--rom ROM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to a The Legend of Zelda: Ocarina of Time NTSC-US v1.0 ROM. (default: ZOOTDEC.z64)&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_dir OUTPUT_DIR&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to output directory for rom generation.&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--count COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the count option (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--world_count WORLD_COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to create a multi-world generation for co-op seeds. World count is the number of players. Warning: Increasing the world count will drastically increase generation time. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--player_num PLAYER_NUM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to select world to generate when there are multiple worlds. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--create_spoiler&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Output a Spoiler File (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--compress_rom [{True,False,None}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a compressed version of the output rom file. True: Compresses. Improves stability. Will take longer to generate False: Uncompressed. Unstable on emulator. Faster generation None: No ROM Output. Creates spoiler log only (default: True)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_forest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether Kokiri children obstruct your path at the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_kakariko&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gate in Kakariko Village to Death Mountain Trail is always open, instead of needing Zelda’s Letter. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_door_of_time&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether the Door of Time is open from the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gerudo_fortress [{normal,fast,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select how much of Gerudo Fortress is required. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bridge [{medallions,vanilla,dungeons,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the condition to spawn the Rainbow Bridge to Ganon’s Castle. (default: medallions)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bombchus_in_logic&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes how the logic considers Bombchus and other Bombchu related mechanics (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--one_item_per_dungeon&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each dungeon will have exactly one major item. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials [{0,1,2,3,4,5,6}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle (default: 6)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_escape_sequence&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the tower collapse sequence after defeating Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_guard_stealth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the guard evasion sequence in Hyrule Castle (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_epona_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the need to race Ingo to acquire Epona (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--fast_chests&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Causes all chests to open with a fast animation (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count [{1,2,3,4,5,6,7,8,9,10}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item (default: 10)&lt;br /&gt;
&amp;lt;pre&amp;gt;--free_scarecrow&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start the game with the Scarecrow’s Song activated and Pierre possible for the adult to summon (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--scarecrow_song [SCARECROW_SONG]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set Scarecrow’s Song if –free_scarecrow is used. Valid notes: A, U, L, R, D (default: DAAAAAAA)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_kokiri_sword&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Kokiri Sword as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_weird_egg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Weird Egg as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_ocarinas&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the two ocarinas as randomized items (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_song_items&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Treat the ocarina songs as normal items and shuffle them into the general item pool (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_gerudo_card&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Gerudo Card to access Gerudo Training Grounds as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_scrubs [{off,low,regular,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include all Deku Scrub Salesmen as randomized item and determine their prices (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shopsanity [{off,0,1,2,3,4,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize shop items and add the chosen number of items from the general item pool to shop inventories (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_mapcompass [{remove,startwith,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Maps and Compasses can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_smallkeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Small Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_bosskeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Boss Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--enhance_map_compass&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change the functionality of the Map and Compass to give information about their dungeons. The Temple of Time Altar will no longer provide any dungeon information. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--unlocked_ganondorf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove the Boss Key door leading to Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--tokensanity [{off,dungeons,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the chosen Gold Skulltula Token locations in the item shuffle (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons [{0,1,2,3,4,5,6,7,8,9,10,11,12}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons (default: 0)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_skulltulas [{0,10,20,30,40,50}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the maximum number of Gold Skulltula Tokens that could be required (default: 50)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_night_tokens_without_suns_song&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change logic to expect Sun’s Song to defeat nighttime Gold Skulltulas (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_big_poes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the Big Poe vendor from having a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_child_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as a child from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_adult_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as an adult from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_skull_mask&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Skull Mask at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_mask_of_truth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Mask of Truth at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_1500_archery&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by scoring 1500 points at horseback archery from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_memory_game&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by completing the ocarina memory game in the Lost Woods from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_second_dampe_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize won by finishing the second Dampe race in under 1 minute from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_biggoron&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Claim Check to Biggoron from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_earliest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the earliest item in the adult trade sequence that can be found in the item pool (default: pocket_egg)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_latest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the latest item in the adult trade sequence that can be found in the item pool (default: claim_check)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_tricks&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider a large number of minor tricks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_man_on_roof&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the man on the roof in Kakariko Village with a sidehop from the tower (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_child_deadhand&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the child defeating Deadhand with only Deku Sticks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_dc_jump&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to bypass the second Lizalfos fight room in Dodongo’s Cavern as an adult with a simple jump (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_windmill_poh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart in the windmill as an adult with nothing (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_crater_bean_poh_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart on the volcano in Death Mountain Crater with Hover Boots (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_cucco&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as a child using a Cucco instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as an adult using Hover Boots instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_fewer_tunic_requirements&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reduce the number of locations for which the logic expects a tunic upgrade (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_morpha_with_scale&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allows entering Water Temple and beating Morpha with Gold Scale instead of Iron Boots. The Longshot and Boss Key are still required to reach the boss. This means that this option is only relevant in keysanity or keysy. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_lens [{chest,chest-wasteland,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set which hidden objects the logic expects the Lens of Truth to be used on (default: all)&lt;br /&gt;
&amp;lt;pre&amp;gt;--ocarina_songs&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize the particular notes that must be played for each of the 12 standard ocarina songs (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--correct_chest_sizes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set chest sizes based on contents (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--clearer_hints&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reword hints to be incredibly direct (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--hints [{none,mask,agony,always}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable hints from Gossip Stones and select the condition to read them (default: agony)&lt;br /&gt;
&amp;lt;pre&amp;gt;--text_shuffle [{none,except_hints,complete}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shuffle the chosen text randomly (default: none)&lt;br /&gt;
&amp;lt;pre&amp;gt;--difficulty [{normal,hard,very_hard}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alter the item pool to increase difficulty. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--damage_multiplier [{normal,ohko}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alters the amount of damage taken. The ohko option causes Link to die in one hit. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--default_targeting [{hold,switch}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the default Z-targeting setting. It can still be changed in the game’s options menu. (default: hold)&lt;br /&gt;
&amp;lt;pre&amp;gt;--background_music [{normal,off,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose whether the game’s background music will be left alone, disabled, or shuffled randomly. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--kokiricolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Kokiri Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Kokiri Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--goroncolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Goron Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Goron Red)&lt;br /&gt;
&amp;lt;pre&amp;gt;--zoracolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Zora Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Zora Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolordefault [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi in idle. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: White)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorenemy [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an enemy. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Yellow)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolornpc [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an NPC. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Light Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorprop [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting a prop. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxoverworld [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi wishes to speak with the player. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxenemytarget [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi targets an enemy. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--healthSFX [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Navi - Random&#039;, &#039;Navi - Hey!&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Iron Boots&#039;, &#039;Hammer&#039;, &#039;Sword Bounce&#039;, &#039;Bow&#039;, &#039;Gallop&#039;, &#039;Drawbridge&#039;, &#039;Switch&#039;, &#039;Bomb Bounce&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &#039;Bongo Bongo&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that loops at low health. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open the graphical user interface. Preloads selections with set command line parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=49</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=49"/>
		<updated>2018-11-27T09:37:09Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Readme&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
The OoT Randomizer offers many different settings to customize your play experience. Here’s a fully detailed list!&lt;br /&gt;
&lt;br /&gt;
= ROM Options =&lt;br /&gt;
&lt;br /&gt;
== Base Rom ==&lt;br /&gt;
&lt;br /&gt;
Specify the input ROM that will be used by the randomizer. Please be sure it is OoT US v1.0.&lt;br /&gt;
&lt;br /&gt;
== Output Directory ==&lt;br /&gt;
&lt;br /&gt;
Specify where the output ROM will be written on your computer.&lt;br /&gt;
&lt;br /&gt;
== Create Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
Decide whether to output a text file detailing where every item can be found and the sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
== Compress Rom ==&lt;br /&gt;
&lt;br /&gt;
Decide the format of the output ROM. Compressed is generally recommended for most users; this is necessary for injection into a .wad for use on the Virtual Console, and all known N64 emulators have significant crashing problems with uncompressed ROMs. Real N64 hardware doesn’t care so generation time can be improved by using the uncompressed option if you are playing on a real N64 with a flash cart. You can also choose not to output a ROM at all; this is useful if you just want to look at spoiler logs.&lt;br /&gt;
&lt;br /&gt;
== Default Targeting Option ==&lt;br /&gt;
&lt;br /&gt;
This option specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
== Multi-World Generation ==&lt;br /&gt;
&lt;br /&gt;
This option allows for multiple worlds to be generated to be used in co-op play. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op https://github.com/TestRunnerSRL/bizhawk-co-op]&lt;br /&gt;
&lt;br /&gt;
=== Player Count ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify how many players will be participating in this co-op playthrough.&lt;br /&gt;
&lt;br /&gt;
=== Player ID ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify which player number you are in particular. Each participant in the co-op should choose a different number starting with 1.&lt;br /&gt;
&lt;br /&gt;
== Setting String ==&lt;br /&gt;
&lt;br /&gt;
This is an 18 character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seed ==&lt;br /&gt;
&lt;br /&gt;
This is a string representing the particular configuration of items that will occur in your seed; the purpose is to combine a seed string with a specific&amp;amp;nbsp;settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
= Main Rules =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Forest ==&lt;br /&gt;
&lt;br /&gt;
Mido does not need to see a sword and shield to reach the Deku Tree and the Kokiri boy blocking the exit to the forest is gone. If this flag is not set, it is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, slingshot, and deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Kakariko Gate ==&lt;br /&gt;
&lt;br /&gt;
The gate leading up to Death Mountain from Kakariko Village is open from the beginning of the game. Normally this requires Zelda’s Letter to open. This allows more diverse routing early in the game and prevents very long walks in seeds with the Weird Egg shuffled. Two things are important to note. Showing Zelda’s Letter to the guard is still required to begin the Happy Mask sidequest and to receive a discount on purchasing Hylian Shields. The gate is simply gone for an adult no matter what.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Door of Time ==&lt;br /&gt;
&lt;br /&gt;
The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving&amp;amp;nbsp;Song of Time blocks, for playing to&amp;amp;nbsp;the frogs on Zora&#039;s River, or for other such uses. If this flag is not set, the Door of Time must be opened to become an adult as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Default Behavior ===&lt;br /&gt;
&lt;br /&gt;
Gerudo Fortress will work the same way it did in the original game. All four carpenters must be rescued in order for the Gerudo woman, who gives the Membership Card, to appear, and for the Gerudo to stop being hostile. Rescuing a carpenter requires having a Gerudo Fortress Small Key and defeating the corresponding guard.&lt;br /&gt;
&lt;br /&gt;
=== Rescue One Carpenter ===&lt;br /&gt;
&lt;br /&gt;
Only the bottom left carpenter must be rescued to complete Gerudo Fortress. Only one Gerudo Fortress Small Key will exist because of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Start with Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The player will start with the Gerudo Card from the beginning of the game. The carpenters will be pre-rescued, and the bridge to Gerudo Fortress as an adult will be repaired from the beginning. The Membership&amp;amp;nbsp;Card is the requirement&amp;amp;nbsp;for&amp;amp;nbsp;entering Gerudo Training Grounds, so the grounds&amp;amp;nbsp;will be an accessible area from the moment adulthood is available.&lt;br /&gt;
&lt;br /&gt;
== Rainbow Bridge Requirement ==&lt;br /&gt;
&lt;br /&gt;
This determines the condition under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== All Dungeons ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge requires all medallions and spiritual stones to be in the player’s possession to spawn.&lt;br /&gt;
&lt;br /&gt;
=== All Medallions ===&lt;br /&gt;
&lt;br /&gt;
All six of the medallions are required to open Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vanilla ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawns under the same conditions it did in the original game:&amp;amp;nbsp;Link must possess the Light Arrows and&amp;amp;nbsp;view&amp;amp;nbsp;the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of&amp;amp;nbsp;the Shadow and Spirit Medallions.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge is always present.&lt;br /&gt;
&lt;br /&gt;
== Random Number of Ganon’s Trials ==&lt;br /&gt;
&lt;br /&gt;
A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Alternatively, a specific number of trials can be specified with the slider below. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
== All Locations Reachable ==&lt;br /&gt;
&lt;br /&gt;
This option will set the logic to try to ensure Link can reach every item location in the game with the exception of “key for key” item locations (a single item spot behind a locked door containing the key to open the door). If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
== Bombchus Are Considered in Logic ==&lt;br /&gt;
&lt;br /&gt;
This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will be worth 20 Bombchus and subsequent packs will be worth 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar. With this option off, randomly found Bombchu items are not considered as logical progression, randomly found Bombchus will have specific denominations based on the values from the original game, and finding a Bomb Bag is what enables playing Bombchu Bowling and buying Bombchus from shops which will not have their inventories edited.&lt;br /&gt;
&lt;br /&gt;
== Dungeons Have One Major Item ==&lt;br /&gt;
&lt;br /&gt;
This option places one “major item” and one only in each of the dungeons. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle. The major items are any item usable with a c-button that is not simply a form of ammo (Bombchus are major only if “Bombchus are considered in logic” is on), songs, Mirror Shield, swords, tunics, boots, Double Defense, Magic Meter/Double Magic, Bullet Bags, Quivers, Bomb Bags, Strength Upgrades, Scales, Wallets, and the Stone of Agony. To be clear, this means that rupees, ammo, Deku Stick and Deku Nut ammo expansions, Pieces of Heart, Heart Containers, Gold Skulltula Tokens, Maps, Compasses, Small Keys, Boss Keys, Deku Shields, Hylian Shields, and Ice Traps are not considered major items. However, Small Keys and Boss Keys are considered major items if the appropriate “keysanity” settings are used. Note that unlike with the distribution of dungeon specific items like keys, this flag does consider the hands of the Desert Colossus as Spirit Temple locations, and to mirror the original game, Spirit Temple will get two items instead of just one.&lt;br /&gt;
&lt;br /&gt;
== Master Quest Dungeons ==&lt;br /&gt;
&lt;br /&gt;
With this option you can select a number of Master Quest dungeons to be included in your game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both. You may also opt for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Weird Egg ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Weird Egg given by child Malon to the shuffle. With this flag on, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child as well as Saria in Sacred Forest Meadow and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shuffle Ocarinas ==&lt;br /&gt;
&lt;br /&gt;
This flag adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are&amp;amp;nbsp;progressive items;&amp;amp;nbsp;the first found will always be the Fairy Ocarina, with the second being the Ocarina of Time, even though the two are functionally identical. Without this flag on, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is always available at the gate of Castle Town, as a child, when all three Spiritual Stones are in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Songs with Items ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the 12 standard ocarina songs to the shuffle as normal items. With this flag on, the spots that contained songs in the original game will simply give Link a random item, and the songs can be found as items freely. Without this flag on, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a kid and then as an adult.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Gerudo Card ==&lt;br /&gt;
&lt;br /&gt;
This flag shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds, but it does not have any impact on the hostility of the Gerudo in Gerudo Fortress who still check for the carpenter rescue events. Without this flag, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shuffle Deku Salescrubs ==&lt;br /&gt;
&lt;br /&gt;
This flag makes every Business scrub in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Business&amp;amp;nbsp;Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once the item from a&amp;amp;nbsp;Business Scrub is bought, the scrub&amp;amp;nbsp;will disappear from the world forever. The individual settings in the dropdown can be used to set the price of each Business&amp;amp;nbsp;Scrub to 10 rupees, leave the prices as what they were in the original game, or set each price to a random value from 0 to 99 rupees. In all cases, the text for the Business Scrub will not update.&lt;br /&gt;
&lt;br /&gt;
== Shopsanity ==&lt;br /&gt;
&lt;br /&gt;
This setting randomizes the items sold in shops. When it is used, all shop items are randomly re-arranged among all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game, and this setting considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town; however, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. This setting overrides the “Bombchus considered in logic” editing of the shop item pool.&lt;br /&gt;
&lt;br /&gt;
=== Off ===&lt;br /&gt;
&lt;br /&gt;
This disables the Shopsanity feature.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (0 Items) ===&lt;br /&gt;
&lt;br /&gt;
This causes all of the Shopsanity features described above.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (1-4 Items) ===&lt;br /&gt;
&lt;br /&gt;
This not only causes all of the Shopsanity features described above, but it also adds 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of money. Lower value shop items are removed to make room for this, and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (Random Items) ===&lt;br /&gt;
&lt;br /&gt;
This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Dungeon Items ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to decide the natural distribution of dungeon items. Dungeon items can be found confined to their original dungeons, spread freely throughout the world, or prevented from existing completely. Items that are prevented from existing completely will be replaced in the item pool with an assortment of various low tier junk items. This feature can be specified for Maps/Compasses, Small Keys, and Boss Keys independently. If Small Keys or Boss Keys are prevented from existing, this will also remove all locks those keys would be used for from existing as well. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed.&lt;br /&gt;
&lt;br /&gt;
== Maps and Compasses Give Information ==&lt;br /&gt;
&lt;br /&gt;
This setting, only available if you start with Maps and Compasses or they are spread across the world, disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information.&lt;br /&gt;
&lt;br /&gt;
== Remove Ganon’s Door Boss Lock ==&lt;br /&gt;
&lt;br /&gt;
This setting removes the Boss Key lock from Ganon’s Tower. This removes the need to locate the Ganon’s Tower Boss Key to finish the game.&lt;br /&gt;
&lt;br /&gt;
== Tokensanity ==&lt;br /&gt;
&lt;br /&gt;
This setting shuffles the Gold Skulltula item drops into the general pool of locations. The player can choose only to include Gold skulltulas found in dungeons for a more mild version of this setting.&lt;br /&gt;
&lt;br /&gt;
= Detailed Logic =&lt;br /&gt;
&lt;br /&gt;
== Maximum Expected Skulltula Tokens ==&lt;br /&gt;
&lt;br /&gt;
This setting can be used to reduce the number of Gold Skulltula Tokens that may be required to finish the game.&lt;br /&gt;
&lt;br /&gt;
== No Nighttime Skulltulas without Sun’s Song ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the logic to expect the player to have an ocarina and the Sun’s Song to get Gold Skulltula locations that are only found at nighttime.&lt;br /&gt;
&lt;br /&gt;
== No Big Poes ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the Big Poe vendor will not have an important item.&lt;br /&gt;
&lt;br /&gt;
== No Child Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from child fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Adult Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from adult fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Skull Mask Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Skull Mask in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Mask of Truth Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Mask of Truth in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No 1500 Horseback Archery ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from scoring 1500 points at the horseback archery challenge at Gerudo Fortress is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Lost Woods Memory Game ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from winning the ocarina memory game in the Lost Woods is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Racing Dampe a Second Time ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from finishing with a sub-minute time in the second Dampe race is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Biggoron Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Claim Check to Biggoron is not an important item.&lt;br /&gt;
&lt;br /&gt;
== Adult Trade Sequence ==&lt;br /&gt;
&lt;br /&gt;
This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Enable All Tricks ==&lt;br /&gt;
&lt;br /&gt;
This is a button to turn on all of the trick related flags.&lt;br /&gt;
&lt;br /&gt;
== Various Advanced Tricks ==&lt;br /&gt;
&lt;br /&gt;
This setting allows a huge number of minor tricks to be allowed by the logic. Here is a complete list:&lt;br /&gt;
&lt;br /&gt;
-A precise jumpslash with either a Deku Stick or the Kokiri Sword can be used to reach a Gold Skulltula on some vines in standad Deku Tree. -The Bow can be used to knock down the stairs in Dodongo’s Cavern with two well timed shots. -The vines in Forest Temple leading to where the well drain switch is in the standard form can be barely reached with the standard Hookshot. -The well in Forest Temple can be crossed with just Hookshot by shooting as low as possible on the vines from the far side and swimming under the ceiling. This is possible in both versions but can only be required in Forest Temple MQ. -A Bombchu from the ground level can be used to hit the switch to bypass the block pushing puzzle in Forest Temple MQ. -A rusted switch under a Song of Time block in the standard Fire Temple can be hit by using Hammer into the block. -The location with the Boss Key chest in Fire Temple MQ can be reached without the Bow with very particular use of Din’s Fire. -The upper levels of the old boulder maze in Fire Temple MQ can be reached without explosives by using the Hammer through a wall. -In the standard Spirit Temple, the bridge on child side can be lowered with a carefully timed Bombchu. -The frozen switch in Spirit Temple MQ can be hit without a fire source by using the Bow and Song of Time very cleverly. -The chest in the basement of the standard Bottom of the Well can be reached with only a Strength Upgrade by using a jump slash with a lit Deku Stick to access the bomb flowers in the basement. -The silver rupees on the left side of Gerudo Training Grounds MQ can be collected with just Hookshot with a somewhat particular jump slash. -The first room of the Spirit Trail in Ganon’s Castle MQ can be cleared without the Bow by using a Hammer jump slash to hit the rusted switch through the thrones. -The Gold Skulltula in adult Kokiri Forest can be reached without the Hookshot by using Hover Boots off one of the roots. -The child can reach the chest on Death Mountain trail with just the Goron Bracelet by backwalking with the Bomb Flower intended to open Dodongo’s Cavern and throwing the Bomb Flower at the wall very quickly. -Gerudo Fortress can be cleared without any items other than those needed for access. The logic normally guarantees one of the Bow, Hookshot, or Hover Boots to help navigate the “kitchen”.&lt;br /&gt;
&lt;br /&gt;
Using this setting will also pre-set all of the lower logic flags to a reasonable configuration to match the trick level. These can then be edited as the player desires if the given configuration isn’t desired.&lt;br /&gt;
&lt;br /&gt;
== Man on Roof without Hookshot ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a trick in which the player does a sidehop off the tall tower in Kakariko Village to reach the man on the rooftop with no items.&lt;br /&gt;
&lt;br /&gt;
== Child Deadhand without Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider defeating the Deadhand in Bottom of the Well with Deku Sticks. This is not hard with use of the power crouch stab glitch, but consistently landing actual jump slashes on his unusual hitbox is pretty difficult and using normal slashes consumes 9 Deku Sticks.&lt;br /&gt;
&lt;br /&gt;
== Dodongo’s Cavern Spike Trap Room Jump without Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider that the adult can make a particularly useful jump in Dodongo’s Cavern to reach the area with the Bomb Bag chest early. Due to the precision of the jump, normally the logic expects Hover Boots to complete this path.&lt;br /&gt;
&lt;br /&gt;
== Windmill PoH as Adult with Nothing ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a jump the adult can make in the windmill to reach the Piece of Heart within with no items. The jump requires leaping from an object on which it is not obvious Link is allowed to stand and has counterintuitive timing so it is not in standard logic.&lt;br /&gt;
&lt;br /&gt;
== Crater’s Bean PoH with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using Hover Boots to reach the Piece of Heart atop the volcano in Death Mountain Crater. The path involves walking up a very steep slope that is not visibly walkable so it is not in normal logic.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Cucco ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using a Cucco on Zora River to enter Zora’s Domain as a child without playing Zelda’s Lullaby. It requires slipping behind the waterfall trickily from the left side.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider this similar trick to the above except as an adult with Hover Boots. This is actually a lot more difficult even though it can be done from either side of the waterfall.&lt;br /&gt;
&lt;br /&gt;
== Fewer Tunic Requirements ==&lt;br /&gt;
&lt;br /&gt;
This relaxes the tunic requirements by the logic somewhat. Normally the logic expects a Goron Tunic to enter Fire Temple or complete the Fire Trial in Ganon’s Castle and a Zora Tunic to enter Water Temple, collect the underwater silver rupees in Gerudo Training Grounds, or obtain the Piece of Heart at the bottom of the frozen Zora’s Fountain. With this flag set, the Goron Tunic will not be required to actually enter Fire Temple, only to fight Volvagia or to reach the upper floors. The Zora Tunic requirements are removed completely except to reach the chest at the bottom of the central pillar in Water Temple.&lt;br /&gt;
&lt;br /&gt;
== Morpha with Gold Scale ==&lt;br /&gt;
&lt;br /&gt;
This setting allows entry to the Water Temple with the Gold Scale to be considered. Since you cannot backtrack into Water Temple without Iron Boots, only the Spiritual Stone or Medallion obtained from defeating Morpha can be considered by logic either way; since you need the Water Temple Boss Key and Longshot to access Morpha normally, this means that this setting is only relevant in either keysanity or keysy relative to the locations of Boss Keys.&lt;br /&gt;
&lt;br /&gt;
== Lens of Truth ==&lt;br /&gt;
&lt;br /&gt;
This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Required Everywhere ===&lt;br /&gt;
&lt;br /&gt;
This setting requires the Lens of Truth to interact with any invisible object except for whatever was required in the original game to obtain the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland and Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
=== Only Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== Skip Tower Collapse Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Interior Castle Guard Stealth Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes entering the crawlspace at Hyrule Castle to deposit the player directly into the Castle Courtyard, bypassing the guard evasion sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Epona Race ==&lt;br /&gt;
&lt;br /&gt;
This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
== Fast Chest Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
== Random Big Poe Target Count ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10. Alternatively, the number of Big Poes requires can be selected manually with the slider below. Note that Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
== Start with Scarecrow’s Song ==&lt;br /&gt;
&lt;br /&gt;
This flag causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. The box below can be used to specify the particular desired Scarecrow’s Song. This song must be exactly eight notes long and must contain at least two different notes.&lt;br /&gt;
&lt;br /&gt;
== Randomize Ocarina Song Notes ==&lt;br /&gt;
&lt;br /&gt;
This flag randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs.&lt;br /&gt;
&lt;br /&gt;
== Chest Size Matches Contents ==&lt;br /&gt;
&lt;br /&gt;
This flag causes keys, Ice Traps, and items flagged as progression items to appear in large treasure chests while other items will be in small treasure chests. This means that players can choose to skip small treasure chests since they will only contain handy, not essential, items.&lt;br /&gt;
&lt;br /&gt;
== Clearer Hints ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players who do not have English as their first language, but the hints will be less “fun” and less like the sorts of things that would be said in the original game.&lt;br /&gt;
&lt;br /&gt;
== Gossip Stones ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the behavior of Gossip Stones to give hints to players. The hints will be distributed as such:&lt;br /&gt;
&lt;br /&gt;
-If the required number of trials is 1-3, a hint will be added for each trial that must be done. If the required number of trials is 4 or 5, a hint will be added for each trial that can be skipped. -Hints will be added for every one of the “always” locations that is allowed to have a random possibly valuable item under the current settings. These hints will tell the player what item is at each of these locations. These locations are the rewards for 30, 40, and 50 Gold Skulltula Tokens, the item obtained from Biggoron by showing the Claim Check, the item obtained from the Big Poe vendor, both the song and the item slots at the Ocarina of Time, and the item obtained from showing the Mask of Truth at the Deku Theater. -Some hints will be given for items at a randomly selected number of other locations that are generally somewhat inconvenient to check. The total number of these hints will be either 11 or 12 minus the number of always hints placed. -3 or 4 hints will be given naming a specific non-dungeon specific item that can be found in a randomly chosen dungeon. -1 to 4 hints will be given naming a specific item found in a specific overworld region. Which part of this range is used is determined in part by how many trial hints are given. -4 to 6 hints will be given naming what region specific progression items other than Gold Skulltula Tokens can be found. -3 or 4 hints will be given naming specific regions that are “on the way of the hero” and thus contain at least one required progression item. -All remaining hints (33 total unique Gossip Stones exist) will be filled with non-information junk hints.&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to specify which item is required to interact with the Gossip Stones. The Stone of Agony is the default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones. The default Mask of Truth can be used, but this has the downside that the Mask of Truth can only be obtained with all Spiritual Stones which tends to make the hints not useful, and using the Mask of Truth requires being a child which is another big downside. There is also an option for the information to just be free for those wanting an easier mode.&lt;br /&gt;
&lt;br /&gt;
== Text Shuffle ==&lt;br /&gt;
&lt;br /&gt;
This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
&lt;br /&gt;
=== No Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Leave the text alone.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled except Hints and Keys ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text other than the useful text giving the player information.&lt;br /&gt;
&lt;br /&gt;
=== All Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to tweak the item pool to make a somewhat harder experience.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Leave the item pool alone.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&lt;br /&gt;
Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
&lt;br /&gt;
=== Very Hard ===&lt;br /&gt;
&lt;br /&gt;
In addition to the items from Hard, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
== Damage Multiplier ==&lt;br /&gt;
&lt;br /&gt;
This setting changes the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Link takes normal damage.&lt;br /&gt;
&lt;br /&gt;
=== OHKO ===&lt;br /&gt;
&lt;br /&gt;
Link dies in one hit. Ice Traps are removed, and at least one Nayru’s Love is in the item pool.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
&lt;br /&gt;
== Background Music ==&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Do not alter the background music.&lt;br /&gt;
&lt;br /&gt;
=== No Music ===&lt;br /&gt;
&lt;br /&gt;
Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
&lt;br /&gt;
=== Random ===&lt;br /&gt;
&lt;br /&gt;
Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
&lt;br /&gt;
== Kokiri Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s default Kokiri Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu.&lt;br /&gt;
&lt;br /&gt;
=== Most Colors ===&lt;br /&gt;
&lt;br /&gt;
Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Choose a random color from the set of pre-made colors.&lt;br /&gt;
&lt;br /&gt;
=== Completely Random ===&lt;br /&gt;
&lt;br /&gt;
Generate a random color with numerically random RGB values.&lt;br /&gt;
&lt;br /&gt;
=== Custom Color ===&lt;br /&gt;
&lt;br /&gt;
A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
== Goron Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Goron Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Zora Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Zora Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Low Health SFX ==&lt;br /&gt;
&lt;br /&gt;
This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
&lt;br /&gt;
=== Particular Sounds ===&lt;br /&gt;
&lt;br /&gt;
Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Play a random SFX from the list of choices.&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
&lt;br /&gt;
Disable low health heart beeps altogether.&lt;br /&gt;
&lt;br /&gt;
== Navi Color ==&lt;br /&gt;
&lt;br /&gt;
These options can be used to set Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors.&lt;br /&gt;
&lt;br /&gt;
== Navi Hint ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
== Navi Enemy Target ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
= Command Line Options =&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--check_version&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the latest version number online (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--checked_version CHECKED_VERSION&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the specified version number instead of a number from online.&lt;br /&gt;
&amp;lt;pre&amp;gt;--rom ROM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to a The Legend of Zelda: Ocarina of Time NTSC-US v1.0 ROM. (default: ZOOTDEC.z64)&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_dir OUTPUT_DIR&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to output directory for rom generation.&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--count COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the count option (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--world_count WORLD_COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to create a multi-world generation for co-op seeds. World count is the number of players. Warning: Increasing the world count will drastically increase generation time. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--player_num PLAYER_NUM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to select world to generate when there are multiple worlds. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--create_spoiler&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Output a Spoiler File (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--compress_rom [{True,False,None}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a compressed version of the output rom file. True: Compresses. Improves stability. Will take longer to generate False: Uncompressed. Unstable on emulator. Faster generation None: No ROM Output. Creates spoiler log only (default: True)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_forest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether Kokiri children obstruct your path at the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_kakariko&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gate in Kakariko Village to Death Mountain Trail is always open, instead of needing Zelda’s Letter. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_door_of_time&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether the Door of Time is open from the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gerudo_fortress [{normal,fast,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select how much of Gerudo Fortress is required. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bridge [{medallions,vanilla,dungeons,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the condition to spawn the Rainbow Bridge to Ganon’s Castle. (default: medallions)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bombchus_in_logic&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes how the logic considers Bombchus and other Bombchu related mechanics (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--one_item_per_dungeon&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each dungeon will have exactly one major item. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials [{0,1,2,3,4,5,6}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle (default: 6)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_escape_sequence&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the tower collapse sequence after defeating Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_guard_stealth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the guard evasion sequence in Hyrule Castle (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_epona_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the need to race Ingo to acquire Epona (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--fast_chests&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Causes all chests to open with a fast animation (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count [{1,2,3,4,5,6,7,8,9,10}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item (default: 10)&lt;br /&gt;
&amp;lt;pre&amp;gt;--free_scarecrow&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start the game with the Scarecrow’s Song activated and Pierre possible for the adult to summon (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--scarecrow_song [SCARECROW_SONG]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set Scarecrow’s Song if –free_scarecrow is used. Valid notes: A, U, L, R, D (default: DAAAAAAA)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_kokiri_sword&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Kokiri Sword as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_weird_egg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Weird Egg as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_ocarinas&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the two ocarinas as randomized items (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_song_items&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Treat the ocarina songs as normal items and shuffle them into the general item pool (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_gerudo_card&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Gerudo Card to access Gerudo Training Grounds as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_scrubs [{off,low,regular,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include all Deku Scrub Salesmen as randomized item and determine their prices (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shopsanity [{off,0,1,2,3,4,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize shop items and add the chosen number of items from the general item pool to shop inventories (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_mapcompass [{remove,startwith,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Maps and Compasses can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_smallkeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Small Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_bosskeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Boss Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--enhance_map_compass&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change the functionality of the Map and Compass to give information about their dungeons. The Temple of Time Altar will no longer provide any dungeon information. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--unlocked_ganondorf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove the Boss Key door leading to Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--tokensanity [{off,dungeons,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the chosen Gold Skulltula Token locations in the item shuffle (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons [{0,1,2,3,4,5,6,7,8,9,10,11,12}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons (default: 0)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_skulltulas [{0,10,20,30,40,50}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the maximum number of Gold Skulltula Tokens that could be required (default: 50)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_night_tokens_without_suns_song&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change logic to expect Sun’s Song to defeat nighttime Gold Skulltulas (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_big_poes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the Big Poe vendor from having a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_child_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as a child from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_adult_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as an adult from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_skull_mask&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Skull Mask at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_mask_of_truth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Mask of Truth at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_1500_archery&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by scoring 1500 points at horseback archery from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_memory_game&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by completing the ocarina memory game in the Lost Woods from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_second_dampe_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize won by finishing the second Dampe race in under 1 minute from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_biggoron&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Claim Check to Biggoron from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_earliest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the earliest item in the adult trade sequence that can be found in the item pool (default: pocket_egg)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_latest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the latest item in the adult trade sequence that can be found in the item pool (default: claim_check)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_tricks&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider a large number of minor tricks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_man_on_roof&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the man on the roof in Kakariko Village with a sidehop from the tower (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_child_deadhand&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the child defeating Deadhand with only Deku Sticks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_dc_jump&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to bypass the second Lizalfos fight room in Dodongo’s Cavern as an adult with a simple jump (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_windmill_poh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart in the windmill as an adult with nothing (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_crater_bean_poh_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart on the volcano in Death Mountain Crater with Hover Boots (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_cucco&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as a child using a Cucco instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as an adult using Hover Boots instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_fewer_tunic_requirements&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reduce the number of locations for which the logic expects a tunic upgrade (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_morpha_with_scale&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allows entering Water Temple and beating Morpha with Gold Scale instead of Iron Boots. The Longshot and Boss Key are still required to reach the boss. This means that this option is only relevant in keysanity or keysy. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_lens [{chest,chest-wasteland,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set which hidden objects the logic expects the Lens of Truth to be used on (default: all)&lt;br /&gt;
&amp;lt;pre&amp;gt;--ocarina_songs&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize the particular notes that must be played for each of the 12 standard ocarina songs (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--correct_chest_sizes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set chest sizes based on contents (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--clearer_hints&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reword hints to be incredibly direct (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--hints [{none,mask,agony,always}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable hints from Gossip Stones and select the condition to read them (default: agony)&lt;br /&gt;
&amp;lt;pre&amp;gt;--text_shuffle [{none,except_hints,complete}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shuffle the chosen text randomly (default: none)&lt;br /&gt;
&amp;lt;pre&amp;gt;--difficulty [{normal,hard,very_hard}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alter the item pool to increase difficulty. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--damage_multiplier [{normal,ohko}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alters the amount of damage taken. The ohko option causes Link to die in one hit. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--default_targeting [{hold,switch}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the default Z-targeting setting. It can still be changed in the game’s options menu. (default: hold)&lt;br /&gt;
&amp;lt;pre&amp;gt;--background_music [{normal,off,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose whether the game’s background music will be left alone, disabled, or shuffled randomly. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--kokiricolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Kokiri Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Kokiri Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--goroncolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Goron Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Goron Red)&lt;br /&gt;
&amp;lt;pre&amp;gt;--zoracolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Zora Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Zora Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolordefault [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi in idle. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: White)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorenemy [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an enemy. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Yellow)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolornpc [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an NPC. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Light Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorprop [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting a prop. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxoverworld [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi wishes to speak with the player. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxenemytarget [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi targets an enemy. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--healthSFX [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Navi - Random&#039;, &#039;Navi - Hey!&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Iron Boots&#039;, &#039;Hammer&#039;, &#039;Sword Bounce&#039;, &#039;Bow&#039;, &#039;Gallop&#039;, &#039;Drawbridge&#039;, &#039;Switch&#039;, &#039;Bomb Bounce&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &#039;Bongo Bongo&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that loops at low health. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open the graphical user interface. Preloads selections with set command line parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=48</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=48"/>
		<updated>2018-11-27T09:33:41Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Readme&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
The OoT Randomizer offers many different settings to customize your play experience. Here’s a fully detailed list!&lt;br /&gt;
&lt;br /&gt;
= ROM Options =&lt;br /&gt;
&lt;br /&gt;
== Base Rom ==&lt;br /&gt;
&lt;br /&gt;
Specify the input ROM that will be used by the randomizer. Please be sure it is OoT US v1.0.&lt;br /&gt;
&lt;br /&gt;
== Output Directory ==&lt;br /&gt;
&lt;br /&gt;
Specify where the output ROM will be written on your computer.&lt;br /&gt;
&lt;br /&gt;
== Create Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
Decide whether to output a text file detailing where every item can be found and the sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
== Compress Rom ==&lt;br /&gt;
&lt;br /&gt;
Decide the format of the output ROM. Compressed is generally recommended for most users; this is necessary for injection into a .wad for use on the Virtual Console, and all known N64 emulators have significant crashing problems with uncompressed ROMs. Real N64 hardware doesn’t care so generation time can be improved by using the uncompressed option if you are playing on a real N64 with a flash cart. You can also choose not to output a ROM at all; this is useful if you just want to look at spoiler logs.&lt;br /&gt;
&lt;br /&gt;
== Default Targeting Option ==&lt;br /&gt;
&lt;br /&gt;
This option specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
== Multi-World Generation ==&lt;br /&gt;
&lt;br /&gt;
This option allows for multiple worlds to be generated to be used in co-op play. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op https://github.com/TestRunnerSRL/bizhawk-co-op]&lt;br /&gt;
&lt;br /&gt;
=== Player Count ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify how many players will be participating in this co-op playthrough.&lt;br /&gt;
&lt;br /&gt;
=== Player ID ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify which player number you are in particular. Each participant in the co-op should choose a different number starting with 1.&lt;br /&gt;
&lt;br /&gt;
== Setting String ==&lt;br /&gt;
&lt;br /&gt;
This is an 18 character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seed ==&lt;br /&gt;
&lt;br /&gt;
This is a string representing the particular configuration of items that will occur in your seed; the purpose is to combine a seed string with a specific&amp;amp;nbsp;settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
= Main Rules =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Forest ==&lt;br /&gt;
&lt;br /&gt;
Mido does not need to see a sword and shield to reach the Deku Tree and the Kokiri boy blocking the exit to the forest is gone. If this flag is not set, it is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, slingshot, and deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Kakariko Gate ==&lt;br /&gt;
&lt;br /&gt;
The gate leading up to Death Mountain from Kakariko Village is open from the beginning of the game. Normally this requires Zelda’s Letter to open. This allows more diverse routing early in the game and prevents very long walks in seeds with the Weird Egg shuffled. Two things are important to note. Showing Zelda’s Letter to the guard is still required to begin the Happy Mask sidequest and to receive a discount on purchasing Hylian Shields. The gate is simply gone for an adult no matter what.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Door of Time ==&lt;br /&gt;
&lt;br /&gt;
The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving&amp;amp;nbsp;Song of Time blocks, for playing to&amp;amp;nbsp;the frogs on Zora&#039;s River, or for other such uses. If this flag is not set, the Door of Time must be opened to become an adult as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Default Behavior ===&lt;br /&gt;
&lt;br /&gt;
Gerudo Fortress will work the same way it did in the original game. All four carpenters must be rescued in order for the Gerudo woman, who gives the Membership Card, to appear, and for the Gerudo to stop being hostile. Rescuing a carpenter requires having a Gerudo Fortress Small Key and defeating the corresponding guard.&lt;br /&gt;
&lt;br /&gt;
=== Rescue One Carpenter ===&lt;br /&gt;
&lt;br /&gt;
Only the bottom left carpenter must be rescued to complete Gerudo Fortress. Only one Gerudo Fortress Small Key will exist because of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Start with Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The player will start with the Gerudo Card from the beginning of the game. The carpenters will be pre-rescued, and the bridge to Gerudo Fortress as an adult will be repaired from the beginning. The Membership&amp;amp;nbsp;Card is the requirement&amp;amp;nbsp;for&amp;amp;nbsp;entering Gerudo Training Grounds, so the grounds&amp;amp;nbsp;will be an accessible area from the moment adulthood is available.&lt;br /&gt;
&lt;br /&gt;
== Rainbow Bridge Requirement ==&lt;br /&gt;
&lt;br /&gt;
This determines the condition under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== All Dungeons ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge requires all medallions and spiritual stones to be in the player’s possession to spawn.&lt;br /&gt;
&lt;br /&gt;
=== All Medallions ===&lt;br /&gt;
&lt;br /&gt;
All six of the medallions are required to open Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vanilla ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawns under the same conditions it did in the original game:&amp;amp;nbsp;Link must possess the Light Arrows and&amp;amp;nbsp;view&amp;amp;nbsp;the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of&amp;amp;nbsp;the Shadow and Spirit Medallions.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge is always present.&lt;br /&gt;
&lt;br /&gt;
== Random Number of Ganon’s Trials ==&lt;br /&gt;
&lt;br /&gt;
A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Alternatively, a specific number of trials can be specified with the slider below. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
== All Locations Reachable ==&lt;br /&gt;
&lt;br /&gt;
This option will set the logic to try to ensure Link can reach every item location in the game with the exception of “key for key” item locations (a single item spot behind a locked door containing the key to open the door). If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
== Bombchus Are Considered in Logic ==&lt;br /&gt;
&lt;br /&gt;
This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will be worth 20 Bombchus and subsequent packs will be worth 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar. With this option off, randomly found Bombchu items are not considered as logical progression, randomly found Bombchus will have specific denominations based on the values from the original game, and finding a Bomb Bag is what enables playing Bombchu Bowling and buying Bombchus from shops which will not have their inventories edited.&lt;br /&gt;
&lt;br /&gt;
== Dungeons Have One Major Item ==&lt;br /&gt;
&lt;br /&gt;
This option places one “major item” and one only in each of the dungeons. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle. The major items are any item usable with a c-button that is not simply a form of ammo (Bombchus are major only if “Bombchus are considered in logic” is on), songs, Mirror Shield, swords, tunics, boots, Double Defense, Magic Meter/Double Magic, Bullet Bags, Quivers, Bomb Bags, Strength Upgrades, Scales, Wallets, and the Stone of Agony. To be clear, this means that rupees, ammo, Deku Stick and Deku Nut ammo expansions, Pieces of Heart, Heart Containers, Gold Skulltula Tokens, Maps, Compasses, Small Keys, Boss Keys, Deku Shields, Hylian Shields, and Ice Traps are not considered major items. However, Small Keys and Boss Keys are considered major items if the appropriate “keysanity” settings are used. Note that unlike with the distribution of dungeon specific items like keys, this flag does consider the hands of the Desert Colossus as Spirit Temple locations, and to mirror the original game, Spirit Temple will get two items instead of just one.&lt;br /&gt;
&lt;br /&gt;
== Master Quest Dungeons ==&lt;br /&gt;
&lt;br /&gt;
With this option you can select a number of Master Quest dungeons to be included in your game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both. You may also opt for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Weird Egg ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Weird Egg given by child Malon to the shuffle. With this flag on, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child as well as Saria in Sacred Forest Meadow and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shuffle Ocarinas ==&lt;br /&gt;
&lt;br /&gt;
This flag adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are&amp;amp;nbsp;progressive items;&amp;amp;nbsp;the first found will always be the Fairy Ocarina, with the second being the Ocarina of Time, even though the two are functionally identical. Without this flag on, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is always available at the gate of Castle Town, as a child, when all three Spiritual Stones are in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Songs with Items ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the 12 standard ocarina songs to the shuffle as normal items. With this flag on, the spots that contained songs in the original game will simply give Link a random item, and the songs can be found as items freely. Without this flag on, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a kid and then as an adult.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Gerudo Card ==&lt;br /&gt;
&lt;br /&gt;
This flag shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds, but it does not have any impact on the hostility of the Gerudo in Gerudo Fortress who still check for the carpenter rescue events. Without this flag, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Deku Salescrubs ==&lt;br /&gt;
&lt;br /&gt;
This flag makes every Deku Scrub Salesman in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Deku Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once a Deku Scrub Salesman is used, it will disappear from the world forever. The individual settings in the dropdown can be used to set the price of each Deku Scrub Salesman to 10 rupees, leave the prices as what they were in the original game, or set each price to a random value from 0 to 99 rupees. In all cases, the text for the Deku Scrub Salesmen will not update.&lt;br /&gt;
&lt;br /&gt;
== Shopsanity ==&lt;br /&gt;
&lt;br /&gt;
This setting randomizes the items sold in shops. When it is used, all shop items are randomly re-arranged among all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game, and this setting considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town; however, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. This setting overrides the “Bombchus considered in logic” editing of the shop item pool.&lt;br /&gt;
&lt;br /&gt;
=== Off ===&lt;br /&gt;
&lt;br /&gt;
This disables the Shopsanity feature.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (0 Items) ===&lt;br /&gt;
&lt;br /&gt;
This causes all of the Shopsanity features described above.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (1-4 Items) ===&lt;br /&gt;
&lt;br /&gt;
This not only causes all of the Shopsanity features described above, but it also adds 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of money. Lower value shop items are removed to make room for this, and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (Random Items) ===&lt;br /&gt;
&lt;br /&gt;
This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Dungeon Items ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to decide the natural distribution of dungeon items. Dungeon items can be found confined to their original dungeons, spread freely throughout the world, or prevented from existing completely. Items that are prevented from existing completely will be replaced in the item pool with an assortment of various low tier junk items. This feature can be specified for Maps/Compasses, Small Keys, and Boss Keys independently. If Small Keys or Boss Keys are prevented from existing, this will also remove all locks those keys would be used for from existing as well. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed.&lt;br /&gt;
&lt;br /&gt;
== Maps and Compasses Give Information ==&lt;br /&gt;
&lt;br /&gt;
This setting, only available if you start with Maps and Compasses or they are spread across the world, disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information.&lt;br /&gt;
&lt;br /&gt;
== Remove Ganon’s Door Boss Lock ==&lt;br /&gt;
&lt;br /&gt;
This setting removes the Boss Key lock from Ganon’s Tower. This removes the need to locate the Ganon’s Tower Boss Key to finish the game.&lt;br /&gt;
&lt;br /&gt;
== Tokensanity ==&lt;br /&gt;
&lt;br /&gt;
This setting shuffles the Gold Skulltula item drops into the general pool of locations. The player can choose only to include Gold skulltulas found in dungeons for a more mild version of this setting.&lt;br /&gt;
&lt;br /&gt;
= Detailed Logic =&lt;br /&gt;
&lt;br /&gt;
== Maximum Expected Skulltula Tokens ==&lt;br /&gt;
&lt;br /&gt;
This setting can be used to reduce the number of Gold Skulltula Tokens that may be required to finish the game.&lt;br /&gt;
&lt;br /&gt;
== No Nighttime Skulltulas without Sun’s Song ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the logic to expect the player to have an ocarina and the Sun’s Song to get Gold Skulltula locations that are only found at nighttime.&lt;br /&gt;
&lt;br /&gt;
== No Big Poes ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the Big Poe vendor will not have an important item.&lt;br /&gt;
&lt;br /&gt;
== No Child Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from child fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Adult Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from adult fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Skull Mask Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Skull Mask in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Mask of Truth Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Mask of Truth in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No 1500 Horseback Archery ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from scoring 1500 points at the horseback archery challenge at Gerudo Fortress is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Lost Woods Memory Game ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from winning the ocarina memory game in the Lost Woods is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Racing Dampe a Second Time ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from finishing with a sub-minute time in the second Dampe race is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Biggoron Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Claim Check to Biggoron is not an important item.&lt;br /&gt;
&lt;br /&gt;
== Adult Trade Sequence ==&lt;br /&gt;
&lt;br /&gt;
This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Enable All Tricks ==&lt;br /&gt;
&lt;br /&gt;
This is a button to turn on all of the trick related flags.&lt;br /&gt;
&lt;br /&gt;
== Various Advanced Tricks ==&lt;br /&gt;
&lt;br /&gt;
This setting allows a huge number of minor tricks to be allowed by the logic. Here is a complete list:&lt;br /&gt;
&lt;br /&gt;
-A precise jumpslash with either a Deku Stick or the Kokiri Sword can be used to reach a Gold Skulltula on some vines in standad Deku Tree. -The Bow can be used to knock down the stairs in Dodongo’s Cavern with two well timed shots. -The vines in Forest Temple leading to where the well drain switch is in the standard form can be barely reached with the standard Hookshot. -The well in Forest Temple can be crossed with just Hookshot by shooting as low as possible on the vines from the far side and swimming under the ceiling. This is possible in both versions but can only be required in Forest Temple MQ. -A Bombchu from the ground level can be used to hit the switch to bypass the block pushing puzzle in Forest Temple MQ. -A rusted switch under a Song of Time block in the standard Fire Temple can be hit by using Hammer into the block. -The location with the Boss Key chest in Fire Temple MQ can be reached without the Bow with very particular use of Din’s Fire. -The upper levels of the old boulder maze in Fire Temple MQ can be reached without explosives by using the Hammer through a wall. -In the standard Spirit Temple, the bridge on child side can be lowered with a carefully timed Bombchu. -The frozen switch in Spirit Temple MQ can be hit without a fire source by using the Bow and Song of Time very cleverly. -The chest in the basement of the standard Bottom of the Well can be reached with only a Strength Upgrade by using a jump slash with a lit Deku Stick to access the bomb flowers in the basement. -The silver rupees on the left side of Gerudo Training Grounds MQ can be collected with just Hookshot with a somewhat particular jump slash. -The first room of the Spirit Trail in Ganon’s Castle MQ can be cleared without the Bow by using a Hammer jump slash to hit the rusted switch through the thrones. -The Gold Skulltula in adult Kokiri Forest can be reached without the Hookshot by using Hover Boots off one of the roots. -The child can reach the chest on Death Mountain trail with just the Goron Bracelet by backwalking with the Bomb Flower intended to open Dodongo’s Cavern and throwing the Bomb Flower at the wall very quickly. -Gerudo Fortress can be cleared without any items other than those needed for access. The logic normally guarantees one of the Bow, Hookshot, or Hover Boots to help navigate the “kitchen”.&lt;br /&gt;
&lt;br /&gt;
Using this setting will also pre-set all of the lower logic flags to a reasonable configuration to match the trick level. These can then be edited as the player desires if the given configuration isn’t desired.&lt;br /&gt;
&lt;br /&gt;
== Man on Roof without Hookshot ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a trick in which the player does a sidehop off the tall tower in Kakariko Village to reach the man on the rooftop with no items.&lt;br /&gt;
&lt;br /&gt;
== Child Deadhand without Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider defeating the Deadhand in Bottom of the Well with Deku Sticks. This is not hard with use of the power crouch stab glitch, but consistently landing actual jump slashes on his unusual hitbox is pretty difficult and using normal slashes consumes 9 Deku Sticks.&lt;br /&gt;
&lt;br /&gt;
== Dodongo’s Cavern Spike Trap Room Jump without Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider that the adult can make a particularly useful jump in Dodongo’s Cavern to reach the area with the Bomb Bag chest early. Due to the precision of the jump, normally the logic expects Hover Boots to complete this path.&lt;br /&gt;
&lt;br /&gt;
== Windmill PoH as Adult with Nothing ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a jump the adult can make in the windmill to reach the Piece of Heart within with no items. The jump requires leaping from an object on which it is not obvious Link is allowed to stand and has counterintuitive timing so it is not in standard logic.&lt;br /&gt;
&lt;br /&gt;
== Crater’s Bean PoH with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using Hover Boots to reach the Piece of Heart atop the volcano in Death Mountain Crater. The path involves walking up a very steep slope that is not visibly walkable so it is not in normal logic.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Cucco ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using a Cucco on Zora River to enter Zora’s Domain as a child without playing Zelda’s Lullaby. It requires slipping behind the waterfall trickily from the left side.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider this similar trick to the above except as an adult with Hover Boots. This is actually a lot more difficult even though it can be done from either side of the waterfall.&lt;br /&gt;
&lt;br /&gt;
== Fewer Tunic Requirements ==&lt;br /&gt;
&lt;br /&gt;
This relaxes the tunic requirements by the logic somewhat. Normally the logic expects a Goron Tunic to enter Fire Temple or complete the Fire Trial in Ganon’s Castle and a Zora Tunic to enter Water Temple, collect the underwater silver rupees in Gerudo Training Grounds, or obtain the Piece of Heart at the bottom of the frozen Zora’s Fountain. With this flag set, the Goron Tunic will not be required to actually enter Fire Temple, only to fight Volvagia or to reach the upper floors. The Zora Tunic requirements are removed completely except to reach the chest at the bottom of the central pillar in Water Temple.&lt;br /&gt;
&lt;br /&gt;
== Morpha with Gold Scale ==&lt;br /&gt;
&lt;br /&gt;
This setting allows entry to the Water Temple with the Gold Scale to be considered. Since you cannot backtrack into Water Temple without Iron Boots, only the Spiritual Stone or Medallion obtained from defeating Morpha can be considered by logic either way; since you need the Water Temple Boss Key and Longshot to access Morpha normally, this means that this setting is only relevant in either keysanity or keysy relative to the locations of Boss Keys.&lt;br /&gt;
&lt;br /&gt;
== Lens of Truth ==&lt;br /&gt;
&lt;br /&gt;
This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Required Everywhere ===&lt;br /&gt;
&lt;br /&gt;
This setting requires the Lens of Truth to interact with any invisible object except for whatever was required in the original game to obtain the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland and Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
=== Only Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== Skip Tower Collapse Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Interior Castle Guard Stealth Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes entering the crawlspace at Hyrule Castle to deposit the player directly into the Castle Courtyard, bypassing the guard evasion sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Epona Race ==&lt;br /&gt;
&lt;br /&gt;
This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
== Fast Chest Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
== Random Big Poe Target Count ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10. Alternatively, the number of Big Poes requires can be selected manually with the slider below. Note that Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
== Start with Scarecrow’s Song ==&lt;br /&gt;
&lt;br /&gt;
This flag causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. The box below can be used to specify the particular desired Scarecrow’s Song. This song must be exactly eight notes long and must contain at least two different notes.&lt;br /&gt;
&lt;br /&gt;
== Randomize Ocarina Song Notes ==&lt;br /&gt;
&lt;br /&gt;
This flag randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs.&lt;br /&gt;
&lt;br /&gt;
== Chest Size Matches Contents ==&lt;br /&gt;
&lt;br /&gt;
This flag causes keys, Ice Traps, and items flagged as progression items to appear in large treasure chests while other items will be in small treasure chests. This means that players can choose to skip small treasure chests since they will only contain handy, not essential, items.&lt;br /&gt;
&lt;br /&gt;
== Clearer Hints ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players who do not have English as their first language, but the hints will be less “fun” and less like the sorts of things that would be said in the original game.&lt;br /&gt;
&lt;br /&gt;
== Gossip Stones ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the behavior of Gossip Stones to give hints to players. The hints will be distributed as such:&lt;br /&gt;
&lt;br /&gt;
-If the required number of trials is 1-3, a hint will be added for each trial that must be done. If the required number of trials is 4 or 5, a hint will be added for each trial that can be skipped. -Hints will be added for every one of the “always” locations that is allowed to have a random possibly valuable item under the current settings. These hints will tell the player what item is at each of these locations. These locations are the rewards for 30, 40, and 50 Gold Skulltula Tokens, the item obtained from Biggoron by showing the Claim Check, the item obtained from the Big Poe vendor, both the song and the item slots at the Ocarina of Time, and the item obtained from showing the Mask of Truth at the Deku Theater. -Some hints will be given for items at a randomly selected number of other locations that are generally somewhat inconvenient to check. The total number of these hints will be either 11 or 12 minus the number of always hints placed. -3 or 4 hints will be given naming a specific non-dungeon specific item that can be found in a randomly chosen dungeon. -1 to 4 hints will be given naming a specific item found in a specific overworld region. Which part of this range is used is determined in part by how many trial hints are given. -4 to 6 hints will be given naming what region specific progression items other than Gold Skulltula Tokens can be found. -3 or 4 hints will be given naming specific regions that are “on the way of the hero” and thus contain at least one required progression item. -All remaining hints (33 total unique Gossip Stones exist) will be filled with non-information junk hints.&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to specify which item is required to interact with the Gossip Stones. The Stone of Agony is the default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones. The default Mask of Truth can be used, but this has the downside that the Mask of Truth can only be obtained with all Spiritual Stones which tends to make the hints not useful, and using the Mask of Truth requires being a child which is another big downside. There is also an option for the information to just be free for those wanting an easier mode.&lt;br /&gt;
&lt;br /&gt;
== Text Shuffle ==&lt;br /&gt;
&lt;br /&gt;
This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
&lt;br /&gt;
=== No Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Leave the text alone.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled except Hints and Keys ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text other than the useful text giving the player information.&lt;br /&gt;
&lt;br /&gt;
=== All Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to tweak the item pool to make a somewhat harder experience.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Leave the item pool alone.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&lt;br /&gt;
Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
&lt;br /&gt;
=== Very Hard ===&lt;br /&gt;
&lt;br /&gt;
In addition to the items from Hard, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
== Damage Multiplier ==&lt;br /&gt;
&lt;br /&gt;
This setting changes the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Link takes normal damage.&lt;br /&gt;
&lt;br /&gt;
=== OHKO ===&lt;br /&gt;
&lt;br /&gt;
Link dies in one hit. Ice Traps are removed, and at least one Nayru’s Love is in the item pool.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
&lt;br /&gt;
== Background Music ==&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Do not alter the background music.&lt;br /&gt;
&lt;br /&gt;
=== No Music ===&lt;br /&gt;
&lt;br /&gt;
Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
&lt;br /&gt;
=== Random ===&lt;br /&gt;
&lt;br /&gt;
Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
&lt;br /&gt;
== Kokiri Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s default Kokiri Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu.&lt;br /&gt;
&lt;br /&gt;
=== Most Colors ===&lt;br /&gt;
&lt;br /&gt;
Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Choose a random color from the set of pre-made colors.&lt;br /&gt;
&lt;br /&gt;
=== Completely Random ===&lt;br /&gt;
&lt;br /&gt;
Generate a random color with numerically random RGB values.&lt;br /&gt;
&lt;br /&gt;
=== Custom Color ===&lt;br /&gt;
&lt;br /&gt;
A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
== Goron Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Goron Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Zora Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Zora Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Low Health SFX ==&lt;br /&gt;
&lt;br /&gt;
This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
&lt;br /&gt;
=== Particular Sounds ===&lt;br /&gt;
&lt;br /&gt;
Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Play a random SFX from the list of choices.&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
&lt;br /&gt;
Disable low health heart beeps altogether.&lt;br /&gt;
&lt;br /&gt;
== Navi Color ==&lt;br /&gt;
&lt;br /&gt;
These options can be used to set Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors.&lt;br /&gt;
&lt;br /&gt;
== Navi Hint ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
== Navi Enemy Target ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
= Command Line Options =&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--check_version&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the latest version number online (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--checked_version CHECKED_VERSION&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the specified version number instead of a number from online.&lt;br /&gt;
&amp;lt;pre&amp;gt;--rom ROM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to a The Legend of Zelda: Ocarina of Time NTSC-US v1.0 ROM. (default: ZOOTDEC.z64)&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_dir OUTPUT_DIR&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to output directory for rom generation.&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--count COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the count option (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--world_count WORLD_COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to create a multi-world generation for co-op seeds. World count is the number of players. Warning: Increasing the world count will drastically increase generation time. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--player_num PLAYER_NUM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to select world to generate when there are multiple worlds. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--create_spoiler&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Output a Spoiler File (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--compress_rom [{True,False,None}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a compressed version of the output rom file. True: Compresses. Improves stability. Will take longer to generate False: Uncompressed. Unstable on emulator. Faster generation None: No ROM Output. Creates spoiler log only (default: True)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_forest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether Kokiri children obstruct your path at the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_kakariko&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gate in Kakariko Village to Death Mountain Trail is always open, instead of needing Zelda’s Letter. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_door_of_time&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether the Door of Time is open from the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gerudo_fortress [{normal,fast,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select how much of Gerudo Fortress is required. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bridge [{medallions,vanilla,dungeons,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the condition to spawn the Rainbow Bridge to Ganon’s Castle. (default: medallions)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bombchus_in_logic&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes how the logic considers Bombchus and other Bombchu related mechanics (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--one_item_per_dungeon&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each dungeon will have exactly one major item. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials [{0,1,2,3,4,5,6}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle (default: 6)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_escape_sequence&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the tower collapse sequence after defeating Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_guard_stealth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the guard evasion sequence in Hyrule Castle (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_epona_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the need to race Ingo to acquire Epona (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--fast_chests&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Causes all chests to open with a fast animation (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count [{1,2,3,4,5,6,7,8,9,10}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item (default: 10)&lt;br /&gt;
&amp;lt;pre&amp;gt;--free_scarecrow&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start the game with the Scarecrow’s Song activated and Pierre possible for the adult to summon (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--scarecrow_song [SCARECROW_SONG]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set Scarecrow’s Song if –free_scarecrow is used. Valid notes: A, U, L, R, D (default: DAAAAAAA)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_kokiri_sword&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Kokiri Sword as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_weird_egg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Weird Egg as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_ocarinas&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the two ocarinas as randomized items (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_song_items&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Treat the ocarina songs as normal items and shuffle them into the general item pool (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_gerudo_card&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Gerudo Card to access Gerudo Training Grounds as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_scrubs [{off,low,regular,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include all Deku Scrub Salesmen as randomized item and determine their prices (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shopsanity [{off,0,1,2,3,4,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize shop items and add the chosen number of items from the general item pool to shop inventories (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_mapcompass [{remove,startwith,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Maps and Compasses can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_smallkeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Small Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_bosskeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Boss Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--enhance_map_compass&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change the functionality of the Map and Compass to give information about their dungeons. The Temple of Time Altar will no longer provide any dungeon information. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--unlocked_ganondorf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove the Boss Key door leading to Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--tokensanity [{off,dungeons,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the chosen Gold Skulltula Token locations in the item shuffle (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons [{0,1,2,3,4,5,6,7,8,9,10,11,12}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons (default: 0)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_skulltulas [{0,10,20,30,40,50}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the maximum number of Gold Skulltula Tokens that could be required (default: 50)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_night_tokens_without_suns_song&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change logic to expect Sun’s Song to defeat nighttime Gold Skulltulas (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_big_poes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the Big Poe vendor from having a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_child_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as a child from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_adult_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as an adult from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_skull_mask&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Skull Mask at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_mask_of_truth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Mask of Truth at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_1500_archery&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by scoring 1500 points at horseback archery from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_memory_game&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by completing the ocarina memory game in the Lost Woods from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_second_dampe_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize won by finishing the second Dampe race in under 1 minute from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_biggoron&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Claim Check to Biggoron from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_earliest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the earliest item in the adult trade sequence that can be found in the item pool (default: pocket_egg)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_latest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the latest item in the adult trade sequence that can be found in the item pool (default: claim_check)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_tricks&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider a large number of minor tricks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_man_on_roof&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the man on the roof in Kakariko Village with a sidehop from the tower (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_child_deadhand&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the child defeating Deadhand with only Deku Sticks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_dc_jump&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to bypass the second Lizalfos fight room in Dodongo’s Cavern as an adult with a simple jump (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_windmill_poh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart in the windmill as an adult with nothing (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_crater_bean_poh_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart on the volcano in Death Mountain Crater with Hover Boots (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_cucco&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as a child using a Cucco instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as an adult using Hover Boots instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_fewer_tunic_requirements&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reduce the number of locations for which the logic expects a tunic upgrade (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_morpha_with_scale&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allows entering Water Temple and beating Morpha with Gold Scale instead of Iron Boots. The Longshot and Boss Key are still required to reach the boss. This means that this option is only relevant in keysanity or keysy. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_lens [{chest,chest-wasteland,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set which hidden objects the logic expects the Lens of Truth to be used on (default: all)&lt;br /&gt;
&amp;lt;pre&amp;gt;--ocarina_songs&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize the particular notes that must be played for each of the 12 standard ocarina songs (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--correct_chest_sizes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set chest sizes based on contents (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--clearer_hints&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reword hints to be incredibly direct (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--hints [{none,mask,agony,always}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable hints from Gossip Stones and select the condition to read them (default: agony)&lt;br /&gt;
&amp;lt;pre&amp;gt;--text_shuffle [{none,except_hints,complete}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shuffle the chosen text randomly (default: none)&lt;br /&gt;
&amp;lt;pre&amp;gt;--difficulty [{normal,hard,very_hard}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alter the item pool to increase difficulty. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--damage_multiplier [{normal,ohko}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alters the amount of damage taken. The ohko option causes Link to die in one hit. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--default_targeting [{hold,switch}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the default Z-targeting setting. It can still be changed in the game’s options menu. (default: hold)&lt;br /&gt;
&amp;lt;pre&amp;gt;--background_music [{normal,off,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose whether the game’s background music will be left alone, disabled, or shuffled randomly. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--kokiricolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Kokiri Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Kokiri Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--goroncolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Goron Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Goron Red)&lt;br /&gt;
&amp;lt;pre&amp;gt;--zoracolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Zora Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Zora Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolordefault [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi in idle. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: White)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorenemy [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an enemy. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Yellow)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolornpc [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an NPC. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Light Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorprop [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting a prop. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxoverworld [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi wishes to speak with the player. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxenemytarget [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi targets an enemy. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--healthSFX [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Navi - Random&#039;, &#039;Navi - Hey!&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Iron Boots&#039;, &#039;Hammer&#039;, &#039;Sword Bounce&#039;, &#039;Bow&#039;, &#039;Gallop&#039;, &#039;Drawbridge&#039;, &#039;Switch&#039;, &#039;Bomb Bounce&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &#039;Bongo Bongo&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that loops at low health. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open the graphical user interface. Preloads selections with set command line parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=47</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=47"/>
		<updated>2018-11-27T09:11:34Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Readme&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
The OoT Randomizer offers many different settings to customize your play experience. Here’s a fully detailed list!&lt;br /&gt;
&lt;br /&gt;
= ROM Options =&lt;br /&gt;
&lt;br /&gt;
== Base Rom ==&lt;br /&gt;
&lt;br /&gt;
Specify the input ROM that will be used by the randomizer. Please be sure it is OoT US v1.0.&lt;br /&gt;
&lt;br /&gt;
== Output Directory ==&lt;br /&gt;
&lt;br /&gt;
Specify where the output ROM will be written on your computer.&lt;br /&gt;
&lt;br /&gt;
== Create Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
Decide whether to output a text file detailing where every item can be found and the sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
== Compress Rom ==&lt;br /&gt;
&lt;br /&gt;
Decide the format of the output ROM. Compressed is generally recommended for most users; this is necessary for injection into a .wad for use on the Virtual Console, and all known N64 emulators have significant crashing problems with uncompressed ROMs. Real N64 hardware doesn’t care so generation time can be improved by using the uncompressed option if you are playing on a real N64 with a flash cart. You can also choose not to output a ROM at all; this is useful if you just want to look at spoiler logs.&lt;br /&gt;
&lt;br /&gt;
== Default Targeting Option ==&lt;br /&gt;
&lt;br /&gt;
This option specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
== Multi-World Generation ==&lt;br /&gt;
&lt;br /&gt;
This option allows for multiple worlds to be generated to be used in co-op play. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op https://github.com/TestRunnerSRL/bizhawk-co-op]&lt;br /&gt;
&lt;br /&gt;
=== Player Count ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify how many players will be participating in this co-op playthrough.&lt;br /&gt;
&lt;br /&gt;
=== Player ID ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify which player number you are in particular. Each participant in the co-op should choose a different number starting with 1.&lt;br /&gt;
&lt;br /&gt;
== Setting String ==&lt;br /&gt;
&lt;br /&gt;
This is an 18 character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seed ==&lt;br /&gt;
&lt;br /&gt;
This is a string representing the particular configuration of items that will occur in your seed; the purpose is to combine a seed string with a specific&amp;amp;nbsp;settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
= Main Rules =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Forest ==&lt;br /&gt;
&lt;br /&gt;
Mido does not need to see a sword and shield to reach the Deku Tree and the Kokiri boy blocking the exit to the forest is gone. If this flag is not set, it is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, slingshot, and deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Kakariko Gate ==&lt;br /&gt;
&lt;br /&gt;
The gate leading up to Death Mountain from Kakariko Village is open from the beginning of the game. Normally this requires Zelda’s Letter to open. This allows more diverse routing early in the game and prevents very long walks in seeds with the Weird Egg shuffled. Two things are important to note. Showing Zelda’s Letter to the guard is still required to begin the Happy Mask sidequest and to receive a discount on purchasing Hylian Shields. The gate is simply gone for an adult no matter what.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Door of Time ==&lt;br /&gt;
&lt;br /&gt;
The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving&amp;amp;nbsp;Song of Time blocks, for playing to&amp;amp;nbsp;the frogs on Zora&#039;s River, or for other such uses. If this flag is not set, the Door of Time must be opened to become an adult as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Default Behavior ===&lt;br /&gt;
&lt;br /&gt;
Gerudo Fortress will work the same way it did in the original game. All four carpenters must be rescued in order for the Gerudo woman, who gives the Membership Card, to appear, and for the Gerudo to stop being hostile. Rescuing a carpenter requires having a Gerudo Fortress Small Key and defeating the corresponding guard.&lt;br /&gt;
&lt;br /&gt;
=== Rescue One Carpenter ===&lt;br /&gt;
&lt;br /&gt;
Only the bottom left carpenter must be rescued to complete Gerudo Fortress. Only one Gerudo Fortress Small Key will exist because of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Start with Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The player will start with the Gerudo Card from the beginning of the game. The carpenters will be pre-rescued, and the bridge to Gerudo Fortress as an adult will be repaired from the beginning. The Membership&amp;amp;nbsp;Card is the requirement&amp;amp;nbsp;for&amp;amp;nbsp;entering Gerudo Training Grounds, so the grounds&amp;amp;nbsp;will be an accessible area from the moment adulthood is available.&lt;br /&gt;
&lt;br /&gt;
== Rainbow Bridge Requirement ==&lt;br /&gt;
&lt;br /&gt;
This determines the condition under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== All Dungeons ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge requires all medallions and spiritual stones to be in the player’s possession to spawn.&lt;br /&gt;
&lt;br /&gt;
=== All Medallions ===&lt;br /&gt;
&lt;br /&gt;
All six of the medallions are required to open Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vanilla ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawns under the same conditions it did in the original game:&amp;amp;nbsp;Link must possess the Light Arrows and&amp;amp;nbsp;view&amp;amp;nbsp;the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of&amp;amp;nbsp;the Shadow and Spirit Medallions.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge is always present.&lt;br /&gt;
&lt;br /&gt;
== Random Number of Ganon’s Trials ==&lt;br /&gt;
&lt;br /&gt;
A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Alternatively, a specific number of trials can be specified with the slider below. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
== All Locations Reachable ==&lt;br /&gt;
&lt;br /&gt;
This option will set the logic to try to ensure Link can reach every item location in the game with the exception of “key for key” item locations (a single item spot behind a locked door containing the key to open the door). If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
== Bombchus Are Considered in Logic ==&lt;br /&gt;
&lt;br /&gt;
This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will be worth 20 Bombchus and subsequent packs will be worth 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar. With this option off, randomly found Bombchu items are not considered as logical progression, randomly found Bombchus will have specific denominations based on the values from the original game, and finding a Bomb Bag is what enables playing Bombchu Bowling and buying Bombchus from shops which will not have their inventories edited.&lt;br /&gt;
&lt;br /&gt;
== Dungeons Have One Major Item ==&lt;br /&gt;
&lt;br /&gt;
This option places one “major item” and one only in each of the dungeons. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle. The major items are any item usable with a c-button that is not simply a form of ammo (Bombchus are major only if “Bombchus are considered in logic” is on), songs, Mirror Shield, swords, tunics, boots, Double Defense, Magic Meter/Double Magic, Bullet Bags, Quivers, Bomb Bags, Strength Upgrades, Scales, Wallets, and the Stone of Agony. To be clear, this means that rupees, ammo, Deku Stick and Deku Nut ammo expansions, Pieces of Heart, Heart Containers, Gold Skulltula Tokens, Maps, Compasses, Small Keys, Boss Keys, Deku Shields, Hylian Shields, and Ice Traps are not considered major items. However, Small Keys and Boss Keys are considered major items if the appropriate “keysanity” settings are used. Note that unlike with the distribution of dungeon specific items like keys, this flag does consider the hands of the Desert Colossus as Spirit Temple locations, and to mirror the original game, Spirit Temple will get two items instead of just one.&lt;br /&gt;
&lt;br /&gt;
== Master Quest Dungeons ==&lt;br /&gt;
&lt;br /&gt;
With this option you can select a number of Master Quest dungeons to be included in your game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both. You may also opt for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Weird Egg ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Weird Egg given by child Malon to the shuffle. With this flag on, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child as well as Saria in Sacred Forest Meadow and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Ocarinas ==&lt;br /&gt;
&lt;br /&gt;
This flag adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are a progressive item; the first found will always be the Fairy Ocarina with the second being the Ocarina of Time even though the two are functionally identical. Without this flag on, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is always available at the gate of Castle Town as a child when all three Spiritual Stones are in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Songs with Items ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the 12 standard ocarina songs to the shuffle as normal items. With this flag on, the spots that contained songs in the original game will simply give Link a random item, and the songs can be found as items freely. Without this flag on, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a kid and then as an adult.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Gerudo Card ==&lt;br /&gt;
&lt;br /&gt;
This flag shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds, but it does not have any impact on the hostility of the Gerudo in Gerudo Fortress who still check for the carpenter rescue events. Without this flag, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Deku Salescrubs ==&lt;br /&gt;
&lt;br /&gt;
This flag makes every Deku Scrub Salesman in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Deku Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once a Deku Scrub Salesman is used, it will disappear from the world forever. The individual settings in the dropdown can be used to set the price of each Deku Scrub Salesman to 10 rupees, leave the prices as what they were in the original game, or set each price to a random value from 0 to 99 rupees. In all cases, the text for the Deku Scrub Salesmen will not update.&lt;br /&gt;
&lt;br /&gt;
== Shopsanity ==&lt;br /&gt;
&lt;br /&gt;
This setting randomizes the items sold in shops. When it is used, all shop items are randomly re-arranged among all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game, and this setting considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town; however, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. This setting overrides the “Bombchus considered in logic” editing of the shop item pool.&lt;br /&gt;
&lt;br /&gt;
=== Off ===&lt;br /&gt;
&lt;br /&gt;
This disables the Shopsanity feature.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (0 Items) ===&lt;br /&gt;
&lt;br /&gt;
This causes all of the Shopsanity features described above.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (1-4 Items) ===&lt;br /&gt;
&lt;br /&gt;
This not only causes all of the Shopsanity features described above, but it also adds 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of money. Lower value shop items are removed to make room for this, and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (Random Items) ===&lt;br /&gt;
&lt;br /&gt;
This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Dungeon Items ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to decide the natural distribution of dungeon items. Dungeon items can be found confined to their original dungeons, spread freely throughout the world, or prevented from existing completely. Items that are prevented from existing completely will be replaced in the item pool with an assortment of various low tier junk items. This feature can be specified for Maps/Compasses, Small Keys, and Boss Keys independently. If Small Keys or Boss Keys are prevented from existing, this will also remove all locks those keys would be used for from existing as well. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed.&lt;br /&gt;
&lt;br /&gt;
== Maps and Compasses Give Information ==&lt;br /&gt;
&lt;br /&gt;
This setting, only available if you start with Maps and Compasses or they are spread across the world, disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information.&lt;br /&gt;
&lt;br /&gt;
== Remove Ganon’s Door Boss Lock ==&lt;br /&gt;
&lt;br /&gt;
This setting removes the Boss Key lock from Ganon’s Tower. This removes the need to locate the Ganon’s Tower Boss Key to finish the game.&lt;br /&gt;
&lt;br /&gt;
== Tokensanity ==&lt;br /&gt;
&lt;br /&gt;
This setting shuffles the Gold Skulltula item drops into the general pool of locations. The player can choose only to include Gold skulltulas found in dungeons for a more mild version of this setting.&lt;br /&gt;
&lt;br /&gt;
= Detailed Logic =&lt;br /&gt;
&lt;br /&gt;
== Maximum Expected Skulltula Tokens ==&lt;br /&gt;
&lt;br /&gt;
This setting can be used to reduce the number of Gold Skulltula Tokens that may be required to finish the game.&lt;br /&gt;
&lt;br /&gt;
== No Nighttime Skulltulas without Sun’s Song ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the logic to expect the player to have an ocarina and the Sun’s Song to get Gold Skulltula locations that are only found at nighttime.&lt;br /&gt;
&lt;br /&gt;
== No Big Poes ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the Big Poe vendor will not have an important item.&lt;br /&gt;
&lt;br /&gt;
== No Child Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from child fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Adult Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from adult fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Skull Mask Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Skull Mask in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Mask of Truth Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Mask of Truth in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No 1500 Horseback Archery ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from scoring 1500 points at the horseback archery challenge at Gerudo Fortress is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Lost Woods Memory Game ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from winning the ocarina memory game in the Lost Woods is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Racing Dampe a Second Time ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from finishing with a sub-minute time in the second Dampe race is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Biggoron Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Claim Check to Biggoron is not an important item.&lt;br /&gt;
&lt;br /&gt;
== Adult Trade Sequence ==&lt;br /&gt;
&lt;br /&gt;
This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Enable All Tricks ==&lt;br /&gt;
&lt;br /&gt;
This is a button to turn on all of the trick related flags.&lt;br /&gt;
&lt;br /&gt;
== Various Advanced Tricks ==&lt;br /&gt;
&lt;br /&gt;
This setting allows a huge number of minor tricks to be allowed by the logic. Here is a complete list:&lt;br /&gt;
&lt;br /&gt;
-A precise jumpslash with either a Deku Stick or the Kokiri Sword can be used to reach a Gold Skulltula on some vines in standad Deku Tree. -The Bow can be used to knock down the stairs in Dodongo’s Cavern with two well timed shots. -The vines in Forest Temple leading to where the well drain switch is in the standard form can be barely reached with the standard Hookshot. -The well in Forest Temple can be crossed with just Hookshot by shooting as low as possible on the vines from the far side and swimming under the ceiling. This is possible in both versions but can only be required in Forest Temple MQ. -A Bombchu from the ground level can be used to hit the switch to bypass the block pushing puzzle in Forest Temple MQ. -A rusted switch under a Song of Time block in the standard Fire Temple can be hit by using Hammer into the block. -The location with the Boss Key chest in Fire Temple MQ can be reached without the Bow with very particular use of Din’s Fire. -The upper levels of the old boulder maze in Fire Temple MQ can be reached without explosives by using the Hammer through a wall. -In the standard Spirit Temple, the bridge on child side can be lowered with a carefully timed Bombchu. -The frozen switch in Spirit Temple MQ can be hit without a fire source by using the Bow and Song of Time very cleverly. -The chest in the basement of the standard Bottom of the Well can be reached with only a Strength Upgrade by using a jump slash with a lit Deku Stick to access the bomb flowers in the basement. -The silver rupees on the left side of Gerudo Training Grounds MQ can be collected with just Hookshot with a somewhat particular jump slash. -The first room of the Spirit Trail in Ganon’s Castle MQ can be cleared without the Bow by using a Hammer jump slash to hit the rusted switch through the thrones. -The Gold Skulltula in adult Kokiri Forest can be reached without the Hookshot by using Hover Boots off one of the roots. -The child can reach the chest on Death Mountain trail with just the Goron Bracelet by backwalking with the Bomb Flower intended to open Dodongo’s Cavern and throwing the Bomb Flower at the wall very quickly. -Gerudo Fortress can be cleared without any items other than those needed for access. The logic normally guarantees one of the Bow, Hookshot, or Hover Boots to help navigate the “kitchen”.&lt;br /&gt;
&lt;br /&gt;
Using this setting will also pre-set all of the lower logic flags to a reasonable configuration to match the trick level. These can then be edited as the player desires if the given configuration isn’t desired.&lt;br /&gt;
&lt;br /&gt;
== Man on Roof without Hookshot ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a trick in which the player does a sidehop off the tall tower in Kakariko Village to reach the man on the rooftop with no items.&lt;br /&gt;
&lt;br /&gt;
== Child Deadhand without Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider defeating the Deadhand in Bottom of the Well with Deku Sticks. This is not hard with use of the power crouch stab glitch, but consistently landing actual jump slashes on his unusual hitbox is pretty difficult and using normal slashes consumes 9 Deku Sticks.&lt;br /&gt;
&lt;br /&gt;
== Dodongo’s Cavern Spike Trap Room Jump without Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider that the adult can make a particularly useful jump in Dodongo’s Cavern to reach the area with the Bomb Bag chest early. Due to the precision of the jump, normally the logic expects Hover Boots to complete this path.&lt;br /&gt;
&lt;br /&gt;
== Windmill PoH as Adult with Nothing ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a jump the adult can make in the windmill to reach the Piece of Heart within with no items. The jump requires leaping from an object on which it is not obvious Link is allowed to stand and has counterintuitive timing so it is not in standard logic.&lt;br /&gt;
&lt;br /&gt;
== Crater’s Bean PoH with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using Hover Boots to reach the Piece of Heart atop the volcano in Death Mountain Crater. The path involves walking up a very steep slope that is not visibly walkable so it is not in normal logic.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Cucco ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using a Cucco on Zora River to enter Zora’s Domain as a child without playing Zelda’s Lullaby. It requires slipping behind the waterfall trickily from the left side.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider this similar trick to the above except as an adult with Hover Boots. This is actually a lot more difficult even though it can be done from either side of the waterfall.&lt;br /&gt;
&lt;br /&gt;
== Fewer Tunic Requirements ==&lt;br /&gt;
&lt;br /&gt;
This relaxes the tunic requirements by the logic somewhat. Normally the logic expects a Goron Tunic to enter Fire Temple or complete the Fire Trial in Ganon’s Castle and a Zora Tunic to enter Water Temple, collect the underwater silver rupees in Gerudo Training Grounds, or obtain the Piece of Heart at the bottom of the frozen Zora’s Fountain. With this flag set, the Goron Tunic will not be required to actually enter Fire Temple, only to fight Volvagia or to reach the upper floors. The Zora Tunic requirements are removed completely except to reach the chest at the bottom of the central pillar in Water Temple.&lt;br /&gt;
&lt;br /&gt;
== Morpha with Gold Scale ==&lt;br /&gt;
&lt;br /&gt;
This setting allows entry to the Water Temple with the Gold Scale to be considered. Since you cannot backtrack into Water Temple without Iron Boots, only the Spiritual Stone or Medallion obtained from defeating Morpha can be considered by logic either way; since you need the Water Temple Boss Key and Longshot to access Morpha normally, this means that this setting is only relevant in either keysanity or keysy relative to the locations of Boss Keys.&lt;br /&gt;
&lt;br /&gt;
== Lens of Truth ==&lt;br /&gt;
&lt;br /&gt;
This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Required Everywhere ===&lt;br /&gt;
&lt;br /&gt;
This setting requires the Lens of Truth to interact with any invisible object except for whatever was required in the original game to obtain the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland and Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
=== Only Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== Skip Tower Collapse Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Interior Castle Guard Stealth Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes entering the crawlspace at Hyrule Castle to deposit the player directly into the Castle Courtyard, bypassing the guard evasion sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Epona Race ==&lt;br /&gt;
&lt;br /&gt;
This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
== Fast Chest Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
== Random Big Poe Target Count ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10. Alternatively, the number of Big Poes requires can be selected manually with the slider below. Note that Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
== Start with Scarecrow’s Song ==&lt;br /&gt;
&lt;br /&gt;
This flag causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. The box below can be used to specify the particular desired Scarecrow’s Song. This song must be exactly eight notes long and must contain at least two different notes.&lt;br /&gt;
&lt;br /&gt;
== Randomize Ocarina Song Notes ==&lt;br /&gt;
&lt;br /&gt;
This flag randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs.&lt;br /&gt;
&lt;br /&gt;
== Chest Size Matches Contents ==&lt;br /&gt;
&lt;br /&gt;
This flag causes keys, Ice Traps, and items flagged as progression items to appear in large treasure chests while other items will be in small treasure chests. This means that players can choose to skip small treasure chests since they will only contain handy, not essential, items.&lt;br /&gt;
&lt;br /&gt;
== Clearer Hints ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players who do not have English as their first language, but the hints will be less “fun” and less like the sorts of things that would be said in the original game.&lt;br /&gt;
&lt;br /&gt;
== Gossip Stones ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the behavior of Gossip Stones to give hints to players. The hints will be distributed as such:&lt;br /&gt;
&lt;br /&gt;
-If the required number of trials is 1-3, a hint will be added for each trial that must be done. If the required number of trials is 4 or 5, a hint will be added for each trial that can be skipped. -Hints will be added for every one of the “always” locations that is allowed to have a random possibly valuable item under the current settings. These hints will tell the player what item is at each of these locations. These locations are the rewards for 30, 40, and 50 Gold Skulltula Tokens, the item obtained from Biggoron by showing the Claim Check, the item obtained from the Big Poe vendor, both the song and the item slots at the Ocarina of Time, and the item obtained from showing the Mask of Truth at the Deku Theater. -Some hints will be given for items at a randomly selected number of other locations that are generally somewhat inconvenient to check. The total number of these hints will be either 11 or 12 minus the number of always hints placed. -3 or 4 hints will be given naming a specific non-dungeon specific item that can be found in a randomly chosen dungeon. -1 to 4 hints will be given naming a specific item found in a specific overworld region. Which part of this range is used is determined in part by how many trial hints are given. -4 to 6 hints will be given naming what region specific progression items other than Gold Skulltula Tokens can be found. -3 or 4 hints will be given naming specific regions that are “on the way of the hero” and thus contain at least one required progression item. -All remaining hints (33 total unique Gossip Stones exist) will be filled with non-information junk hints.&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to specify which item is required to interact with the Gossip Stones. The Stone of Agony is the default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones. The default Mask of Truth can be used, but this has the downside that the Mask of Truth can only be obtained with all Spiritual Stones which tends to make the hints not useful, and using the Mask of Truth requires being a child which is another big downside. There is also an option for the information to just be free for those wanting an easier mode.&lt;br /&gt;
&lt;br /&gt;
== Text Shuffle ==&lt;br /&gt;
&lt;br /&gt;
This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
&lt;br /&gt;
=== No Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Leave the text alone.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled except Hints and Keys ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text other than the useful text giving the player information.&lt;br /&gt;
&lt;br /&gt;
=== All Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to tweak the item pool to make a somewhat harder experience.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Leave the item pool alone.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&lt;br /&gt;
Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
&lt;br /&gt;
=== Very Hard ===&lt;br /&gt;
&lt;br /&gt;
In addition to the items from Hard, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
== Damage Multiplier ==&lt;br /&gt;
&lt;br /&gt;
This setting changes the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Link takes normal damage.&lt;br /&gt;
&lt;br /&gt;
=== OHKO ===&lt;br /&gt;
&lt;br /&gt;
Link dies in one hit. Ice Traps are removed, and at least one Nayru’s Love is in the item pool.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
&lt;br /&gt;
== Background Music ==&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Do not alter the background music.&lt;br /&gt;
&lt;br /&gt;
=== No Music ===&lt;br /&gt;
&lt;br /&gt;
Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
&lt;br /&gt;
=== Random ===&lt;br /&gt;
&lt;br /&gt;
Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
&lt;br /&gt;
== Kokiri Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s default Kokiri Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu.&lt;br /&gt;
&lt;br /&gt;
=== Most Colors ===&lt;br /&gt;
&lt;br /&gt;
Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Choose a random color from the set of pre-made colors.&lt;br /&gt;
&lt;br /&gt;
=== Completely Random ===&lt;br /&gt;
&lt;br /&gt;
Generate a random color with numerically random RGB values.&lt;br /&gt;
&lt;br /&gt;
=== Custom Color ===&lt;br /&gt;
&lt;br /&gt;
A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
== Goron Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Goron Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Zora Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Zora Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Low Health SFX ==&lt;br /&gt;
&lt;br /&gt;
This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
&lt;br /&gt;
=== Particular Sounds ===&lt;br /&gt;
&lt;br /&gt;
Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Play a random SFX from the list of choices.&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
&lt;br /&gt;
Disable low health heart beeps altogether.&lt;br /&gt;
&lt;br /&gt;
== Navi Color ==&lt;br /&gt;
&lt;br /&gt;
These options can be used to set Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors.&lt;br /&gt;
&lt;br /&gt;
== Navi Hint ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
== Navi Enemy Target ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
= Command Line Options =&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--check_version&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the latest version number online (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--checked_version CHECKED_VERSION&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the specified version number instead of a number from online.&lt;br /&gt;
&amp;lt;pre&amp;gt;--rom ROM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to a The Legend of Zelda: Ocarina of Time NTSC-US v1.0 ROM. (default: ZOOTDEC.z64)&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_dir OUTPUT_DIR&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to output directory for rom generation.&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--count COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the count option (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--world_count WORLD_COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to create a multi-world generation for co-op seeds. World count is the number of players. Warning: Increasing the world count will drastically increase generation time. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--player_num PLAYER_NUM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to select world to generate when there are multiple worlds. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--create_spoiler&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Output a Spoiler File (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--compress_rom [{True,False,None}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a compressed version of the output rom file. True: Compresses. Improves stability. Will take longer to generate False: Uncompressed. Unstable on emulator. Faster generation None: No ROM Output. Creates spoiler log only (default: True)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_forest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether Kokiri children obstruct your path at the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_kakariko&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gate in Kakariko Village to Death Mountain Trail is always open, instead of needing Zelda’s Letter. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_door_of_time&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether the Door of Time is open from the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gerudo_fortress [{normal,fast,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select how much of Gerudo Fortress is required. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bridge [{medallions,vanilla,dungeons,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the condition to spawn the Rainbow Bridge to Ganon’s Castle. (default: medallions)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bombchus_in_logic&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes how the logic considers Bombchus and other Bombchu related mechanics (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--one_item_per_dungeon&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each dungeon will have exactly one major item. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials [{0,1,2,3,4,5,6}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle (default: 6)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_escape_sequence&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the tower collapse sequence after defeating Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_guard_stealth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the guard evasion sequence in Hyrule Castle (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_epona_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the need to race Ingo to acquire Epona (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--fast_chests&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Causes all chests to open with a fast animation (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count [{1,2,3,4,5,6,7,8,9,10}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item (default: 10)&lt;br /&gt;
&amp;lt;pre&amp;gt;--free_scarecrow&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start the game with the Scarecrow’s Song activated and Pierre possible for the adult to summon (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--scarecrow_song [SCARECROW_SONG]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set Scarecrow’s Song if –free_scarecrow is used. Valid notes: A, U, L, R, D (default: DAAAAAAA)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_kokiri_sword&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Kokiri Sword as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_weird_egg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Weird Egg as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_ocarinas&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the two ocarinas as randomized items (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_song_items&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Treat the ocarina songs as normal items and shuffle them into the general item pool (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_gerudo_card&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Gerudo Card to access Gerudo Training Grounds as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_scrubs [{off,low,regular,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include all Deku Scrub Salesmen as randomized item and determine their prices (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shopsanity [{off,0,1,2,3,4,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize shop items and add the chosen number of items from the general item pool to shop inventories (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_mapcompass [{remove,startwith,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Maps and Compasses can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_smallkeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Small Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_bosskeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Boss Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--enhance_map_compass&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change the functionality of the Map and Compass to give information about their dungeons. The Temple of Time Altar will no longer provide any dungeon information. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--unlocked_ganondorf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove the Boss Key door leading to Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--tokensanity [{off,dungeons,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the chosen Gold Skulltula Token locations in the item shuffle (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons [{0,1,2,3,4,5,6,7,8,9,10,11,12}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons (default: 0)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_skulltulas [{0,10,20,30,40,50}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the maximum number of Gold Skulltula Tokens that could be required (default: 50)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_night_tokens_without_suns_song&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change logic to expect Sun’s Song to defeat nighttime Gold Skulltulas (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_big_poes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the Big Poe vendor from having a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_child_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as a child from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_adult_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as an adult from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_skull_mask&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Skull Mask at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_mask_of_truth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Mask of Truth at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_1500_archery&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by scoring 1500 points at horseback archery from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_memory_game&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by completing the ocarina memory game in the Lost Woods from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_second_dampe_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize won by finishing the second Dampe race in under 1 minute from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_biggoron&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Claim Check to Biggoron from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_earliest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the earliest item in the adult trade sequence that can be found in the item pool (default: pocket_egg)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_latest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the latest item in the adult trade sequence that can be found in the item pool (default: claim_check)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_tricks&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider a large number of minor tricks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_man_on_roof&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the man on the roof in Kakariko Village with a sidehop from the tower (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_child_deadhand&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the child defeating Deadhand with only Deku Sticks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_dc_jump&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to bypass the second Lizalfos fight room in Dodongo’s Cavern as an adult with a simple jump (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_windmill_poh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart in the windmill as an adult with nothing (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_crater_bean_poh_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart on the volcano in Death Mountain Crater with Hover Boots (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_cucco&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as a child using a Cucco instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as an adult using Hover Boots instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_fewer_tunic_requirements&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reduce the number of locations for which the logic expects a tunic upgrade (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_morpha_with_scale&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allows entering Water Temple and beating Morpha with Gold Scale instead of Iron Boots. The Longshot and Boss Key are still required to reach the boss. This means that this option is only relevant in keysanity or keysy. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_lens [{chest,chest-wasteland,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set which hidden objects the logic expects the Lens of Truth to be used on (default: all)&lt;br /&gt;
&amp;lt;pre&amp;gt;--ocarina_songs&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize the particular notes that must be played for each of the 12 standard ocarina songs (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--correct_chest_sizes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set chest sizes based on contents (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--clearer_hints&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reword hints to be incredibly direct (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--hints [{none,mask,agony,always}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable hints from Gossip Stones and select the condition to read them (default: agony)&lt;br /&gt;
&amp;lt;pre&amp;gt;--text_shuffle [{none,except_hints,complete}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shuffle the chosen text randomly (default: none)&lt;br /&gt;
&amp;lt;pre&amp;gt;--difficulty [{normal,hard,very_hard}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alter the item pool to increase difficulty. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--damage_multiplier [{normal,ohko}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alters the amount of damage taken. The ohko option causes Link to die in one hit. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--default_targeting [{hold,switch}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the default Z-targeting setting. It can still be changed in the game’s options menu. (default: hold)&lt;br /&gt;
&amp;lt;pre&amp;gt;--background_music [{normal,off,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose whether the game’s background music will be left alone, disabled, or shuffled randomly. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--kokiricolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Kokiri Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Kokiri Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--goroncolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Goron Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Goron Red)&lt;br /&gt;
&amp;lt;pre&amp;gt;--zoracolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Zora Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Zora Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolordefault [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi in idle. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: White)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorenemy [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an enemy. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Yellow)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolornpc [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an NPC. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Light Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorprop [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting a prop. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxoverworld [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi wishes to speak with the player. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxenemytarget [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi targets an enemy. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--healthSFX [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Navi - Random&#039;, &#039;Navi - Hey!&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Iron Boots&#039;, &#039;Hammer&#039;, &#039;Sword Bounce&#039;, &#039;Bow&#039;, &#039;Gallop&#039;, &#039;Drawbridge&#039;, &#039;Switch&#039;, &#039;Bomb Bounce&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &#039;Bongo Bongo&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that loops at low health. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open the graphical user interface. Preloads selections with set command line parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=46</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=46"/>
		<updated>2018-11-27T09:09:26Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Readme&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
The OoT Randomizer offers many different settings to customize your play experience. Here’s a fully detailed list!&lt;br /&gt;
&lt;br /&gt;
= ROM Options =&lt;br /&gt;
&lt;br /&gt;
== Base Rom ==&lt;br /&gt;
&lt;br /&gt;
Specify the input ROM that will be used by the randomizer. Please be sure it is OoT US v1.0.&lt;br /&gt;
&lt;br /&gt;
== Output Directory ==&lt;br /&gt;
&lt;br /&gt;
Specify where the output ROM will be written on your computer.&lt;br /&gt;
&lt;br /&gt;
== Create Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
Decide whether to output a text file detailing where every item can be found and the sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
== Compress Rom ==&lt;br /&gt;
&lt;br /&gt;
Decide the format of the output ROM. Compressed is generally recommended for most users; this is necessary for injection into a .wad for use on the Virtual Console, and all known N64 emulators have significant crashing problems with uncompressed ROMs. Real N64 hardware doesn’t care so generation time can be improved by using the uncompressed option if you are playing on a real N64 with a flash cart. You can also choose not to output a ROM at all; this is useful if you just want to look at spoiler logs.&lt;br /&gt;
&lt;br /&gt;
== Default Targeting Option ==&lt;br /&gt;
&lt;br /&gt;
This option specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
== Multi-World Generation ==&lt;br /&gt;
&lt;br /&gt;
This option allows for multiple worlds to be generated to be used in co-op play. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op https://github.com/TestRunnerSRL/bizhawk-co-op]&lt;br /&gt;
&lt;br /&gt;
=== Player Count ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify how many players will be participating in this co-op playthrough.&lt;br /&gt;
&lt;br /&gt;
=== Player ID ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify which player number you are in particular. Each participant in the co-op should choose a different number starting with 1.&lt;br /&gt;
&lt;br /&gt;
== Setting String ==&lt;br /&gt;
&lt;br /&gt;
This is an 18 character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seed ==&lt;br /&gt;
&lt;br /&gt;
This is a string representing the particular configuration of items that will occur in your seed; the purpose is to combine a seed string with a specific&amp;amp;nbsp;settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
= Main Rules =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Forest ==&lt;br /&gt;
&lt;br /&gt;
Mido does not need to see a sword and shield to reach the Deku Tree and the Kokiri boy blocking the exit to the forest is gone. If this flag is not set, it is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, slingshot, and deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Kakariko Gate ==&lt;br /&gt;
&lt;br /&gt;
The gate leading up to Death Mountain from Kakariko Village is open from the beginning of the game. Normally this requires Zelda’s Letter to open. This allows more diverse routing early in the game and prevents very long walks in seeds with the Weird Egg shuffled. Two things are important to note. Showing Zelda’s Letter to the guard is still required to begin the Happy Mask sidequest and to receive a discount on purchasing Hylian Shields. The gate is simply gone for an adult no matter what.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Door of Time ==&lt;br /&gt;
&lt;br /&gt;
The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving&amp;amp;nbsp;Song of Time blocks, for playing to&amp;amp;nbsp;the frogs on Zora&#039;s River, or for other such uses. If this flag is not set, the Door of Time must be opened to become an adult as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Default Behavior ===&lt;br /&gt;
&lt;br /&gt;
Gerudo Fortress will work the same way it did in the original game. All four carpenters must be rescued in order for the Gerudo woman, who gives the Membership Card, to appear, and for the Gerudo to stop being hostile. Rescuing a carpenter requires having a Gerudo Fortress Small Key and defeating the corresponding guard.&lt;br /&gt;
&lt;br /&gt;
=== Rescue One Carpenter ===&lt;br /&gt;
&lt;br /&gt;
Only the bottom left carpenter must be rescued to complete Gerudo Fortress. Only one Gerudo Fortress Small Key will exist because of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Start with Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The player will start with the Gerudo Card from the beginning of the game. The carpenters will be pre-rescued, and the bridge to Gerudo Fortress as an adult will be repaired from the beginning. The Membership&amp;amp;nbsp;Card is the requirement&amp;amp;nbsp;for&amp;amp;nbsp;entering Gerudo Training Grounds, so the grounds&amp;amp;nbsp;will be an accessible area from the moment adulthood is available.&lt;br /&gt;
&lt;br /&gt;
== Rainbow Bridge Requirement ==&lt;br /&gt;
&lt;br /&gt;
This determines the condition under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== All Dungeons ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge requires all medallions and spiritual stones to be in the player’s possession to spawn.&lt;br /&gt;
&lt;br /&gt;
=== All Medallions ===&lt;br /&gt;
&lt;br /&gt;
All six of the medallions are required to open Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Vanilla ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawns under the same conditions it did in the original game, possession of the Light Arrows and having viewed the Zelda cutscene. This cutscene in the Temple of Time is triggered by possessing the Shadow and Spirit Medallions.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge is always present.&lt;br /&gt;
&lt;br /&gt;
== Random Number of Ganon’s Trials ==&lt;br /&gt;
&lt;br /&gt;
A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Alternatively, a specific number of trials can be specified with the slider below. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
== All Locations Reachable ==&lt;br /&gt;
&lt;br /&gt;
This option will set the logic to try to ensure Link can reach every item location in the game with the exception of “key for key” item locations (a single item spot behind a locked door containing the key to open the door). If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
== Bombchus Are Considered in Logic ==&lt;br /&gt;
&lt;br /&gt;
This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will be worth 20 Bombchus and subsequent packs will be worth 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar. With this option off, randomly found Bombchu items are not considered as logical progression, randomly found Bombchus will have specific denominations based on the values from the original game, and finding a Bomb Bag is what enables playing Bombchu Bowling and buying Bombchus from shops which will not have their inventories edited.&lt;br /&gt;
&lt;br /&gt;
== Dungeons Have One Major Item ==&lt;br /&gt;
&lt;br /&gt;
This option places one “major item” and one only in each of the dungeons. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle. The major items are any item usable with a c-button that is not simply a form of ammo (Bombchus are major only if “Bombchus are considered in logic” is on), songs, Mirror Shield, swords, tunics, boots, Double Defense, Magic Meter/Double Magic, Bullet Bags, Quivers, Bomb Bags, Strength Upgrades, Scales, Wallets, and the Stone of Agony. To be clear, this means that rupees, ammo, Deku Stick and Deku Nut ammo expansions, Pieces of Heart, Heart Containers, Gold Skulltula Tokens, Maps, Compasses, Small Keys, Boss Keys, Deku Shields, Hylian Shields, and Ice Traps are not considered major items. However, Small Keys and Boss Keys are considered major items if the appropriate “keysanity” settings are used. Note that unlike with the distribution of dungeon specific items like keys, this flag does consider the hands of the Desert Colossus as Spirit Temple locations, and to mirror the original game, Spirit Temple will get two items instead of just one.&lt;br /&gt;
&lt;br /&gt;
== Master Quest Dungeons ==&lt;br /&gt;
&lt;br /&gt;
With this option you can select a number of Master Quest dungeons to be included in your game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both. You may also opt for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Weird Egg ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Weird Egg given by child Malon to the shuffle. With this flag on, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child as well as Saria in Sacred Forest Meadow and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Ocarinas ==&lt;br /&gt;
&lt;br /&gt;
This flag adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are a progressive item; the first found will always be the Fairy Ocarina with the second being the Ocarina of Time even though the two are functionally identical. Without this flag on, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is always available at the gate of Castle Town as a child when all three Spiritual Stones are in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Songs with Items ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the 12 standard ocarina songs to the shuffle as normal items. With this flag on, the spots that contained songs in the original game will simply give Link a random item, and the songs can be found as items freely. Without this flag on, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a kid and then as an adult.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Gerudo Card ==&lt;br /&gt;
&lt;br /&gt;
This flag shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds, but it does not have any impact on the hostility of the Gerudo in Gerudo Fortress who still check for the carpenter rescue events. Without this flag, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Deku Salescrubs ==&lt;br /&gt;
&lt;br /&gt;
This flag makes every Deku Scrub Salesman in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Deku Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once a Deku Scrub Salesman is used, it will disappear from the world forever. The individual settings in the dropdown can be used to set the price of each Deku Scrub Salesman to 10 rupees, leave the prices as what they were in the original game, or set each price to a random value from 0 to 99 rupees. In all cases, the text for the Deku Scrub Salesmen will not update.&lt;br /&gt;
&lt;br /&gt;
== Shopsanity ==&lt;br /&gt;
&lt;br /&gt;
This setting randomizes the items sold in shops. When it is used, all shop items are randomly re-arranged among all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game, and this setting considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town; however, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. This setting overrides the “Bombchus considered in logic” editing of the shop item pool.&lt;br /&gt;
&lt;br /&gt;
=== Off ===&lt;br /&gt;
&lt;br /&gt;
This disables the Shopsanity feature.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (0 Items) ===&lt;br /&gt;
&lt;br /&gt;
This causes all of the Shopsanity features described above.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (1-4 Items) ===&lt;br /&gt;
&lt;br /&gt;
This not only causes all of the Shopsanity features described above, but it also adds 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of money. Lower value shop items are removed to make room for this, and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (Random Items) ===&lt;br /&gt;
&lt;br /&gt;
This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Dungeon Items ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to decide the natural distribution of dungeon items. Dungeon items can be found confined to their original dungeons, spread freely throughout the world, or prevented from existing completely. Items that are prevented from existing completely will be replaced in the item pool with an assortment of various low tier junk items. This feature can be specified for Maps/Compasses, Small Keys, and Boss Keys independently. If Small Keys or Boss Keys are prevented from existing, this will also remove all locks those keys would be used for from existing as well. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed.&lt;br /&gt;
&lt;br /&gt;
== Maps and Compasses Give Information ==&lt;br /&gt;
&lt;br /&gt;
This setting, only available if you start with Maps and Compasses or they are spread across the world, disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information.&lt;br /&gt;
&lt;br /&gt;
== Remove Ganon’s Door Boss Lock ==&lt;br /&gt;
&lt;br /&gt;
This setting removes the Boss Key lock from Ganon’s Tower. This removes the need to locate the Ganon’s Tower Boss Key to finish the game.&lt;br /&gt;
&lt;br /&gt;
== Tokensanity ==&lt;br /&gt;
&lt;br /&gt;
This setting shuffles the Gold Skulltula item drops into the general pool of locations. The player can choose only to include Gold skulltulas found in dungeons for a more mild version of this setting.&lt;br /&gt;
&lt;br /&gt;
= Detailed Logic =&lt;br /&gt;
&lt;br /&gt;
== Maximum Expected Skulltula Tokens ==&lt;br /&gt;
&lt;br /&gt;
This setting can be used to reduce the number of Gold Skulltula Tokens that may be required to finish the game.&lt;br /&gt;
&lt;br /&gt;
== No Nighttime Skulltulas without Sun’s Song ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the logic to expect the player to have an ocarina and the Sun’s Song to get Gold Skulltula locations that are only found at nighttime.&lt;br /&gt;
&lt;br /&gt;
== No Big Poes ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the Big Poe vendor will not have an important item.&lt;br /&gt;
&lt;br /&gt;
== No Child Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from child fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Adult Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from adult fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Skull Mask Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Skull Mask in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Mask of Truth Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Mask of Truth in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No 1500 Horseback Archery ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from scoring 1500 points at the horseback archery challenge at Gerudo Fortress is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Lost Woods Memory Game ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from winning the ocarina memory game in the Lost Woods is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Racing Dampe a Second Time ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from finishing with a sub-minute time in the second Dampe race is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Biggoron Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Claim Check to Biggoron is not an important item.&lt;br /&gt;
&lt;br /&gt;
== Adult Trade Sequence ==&lt;br /&gt;
&lt;br /&gt;
This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Enable All Tricks ==&lt;br /&gt;
&lt;br /&gt;
This is a button to turn on all of the trick related flags.&lt;br /&gt;
&lt;br /&gt;
== Various Advanced Tricks ==&lt;br /&gt;
&lt;br /&gt;
This setting allows a huge number of minor tricks to be allowed by the logic. Here is a complete list:&lt;br /&gt;
&lt;br /&gt;
-A precise jumpslash with either a Deku Stick or the Kokiri Sword can be used to reach a Gold Skulltula on some vines in standad Deku Tree. -The Bow can be used to knock down the stairs in Dodongo’s Cavern with two well timed shots. -The vines in Forest Temple leading to where the well drain switch is in the standard form can be barely reached with the standard Hookshot. -The well in Forest Temple can be crossed with just Hookshot by shooting as low as possible on the vines from the far side and swimming under the ceiling. This is possible in both versions but can only be required in Forest Temple MQ. -A Bombchu from the ground level can be used to hit the switch to bypass the block pushing puzzle in Forest Temple MQ. -A rusted switch under a Song of Time block in the standard Fire Temple can be hit by using Hammer into the block. -The location with the Boss Key chest in Fire Temple MQ can be reached without the Bow with very particular use of Din’s Fire. -The upper levels of the old boulder maze in Fire Temple MQ can be reached without explosives by using the Hammer through a wall. -In the standard Spirit Temple, the bridge on child side can be lowered with a carefully timed Bombchu. -The frozen switch in Spirit Temple MQ can be hit without a fire source by using the Bow and Song of Time very cleverly. -The chest in the basement of the standard Bottom of the Well can be reached with only a Strength Upgrade by using a jump slash with a lit Deku Stick to access the bomb flowers in the basement. -The silver rupees on the left side of Gerudo Training Grounds MQ can be collected with just Hookshot with a somewhat particular jump slash. -The first room of the Spirit Trail in Ganon’s Castle MQ can be cleared without the Bow by using a Hammer jump slash to hit the rusted switch through the thrones. -The Gold Skulltula in adult Kokiri Forest can be reached without the Hookshot by using Hover Boots off one of the roots. -The child can reach the chest on Death Mountain trail with just the Goron Bracelet by backwalking with the Bomb Flower intended to open Dodongo’s Cavern and throwing the Bomb Flower at the wall very quickly. -Gerudo Fortress can be cleared without any items other than those needed for access. The logic normally guarantees one of the Bow, Hookshot, or Hover Boots to help navigate the “kitchen”.&lt;br /&gt;
&lt;br /&gt;
Using this setting will also pre-set all of the lower logic flags to a reasonable configuration to match the trick level. These can then be edited as the player desires if the given configuration isn’t desired.&lt;br /&gt;
&lt;br /&gt;
== Man on Roof without Hookshot ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a trick in which the player does a sidehop off the tall tower in Kakariko Village to reach the man on the rooftop with no items.&lt;br /&gt;
&lt;br /&gt;
== Child Deadhand without Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider defeating the Deadhand in Bottom of the Well with Deku Sticks. This is not hard with use of the power crouch stab glitch, but consistently landing actual jump slashes on his unusual hitbox is pretty difficult and using normal slashes consumes 9 Deku Sticks.&lt;br /&gt;
&lt;br /&gt;
== Dodongo’s Cavern Spike Trap Room Jump without Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider that the adult can make a particularly useful jump in Dodongo’s Cavern to reach the area with the Bomb Bag chest early. Due to the precision of the jump, normally the logic expects Hover Boots to complete this path.&lt;br /&gt;
&lt;br /&gt;
== Windmill PoH as Adult with Nothing ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a jump the adult can make in the windmill to reach the Piece of Heart within with no items. The jump requires leaping from an object on which it is not obvious Link is allowed to stand and has counterintuitive timing so it is not in standard logic.&lt;br /&gt;
&lt;br /&gt;
== Crater’s Bean PoH with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using Hover Boots to reach the Piece of Heart atop the volcano in Death Mountain Crater. The path involves walking up a very steep slope that is not visibly walkable so it is not in normal logic.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Cucco ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using a Cucco on Zora River to enter Zora’s Domain as a child without playing Zelda’s Lullaby. It requires slipping behind the waterfall trickily from the left side.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider this similar trick to the above except as an adult with Hover Boots. This is actually a lot more difficult even though it can be done from either side of the waterfall.&lt;br /&gt;
&lt;br /&gt;
== Fewer Tunic Requirements ==&lt;br /&gt;
&lt;br /&gt;
This relaxes the tunic requirements by the logic somewhat. Normally the logic expects a Goron Tunic to enter Fire Temple or complete the Fire Trial in Ganon’s Castle and a Zora Tunic to enter Water Temple, collect the underwater silver rupees in Gerudo Training Grounds, or obtain the Piece of Heart at the bottom of the frozen Zora’s Fountain. With this flag set, the Goron Tunic will not be required to actually enter Fire Temple, only to fight Volvagia or to reach the upper floors. The Zora Tunic requirements are removed completely except to reach the chest at the bottom of the central pillar in Water Temple.&lt;br /&gt;
&lt;br /&gt;
== Morpha with Gold Scale ==&lt;br /&gt;
&lt;br /&gt;
This setting allows entry to the Water Temple with the Gold Scale to be considered. Since you cannot backtrack into Water Temple without Iron Boots, only the Spiritual Stone or Medallion obtained from defeating Morpha can be considered by logic either way; since you need the Water Temple Boss Key and Longshot to access Morpha normally, this means that this setting is only relevant in either keysanity or keysy relative to the locations of Boss Keys.&lt;br /&gt;
&lt;br /&gt;
== Lens of Truth ==&lt;br /&gt;
&lt;br /&gt;
This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Required Everywhere ===&lt;br /&gt;
&lt;br /&gt;
This setting requires the Lens of Truth to interact with any invisible object except for whatever was required in the original game to obtain the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland and Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
=== Only Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== Skip Tower Collapse Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Interior Castle Guard Stealth Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes entering the crawlspace at Hyrule Castle to deposit the player directly into the Castle Courtyard, bypassing the guard evasion sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Epona Race ==&lt;br /&gt;
&lt;br /&gt;
This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
== Fast Chest Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
== Random Big Poe Target Count ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10. Alternatively, the number of Big Poes requires can be selected manually with the slider below. Note that Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
== Start with Scarecrow’s Song ==&lt;br /&gt;
&lt;br /&gt;
This flag causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. The box below can be used to specify the particular desired Scarecrow’s Song. This song must be exactly eight notes long and must contain at least two different notes.&lt;br /&gt;
&lt;br /&gt;
== Randomize Ocarina Song Notes ==&lt;br /&gt;
&lt;br /&gt;
This flag randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs.&lt;br /&gt;
&lt;br /&gt;
== Chest Size Matches Contents ==&lt;br /&gt;
&lt;br /&gt;
This flag causes keys, Ice Traps, and items flagged as progression items to appear in large treasure chests while other items will be in small treasure chests. This means that players can choose to skip small treasure chests since they will only contain handy, not essential, items.&lt;br /&gt;
&lt;br /&gt;
== Clearer Hints ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players who do not have English as their first language, but the hints will be less “fun” and less like the sorts of things that would be said in the original game.&lt;br /&gt;
&lt;br /&gt;
== Gossip Stones ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the behavior of Gossip Stones to give hints to players. The hints will be distributed as such:&lt;br /&gt;
&lt;br /&gt;
-If the required number of trials is 1-3, a hint will be added for each trial that must be done. If the required number of trials is 4 or 5, a hint will be added for each trial that can be skipped. -Hints will be added for every one of the “always” locations that is allowed to have a random possibly valuable item under the current settings. These hints will tell the player what item is at each of these locations. These locations are the rewards for 30, 40, and 50 Gold Skulltula Tokens, the item obtained from Biggoron by showing the Claim Check, the item obtained from the Big Poe vendor, both the song and the item slots at the Ocarina of Time, and the item obtained from showing the Mask of Truth at the Deku Theater. -Some hints will be given for items at a randomly selected number of other locations that are generally somewhat inconvenient to check. The total number of these hints will be either 11 or 12 minus the number of always hints placed. -3 or 4 hints will be given naming a specific non-dungeon specific item that can be found in a randomly chosen dungeon. -1 to 4 hints will be given naming a specific item found in a specific overworld region. Which part of this range is used is determined in part by how many trial hints are given. -4 to 6 hints will be given naming what region specific progression items other than Gold Skulltula Tokens can be found. -3 or 4 hints will be given naming specific regions that are “on the way of the hero” and thus contain at least one required progression item. -All remaining hints (33 total unique Gossip Stones exist) will be filled with non-information junk hints.&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to specify which item is required to interact with the Gossip Stones. The Stone of Agony is the default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones. The default Mask of Truth can be used, but this has the downside that the Mask of Truth can only be obtained with all Spiritual Stones which tends to make the hints not useful, and using the Mask of Truth requires being a child which is another big downside. There is also an option for the information to just be free for those wanting an easier mode.&lt;br /&gt;
&lt;br /&gt;
== Text Shuffle ==&lt;br /&gt;
&lt;br /&gt;
This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
&lt;br /&gt;
=== No Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Leave the text alone.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled except Hints and Keys ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text other than the useful text giving the player information.&lt;br /&gt;
&lt;br /&gt;
=== All Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to tweak the item pool to make a somewhat harder experience.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Leave the item pool alone.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&lt;br /&gt;
Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
&lt;br /&gt;
=== Very Hard ===&lt;br /&gt;
&lt;br /&gt;
In addition to the items from Hard, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
== Damage Multiplier ==&lt;br /&gt;
&lt;br /&gt;
This setting changes the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Link takes normal damage.&lt;br /&gt;
&lt;br /&gt;
=== OHKO ===&lt;br /&gt;
&lt;br /&gt;
Link dies in one hit. Ice Traps are removed, and at least one Nayru’s Love is in the item pool.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
&lt;br /&gt;
== Background Music ==&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Do not alter the background music.&lt;br /&gt;
&lt;br /&gt;
=== No Music ===&lt;br /&gt;
&lt;br /&gt;
Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
&lt;br /&gt;
=== Random ===&lt;br /&gt;
&lt;br /&gt;
Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
&lt;br /&gt;
== Kokiri Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s default Kokiri Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu.&lt;br /&gt;
&lt;br /&gt;
=== Most Colors ===&lt;br /&gt;
&lt;br /&gt;
Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Choose a random color from the set of pre-made colors.&lt;br /&gt;
&lt;br /&gt;
=== Completely Random ===&lt;br /&gt;
&lt;br /&gt;
Generate a random color with numerically random RGB values.&lt;br /&gt;
&lt;br /&gt;
=== Custom Color ===&lt;br /&gt;
&lt;br /&gt;
A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
== Goron Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Goron Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Zora Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Zora Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Low Health SFX ==&lt;br /&gt;
&lt;br /&gt;
This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
&lt;br /&gt;
=== Particular Sounds ===&lt;br /&gt;
&lt;br /&gt;
Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Play a random SFX from the list of choices.&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
&lt;br /&gt;
Disable low health heart beeps altogether.&lt;br /&gt;
&lt;br /&gt;
== Navi Color ==&lt;br /&gt;
&lt;br /&gt;
These options can be used to set Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors.&lt;br /&gt;
&lt;br /&gt;
== Navi Hint ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
== Navi Enemy Target ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
= Command Line Options =&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--check_version&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the latest version number online (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--checked_version CHECKED_VERSION&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the specified version number instead of a number from online.&lt;br /&gt;
&amp;lt;pre&amp;gt;--rom ROM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to a The Legend of Zelda: Ocarina of Time NTSC-US v1.0 ROM. (default: ZOOTDEC.z64)&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_dir OUTPUT_DIR&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to output directory for rom generation.&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--count COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the count option (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--world_count WORLD_COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to create a multi-world generation for co-op seeds. World count is the number of players. Warning: Increasing the world count will drastically increase generation time. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--player_num PLAYER_NUM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to select world to generate when there are multiple worlds. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--create_spoiler&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Output a Spoiler File (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--compress_rom [{True,False,None}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a compressed version of the output rom file. True: Compresses. Improves stability. Will take longer to generate False: Uncompressed. Unstable on emulator. Faster generation None: No ROM Output. Creates spoiler log only (default: True)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_forest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether Kokiri children obstruct your path at the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_kakariko&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gate in Kakariko Village to Death Mountain Trail is always open, instead of needing Zelda’s Letter. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_door_of_time&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether the Door of Time is open from the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gerudo_fortress [{normal,fast,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select how much of Gerudo Fortress is required. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bridge [{medallions,vanilla,dungeons,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the condition to spawn the Rainbow Bridge to Ganon’s Castle. (default: medallions)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bombchus_in_logic&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes how the logic considers Bombchus and other Bombchu related mechanics (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--one_item_per_dungeon&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each dungeon will have exactly one major item. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials [{0,1,2,3,4,5,6}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle (default: 6)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_escape_sequence&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the tower collapse sequence after defeating Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_guard_stealth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the guard evasion sequence in Hyrule Castle (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_epona_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the need to race Ingo to acquire Epona (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--fast_chests&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Causes all chests to open with a fast animation (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count [{1,2,3,4,5,6,7,8,9,10}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item (default: 10)&lt;br /&gt;
&amp;lt;pre&amp;gt;--free_scarecrow&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start the game with the Scarecrow’s Song activated and Pierre possible for the adult to summon (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--scarecrow_song [SCARECROW_SONG]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set Scarecrow’s Song if –free_scarecrow is used. Valid notes: A, U, L, R, D (default: DAAAAAAA)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_kokiri_sword&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Kokiri Sword as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_weird_egg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Weird Egg as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_ocarinas&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the two ocarinas as randomized items (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_song_items&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Treat the ocarina songs as normal items and shuffle them into the general item pool (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_gerudo_card&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Gerudo Card to access Gerudo Training Grounds as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_scrubs [{off,low,regular,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include all Deku Scrub Salesmen as randomized item and determine their prices (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shopsanity [{off,0,1,2,3,4,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize shop items and add the chosen number of items from the general item pool to shop inventories (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_mapcompass [{remove,startwith,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Maps and Compasses can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_smallkeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Small Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_bosskeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Boss Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--enhance_map_compass&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change the functionality of the Map and Compass to give information about their dungeons. The Temple of Time Altar will no longer provide any dungeon information. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--unlocked_ganondorf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove the Boss Key door leading to Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--tokensanity [{off,dungeons,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the chosen Gold Skulltula Token locations in the item shuffle (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons [{0,1,2,3,4,5,6,7,8,9,10,11,12}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons (default: 0)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_skulltulas [{0,10,20,30,40,50}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the maximum number of Gold Skulltula Tokens that could be required (default: 50)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_night_tokens_without_suns_song&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change logic to expect Sun’s Song to defeat nighttime Gold Skulltulas (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_big_poes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the Big Poe vendor from having a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_child_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as a child from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_adult_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as an adult from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_skull_mask&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Skull Mask at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_mask_of_truth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Mask of Truth at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_1500_archery&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by scoring 1500 points at horseback archery from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_memory_game&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by completing the ocarina memory game in the Lost Woods from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_second_dampe_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize won by finishing the second Dampe race in under 1 minute from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_biggoron&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Claim Check to Biggoron from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_earliest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the earliest item in the adult trade sequence that can be found in the item pool (default: pocket_egg)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_latest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the latest item in the adult trade sequence that can be found in the item pool (default: claim_check)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_tricks&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider a large number of minor tricks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_man_on_roof&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the man on the roof in Kakariko Village with a sidehop from the tower (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_child_deadhand&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the child defeating Deadhand with only Deku Sticks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_dc_jump&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to bypass the second Lizalfos fight room in Dodongo’s Cavern as an adult with a simple jump (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_windmill_poh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart in the windmill as an adult with nothing (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_crater_bean_poh_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart on the volcano in Death Mountain Crater with Hover Boots (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_cucco&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as a child using a Cucco instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as an adult using Hover Boots instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_fewer_tunic_requirements&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reduce the number of locations for which the logic expects a tunic upgrade (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_morpha_with_scale&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allows entering Water Temple and beating Morpha with Gold Scale instead of Iron Boots. The Longshot and Boss Key are still required to reach the boss. This means that this option is only relevant in keysanity or keysy. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_lens [{chest,chest-wasteland,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set which hidden objects the logic expects the Lens of Truth to be used on (default: all)&lt;br /&gt;
&amp;lt;pre&amp;gt;--ocarina_songs&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize the particular notes that must be played for each of the 12 standard ocarina songs (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--correct_chest_sizes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set chest sizes based on contents (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--clearer_hints&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reword hints to be incredibly direct (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--hints [{none,mask,agony,always}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable hints from Gossip Stones and select the condition to read them (default: agony)&lt;br /&gt;
&amp;lt;pre&amp;gt;--text_shuffle [{none,except_hints,complete}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shuffle the chosen text randomly (default: none)&lt;br /&gt;
&amp;lt;pre&amp;gt;--difficulty [{normal,hard,very_hard}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alter the item pool to increase difficulty. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--damage_multiplier [{normal,ohko}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alters the amount of damage taken. The ohko option causes Link to die in one hit. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--default_targeting [{hold,switch}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the default Z-targeting setting. It can still be changed in the game’s options menu. (default: hold)&lt;br /&gt;
&amp;lt;pre&amp;gt;--background_music [{normal,off,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose whether the game’s background music will be left alone, disabled, or shuffled randomly. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--kokiricolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Kokiri Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Kokiri Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--goroncolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Goron Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Goron Red)&lt;br /&gt;
&amp;lt;pre&amp;gt;--zoracolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Zora Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Zora Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolordefault [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi in idle. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: White)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorenemy [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an enemy. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Yellow)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolornpc [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an NPC. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Light Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorprop [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting a prop. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxoverworld [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi wishes to speak with the player. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxenemytarget [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi targets an enemy. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--healthSFX [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Navi - Random&#039;, &#039;Navi - Hey!&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Iron Boots&#039;, &#039;Hammer&#039;, &#039;Sword Bounce&#039;, &#039;Bow&#039;, &#039;Gallop&#039;, &#039;Drawbridge&#039;, &#039;Switch&#039;, &#039;Bomb Bounce&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &#039;Bongo Bongo&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that loops at low health. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open the graphical user interface. Preloads selections with set command line parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=45</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=45"/>
		<updated>2018-11-27T09:08:59Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Readme&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
The OoT Randomizer offers many different settings to customize your play experience. Here’s a fully detailed list!&lt;br /&gt;
&lt;br /&gt;
= ROM Options =&lt;br /&gt;
&lt;br /&gt;
== Base Rom ==&lt;br /&gt;
&lt;br /&gt;
Specify the input ROM that will be used by the randomizer. Please be sure it is OoT US v1.0.&lt;br /&gt;
&lt;br /&gt;
== Output Directory ==&lt;br /&gt;
&lt;br /&gt;
Specify where the output ROM will be written on your computer.&lt;br /&gt;
&lt;br /&gt;
== Create Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
Decide whether to output a text file detailing where every item can be found and the sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
== Compress Rom ==&lt;br /&gt;
&lt;br /&gt;
Decide the format of the output ROM. Compressed is generally recommended for most users; this is necessary for injection into a .wad for use on the Virtual Console, and all known N64 emulators have significant crashing problems with uncompressed ROMs. Real N64 hardware doesn’t care so generation time can be improved by using the uncompressed option if you are playing on a real N64 with a flash cart. You can also choose not to output a ROM at all; this is useful if you just want to look at spoiler logs.&lt;br /&gt;
&lt;br /&gt;
== Default Targeting Option ==&lt;br /&gt;
&lt;br /&gt;
This option specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
== Multi-World Generation ==&lt;br /&gt;
&lt;br /&gt;
This option allows for multiple worlds to be generated to be used in co-op play. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op https://github.com/TestRunnerSRL/bizhawk-co-op]&lt;br /&gt;
&lt;br /&gt;
=== Player Count ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify how many players will be participating in this co-op playthrough.&lt;br /&gt;
&lt;br /&gt;
=== Player ID ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify which player number you are in particular. Each participant in the co-op should choose a different number starting with 1.&lt;br /&gt;
&lt;br /&gt;
== Setting String ==&lt;br /&gt;
&lt;br /&gt;
This is an 18 character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seed ==&lt;br /&gt;
&lt;br /&gt;
This is a string representing the particular configuration of items that will occur in your seed; the purpose is to combine a seed string with a specific&amp;amp;nbsp;settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
= Main Rules =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Forest ==&lt;br /&gt;
&lt;br /&gt;
Mido does not need to see a sword and shield to reach the Deku Tree and the Kokiri boy blocking the exit to the forest is gone. If this flag is not set, it is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, slingshot, and deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Kakariko Gate ==&lt;br /&gt;
&lt;br /&gt;
The gate leading up to Death Mountain from Kakariko Village is open from the beginning of the game. Normally this requires Zelda’s Letter to open. This allows more diverse routing early in the game and prevents very long walks in seeds with the Weird Egg shuffled. Two things are important to note. Showing Zelda’s Letter to the guard is still required to begin the Happy Mask sidequest and to receive a discount on purchasing Hylian Shields. The gate is simply gone for an adult no matter what.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Door of Time ==&lt;br /&gt;
&lt;br /&gt;
The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving&amp;amp;nbsp;Song of Time blocks, for playing to&amp;amp;nbsp;the frogs on Zora&#039;s River, or for other such uses. If this flag is not set, the Door of Time must be opened to become an adult as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Default Behavior ===&lt;br /&gt;
&lt;br /&gt;
Gerudo Fortress will work the same way it did in the original game. All four carpenters must be rescued in order for the Gerudo woman, who gives the Membership Card, to appear, and for the Gerudo to stop being hostile. Rescuing a carpenter requires having a Gerudo Fortress Small Key and defeating the corresponding guard.&lt;br /&gt;
&lt;br /&gt;
=== Rescue One Carpenter ===&lt;br /&gt;
&lt;br /&gt;
Only the bottom left carpenter must be rescued to complete Gerudo Fortress. Only one Gerudo Fortress Small Key will exist because of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Start with Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The player will start with the Gerudo Card from the beginning of the game. The carpenters will be pre-rescued, and the bridge to Gerudo Fortress as an adult will be repaired from the beginning. The Membership&amp;amp;nbsp;Card is the requirement&amp;amp;nbsp;for&amp;amp;nbsp;entering Gerudo Training Grounds, so the grounds&amp;amp;nbsp;will be an accessible area from the moment adulthood is available.&lt;br /&gt;
&lt;br /&gt;
== Rainbow Bridge Requirement ==&lt;br /&gt;
&lt;br /&gt;
This determines the condition under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
&lt;br /&gt;
=== All Dungeons ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawn requires all medallions and spiritual stones to be in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
=== All Medallions ===&lt;br /&gt;
&lt;br /&gt;
All six of the medallions are required to open Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Vanilla ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawns under the same conditions it did in the original game, possession of the Light Arrows and having viewed the Zelda cutscene. This cutscene in the Temple of Time is triggered by possessing the Shadow and Spirit Medallions.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge is always present.&lt;br /&gt;
&lt;br /&gt;
== Random Number of Ganon’s Trials ==&lt;br /&gt;
&lt;br /&gt;
A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Alternatively, a specific number of trials can be specified with the slider below. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
== All Locations Reachable ==&lt;br /&gt;
&lt;br /&gt;
This option will set the logic to try to ensure Link can reach every item location in the game with the exception of “key for key” item locations (a single item spot behind a locked door containing the key to open the door). If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
== Bombchus Are Considered in Logic ==&lt;br /&gt;
&lt;br /&gt;
This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will be worth 20 Bombchus and subsequent packs will be worth 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar. With this option off, randomly found Bombchu items are not considered as logical progression, randomly found Bombchus will have specific denominations based on the values from the original game, and finding a Bomb Bag is what enables playing Bombchu Bowling and buying Bombchus from shops which will not have their inventories edited.&lt;br /&gt;
&lt;br /&gt;
== Dungeons Have One Major Item ==&lt;br /&gt;
&lt;br /&gt;
This option places one “major item” and one only in each of the dungeons. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle. The major items are any item usable with a c-button that is not simply a form of ammo (Bombchus are major only if “Bombchus are considered in logic” is on), songs, Mirror Shield, swords, tunics, boots, Double Defense, Magic Meter/Double Magic, Bullet Bags, Quivers, Bomb Bags, Strength Upgrades, Scales, Wallets, and the Stone of Agony. To be clear, this means that rupees, ammo, Deku Stick and Deku Nut ammo expansions, Pieces of Heart, Heart Containers, Gold Skulltula Tokens, Maps, Compasses, Small Keys, Boss Keys, Deku Shields, Hylian Shields, and Ice Traps are not considered major items. However, Small Keys and Boss Keys are considered major items if the appropriate “keysanity” settings are used. Note that unlike with the distribution of dungeon specific items like keys, this flag does consider the hands of the Desert Colossus as Spirit Temple locations, and to mirror the original game, Spirit Temple will get two items instead of just one.&lt;br /&gt;
&lt;br /&gt;
== Master Quest Dungeons ==&lt;br /&gt;
&lt;br /&gt;
With this option you can select a number of Master Quest dungeons to be included in your game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both. You may also opt for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Weird Egg ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Weird Egg given by child Malon to the shuffle. With this flag on, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child as well as Saria in Sacred Forest Meadow and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Ocarinas ==&lt;br /&gt;
&lt;br /&gt;
This flag adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are a progressive item; the first found will always be the Fairy Ocarina with the second being the Ocarina of Time even though the two are functionally identical. Without this flag on, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is always available at the gate of Castle Town as a child when all three Spiritual Stones are in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Songs with Items ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the 12 standard ocarina songs to the shuffle as normal items. With this flag on, the spots that contained songs in the original game will simply give Link a random item, and the songs can be found as items freely. Without this flag on, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a kid and then as an adult.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Gerudo Card ==&lt;br /&gt;
&lt;br /&gt;
This flag shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds, but it does not have any impact on the hostility of the Gerudo in Gerudo Fortress who still check for the carpenter rescue events. Without this flag, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Deku Salescrubs ==&lt;br /&gt;
&lt;br /&gt;
This flag makes every Deku Scrub Salesman in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Deku Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once a Deku Scrub Salesman is used, it will disappear from the world forever. The individual settings in the dropdown can be used to set the price of each Deku Scrub Salesman to 10 rupees, leave the prices as what they were in the original game, or set each price to a random value from 0 to 99 rupees. In all cases, the text for the Deku Scrub Salesmen will not update.&lt;br /&gt;
&lt;br /&gt;
== Shopsanity ==&lt;br /&gt;
&lt;br /&gt;
This setting randomizes the items sold in shops. When it is used, all shop items are randomly re-arranged among all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game, and this setting considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town; however, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. This setting overrides the “Bombchus considered in logic” editing of the shop item pool.&lt;br /&gt;
&lt;br /&gt;
=== Off ===&lt;br /&gt;
&lt;br /&gt;
This disables the Shopsanity feature.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (0 Items) ===&lt;br /&gt;
&lt;br /&gt;
This causes all of the Shopsanity features described above.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (1-4 Items) ===&lt;br /&gt;
&lt;br /&gt;
This not only causes all of the Shopsanity features described above, but it also adds 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of money. Lower value shop items are removed to make room for this, and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (Random Items) ===&lt;br /&gt;
&lt;br /&gt;
This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Dungeon Items ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to decide the natural distribution of dungeon items. Dungeon items can be found confined to their original dungeons, spread freely throughout the world, or prevented from existing completely. Items that are prevented from existing completely will be replaced in the item pool with an assortment of various low tier junk items. This feature can be specified for Maps/Compasses, Small Keys, and Boss Keys independently. If Small Keys or Boss Keys are prevented from existing, this will also remove all locks those keys would be used for from existing as well. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed.&lt;br /&gt;
&lt;br /&gt;
== Maps and Compasses Give Information ==&lt;br /&gt;
&lt;br /&gt;
This setting, only available if you start with Maps and Compasses or they are spread across the world, disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information.&lt;br /&gt;
&lt;br /&gt;
== Remove Ganon’s Door Boss Lock ==&lt;br /&gt;
&lt;br /&gt;
This setting removes the Boss Key lock from Ganon’s Tower. This removes the need to locate the Ganon’s Tower Boss Key to finish the game.&lt;br /&gt;
&lt;br /&gt;
== Tokensanity ==&lt;br /&gt;
&lt;br /&gt;
This setting shuffles the Gold Skulltula item drops into the general pool of locations. The player can choose only to include Gold skulltulas found in dungeons for a more mild version of this setting.&lt;br /&gt;
&lt;br /&gt;
= Detailed Logic =&lt;br /&gt;
&lt;br /&gt;
== Maximum Expected Skulltula Tokens ==&lt;br /&gt;
&lt;br /&gt;
This setting can be used to reduce the number of Gold Skulltula Tokens that may be required to finish the game.&lt;br /&gt;
&lt;br /&gt;
== No Nighttime Skulltulas without Sun’s Song ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the logic to expect the player to have an ocarina and the Sun’s Song to get Gold Skulltula locations that are only found at nighttime.&lt;br /&gt;
&lt;br /&gt;
== No Big Poes ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the Big Poe vendor will not have an important item.&lt;br /&gt;
&lt;br /&gt;
== No Child Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from child fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Adult Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from adult fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Skull Mask Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Skull Mask in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Mask of Truth Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Mask of Truth in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No 1500 Horseback Archery ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from scoring 1500 points at the horseback archery challenge at Gerudo Fortress is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Lost Woods Memory Game ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from winning the ocarina memory game in the Lost Woods is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Racing Dampe a Second Time ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from finishing with a sub-minute time in the second Dampe race is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Biggoron Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Claim Check to Biggoron is not an important item.&lt;br /&gt;
&lt;br /&gt;
== Adult Trade Sequence ==&lt;br /&gt;
&lt;br /&gt;
This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Enable All Tricks ==&lt;br /&gt;
&lt;br /&gt;
This is a button to turn on all of the trick related flags.&lt;br /&gt;
&lt;br /&gt;
== Various Advanced Tricks ==&lt;br /&gt;
&lt;br /&gt;
This setting allows a huge number of minor tricks to be allowed by the logic. Here is a complete list:&lt;br /&gt;
&lt;br /&gt;
-A precise jumpslash with either a Deku Stick or the Kokiri Sword can be used to reach a Gold Skulltula on some vines in standad Deku Tree. -The Bow can be used to knock down the stairs in Dodongo’s Cavern with two well timed shots. -The vines in Forest Temple leading to where the well drain switch is in the standard form can be barely reached with the standard Hookshot. -The well in Forest Temple can be crossed with just Hookshot by shooting as low as possible on the vines from the far side and swimming under the ceiling. This is possible in both versions but can only be required in Forest Temple MQ. -A Bombchu from the ground level can be used to hit the switch to bypass the block pushing puzzle in Forest Temple MQ. -A rusted switch under a Song of Time block in the standard Fire Temple can be hit by using Hammer into the block. -The location with the Boss Key chest in Fire Temple MQ can be reached without the Bow with very particular use of Din’s Fire. -The upper levels of the old boulder maze in Fire Temple MQ can be reached without explosives by using the Hammer through a wall. -In the standard Spirit Temple, the bridge on child side can be lowered with a carefully timed Bombchu. -The frozen switch in Spirit Temple MQ can be hit without a fire source by using the Bow and Song of Time very cleverly. -The chest in the basement of the standard Bottom of the Well can be reached with only a Strength Upgrade by using a jump slash with a lit Deku Stick to access the bomb flowers in the basement. -The silver rupees on the left side of Gerudo Training Grounds MQ can be collected with just Hookshot with a somewhat particular jump slash. -The first room of the Spirit Trail in Ganon’s Castle MQ can be cleared without the Bow by using a Hammer jump slash to hit the rusted switch through the thrones. -The Gold Skulltula in adult Kokiri Forest can be reached without the Hookshot by using Hover Boots off one of the roots. -The child can reach the chest on Death Mountain trail with just the Goron Bracelet by backwalking with the Bomb Flower intended to open Dodongo’s Cavern and throwing the Bomb Flower at the wall very quickly. -Gerudo Fortress can be cleared without any items other than those needed for access. The logic normally guarantees one of the Bow, Hookshot, or Hover Boots to help navigate the “kitchen”.&lt;br /&gt;
&lt;br /&gt;
Using this setting will also pre-set all of the lower logic flags to a reasonable configuration to match the trick level. These can then be edited as the player desires if the given configuration isn’t desired.&lt;br /&gt;
&lt;br /&gt;
== Man on Roof without Hookshot ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a trick in which the player does a sidehop off the tall tower in Kakariko Village to reach the man on the rooftop with no items.&lt;br /&gt;
&lt;br /&gt;
== Child Deadhand without Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider defeating the Deadhand in Bottom of the Well with Deku Sticks. This is not hard with use of the power crouch stab glitch, but consistently landing actual jump slashes on his unusual hitbox is pretty difficult and using normal slashes consumes 9 Deku Sticks.&lt;br /&gt;
&lt;br /&gt;
== Dodongo’s Cavern Spike Trap Room Jump without Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider that the adult can make a particularly useful jump in Dodongo’s Cavern to reach the area with the Bomb Bag chest early. Due to the precision of the jump, normally the logic expects Hover Boots to complete this path.&lt;br /&gt;
&lt;br /&gt;
== Windmill PoH as Adult with Nothing ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a jump the adult can make in the windmill to reach the Piece of Heart within with no items. The jump requires leaping from an object on which it is not obvious Link is allowed to stand and has counterintuitive timing so it is not in standard logic.&lt;br /&gt;
&lt;br /&gt;
== Crater’s Bean PoH with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using Hover Boots to reach the Piece of Heart atop the volcano in Death Mountain Crater. The path involves walking up a very steep slope that is not visibly walkable so it is not in normal logic.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Cucco ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using a Cucco on Zora River to enter Zora’s Domain as a child without playing Zelda’s Lullaby. It requires slipping behind the waterfall trickily from the left side.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider this similar trick to the above except as an adult with Hover Boots. This is actually a lot more difficult even though it can be done from either side of the waterfall.&lt;br /&gt;
&lt;br /&gt;
== Fewer Tunic Requirements ==&lt;br /&gt;
&lt;br /&gt;
This relaxes the tunic requirements by the logic somewhat. Normally the logic expects a Goron Tunic to enter Fire Temple or complete the Fire Trial in Ganon’s Castle and a Zora Tunic to enter Water Temple, collect the underwater silver rupees in Gerudo Training Grounds, or obtain the Piece of Heart at the bottom of the frozen Zora’s Fountain. With this flag set, the Goron Tunic will not be required to actually enter Fire Temple, only to fight Volvagia or to reach the upper floors. The Zora Tunic requirements are removed completely except to reach the chest at the bottom of the central pillar in Water Temple.&lt;br /&gt;
&lt;br /&gt;
== Morpha with Gold Scale ==&lt;br /&gt;
&lt;br /&gt;
This setting allows entry to the Water Temple with the Gold Scale to be considered. Since you cannot backtrack into Water Temple without Iron Boots, only the Spiritual Stone or Medallion obtained from defeating Morpha can be considered by logic either way; since you need the Water Temple Boss Key and Longshot to access Morpha normally, this means that this setting is only relevant in either keysanity or keysy relative to the locations of Boss Keys.&lt;br /&gt;
&lt;br /&gt;
== Lens of Truth ==&lt;br /&gt;
&lt;br /&gt;
This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Required Everywhere ===&lt;br /&gt;
&lt;br /&gt;
This setting requires the Lens of Truth to interact with any invisible object except for whatever was required in the original game to obtain the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland and Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
=== Only Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== Skip Tower Collapse Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Interior Castle Guard Stealth Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes entering the crawlspace at Hyrule Castle to deposit the player directly into the Castle Courtyard, bypassing the guard evasion sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Epona Race ==&lt;br /&gt;
&lt;br /&gt;
This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
== Fast Chest Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
== Random Big Poe Target Count ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10. Alternatively, the number of Big Poes requires can be selected manually with the slider below. Note that Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
== Start with Scarecrow’s Song ==&lt;br /&gt;
&lt;br /&gt;
This flag causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. The box below can be used to specify the particular desired Scarecrow’s Song. This song must be exactly eight notes long and must contain at least two different notes.&lt;br /&gt;
&lt;br /&gt;
== Randomize Ocarina Song Notes ==&lt;br /&gt;
&lt;br /&gt;
This flag randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs.&lt;br /&gt;
&lt;br /&gt;
== Chest Size Matches Contents ==&lt;br /&gt;
&lt;br /&gt;
This flag causes keys, Ice Traps, and items flagged as progression items to appear in large treasure chests while other items will be in small treasure chests. This means that players can choose to skip small treasure chests since they will only contain handy, not essential, items.&lt;br /&gt;
&lt;br /&gt;
== Clearer Hints ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players who do not have English as their first language, but the hints will be less “fun” and less like the sorts of things that would be said in the original game.&lt;br /&gt;
&lt;br /&gt;
== Gossip Stones ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the behavior of Gossip Stones to give hints to players. The hints will be distributed as such:&lt;br /&gt;
&lt;br /&gt;
-If the required number of trials is 1-3, a hint will be added for each trial that must be done. If the required number of trials is 4 or 5, a hint will be added for each trial that can be skipped. -Hints will be added for every one of the “always” locations that is allowed to have a random possibly valuable item under the current settings. These hints will tell the player what item is at each of these locations. These locations are the rewards for 30, 40, and 50 Gold Skulltula Tokens, the item obtained from Biggoron by showing the Claim Check, the item obtained from the Big Poe vendor, both the song and the item slots at the Ocarina of Time, and the item obtained from showing the Mask of Truth at the Deku Theater. -Some hints will be given for items at a randomly selected number of other locations that are generally somewhat inconvenient to check. The total number of these hints will be either 11 or 12 minus the number of always hints placed. -3 or 4 hints will be given naming a specific non-dungeon specific item that can be found in a randomly chosen dungeon. -1 to 4 hints will be given naming a specific item found in a specific overworld region. Which part of this range is used is determined in part by how many trial hints are given. -4 to 6 hints will be given naming what region specific progression items other than Gold Skulltula Tokens can be found. -3 or 4 hints will be given naming specific regions that are “on the way of the hero” and thus contain at least one required progression item. -All remaining hints (33 total unique Gossip Stones exist) will be filled with non-information junk hints.&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to specify which item is required to interact with the Gossip Stones. The Stone of Agony is the default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones. The default Mask of Truth can be used, but this has the downside that the Mask of Truth can only be obtained with all Spiritual Stones which tends to make the hints not useful, and using the Mask of Truth requires being a child which is another big downside. There is also an option for the information to just be free for those wanting an easier mode.&lt;br /&gt;
&lt;br /&gt;
== Text Shuffle ==&lt;br /&gt;
&lt;br /&gt;
This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
&lt;br /&gt;
=== No Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Leave the text alone.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled except Hints and Keys ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text other than the useful text giving the player information.&lt;br /&gt;
&lt;br /&gt;
=== All Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to tweak the item pool to make a somewhat harder experience.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Leave the item pool alone.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&lt;br /&gt;
Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
&lt;br /&gt;
=== Very Hard ===&lt;br /&gt;
&lt;br /&gt;
In addition to the items from Hard, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
== Damage Multiplier ==&lt;br /&gt;
&lt;br /&gt;
This setting changes the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Link takes normal damage.&lt;br /&gt;
&lt;br /&gt;
=== OHKO ===&lt;br /&gt;
&lt;br /&gt;
Link dies in one hit. Ice Traps are removed, and at least one Nayru’s Love is in the item pool.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
&lt;br /&gt;
== Background Music ==&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Do not alter the background music.&lt;br /&gt;
&lt;br /&gt;
=== No Music ===&lt;br /&gt;
&lt;br /&gt;
Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
&lt;br /&gt;
=== Random ===&lt;br /&gt;
&lt;br /&gt;
Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
&lt;br /&gt;
== Kokiri Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s default Kokiri Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu.&lt;br /&gt;
&lt;br /&gt;
=== Most Colors ===&lt;br /&gt;
&lt;br /&gt;
Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Choose a random color from the set of pre-made colors.&lt;br /&gt;
&lt;br /&gt;
=== Completely Random ===&lt;br /&gt;
&lt;br /&gt;
Generate a random color with numerically random RGB values.&lt;br /&gt;
&lt;br /&gt;
=== Custom Color ===&lt;br /&gt;
&lt;br /&gt;
A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
== Goron Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Goron Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Zora Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Zora Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Low Health SFX ==&lt;br /&gt;
&lt;br /&gt;
This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
&lt;br /&gt;
=== Particular Sounds ===&lt;br /&gt;
&lt;br /&gt;
Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Play a random SFX from the list of choices.&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
&lt;br /&gt;
Disable low health heart beeps altogether.&lt;br /&gt;
&lt;br /&gt;
== Navi Color ==&lt;br /&gt;
&lt;br /&gt;
These options can be used to set Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors.&lt;br /&gt;
&lt;br /&gt;
== Navi Hint ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
== Navi Enemy Target ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
= Command Line Options =&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--check_version&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the latest version number online (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--checked_version CHECKED_VERSION&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the specified version number instead of a number from online.&lt;br /&gt;
&amp;lt;pre&amp;gt;--rom ROM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to a The Legend of Zelda: Ocarina of Time NTSC-US v1.0 ROM. (default: ZOOTDEC.z64)&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_dir OUTPUT_DIR&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to output directory for rom generation.&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--count COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the count option (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--world_count WORLD_COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to create a multi-world generation for co-op seeds. World count is the number of players. Warning: Increasing the world count will drastically increase generation time. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--player_num PLAYER_NUM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to select world to generate when there are multiple worlds. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--create_spoiler&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Output a Spoiler File (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--compress_rom [{True,False,None}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a compressed version of the output rom file. True: Compresses. Improves stability. Will take longer to generate False: Uncompressed. Unstable on emulator. Faster generation None: No ROM Output. Creates spoiler log only (default: True)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_forest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether Kokiri children obstruct your path at the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_kakariko&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gate in Kakariko Village to Death Mountain Trail is always open, instead of needing Zelda’s Letter. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_door_of_time&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether the Door of Time is open from the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gerudo_fortress [{normal,fast,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select how much of Gerudo Fortress is required. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bridge [{medallions,vanilla,dungeons,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the condition to spawn the Rainbow Bridge to Ganon’s Castle. (default: medallions)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bombchus_in_logic&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes how the logic considers Bombchus and other Bombchu related mechanics (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--one_item_per_dungeon&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each dungeon will have exactly one major item. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials [{0,1,2,3,4,5,6}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle (default: 6)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_escape_sequence&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the tower collapse sequence after defeating Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_guard_stealth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the guard evasion sequence in Hyrule Castle (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_epona_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the need to race Ingo to acquire Epona (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--fast_chests&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Causes all chests to open with a fast animation (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count [{1,2,3,4,5,6,7,8,9,10}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item (default: 10)&lt;br /&gt;
&amp;lt;pre&amp;gt;--free_scarecrow&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start the game with the Scarecrow’s Song activated and Pierre possible for the adult to summon (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--scarecrow_song [SCARECROW_SONG]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set Scarecrow’s Song if –free_scarecrow is used. Valid notes: A, U, L, R, D (default: DAAAAAAA)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_kokiri_sword&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Kokiri Sword as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_weird_egg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Weird Egg as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_ocarinas&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the two ocarinas as randomized items (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_song_items&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Treat the ocarina songs as normal items and shuffle them into the general item pool (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_gerudo_card&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Gerudo Card to access Gerudo Training Grounds as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_scrubs [{off,low,regular,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include all Deku Scrub Salesmen as randomized item and determine their prices (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shopsanity [{off,0,1,2,3,4,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize shop items and add the chosen number of items from the general item pool to shop inventories (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_mapcompass [{remove,startwith,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Maps and Compasses can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_smallkeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Small Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_bosskeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Boss Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--enhance_map_compass&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change the functionality of the Map and Compass to give information about their dungeons. The Temple of Time Altar will no longer provide any dungeon information. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--unlocked_ganondorf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove the Boss Key door leading to Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--tokensanity [{off,dungeons,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the chosen Gold Skulltula Token locations in the item shuffle (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons [{0,1,2,3,4,5,6,7,8,9,10,11,12}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons (default: 0)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_skulltulas [{0,10,20,30,40,50}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the maximum number of Gold Skulltula Tokens that could be required (default: 50)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_night_tokens_without_suns_song&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change logic to expect Sun’s Song to defeat nighttime Gold Skulltulas (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_big_poes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the Big Poe vendor from having a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_child_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as a child from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_adult_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as an adult from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_skull_mask&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Skull Mask at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_mask_of_truth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Mask of Truth at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_1500_archery&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by scoring 1500 points at horseback archery from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_memory_game&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by completing the ocarina memory game in the Lost Woods from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_second_dampe_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize won by finishing the second Dampe race in under 1 minute from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_biggoron&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Claim Check to Biggoron from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_earliest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the earliest item in the adult trade sequence that can be found in the item pool (default: pocket_egg)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_latest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the latest item in the adult trade sequence that can be found in the item pool (default: claim_check)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_tricks&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider a large number of minor tricks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_man_on_roof&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the man on the roof in Kakariko Village with a sidehop from the tower (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_child_deadhand&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the child defeating Deadhand with only Deku Sticks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_dc_jump&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to bypass the second Lizalfos fight room in Dodongo’s Cavern as an adult with a simple jump (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_windmill_poh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart in the windmill as an adult with nothing (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_crater_bean_poh_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart on the volcano in Death Mountain Crater with Hover Boots (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_cucco&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as a child using a Cucco instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as an adult using Hover Boots instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_fewer_tunic_requirements&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reduce the number of locations for which the logic expects a tunic upgrade (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_morpha_with_scale&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allows entering Water Temple and beating Morpha with Gold Scale instead of Iron Boots. The Longshot and Boss Key are still required to reach the boss. This means that this option is only relevant in keysanity or keysy. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_lens [{chest,chest-wasteland,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set which hidden objects the logic expects the Lens of Truth to be used on (default: all)&lt;br /&gt;
&amp;lt;pre&amp;gt;--ocarina_songs&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize the particular notes that must be played for each of the 12 standard ocarina songs (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--correct_chest_sizes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set chest sizes based on contents (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--clearer_hints&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reword hints to be incredibly direct (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--hints [{none,mask,agony,always}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable hints from Gossip Stones and select the condition to read them (default: agony)&lt;br /&gt;
&amp;lt;pre&amp;gt;--text_shuffle [{none,except_hints,complete}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shuffle the chosen text randomly (default: none)&lt;br /&gt;
&amp;lt;pre&amp;gt;--difficulty [{normal,hard,very_hard}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alter the item pool to increase difficulty. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--damage_multiplier [{normal,ohko}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alters the amount of damage taken. The ohko option causes Link to die in one hit. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--default_targeting [{hold,switch}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the default Z-targeting setting. It can still be changed in the game’s options menu. (default: hold)&lt;br /&gt;
&amp;lt;pre&amp;gt;--background_music [{normal,off,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose whether the game’s background music will be left alone, disabled, or shuffled randomly. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--kokiricolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Kokiri Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Kokiri Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--goroncolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Goron Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Goron Red)&lt;br /&gt;
&amp;lt;pre&amp;gt;--zoracolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Zora Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Zora Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolordefault [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi in idle. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: White)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorenemy [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an enemy. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Yellow)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolornpc [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an NPC. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Light Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorprop [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting a prop. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxoverworld [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi wishes to speak with the player. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxenemytarget [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi targets an enemy. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--healthSFX [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Navi - Random&#039;, &#039;Navi - Hey!&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Iron Boots&#039;, &#039;Hammer&#039;, &#039;Sword Bounce&#039;, &#039;Bow&#039;, &#039;Gallop&#039;, &#039;Drawbridge&#039;, &#039;Switch&#039;, &#039;Bomb Bounce&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &#039;Bongo Bongo&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that loops at low health. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open the graphical user interface. Preloads selections with set command line parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=44</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=44"/>
		<updated>2018-11-27T09:07:42Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Readme&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
The OoT Randomizer offers many different settings to customize your play experience. Here’s a fully detailed list!&lt;br /&gt;
&lt;br /&gt;
= ROM Options =&lt;br /&gt;
&lt;br /&gt;
== Base Rom ==&lt;br /&gt;
&lt;br /&gt;
Specify the input ROM that will be used by the randomizer. Please be sure it is OoT US v1.0.&lt;br /&gt;
&lt;br /&gt;
== Output Directory ==&lt;br /&gt;
&lt;br /&gt;
Specify where the output ROM will be written on your computer.&lt;br /&gt;
&lt;br /&gt;
== Create Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
Decide whether to output a text file detailing where every item can be found and the sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
== Compress Rom ==&lt;br /&gt;
&lt;br /&gt;
Decide the format of the output ROM. Compressed is generally recommended for most users; this is necessary for injection into a .wad for use on the Virtual Console, and all known N64 emulators have significant crashing problems with uncompressed ROMs. Real N64 hardware doesn’t care so generation time can be improved by using the uncompressed option if you are playing on a real N64 with a flash cart. You can also choose not to output a ROM at all; this is useful if you just want to look at spoiler logs.&lt;br /&gt;
&lt;br /&gt;
== Default Targeting Option ==&lt;br /&gt;
&lt;br /&gt;
This option specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
== Multi-World Generation ==&lt;br /&gt;
&lt;br /&gt;
This option allows for multiple worlds to be generated to be used in co-op play. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op https://github.com/TestRunnerSRL/bizhawk-co-op]&lt;br /&gt;
&lt;br /&gt;
=== Player Count ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify how many players will be participating in this co-op playthrough.&lt;br /&gt;
&lt;br /&gt;
=== Player ID ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify which player number you are in particular. Each participant in the co-op should choose a different number starting with 1.&lt;br /&gt;
&lt;br /&gt;
== Setting String ==&lt;br /&gt;
&lt;br /&gt;
This is an 18 character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seed ==&lt;br /&gt;
&lt;br /&gt;
This is a string representing the particular configuration of items that will occur in your seed; the purpose is to combine a seed string with a specific&amp;amp;nbsp;settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
= Main Rules =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Forest ==&lt;br /&gt;
&lt;br /&gt;
Mido does not need to see a sword and shield to reach the Deku Tree and the Kokiri boy blocking the exit to the forest is gone. If this flag is not set, it is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, slingshot, and deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Kakariko Gate ==&lt;br /&gt;
&lt;br /&gt;
The gate leading up to Death Mountain from Kakariko Village is open from the beginning of the game. Normally this requires Zelda’s Letter to open. This allows more diverse routing early in the game and prevents very long walks in seeds with the Weird Egg shuffled. Two things are important to note. Showing Zelda’s Letter to the guard is still required to begin the Happy Mask sidequest and to receive a discount on purchasing Hylian Shields. The gate is simply gone for an adult no matter what.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Door of Time ==&lt;br /&gt;
&lt;br /&gt;
The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving&amp;amp;nbsp;Song of Time blocks, for playing to&amp;amp;nbsp;the frogs on Zora&#039;s River, or for other such uses. If this flag is not set, the Door of Time must be opened to become an adult as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Default Behavior ===&lt;br /&gt;
&lt;br /&gt;
Gerudo Fortress will work the same way it did in the original game. All four carpenters must be rescued in order for the Gerudo woman, who gives the Membership Card, to appear, and for the Gerudo to stop being hostile. Rescuing a carpenter requires having a Gerudo Fortress Small Key and defeating the corresponding guard.&lt;br /&gt;
&lt;br /&gt;
=== Rescue One Carpenter ===&lt;br /&gt;
&lt;br /&gt;
Only the bottom left carpenter must be rescued to complete Gerudo Fortress. Only one Gerudo Fortress Small Key will exist because of this.&lt;br /&gt;
&lt;br /&gt;
=== Start with Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The player will start with the Gerudo Card from the beginning of the game. The carpenters will be pre-rescued, and the bridge to Gerudo Fortress as an adult will be repaired from the beginning. The Gerudo Card is the requirement in the randomizer to enter Gerudo Training Grounds so it will be an accessible area from the moment adulthood is available.&lt;br /&gt;
&lt;br /&gt;
== Rainbow Bridge Requirement ==&lt;br /&gt;
&lt;br /&gt;
This determines the condition under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
&lt;br /&gt;
=== All Dungeons ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawn requires all medallions and spiritual stones to be in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
=== All Medallions ===&lt;br /&gt;
&lt;br /&gt;
All six of the medallions are required to open Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Vanilla ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawns under the same conditions it did in the original game, possession of the Light Arrows and having viewed the Zelda cutscene. This cutscene in the Temple of Time is triggered by possessing the Shadow and Spirit Medallions.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge is always present.&lt;br /&gt;
&lt;br /&gt;
== Random Number of Ganon’s Trials ==&lt;br /&gt;
&lt;br /&gt;
A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Alternatively, a specific number of trials can be specified with the slider below. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
== All Locations Reachable ==&lt;br /&gt;
&lt;br /&gt;
This option will set the logic to try to ensure Link can reach every item location in the game with the exception of “key for key” item locations (a single item spot behind a locked door containing the key to open the door). If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
== Bombchus Are Considered in Logic ==&lt;br /&gt;
&lt;br /&gt;
This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will be worth 20 Bombchus and subsequent packs will be worth 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar. With this option off, randomly found Bombchu items are not considered as logical progression, randomly found Bombchus will have specific denominations based on the values from the original game, and finding a Bomb Bag is what enables playing Bombchu Bowling and buying Bombchus from shops which will not have their inventories edited.&lt;br /&gt;
&lt;br /&gt;
== Dungeons Have One Major Item ==&lt;br /&gt;
&lt;br /&gt;
This option places one “major item” and one only in each of the dungeons. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle. The major items are any item usable with a c-button that is not simply a form of ammo (Bombchus are major only if “Bombchus are considered in logic” is on), songs, Mirror Shield, swords, tunics, boots, Double Defense, Magic Meter/Double Magic, Bullet Bags, Quivers, Bomb Bags, Strength Upgrades, Scales, Wallets, and the Stone of Agony. To be clear, this means that rupees, ammo, Deku Stick and Deku Nut ammo expansions, Pieces of Heart, Heart Containers, Gold Skulltula Tokens, Maps, Compasses, Small Keys, Boss Keys, Deku Shields, Hylian Shields, and Ice Traps are not considered major items. However, Small Keys and Boss Keys are considered major items if the appropriate “keysanity” settings are used. Note that unlike with the distribution of dungeon specific items like keys, this flag does consider the hands of the Desert Colossus as Spirit Temple locations, and to mirror the original game, Spirit Temple will get two items instead of just one.&lt;br /&gt;
&lt;br /&gt;
== Master Quest Dungeons ==&lt;br /&gt;
&lt;br /&gt;
With this option you can select a number of Master Quest dungeons to be included in your game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both. You may also opt for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Weird Egg ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Weird Egg given by child Malon to the shuffle. With this flag on, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child as well as Saria in Sacred Forest Meadow and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Ocarinas ==&lt;br /&gt;
&lt;br /&gt;
This flag adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are a progressive item; the first found will always be the Fairy Ocarina with the second being the Ocarina of Time even though the two are functionally identical. Without this flag on, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is always available at the gate of Castle Town as a child when all three Spiritual Stones are in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Songs with Items ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the 12 standard ocarina songs to the shuffle as normal items. With this flag on, the spots that contained songs in the original game will simply give Link a random item, and the songs can be found as items freely. Without this flag on, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a kid and then as an adult.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Gerudo Card ==&lt;br /&gt;
&lt;br /&gt;
This flag shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds, but it does not have any impact on the hostility of the Gerudo in Gerudo Fortress who still check for the carpenter rescue events. Without this flag, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Deku Salescrubs ==&lt;br /&gt;
&lt;br /&gt;
This flag makes every Deku Scrub Salesman in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Deku Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once a Deku Scrub Salesman is used, it will disappear from the world forever. The individual settings in the dropdown can be used to set the price of each Deku Scrub Salesman to 10 rupees, leave the prices as what they were in the original game, or set each price to a random value from 0 to 99 rupees. In all cases, the text for the Deku Scrub Salesmen will not update.&lt;br /&gt;
&lt;br /&gt;
== Shopsanity ==&lt;br /&gt;
&lt;br /&gt;
This setting randomizes the items sold in shops. When it is used, all shop items are randomly re-arranged among all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game, and this setting considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town; however, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. This setting overrides the “Bombchus considered in logic” editing of the shop item pool.&lt;br /&gt;
&lt;br /&gt;
=== Off ===&lt;br /&gt;
&lt;br /&gt;
This disables the Shopsanity feature.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (0 Items) ===&lt;br /&gt;
&lt;br /&gt;
This causes all of the Shopsanity features described above.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (1-4 Items) ===&lt;br /&gt;
&lt;br /&gt;
This not only causes all of the Shopsanity features described above, but it also adds 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of money. Lower value shop items are removed to make room for this, and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (Random Items) ===&lt;br /&gt;
&lt;br /&gt;
This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Dungeon Items ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to decide the natural distribution of dungeon items. Dungeon items can be found confined to their original dungeons, spread freely throughout the world, or prevented from existing completely. Items that are prevented from existing completely will be replaced in the item pool with an assortment of various low tier junk items. This feature can be specified for Maps/Compasses, Small Keys, and Boss Keys independently. If Small Keys or Boss Keys are prevented from existing, this will also remove all locks those keys would be used for from existing as well. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed.&lt;br /&gt;
&lt;br /&gt;
== Maps and Compasses Give Information ==&lt;br /&gt;
&lt;br /&gt;
This setting, only available if you start with Maps and Compasses or they are spread across the world, disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information.&lt;br /&gt;
&lt;br /&gt;
== Remove Ganon’s Door Boss Lock ==&lt;br /&gt;
&lt;br /&gt;
This setting removes the Boss Key lock from Ganon’s Tower. This removes the need to locate the Ganon’s Tower Boss Key to finish the game.&lt;br /&gt;
&lt;br /&gt;
== Tokensanity ==&lt;br /&gt;
&lt;br /&gt;
This setting shuffles the Gold Skulltula item drops into the general pool of locations. The player can choose only to include Gold skulltulas found in dungeons for a more mild version of this setting.&lt;br /&gt;
&lt;br /&gt;
= Detailed Logic =&lt;br /&gt;
&lt;br /&gt;
== Maximum Expected Skulltula Tokens ==&lt;br /&gt;
&lt;br /&gt;
This setting can be used to reduce the number of Gold Skulltula Tokens that may be required to finish the game.&lt;br /&gt;
&lt;br /&gt;
== No Nighttime Skulltulas without Sun’s Song ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the logic to expect the player to have an ocarina and the Sun’s Song to get Gold Skulltula locations that are only found at nighttime.&lt;br /&gt;
&lt;br /&gt;
== No Big Poes ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the Big Poe vendor will not have an important item.&lt;br /&gt;
&lt;br /&gt;
== No Child Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from child fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Adult Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from adult fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Skull Mask Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Skull Mask in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Mask of Truth Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Mask of Truth in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No 1500 Horseback Archery ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from scoring 1500 points at the horseback archery challenge at Gerudo Fortress is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Lost Woods Memory Game ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from winning the ocarina memory game in the Lost Woods is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Racing Dampe a Second Time ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from finishing with a sub-minute time in the second Dampe race is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Biggoron Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Claim Check to Biggoron is not an important item.&lt;br /&gt;
&lt;br /&gt;
== Adult Trade Sequence ==&lt;br /&gt;
&lt;br /&gt;
This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Enable All Tricks ==&lt;br /&gt;
&lt;br /&gt;
This is a button to turn on all of the trick related flags.&lt;br /&gt;
&lt;br /&gt;
== Various Advanced Tricks ==&lt;br /&gt;
&lt;br /&gt;
This setting allows a huge number of minor tricks to be allowed by the logic. Here is a complete list:&lt;br /&gt;
&lt;br /&gt;
-A precise jumpslash with either a Deku Stick or the Kokiri Sword can be used to reach a Gold Skulltula on some vines in standad Deku Tree. -The Bow can be used to knock down the stairs in Dodongo’s Cavern with two well timed shots. -The vines in Forest Temple leading to where the well drain switch is in the standard form can be barely reached with the standard Hookshot. -The well in Forest Temple can be crossed with just Hookshot by shooting as low as possible on the vines from the far side and swimming under the ceiling. This is possible in both versions but can only be required in Forest Temple MQ. -A Bombchu from the ground level can be used to hit the switch to bypass the block pushing puzzle in Forest Temple MQ. -A rusted switch under a Song of Time block in the standard Fire Temple can be hit by using Hammer into the block. -The location with the Boss Key chest in Fire Temple MQ can be reached without the Bow with very particular use of Din’s Fire. -The upper levels of the old boulder maze in Fire Temple MQ can be reached without explosives by using the Hammer through a wall. -In the standard Spirit Temple, the bridge on child side can be lowered with a carefully timed Bombchu. -The frozen switch in Spirit Temple MQ can be hit without a fire source by using the Bow and Song of Time very cleverly. -The chest in the basement of the standard Bottom of the Well can be reached with only a Strength Upgrade by using a jump slash with a lit Deku Stick to access the bomb flowers in the basement. -The silver rupees on the left side of Gerudo Training Grounds MQ can be collected with just Hookshot with a somewhat particular jump slash. -The first room of the Spirit Trail in Ganon’s Castle MQ can be cleared without the Bow by using a Hammer jump slash to hit the rusted switch through the thrones. -The Gold Skulltula in adult Kokiri Forest can be reached without the Hookshot by using Hover Boots off one of the roots. -The child can reach the chest on Death Mountain trail with just the Goron Bracelet by backwalking with the Bomb Flower intended to open Dodongo’s Cavern and throwing the Bomb Flower at the wall very quickly. -Gerudo Fortress can be cleared without any items other than those needed for access. The logic normally guarantees one of the Bow, Hookshot, or Hover Boots to help navigate the “kitchen”.&lt;br /&gt;
&lt;br /&gt;
Using this setting will also pre-set all of the lower logic flags to a reasonable configuration to match the trick level. These can then be edited as the player desires if the given configuration isn’t desired.&lt;br /&gt;
&lt;br /&gt;
== Man on Roof without Hookshot ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a trick in which the player does a sidehop off the tall tower in Kakariko Village to reach the man on the rooftop with no items.&lt;br /&gt;
&lt;br /&gt;
== Child Deadhand without Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider defeating the Deadhand in Bottom of the Well with Deku Sticks. This is not hard with use of the power crouch stab glitch, but consistently landing actual jump slashes on his unusual hitbox is pretty difficult and using normal slashes consumes 9 Deku Sticks.&lt;br /&gt;
&lt;br /&gt;
== Dodongo’s Cavern Spike Trap Room Jump without Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider that the adult can make a particularly useful jump in Dodongo’s Cavern to reach the area with the Bomb Bag chest early. Due to the precision of the jump, normally the logic expects Hover Boots to complete this path.&lt;br /&gt;
&lt;br /&gt;
== Windmill PoH as Adult with Nothing ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a jump the adult can make in the windmill to reach the Piece of Heart within with no items. The jump requires leaping from an object on which it is not obvious Link is allowed to stand and has counterintuitive timing so it is not in standard logic.&lt;br /&gt;
&lt;br /&gt;
== Crater’s Bean PoH with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using Hover Boots to reach the Piece of Heart atop the volcano in Death Mountain Crater. The path involves walking up a very steep slope that is not visibly walkable so it is not in normal logic.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Cucco ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using a Cucco on Zora River to enter Zora’s Domain as a child without playing Zelda’s Lullaby. It requires slipping behind the waterfall trickily from the left side.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider this similar trick to the above except as an adult with Hover Boots. This is actually a lot more difficult even though it can be done from either side of the waterfall.&lt;br /&gt;
&lt;br /&gt;
== Fewer Tunic Requirements ==&lt;br /&gt;
&lt;br /&gt;
This relaxes the tunic requirements by the logic somewhat. Normally the logic expects a Goron Tunic to enter Fire Temple or complete the Fire Trial in Ganon’s Castle and a Zora Tunic to enter Water Temple, collect the underwater silver rupees in Gerudo Training Grounds, or obtain the Piece of Heart at the bottom of the frozen Zora’s Fountain. With this flag set, the Goron Tunic will not be required to actually enter Fire Temple, only to fight Volvagia or to reach the upper floors. The Zora Tunic requirements are removed completely except to reach the chest at the bottom of the central pillar in Water Temple.&lt;br /&gt;
&lt;br /&gt;
== Morpha with Gold Scale ==&lt;br /&gt;
&lt;br /&gt;
This setting allows entry to the Water Temple with the Gold Scale to be considered. Since you cannot backtrack into Water Temple without Iron Boots, only the Spiritual Stone or Medallion obtained from defeating Morpha can be considered by logic either way; since you need the Water Temple Boss Key and Longshot to access Morpha normally, this means that this setting is only relevant in either keysanity or keysy relative to the locations of Boss Keys.&lt;br /&gt;
&lt;br /&gt;
== Lens of Truth ==&lt;br /&gt;
&lt;br /&gt;
This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Required Everywhere ===&lt;br /&gt;
&lt;br /&gt;
This setting requires the Lens of Truth to interact with any invisible object except for whatever was required in the original game to obtain the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland and Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
=== Only Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== Skip Tower Collapse Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Interior Castle Guard Stealth Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes entering the crawlspace at Hyrule Castle to deposit the player directly into the Castle Courtyard, bypassing the guard evasion sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Epona Race ==&lt;br /&gt;
&lt;br /&gt;
This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
== Fast Chest Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
== Random Big Poe Target Count ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10. Alternatively, the number of Big Poes requires can be selected manually with the slider below. Note that Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
== Start with Scarecrow’s Song ==&lt;br /&gt;
&lt;br /&gt;
This flag causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. The box below can be used to specify the particular desired Scarecrow’s Song. This song must be exactly eight notes long and must contain at least two different notes.&lt;br /&gt;
&lt;br /&gt;
== Randomize Ocarina Song Notes ==&lt;br /&gt;
&lt;br /&gt;
This flag randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs.&lt;br /&gt;
&lt;br /&gt;
== Chest Size Matches Contents ==&lt;br /&gt;
&lt;br /&gt;
This flag causes keys, Ice Traps, and items flagged as progression items to appear in large treasure chests while other items will be in small treasure chests. This means that players can choose to skip small treasure chests since they will only contain handy, not essential, items.&lt;br /&gt;
&lt;br /&gt;
== Clearer Hints ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players who do not have English as their first language, but the hints will be less “fun” and less like the sorts of things that would be said in the original game.&lt;br /&gt;
&lt;br /&gt;
== Gossip Stones ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the behavior of Gossip Stones to give hints to players. The hints will be distributed as such:&lt;br /&gt;
&lt;br /&gt;
-If the required number of trials is 1-3, a hint will be added for each trial that must be done. If the required number of trials is 4 or 5, a hint will be added for each trial that can be skipped. -Hints will be added for every one of the “always” locations that is allowed to have a random possibly valuable item under the current settings. These hints will tell the player what item is at each of these locations. These locations are the rewards for 30, 40, and 50 Gold Skulltula Tokens, the item obtained from Biggoron by showing the Claim Check, the item obtained from the Big Poe vendor, both the song and the item slots at the Ocarina of Time, and the item obtained from showing the Mask of Truth at the Deku Theater. -Some hints will be given for items at a randomly selected number of other locations that are generally somewhat inconvenient to check. The total number of these hints will be either 11 or 12 minus the number of always hints placed. -3 or 4 hints will be given naming a specific non-dungeon specific item that can be found in a randomly chosen dungeon. -1 to 4 hints will be given naming a specific item found in a specific overworld region. Which part of this range is used is determined in part by how many trial hints are given. -4 to 6 hints will be given naming what region specific progression items other than Gold Skulltula Tokens can be found. -3 or 4 hints will be given naming specific regions that are “on the way of the hero” and thus contain at least one required progression item. -All remaining hints (33 total unique Gossip Stones exist) will be filled with non-information junk hints.&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to specify which item is required to interact with the Gossip Stones. The Stone of Agony is the default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones. The default Mask of Truth can be used, but this has the downside that the Mask of Truth can only be obtained with all Spiritual Stones which tends to make the hints not useful, and using the Mask of Truth requires being a child which is another big downside. There is also an option for the information to just be free for those wanting an easier mode.&lt;br /&gt;
&lt;br /&gt;
== Text Shuffle ==&lt;br /&gt;
&lt;br /&gt;
This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
&lt;br /&gt;
=== No Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Leave the text alone.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled except Hints and Keys ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text other than the useful text giving the player information.&lt;br /&gt;
&lt;br /&gt;
=== All Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to tweak the item pool to make a somewhat harder experience.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Leave the item pool alone.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&lt;br /&gt;
Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
&lt;br /&gt;
=== Very Hard ===&lt;br /&gt;
&lt;br /&gt;
In addition to the items from Hard, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
== Damage Multiplier ==&lt;br /&gt;
&lt;br /&gt;
This setting changes the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Link takes normal damage.&lt;br /&gt;
&lt;br /&gt;
=== OHKO ===&lt;br /&gt;
&lt;br /&gt;
Link dies in one hit. Ice Traps are removed, and at least one Nayru’s Love is in the item pool.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
&lt;br /&gt;
== Background Music ==&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Do not alter the background music.&lt;br /&gt;
&lt;br /&gt;
=== No Music ===&lt;br /&gt;
&lt;br /&gt;
Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
&lt;br /&gt;
=== Random ===&lt;br /&gt;
&lt;br /&gt;
Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
&lt;br /&gt;
== Kokiri Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s default Kokiri Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu.&lt;br /&gt;
&lt;br /&gt;
=== Most Colors ===&lt;br /&gt;
&lt;br /&gt;
Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Choose a random color from the set of pre-made colors.&lt;br /&gt;
&lt;br /&gt;
=== Completely Random ===&lt;br /&gt;
&lt;br /&gt;
Generate a random color with numerically random RGB values.&lt;br /&gt;
&lt;br /&gt;
=== Custom Color ===&lt;br /&gt;
&lt;br /&gt;
A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
== Goron Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Goron Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Zora Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Zora Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Low Health SFX ==&lt;br /&gt;
&lt;br /&gt;
This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
&lt;br /&gt;
=== Particular Sounds ===&lt;br /&gt;
&lt;br /&gt;
Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Play a random SFX from the list of choices.&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
&lt;br /&gt;
Disable low health heart beeps altogether.&lt;br /&gt;
&lt;br /&gt;
== Navi Color ==&lt;br /&gt;
&lt;br /&gt;
These options can be used to set Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors.&lt;br /&gt;
&lt;br /&gt;
== Navi Hint ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
== Navi Enemy Target ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
= Command Line Options =&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--check_version&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the latest version number online (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--checked_version CHECKED_VERSION&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the specified version number instead of a number from online.&lt;br /&gt;
&amp;lt;pre&amp;gt;--rom ROM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to a The Legend of Zelda: Ocarina of Time NTSC-US v1.0 ROM. (default: ZOOTDEC.z64)&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_dir OUTPUT_DIR&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to output directory for rom generation.&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--count COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the count option (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--world_count WORLD_COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to create a multi-world generation for co-op seeds. World count is the number of players. Warning: Increasing the world count will drastically increase generation time. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--player_num PLAYER_NUM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to select world to generate when there are multiple worlds. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--create_spoiler&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Output a Spoiler File (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--compress_rom [{True,False,None}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a compressed version of the output rom file. True: Compresses. Improves stability. Will take longer to generate False: Uncompressed. Unstable on emulator. Faster generation None: No ROM Output. Creates spoiler log only (default: True)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_forest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether Kokiri children obstruct your path at the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_kakariko&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gate in Kakariko Village to Death Mountain Trail is always open, instead of needing Zelda’s Letter. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_door_of_time&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether the Door of Time is open from the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gerudo_fortress [{normal,fast,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select how much of Gerudo Fortress is required. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bridge [{medallions,vanilla,dungeons,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the condition to spawn the Rainbow Bridge to Ganon’s Castle. (default: medallions)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bombchus_in_logic&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes how the logic considers Bombchus and other Bombchu related mechanics (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--one_item_per_dungeon&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each dungeon will have exactly one major item. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials [{0,1,2,3,4,5,6}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle (default: 6)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_escape_sequence&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the tower collapse sequence after defeating Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_guard_stealth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the guard evasion sequence in Hyrule Castle (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_epona_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the need to race Ingo to acquire Epona (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--fast_chests&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Causes all chests to open with a fast animation (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count [{1,2,3,4,5,6,7,8,9,10}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item (default: 10)&lt;br /&gt;
&amp;lt;pre&amp;gt;--free_scarecrow&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start the game with the Scarecrow’s Song activated and Pierre possible for the adult to summon (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--scarecrow_song [SCARECROW_SONG]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set Scarecrow’s Song if –free_scarecrow is used. Valid notes: A, U, L, R, D (default: DAAAAAAA)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_kokiri_sword&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Kokiri Sword as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_weird_egg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Weird Egg as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_ocarinas&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the two ocarinas as randomized items (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_song_items&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Treat the ocarina songs as normal items and shuffle them into the general item pool (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_gerudo_card&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Gerudo Card to access Gerudo Training Grounds as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_scrubs [{off,low,regular,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include all Deku Scrub Salesmen as randomized item and determine their prices (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shopsanity [{off,0,1,2,3,4,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize shop items and add the chosen number of items from the general item pool to shop inventories (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_mapcompass [{remove,startwith,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Maps and Compasses can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_smallkeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Small Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_bosskeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Boss Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--enhance_map_compass&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change the functionality of the Map and Compass to give information about their dungeons. The Temple of Time Altar will no longer provide any dungeon information. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--unlocked_ganondorf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove the Boss Key door leading to Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--tokensanity [{off,dungeons,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the chosen Gold Skulltula Token locations in the item shuffle (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons [{0,1,2,3,4,5,6,7,8,9,10,11,12}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons (default: 0)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_skulltulas [{0,10,20,30,40,50}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the maximum number of Gold Skulltula Tokens that could be required (default: 50)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_night_tokens_without_suns_song&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change logic to expect Sun’s Song to defeat nighttime Gold Skulltulas (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_big_poes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the Big Poe vendor from having a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_child_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as a child from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_adult_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as an adult from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_skull_mask&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Skull Mask at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_mask_of_truth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Mask of Truth at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_1500_archery&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by scoring 1500 points at horseback archery from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_memory_game&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by completing the ocarina memory game in the Lost Woods from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_second_dampe_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize won by finishing the second Dampe race in under 1 minute from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_biggoron&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Claim Check to Biggoron from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_earliest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the earliest item in the adult trade sequence that can be found in the item pool (default: pocket_egg)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_latest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the latest item in the adult trade sequence that can be found in the item pool (default: claim_check)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_tricks&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider a large number of minor tricks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_man_on_roof&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the man on the roof in Kakariko Village with a sidehop from the tower (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_child_deadhand&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the child defeating Deadhand with only Deku Sticks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_dc_jump&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to bypass the second Lizalfos fight room in Dodongo’s Cavern as an adult with a simple jump (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_windmill_poh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart in the windmill as an adult with nothing (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_crater_bean_poh_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart on the volcano in Death Mountain Crater with Hover Boots (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_cucco&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as a child using a Cucco instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as an adult using Hover Boots instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_fewer_tunic_requirements&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reduce the number of locations for which the logic expects a tunic upgrade (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_morpha_with_scale&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allows entering Water Temple and beating Morpha with Gold Scale instead of Iron Boots. The Longshot and Boss Key are still required to reach the boss. This means that this option is only relevant in keysanity or keysy. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_lens [{chest,chest-wasteland,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set which hidden objects the logic expects the Lens of Truth to be used on (default: all)&lt;br /&gt;
&amp;lt;pre&amp;gt;--ocarina_songs&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize the particular notes that must be played for each of the 12 standard ocarina songs (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--correct_chest_sizes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set chest sizes based on contents (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--clearer_hints&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reword hints to be incredibly direct (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--hints [{none,mask,agony,always}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable hints from Gossip Stones and select the condition to read them (default: agony)&lt;br /&gt;
&amp;lt;pre&amp;gt;--text_shuffle [{none,except_hints,complete}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shuffle the chosen text randomly (default: none)&lt;br /&gt;
&amp;lt;pre&amp;gt;--difficulty [{normal,hard,very_hard}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alter the item pool to increase difficulty. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--damage_multiplier [{normal,ohko}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alters the amount of damage taken. The ohko option causes Link to die in one hit. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--default_targeting [{hold,switch}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the default Z-targeting setting. It can still be changed in the game’s options menu. (default: hold)&lt;br /&gt;
&amp;lt;pre&amp;gt;--background_music [{normal,off,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose whether the game’s background music will be left alone, disabled, or shuffled randomly. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--kokiricolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Kokiri Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Kokiri Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--goroncolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Goron Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Goron Red)&lt;br /&gt;
&amp;lt;pre&amp;gt;--zoracolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Zora Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Zora Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolordefault [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi in idle. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: White)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorenemy [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an enemy. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Yellow)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolornpc [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an NPC. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Light Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorprop [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting a prop. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxoverworld [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi wishes to speak with the player. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxenemytarget [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi targets an enemy. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--healthSFX [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Navi - Random&#039;, &#039;Navi - Hey!&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Iron Boots&#039;, &#039;Hammer&#039;, &#039;Sword Bounce&#039;, &#039;Bow&#039;, &#039;Gallop&#039;, &#039;Drawbridge&#039;, &#039;Switch&#039;, &#039;Bomb Bounce&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &#039;Bongo Bongo&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that loops at low health. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open the graphical user interface. Preloads selections with set command line parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=43</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=43"/>
		<updated>2018-11-27T09:06:39Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Readme&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
The OoT Randomizer offers many different settings to customize your play experience. Here’s a fully detailed list!&lt;br /&gt;
&lt;br /&gt;
= ROM Options =&lt;br /&gt;
&lt;br /&gt;
== Base Rom ==&lt;br /&gt;
&lt;br /&gt;
Specify the input ROM that will be used by the randomizer. Please be sure it is OoT US v1.0.&lt;br /&gt;
&lt;br /&gt;
== Output Directory ==&lt;br /&gt;
&lt;br /&gt;
Specify where the output ROM will be written on your computer.&lt;br /&gt;
&lt;br /&gt;
== Create Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
Decide whether to output a text file detailing where every item can be found and the sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
== Compress Rom ==&lt;br /&gt;
&lt;br /&gt;
Decide the format of the output ROM. Compressed is generally recommended for most users; this is necessary for injection into a .wad for use on the Virtual Console, and all known N64 emulators have significant crashing problems with uncompressed ROMs. Real N64 hardware doesn’t care so generation time can be improved by using the uncompressed option if you are playing on a real N64 with a flash cart. You can also choose not to output a ROM at all; this is useful if you just want to look at spoiler logs.&lt;br /&gt;
&lt;br /&gt;
== Default Targeting Option ==&lt;br /&gt;
&lt;br /&gt;
This option specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
== Multi-World Generation ==&lt;br /&gt;
&lt;br /&gt;
This option allows for multiple worlds to be generated to be used in co-op play. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op https://github.com/TestRunnerSRL/bizhawk-co-op]&lt;br /&gt;
&lt;br /&gt;
=== Player Count ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify how many players will be participating in this co-op playthrough.&lt;br /&gt;
&lt;br /&gt;
=== Player ID ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify which player number you are in particular. Each participant in the co-op should choose a different number starting with 1.&lt;br /&gt;
&lt;br /&gt;
== Setting String ==&lt;br /&gt;
&lt;br /&gt;
This is an 18 character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seed ==&lt;br /&gt;
&lt;br /&gt;
This is a string representing the particular configuration of items that will occur in your seed; the purpose is to combine a seed string with a specific&amp;amp;nbsp;settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
= Main Rules =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Forest ==&lt;br /&gt;
&lt;br /&gt;
Mido does not need to see a sword and shield to reach the Deku Tree and the Kokiri boy blocking the exit to the forest is gone. If this flag is not set, it is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, slingshot, and deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Kakariko Gate ==&lt;br /&gt;
&lt;br /&gt;
The gate leading up to Death Mountain from Kakariko Village is open from the beginning of the game. Normally this requires Zelda’s Letter to open. This allows more diverse routing early in the game and prevents very long walks in seeds with the Weird Egg shuffled. Two things are important to note. Showing Zelda’s Letter to the guard is still required to begin the Happy Mask sidequest and to receive a discount on purchasing Hylian Shields. The gate is simply gone for an adult no matter what.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Door of Time ==&lt;br /&gt;
&lt;br /&gt;
The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving&amp;amp;nbsp;Song of Time blocks, for playing to&amp;amp;nbsp;the frogs on Zora&#039;s River, or for other such uses. If this flag is not set, the Door of Time must be opened to become an adult as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress ==&lt;br /&gt;
&lt;br /&gt;
=== Default Behavior ===&lt;br /&gt;
&lt;br /&gt;
Gerudo Fortress will work the same way it did in the original game. All four carpenters must be rescued in order for the Gerudo woman who gives the Gerudo Card to appear and for the Gerudo to stop being hostile. Rescuing a carpenter requires having a Gerudo Fortress Small Key and defeating the corresponding guard.&lt;br /&gt;
&lt;br /&gt;
=== Rescue One Carpenter ===&lt;br /&gt;
&lt;br /&gt;
Only the bottom left carpenter must be rescued to complete Gerudo Fortress. Only one Gerudo Fortress Small Key will exist because of this.&lt;br /&gt;
&lt;br /&gt;
=== Start with Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The player will start with the Gerudo Card from the beginning of the game. The carpenters will be pre-rescued, and the bridge to Gerudo Fortress as an adult will be repaired from the beginning. The Gerudo Card is the requirement in the randomizer to enter Gerudo Training Grounds so it will be an accessible area from the moment adulthood is available.&lt;br /&gt;
&lt;br /&gt;
== Rainbow Bridge Requirement ==&lt;br /&gt;
&lt;br /&gt;
This determines the condition under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
&lt;br /&gt;
=== All Dungeons ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawn requires all medallions and spiritual stones to be in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
=== All Medallions ===&lt;br /&gt;
&lt;br /&gt;
All six of the medallions are required to open Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Vanilla ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawns under the same conditions it did in the original game, possession of the Light Arrows and having viewed the Zelda cutscene. This cutscene in the Temple of Time is triggered by possessing the Shadow and Spirit Medallions.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge is always present.&lt;br /&gt;
&lt;br /&gt;
== Random Number of Ganon’s Trials ==&lt;br /&gt;
&lt;br /&gt;
A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Alternatively, a specific number of trials can be specified with the slider below. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
== All Locations Reachable ==&lt;br /&gt;
&lt;br /&gt;
This option will set the logic to try to ensure Link can reach every item location in the game with the exception of “key for key” item locations (a single item spot behind a locked door containing the key to open the door). If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
== Bombchus Are Considered in Logic ==&lt;br /&gt;
&lt;br /&gt;
This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will be worth 20 Bombchus and subsequent packs will be worth 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar. With this option off, randomly found Bombchu items are not considered as logical progression, randomly found Bombchus will have specific denominations based on the values from the original game, and finding a Bomb Bag is what enables playing Bombchu Bowling and buying Bombchus from shops which will not have their inventories edited.&lt;br /&gt;
&lt;br /&gt;
== Dungeons Have One Major Item ==&lt;br /&gt;
&lt;br /&gt;
This option places one “major item” and one only in each of the dungeons. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle. The major items are any item usable with a c-button that is not simply a form of ammo (Bombchus are major only if “Bombchus are considered in logic” is on), songs, Mirror Shield, swords, tunics, boots, Double Defense, Magic Meter/Double Magic, Bullet Bags, Quivers, Bomb Bags, Strength Upgrades, Scales, Wallets, and the Stone of Agony. To be clear, this means that rupees, ammo, Deku Stick and Deku Nut ammo expansions, Pieces of Heart, Heart Containers, Gold Skulltula Tokens, Maps, Compasses, Small Keys, Boss Keys, Deku Shields, Hylian Shields, and Ice Traps are not considered major items. However, Small Keys and Boss Keys are considered major items if the appropriate “keysanity” settings are used. Note that unlike with the distribution of dungeon specific items like keys, this flag does consider the hands of the Desert Colossus as Spirit Temple locations, and to mirror the original game, Spirit Temple will get two items instead of just one.&lt;br /&gt;
&lt;br /&gt;
== Master Quest Dungeons ==&lt;br /&gt;
&lt;br /&gt;
With this option you can select a number of Master Quest dungeons to be included in your game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both. You may also opt for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Weird Egg ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Weird Egg given by child Malon to the shuffle. With this flag on, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child as well as Saria in Sacred Forest Meadow and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Ocarinas ==&lt;br /&gt;
&lt;br /&gt;
This flag adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are a progressive item; the first found will always be the Fairy Ocarina with the second being the Ocarina of Time even though the two are functionally identical. Without this flag on, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is always available at the gate of Castle Town as a child when all three Spiritual Stones are in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Songs with Items ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the 12 standard ocarina songs to the shuffle as normal items. With this flag on, the spots that contained songs in the original game will simply give Link a random item, and the songs can be found as items freely. Without this flag on, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a kid and then as an adult.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Gerudo Card ==&lt;br /&gt;
&lt;br /&gt;
This flag shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds, but it does not have any impact on the hostility of the Gerudo in Gerudo Fortress who still check for the carpenter rescue events. Without this flag, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Deku Salescrubs ==&lt;br /&gt;
&lt;br /&gt;
This flag makes every Deku Scrub Salesman in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Deku Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once a Deku Scrub Salesman is used, it will disappear from the world forever. The individual settings in the dropdown can be used to set the price of each Deku Scrub Salesman to 10 rupees, leave the prices as what they were in the original game, or set each price to a random value from 0 to 99 rupees. In all cases, the text for the Deku Scrub Salesmen will not update.&lt;br /&gt;
&lt;br /&gt;
== Shopsanity ==&lt;br /&gt;
&lt;br /&gt;
This setting randomizes the items sold in shops. When it is used, all shop items are randomly re-arranged among all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game, and this setting considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town; however, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. This setting overrides the “Bombchus considered in logic” editing of the shop item pool.&lt;br /&gt;
&lt;br /&gt;
=== Off ===&lt;br /&gt;
&lt;br /&gt;
This disables the Shopsanity feature.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (0 Items) ===&lt;br /&gt;
&lt;br /&gt;
This causes all of the Shopsanity features described above.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (1-4 Items) ===&lt;br /&gt;
&lt;br /&gt;
This not only causes all of the Shopsanity features described above, but it also adds 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of money. Lower value shop items are removed to make room for this, and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (Random Items) ===&lt;br /&gt;
&lt;br /&gt;
This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Dungeon Items ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to decide the natural distribution of dungeon items. Dungeon items can be found confined to their original dungeons, spread freely throughout the world, or prevented from existing completely. Items that are prevented from existing completely will be replaced in the item pool with an assortment of various low tier junk items. This feature can be specified for Maps/Compasses, Small Keys, and Boss Keys independently. If Small Keys or Boss Keys are prevented from existing, this will also remove all locks those keys would be used for from existing as well. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed.&lt;br /&gt;
&lt;br /&gt;
== Maps and Compasses Give Information ==&lt;br /&gt;
&lt;br /&gt;
This setting, only available if you start with Maps and Compasses or they are spread across the world, disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information.&lt;br /&gt;
&lt;br /&gt;
== Remove Ganon’s Door Boss Lock ==&lt;br /&gt;
&lt;br /&gt;
This setting removes the Boss Key lock from Ganon’s Tower. This removes the need to locate the Ganon’s Tower Boss Key to finish the game.&lt;br /&gt;
&lt;br /&gt;
== Tokensanity ==&lt;br /&gt;
&lt;br /&gt;
This setting shuffles the Gold Skulltula item drops into the general pool of locations. The player can choose only to include Gold skulltulas found in dungeons for a more mild version of this setting.&lt;br /&gt;
&lt;br /&gt;
= Detailed Logic =&lt;br /&gt;
&lt;br /&gt;
== Maximum Expected Skulltula Tokens ==&lt;br /&gt;
&lt;br /&gt;
This setting can be used to reduce the number of Gold Skulltula Tokens that may be required to finish the game.&lt;br /&gt;
&lt;br /&gt;
== No Nighttime Skulltulas without Sun’s Song ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the logic to expect the player to have an ocarina and the Sun’s Song to get Gold Skulltula locations that are only found at nighttime.&lt;br /&gt;
&lt;br /&gt;
== No Big Poes ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the Big Poe vendor will not have an important item.&lt;br /&gt;
&lt;br /&gt;
== No Child Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from child fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Adult Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from adult fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Skull Mask Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Skull Mask in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Mask of Truth Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Mask of Truth in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No 1500 Horseback Archery ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from scoring 1500 points at the horseback archery challenge at Gerudo Fortress is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Lost Woods Memory Game ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from winning the ocarina memory game in the Lost Woods is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Racing Dampe a Second Time ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from finishing with a sub-minute time in the second Dampe race is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Biggoron Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Claim Check to Biggoron is not an important item.&lt;br /&gt;
&lt;br /&gt;
== Adult Trade Sequence ==&lt;br /&gt;
&lt;br /&gt;
This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Enable All Tricks ==&lt;br /&gt;
&lt;br /&gt;
This is a button to turn on all of the trick related flags.&lt;br /&gt;
&lt;br /&gt;
== Various Advanced Tricks ==&lt;br /&gt;
&lt;br /&gt;
This setting allows a huge number of minor tricks to be allowed by the logic. Here is a complete list:&lt;br /&gt;
&lt;br /&gt;
-A precise jumpslash with either a Deku Stick or the Kokiri Sword can be used to reach a Gold Skulltula on some vines in standad Deku Tree. -The Bow can be used to knock down the stairs in Dodongo’s Cavern with two well timed shots. -The vines in Forest Temple leading to where the well drain switch is in the standard form can be barely reached with the standard Hookshot. -The well in Forest Temple can be crossed with just Hookshot by shooting as low as possible on the vines from the far side and swimming under the ceiling. This is possible in both versions but can only be required in Forest Temple MQ. -A Bombchu from the ground level can be used to hit the switch to bypass the block pushing puzzle in Forest Temple MQ. -A rusted switch under a Song of Time block in the standard Fire Temple can be hit by using Hammer into the block. -The location with the Boss Key chest in Fire Temple MQ can be reached without the Bow with very particular use of Din’s Fire. -The upper levels of the old boulder maze in Fire Temple MQ can be reached without explosives by using the Hammer through a wall. -In the standard Spirit Temple, the bridge on child side can be lowered with a carefully timed Bombchu. -The frozen switch in Spirit Temple MQ can be hit without a fire source by using the Bow and Song of Time very cleverly. -The chest in the basement of the standard Bottom of the Well can be reached with only a Strength Upgrade by using a jump slash with a lit Deku Stick to access the bomb flowers in the basement. -The silver rupees on the left side of Gerudo Training Grounds MQ can be collected with just Hookshot with a somewhat particular jump slash. -The first room of the Spirit Trail in Ganon’s Castle MQ can be cleared without the Bow by using a Hammer jump slash to hit the rusted switch through the thrones. -The Gold Skulltula in adult Kokiri Forest can be reached without the Hookshot by using Hover Boots off one of the roots. -The child can reach the chest on Death Mountain trail with just the Goron Bracelet by backwalking with the Bomb Flower intended to open Dodongo’s Cavern and throwing the Bomb Flower at the wall very quickly. -Gerudo Fortress can be cleared without any items other than those needed for access. The logic normally guarantees one of the Bow, Hookshot, or Hover Boots to help navigate the “kitchen”.&lt;br /&gt;
&lt;br /&gt;
Using this setting will also pre-set all of the lower logic flags to a reasonable configuration to match the trick level. These can then be edited as the player desires if the given configuration isn’t desired.&lt;br /&gt;
&lt;br /&gt;
== Man on Roof without Hookshot ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a trick in which the player does a sidehop off the tall tower in Kakariko Village to reach the man on the rooftop with no items.&lt;br /&gt;
&lt;br /&gt;
== Child Deadhand without Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider defeating the Deadhand in Bottom of the Well with Deku Sticks. This is not hard with use of the power crouch stab glitch, but consistently landing actual jump slashes on his unusual hitbox is pretty difficult and using normal slashes consumes 9 Deku Sticks.&lt;br /&gt;
&lt;br /&gt;
== Dodongo’s Cavern Spike Trap Room Jump without Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider that the adult can make a particularly useful jump in Dodongo’s Cavern to reach the area with the Bomb Bag chest early. Due to the precision of the jump, normally the logic expects Hover Boots to complete this path.&lt;br /&gt;
&lt;br /&gt;
== Windmill PoH as Adult with Nothing ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a jump the adult can make in the windmill to reach the Piece of Heart within with no items. The jump requires leaping from an object on which it is not obvious Link is allowed to stand and has counterintuitive timing so it is not in standard logic.&lt;br /&gt;
&lt;br /&gt;
== Crater’s Bean PoH with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using Hover Boots to reach the Piece of Heart atop the volcano in Death Mountain Crater. The path involves walking up a very steep slope that is not visibly walkable so it is not in normal logic.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Cucco ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using a Cucco on Zora River to enter Zora’s Domain as a child without playing Zelda’s Lullaby. It requires slipping behind the waterfall trickily from the left side.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider this similar trick to the above except as an adult with Hover Boots. This is actually a lot more difficult even though it can be done from either side of the waterfall.&lt;br /&gt;
&lt;br /&gt;
== Fewer Tunic Requirements ==&lt;br /&gt;
&lt;br /&gt;
This relaxes the tunic requirements by the logic somewhat. Normally the logic expects a Goron Tunic to enter Fire Temple or complete the Fire Trial in Ganon’s Castle and a Zora Tunic to enter Water Temple, collect the underwater silver rupees in Gerudo Training Grounds, or obtain the Piece of Heart at the bottom of the frozen Zora’s Fountain. With this flag set, the Goron Tunic will not be required to actually enter Fire Temple, only to fight Volvagia or to reach the upper floors. The Zora Tunic requirements are removed completely except to reach the chest at the bottom of the central pillar in Water Temple.&lt;br /&gt;
&lt;br /&gt;
== Morpha with Gold Scale ==&lt;br /&gt;
&lt;br /&gt;
This setting allows entry to the Water Temple with the Gold Scale to be considered. Since you cannot backtrack into Water Temple without Iron Boots, only the Spiritual Stone or Medallion obtained from defeating Morpha can be considered by logic either way; since you need the Water Temple Boss Key and Longshot to access Morpha normally, this means that this setting is only relevant in either keysanity or keysy relative to the locations of Boss Keys.&lt;br /&gt;
&lt;br /&gt;
== Lens of Truth ==&lt;br /&gt;
&lt;br /&gt;
This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Required Everywhere ===&lt;br /&gt;
&lt;br /&gt;
This setting requires the Lens of Truth to interact with any invisible object except for whatever was required in the original game to obtain the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland and Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
=== Only Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== Skip Tower Collapse Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Interior Castle Guard Stealth Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes entering the crawlspace at Hyrule Castle to deposit the player directly into the Castle Courtyard, bypassing the guard evasion sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Epona Race ==&lt;br /&gt;
&lt;br /&gt;
This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
== Fast Chest Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
== Random Big Poe Target Count ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10. Alternatively, the number of Big Poes requires can be selected manually with the slider below. Note that Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
== Start with Scarecrow’s Song ==&lt;br /&gt;
&lt;br /&gt;
This flag causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. The box below can be used to specify the particular desired Scarecrow’s Song. This song must be exactly eight notes long and must contain at least two different notes.&lt;br /&gt;
&lt;br /&gt;
== Randomize Ocarina Song Notes ==&lt;br /&gt;
&lt;br /&gt;
This flag randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs.&lt;br /&gt;
&lt;br /&gt;
== Chest Size Matches Contents ==&lt;br /&gt;
&lt;br /&gt;
This flag causes keys, Ice Traps, and items flagged as progression items to appear in large treasure chests while other items will be in small treasure chests. This means that players can choose to skip small treasure chests since they will only contain handy, not essential, items.&lt;br /&gt;
&lt;br /&gt;
== Clearer Hints ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players who do not have English as their first language, but the hints will be less “fun” and less like the sorts of things that would be said in the original game.&lt;br /&gt;
&lt;br /&gt;
== Gossip Stones ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the behavior of Gossip Stones to give hints to players. The hints will be distributed as such:&lt;br /&gt;
&lt;br /&gt;
-If the required number of trials is 1-3, a hint will be added for each trial that must be done. If the required number of trials is 4 or 5, a hint will be added for each trial that can be skipped. -Hints will be added for every one of the “always” locations that is allowed to have a random possibly valuable item under the current settings. These hints will tell the player what item is at each of these locations. These locations are the rewards for 30, 40, and 50 Gold Skulltula Tokens, the item obtained from Biggoron by showing the Claim Check, the item obtained from the Big Poe vendor, both the song and the item slots at the Ocarina of Time, and the item obtained from showing the Mask of Truth at the Deku Theater. -Some hints will be given for items at a randomly selected number of other locations that are generally somewhat inconvenient to check. The total number of these hints will be either 11 or 12 minus the number of always hints placed. -3 or 4 hints will be given naming a specific non-dungeon specific item that can be found in a randomly chosen dungeon. -1 to 4 hints will be given naming a specific item found in a specific overworld region. Which part of this range is used is determined in part by how many trial hints are given. -4 to 6 hints will be given naming what region specific progression items other than Gold Skulltula Tokens can be found. -3 or 4 hints will be given naming specific regions that are “on the way of the hero” and thus contain at least one required progression item. -All remaining hints (33 total unique Gossip Stones exist) will be filled with non-information junk hints.&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to specify which item is required to interact with the Gossip Stones. The Stone of Agony is the default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones. The default Mask of Truth can be used, but this has the downside that the Mask of Truth can only be obtained with all Spiritual Stones which tends to make the hints not useful, and using the Mask of Truth requires being a child which is another big downside. There is also an option for the information to just be free for those wanting an easier mode.&lt;br /&gt;
&lt;br /&gt;
== Text Shuffle ==&lt;br /&gt;
&lt;br /&gt;
This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
&lt;br /&gt;
=== No Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Leave the text alone.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled except Hints and Keys ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text other than the useful text giving the player information.&lt;br /&gt;
&lt;br /&gt;
=== All Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to tweak the item pool to make a somewhat harder experience.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Leave the item pool alone.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&lt;br /&gt;
Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
&lt;br /&gt;
=== Very Hard ===&lt;br /&gt;
&lt;br /&gt;
In addition to the items from Hard, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
== Damage Multiplier ==&lt;br /&gt;
&lt;br /&gt;
This setting changes the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Link takes normal damage.&lt;br /&gt;
&lt;br /&gt;
=== OHKO ===&lt;br /&gt;
&lt;br /&gt;
Link dies in one hit. Ice Traps are removed, and at least one Nayru’s Love is in the item pool.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
&lt;br /&gt;
== Background Music ==&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Do not alter the background music.&lt;br /&gt;
&lt;br /&gt;
=== No Music ===&lt;br /&gt;
&lt;br /&gt;
Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
&lt;br /&gt;
=== Random ===&lt;br /&gt;
&lt;br /&gt;
Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
&lt;br /&gt;
== Kokiri Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s default Kokiri Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu.&lt;br /&gt;
&lt;br /&gt;
=== Most Colors ===&lt;br /&gt;
&lt;br /&gt;
Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Choose a random color from the set of pre-made colors.&lt;br /&gt;
&lt;br /&gt;
=== Completely Random ===&lt;br /&gt;
&lt;br /&gt;
Generate a random color with numerically random RGB values.&lt;br /&gt;
&lt;br /&gt;
=== Custom Color ===&lt;br /&gt;
&lt;br /&gt;
A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
== Goron Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Goron Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Zora Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Zora Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Low Health SFX ==&lt;br /&gt;
&lt;br /&gt;
This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
&lt;br /&gt;
=== Particular Sounds ===&lt;br /&gt;
&lt;br /&gt;
Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Play a random SFX from the list of choices.&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
&lt;br /&gt;
Disable low health heart beeps altogether.&lt;br /&gt;
&lt;br /&gt;
== Navi Color ==&lt;br /&gt;
&lt;br /&gt;
These options can be used to set Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors.&lt;br /&gt;
&lt;br /&gt;
== Navi Hint ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
== Navi Enemy Target ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
= Command Line Options =&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--check_version&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the latest version number online (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--checked_version CHECKED_VERSION&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the specified version number instead of a number from online.&lt;br /&gt;
&amp;lt;pre&amp;gt;--rom ROM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to a The Legend of Zelda: Ocarina of Time NTSC-US v1.0 ROM. (default: ZOOTDEC.z64)&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_dir OUTPUT_DIR&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to output directory for rom generation.&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--count COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the count option (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--world_count WORLD_COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to create a multi-world generation for co-op seeds. World count is the number of players. Warning: Increasing the world count will drastically increase generation time. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--player_num PLAYER_NUM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to select world to generate when there are multiple worlds. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--create_spoiler&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Output a Spoiler File (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--compress_rom [{True,False,None}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a compressed version of the output rom file. True: Compresses. Improves stability. Will take longer to generate False: Uncompressed. Unstable on emulator. Faster generation None: No ROM Output. Creates spoiler log only (default: True)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_forest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether Kokiri children obstruct your path at the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_kakariko&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gate in Kakariko Village to Death Mountain Trail is always open, instead of needing Zelda’s Letter. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_door_of_time&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether the Door of Time is open from the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gerudo_fortress [{normal,fast,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select how much of Gerudo Fortress is required. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bridge [{medallions,vanilla,dungeons,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the condition to spawn the Rainbow Bridge to Ganon’s Castle. (default: medallions)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bombchus_in_logic&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes how the logic considers Bombchus and other Bombchu related mechanics (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--one_item_per_dungeon&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each dungeon will have exactly one major item. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials [{0,1,2,3,4,5,6}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle (default: 6)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_escape_sequence&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the tower collapse sequence after defeating Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_guard_stealth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the guard evasion sequence in Hyrule Castle (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_epona_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the need to race Ingo to acquire Epona (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--fast_chests&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Causes all chests to open with a fast animation (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count [{1,2,3,4,5,6,7,8,9,10}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item (default: 10)&lt;br /&gt;
&amp;lt;pre&amp;gt;--free_scarecrow&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start the game with the Scarecrow’s Song activated and Pierre possible for the adult to summon (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--scarecrow_song [SCARECROW_SONG]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set Scarecrow’s Song if –free_scarecrow is used. Valid notes: A, U, L, R, D (default: DAAAAAAA)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_kokiri_sword&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Kokiri Sword as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_weird_egg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Weird Egg as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_ocarinas&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the two ocarinas as randomized items (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_song_items&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Treat the ocarina songs as normal items and shuffle them into the general item pool (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_gerudo_card&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Gerudo Card to access Gerudo Training Grounds as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_scrubs [{off,low,regular,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include all Deku Scrub Salesmen as randomized item and determine their prices (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shopsanity [{off,0,1,2,3,4,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize shop items and add the chosen number of items from the general item pool to shop inventories (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_mapcompass [{remove,startwith,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Maps and Compasses can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_smallkeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Small Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_bosskeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Boss Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--enhance_map_compass&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change the functionality of the Map and Compass to give information about their dungeons. The Temple of Time Altar will no longer provide any dungeon information. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--unlocked_ganondorf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove the Boss Key door leading to Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--tokensanity [{off,dungeons,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the chosen Gold Skulltula Token locations in the item shuffle (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons [{0,1,2,3,4,5,6,7,8,9,10,11,12}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons (default: 0)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_skulltulas [{0,10,20,30,40,50}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the maximum number of Gold Skulltula Tokens that could be required (default: 50)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_night_tokens_without_suns_song&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change logic to expect Sun’s Song to defeat nighttime Gold Skulltulas (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_big_poes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the Big Poe vendor from having a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_child_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as a child from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_adult_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as an adult from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_skull_mask&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Skull Mask at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_mask_of_truth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Mask of Truth at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_1500_archery&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by scoring 1500 points at horseback archery from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_memory_game&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by completing the ocarina memory game in the Lost Woods from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_second_dampe_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize won by finishing the second Dampe race in under 1 minute from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_biggoron&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Claim Check to Biggoron from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_earliest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the earliest item in the adult trade sequence that can be found in the item pool (default: pocket_egg)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_latest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the latest item in the adult trade sequence that can be found in the item pool (default: claim_check)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_tricks&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider a large number of minor tricks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_man_on_roof&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the man on the roof in Kakariko Village with a sidehop from the tower (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_child_deadhand&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the child defeating Deadhand with only Deku Sticks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_dc_jump&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to bypass the second Lizalfos fight room in Dodongo’s Cavern as an adult with a simple jump (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_windmill_poh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart in the windmill as an adult with nothing (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_crater_bean_poh_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart on the volcano in Death Mountain Crater with Hover Boots (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_cucco&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as a child using a Cucco instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as an adult using Hover Boots instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_fewer_tunic_requirements&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reduce the number of locations for which the logic expects a tunic upgrade (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_morpha_with_scale&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allows entering Water Temple and beating Morpha with Gold Scale instead of Iron Boots. The Longshot and Boss Key are still required to reach the boss. This means that this option is only relevant in keysanity or keysy. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_lens [{chest,chest-wasteland,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set which hidden objects the logic expects the Lens of Truth to be used on (default: all)&lt;br /&gt;
&amp;lt;pre&amp;gt;--ocarina_songs&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize the particular notes that must be played for each of the 12 standard ocarina songs (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--correct_chest_sizes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set chest sizes based on contents (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--clearer_hints&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reword hints to be incredibly direct (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--hints [{none,mask,agony,always}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable hints from Gossip Stones and select the condition to read them (default: agony)&lt;br /&gt;
&amp;lt;pre&amp;gt;--text_shuffle [{none,except_hints,complete}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shuffle the chosen text randomly (default: none)&lt;br /&gt;
&amp;lt;pre&amp;gt;--difficulty [{normal,hard,very_hard}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alter the item pool to increase difficulty. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--damage_multiplier [{normal,ohko}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alters the amount of damage taken. The ohko option causes Link to die in one hit. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--default_targeting [{hold,switch}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the default Z-targeting setting. It can still be changed in the game’s options menu. (default: hold)&lt;br /&gt;
&amp;lt;pre&amp;gt;--background_music [{normal,off,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose whether the game’s background music will be left alone, disabled, or shuffled randomly. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--kokiricolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Kokiri Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Kokiri Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--goroncolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Goron Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Goron Red)&lt;br /&gt;
&amp;lt;pre&amp;gt;--zoracolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Zora Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Zora Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolordefault [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi in idle. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: White)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorenemy [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an enemy. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Yellow)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolornpc [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an NPC. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Light Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorprop [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting a prop. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxoverworld [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi wishes to speak with the player. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxenemytarget [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi targets an enemy. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--healthSFX [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Navi - Random&#039;, &#039;Navi - Hey!&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Iron Boots&#039;, &#039;Hammer&#039;, &#039;Sword Bounce&#039;, &#039;Bow&#039;, &#039;Gallop&#039;, &#039;Drawbridge&#039;, &#039;Switch&#039;, &#039;Bomb Bounce&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &#039;Bongo Bongo&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that loops at low health. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open the graphical user interface. Preloads selections with set command line parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=42</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=42"/>
		<updated>2018-11-27T09:04:42Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Readme&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
The OoT Randomizer offers many different settings to customize your play experience. Here’s a fully detailed list!&lt;br /&gt;
&lt;br /&gt;
= ROM Options =&lt;br /&gt;
&lt;br /&gt;
== Base Rom ==&lt;br /&gt;
&lt;br /&gt;
Specify the input ROM that will be used by the randomizer. Please be sure it is OoT US v1.0.&lt;br /&gt;
&lt;br /&gt;
== Output Directory ==&lt;br /&gt;
&lt;br /&gt;
Specify where the output ROM will be written on your computer.&lt;br /&gt;
&lt;br /&gt;
== Create Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
Decide whether to output a text file detailing where every item can be found and the sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
== Compress Rom ==&lt;br /&gt;
&lt;br /&gt;
Decide the format of the output ROM. Compressed is generally recommended for most users; this is necessary for injection into a .wad for use on the Virtual Console, and all known N64 emulators have significant crashing problems with uncompressed ROMs. Real N64 hardware doesn’t care so generation time can be improved by using the uncompressed option if you are playing on a real N64 with a flash cart. You can also choose not to output a ROM at all; this is useful if you just want to look at spoiler logs.&lt;br /&gt;
&lt;br /&gt;
== Default Targeting Option ==&lt;br /&gt;
&lt;br /&gt;
This option specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
== Multi-World Generation ==&lt;br /&gt;
&lt;br /&gt;
This option allows for multiple worlds to be generated to be used in co-op play. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op https://github.com/TestRunnerSRL/bizhawk-co-op]&lt;br /&gt;
&lt;br /&gt;
=== Player Count ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify how many players will be participating in this co-op playthrough.&lt;br /&gt;
&lt;br /&gt;
=== Player ID ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify which player number you are in particular. Each participant in the co-op should choose a different number starting with 1.&lt;br /&gt;
&lt;br /&gt;
== Setting String ==&lt;br /&gt;
&lt;br /&gt;
This is an 18 character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seed ==&lt;br /&gt;
&lt;br /&gt;
This is a string representing the particular configuration of items that will occur in your seed; the purpose is to combine a seed string with a specific&amp;amp;nbsp;settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
= Main Rules =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Forest ==&lt;br /&gt;
&lt;br /&gt;
Mido does not need to see a sword and shield to reach the Deku Tree and the Kokiri boy blocking the exit to the forest is gone. If this flag is not set, it is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, slingshot, and deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Kakariko Gate ==&lt;br /&gt;
&lt;br /&gt;
The gate leading up to Death Mountain from Kakariko Village is open from the beginning of the game. Normally this requires Zelda’s Letter to open. This allows more diverse routing early in the game and prevents very long walks in seeds with the Weird Egg shuffled. Two things are important to note. Showing Zelda’s Letter to the guard is still required to begin the Happy Mask sidequest and to receive a discount on purchasing Hylian Shields. The gate is simply gone for an adult no matter what.&lt;br /&gt;
&lt;br /&gt;
== Open Door of Time ==&lt;br /&gt;
&lt;br /&gt;
The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful to move Song of Time blocks, play songs for the frogs on Zora River, or for other such uses. If this flag is not used, the Door of Time must be opened to become an adult as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular and the Spiritual Stones have nothing to do with this.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress ==&lt;br /&gt;
&lt;br /&gt;
=== Default Behavior ===&lt;br /&gt;
&lt;br /&gt;
Gerudo Fortress will work the same way it did in the original game. All four carpenters must be rescued in order for the Gerudo woman who gives the Gerudo Card to appear and for the Gerudo to stop being hostile. Rescuing a carpenter requires having a Gerudo Fortress Small Key and defeating the corresponding guard.&lt;br /&gt;
&lt;br /&gt;
=== Rescue One Carpenter ===&lt;br /&gt;
&lt;br /&gt;
Only the bottom left carpenter must be rescued to complete Gerudo Fortress. Only one Gerudo Fortress Small Key will exist because of this.&lt;br /&gt;
&lt;br /&gt;
=== Start with Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The player will start with the Gerudo Card from the beginning of the game. The carpenters will be pre-rescued, and the bridge to Gerudo Fortress as an adult will be repaired from the beginning. The Gerudo Card is the requirement in the randomizer to enter Gerudo Training Grounds so it will be an accessible area from the moment adulthood is available.&lt;br /&gt;
&lt;br /&gt;
== Rainbow Bridge Requirement ==&lt;br /&gt;
&lt;br /&gt;
This determines the condition under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
&lt;br /&gt;
=== All Dungeons ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawn requires all medallions and spiritual stones to be in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
=== All Medallions ===&lt;br /&gt;
&lt;br /&gt;
All six of the medallions are required to open Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Vanilla ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawns under the same conditions it did in the original game, possession of the Light Arrows and having viewed the Zelda cutscene. This cutscene in the Temple of Time is triggered by possessing the Shadow and Spirit Medallions.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge is always present.&lt;br /&gt;
&lt;br /&gt;
== Random Number of Ganon’s Trials ==&lt;br /&gt;
&lt;br /&gt;
A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Alternatively, a specific number of trials can be specified with the slider below. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
== All Locations Reachable ==&lt;br /&gt;
&lt;br /&gt;
This option will set the logic to try to ensure Link can reach every item location in the game with the exception of “key for key” item locations (a single item spot behind a locked door containing the key to open the door). If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
== Bombchus Are Considered in Logic ==&lt;br /&gt;
&lt;br /&gt;
This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will be worth 20 Bombchus and subsequent packs will be worth 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar. With this option off, randomly found Bombchu items are not considered as logical progression, randomly found Bombchus will have specific denominations based on the values from the original game, and finding a Bomb Bag is what enables playing Bombchu Bowling and buying Bombchus from shops which will not have their inventories edited.&lt;br /&gt;
&lt;br /&gt;
== Dungeons Have One Major Item ==&lt;br /&gt;
&lt;br /&gt;
This option places one “major item” and one only in each of the dungeons. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle. The major items are any item usable with a c-button that is not simply a form of ammo (Bombchus are major only if “Bombchus are considered in logic” is on), songs, Mirror Shield, swords, tunics, boots, Double Defense, Magic Meter/Double Magic, Bullet Bags, Quivers, Bomb Bags, Strength Upgrades, Scales, Wallets, and the Stone of Agony. To be clear, this means that rupees, ammo, Deku Stick and Deku Nut ammo expansions, Pieces of Heart, Heart Containers, Gold Skulltula Tokens, Maps, Compasses, Small Keys, Boss Keys, Deku Shields, Hylian Shields, and Ice Traps are not considered major items. However, Small Keys and Boss Keys are considered major items if the appropriate “keysanity” settings are used. Note that unlike with the distribution of dungeon specific items like keys, this flag does consider the hands of the Desert Colossus as Spirit Temple locations, and to mirror the original game, Spirit Temple will get two items instead of just one.&lt;br /&gt;
&lt;br /&gt;
== Master Quest Dungeons ==&lt;br /&gt;
&lt;br /&gt;
With this option you can select a number of Master Quest dungeons to be included in your game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both. You may also opt for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Weird Egg ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Weird Egg given by child Malon to the shuffle. With this flag on, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child as well as Saria in Sacred Forest Meadow and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Ocarinas ==&lt;br /&gt;
&lt;br /&gt;
This flag adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are a progressive item; the first found will always be the Fairy Ocarina with the second being the Ocarina of Time even though the two are functionally identical. Without this flag on, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is always available at the gate of Castle Town as a child when all three Spiritual Stones are in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Songs with Items ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the 12 standard ocarina songs to the shuffle as normal items. With this flag on, the spots that contained songs in the original game will simply give Link a random item, and the songs can be found as items freely. Without this flag on, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a kid and then as an adult.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Gerudo Card ==&lt;br /&gt;
&lt;br /&gt;
This flag shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds, but it does not have any impact on the hostility of the Gerudo in Gerudo Fortress who still check for the carpenter rescue events. Without this flag, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Deku Salescrubs ==&lt;br /&gt;
&lt;br /&gt;
This flag makes every Deku Scrub Salesman in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Deku Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once a Deku Scrub Salesman is used, it will disappear from the world forever. The individual settings in the dropdown can be used to set the price of each Deku Scrub Salesman to 10 rupees, leave the prices as what they were in the original game, or set each price to a random value from 0 to 99 rupees. In all cases, the text for the Deku Scrub Salesmen will not update.&lt;br /&gt;
&lt;br /&gt;
== Shopsanity ==&lt;br /&gt;
&lt;br /&gt;
This setting randomizes the items sold in shops. When it is used, all shop items are randomly re-arranged among all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game, and this setting considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town; however, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. This setting overrides the “Bombchus considered in logic” editing of the shop item pool.&lt;br /&gt;
&lt;br /&gt;
=== Off ===&lt;br /&gt;
&lt;br /&gt;
This disables the Shopsanity feature.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (0 Items) ===&lt;br /&gt;
&lt;br /&gt;
This causes all of the Shopsanity features described above.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (1-4 Items) ===&lt;br /&gt;
&lt;br /&gt;
This not only causes all of the Shopsanity features described above, but it also adds 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of money. Lower value shop items are removed to make room for this, and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (Random Items) ===&lt;br /&gt;
&lt;br /&gt;
This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Dungeon Items ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to decide the natural distribution of dungeon items. Dungeon items can be found confined to their original dungeons, spread freely throughout the world, or prevented from existing completely. Items that are prevented from existing completely will be replaced in the item pool with an assortment of various low tier junk items. This feature can be specified for Maps/Compasses, Small Keys, and Boss Keys independently. If Small Keys or Boss Keys are prevented from existing, this will also remove all locks those keys would be used for from existing as well. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed.&lt;br /&gt;
&lt;br /&gt;
== Maps and Compasses Give Information ==&lt;br /&gt;
&lt;br /&gt;
This setting, only available if you start with Maps and Compasses or they are spread across the world, disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information.&lt;br /&gt;
&lt;br /&gt;
== Remove Ganon’s Door Boss Lock ==&lt;br /&gt;
&lt;br /&gt;
This setting removes the Boss Key lock from Ganon’s Tower. This removes the need to locate the Ganon’s Tower Boss Key to finish the game.&lt;br /&gt;
&lt;br /&gt;
== Tokensanity ==&lt;br /&gt;
&lt;br /&gt;
This setting shuffles the Gold Skulltula item drops into the general pool of locations. The player can choose only to include Gold skulltulas found in dungeons for a more mild version of this setting.&lt;br /&gt;
&lt;br /&gt;
= Detailed Logic =&lt;br /&gt;
&lt;br /&gt;
== Maximum Expected Skulltula Tokens ==&lt;br /&gt;
&lt;br /&gt;
This setting can be used to reduce the number of Gold Skulltula Tokens that may be required to finish the game.&lt;br /&gt;
&lt;br /&gt;
== No Nighttime Skulltulas without Sun’s Song ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the logic to expect the player to have an ocarina and the Sun’s Song to get Gold Skulltula locations that are only found at nighttime.&lt;br /&gt;
&lt;br /&gt;
== No Big Poes ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the Big Poe vendor will not have an important item.&lt;br /&gt;
&lt;br /&gt;
== No Child Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from child fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Adult Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from adult fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Skull Mask Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Skull Mask in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Mask of Truth Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Mask of Truth in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No 1500 Horseback Archery ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from scoring 1500 points at the horseback archery challenge at Gerudo Fortress is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Lost Woods Memory Game ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from winning the ocarina memory game in the Lost Woods is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Racing Dampe a Second Time ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from finishing with a sub-minute time in the second Dampe race is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Biggoron Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Claim Check to Biggoron is not an important item.&lt;br /&gt;
&lt;br /&gt;
== Adult Trade Sequence ==&lt;br /&gt;
&lt;br /&gt;
This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Enable All Tricks ==&lt;br /&gt;
&lt;br /&gt;
This is a button to turn on all of the trick related flags.&lt;br /&gt;
&lt;br /&gt;
== Various Advanced Tricks ==&lt;br /&gt;
&lt;br /&gt;
This setting allows a huge number of minor tricks to be allowed by the logic. Here is a complete list:&lt;br /&gt;
&lt;br /&gt;
-A precise jumpslash with either a Deku Stick or the Kokiri Sword can be used to reach a Gold Skulltula on some vines in standad Deku Tree. -The Bow can be used to knock down the stairs in Dodongo’s Cavern with two well timed shots. -The vines in Forest Temple leading to where the well drain switch is in the standard form can be barely reached with the standard Hookshot. -The well in Forest Temple can be crossed with just Hookshot by shooting as low as possible on the vines from the far side and swimming under the ceiling. This is possible in both versions but can only be required in Forest Temple MQ. -A Bombchu from the ground level can be used to hit the switch to bypass the block pushing puzzle in Forest Temple MQ. -A rusted switch under a Song of Time block in the standard Fire Temple can be hit by using Hammer into the block. -The location with the Boss Key chest in Fire Temple MQ can be reached without the Bow with very particular use of Din’s Fire. -The upper levels of the old boulder maze in Fire Temple MQ can be reached without explosives by using the Hammer through a wall. -In the standard Spirit Temple, the bridge on child side can be lowered with a carefully timed Bombchu. -The frozen switch in Spirit Temple MQ can be hit without a fire source by using the Bow and Song of Time very cleverly. -The chest in the basement of the standard Bottom of the Well can be reached with only a Strength Upgrade by using a jump slash with a lit Deku Stick to access the bomb flowers in the basement. -The silver rupees on the left side of Gerudo Training Grounds MQ can be collected with just Hookshot with a somewhat particular jump slash. -The first room of the Spirit Trail in Ganon’s Castle MQ can be cleared without the Bow by using a Hammer jump slash to hit the rusted switch through the thrones. -The Gold Skulltula in adult Kokiri Forest can be reached without the Hookshot by using Hover Boots off one of the roots. -The child can reach the chest on Death Mountain trail with just the Goron Bracelet by backwalking with the Bomb Flower intended to open Dodongo’s Cavern and throwing the Bomb Flower at the wall very quickly. -Gerudo Fortress can be cleared without any items other than those needed for access. The logic normally guarantees one of the Bow, Hookshot, or Hover Boots to help navigate the “kitchen”.&lt;br /&gt;
&lt;br /&gt;
Using this setting will also pre-set all of the lower logic flags to a reasonable configuration to match the trick level. These can then be edited as the player desires if the given configuration isn’t desired.&lt;br /&gt;
&lt;br /&gt;
== Man on Roof without Hookshot ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a trick in which the player does a sidehop off the tall tower in Kakariko Village to reach the man on the rooftop with no items.&lt;br /&gt;
&lt;br /&gt;
== Child Deadhand without Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider defeating the Deadhand in Bottom of the Well with Deku Sticks. This is not hard with use of the power crouch stab glitch, but consistently landing actual jump slashes on his unusual hitbox is pretty difficult and using normal slashes consumes 9 Deku Sticks.&lt;br /&gt;
&lt;br /&gt;
== Dodongo’s Cavern Spike Trap Room Jump without Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider that the adult can make a particularly useful jump in Dodongo’s Cavern to reach the area with the Bomb Bag chest early. Due to the precision of the jump, normally the logic expects Hover Boots to complete this path.&lt;br /&gt;
&lt;br /&gt;
== Windmill PoH as Adult with Nothing ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a jump the adult can make in the windmill to reach the Piece of Heart within with no items. The jump requires leaping from an object on which it is not obvious Link is allowed to stand and has counterintuitive timing so it is not in standard logic.&lt;br /&gt;
&lt;br /&gt;
== Crater’s Bean PoH with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using Hover Boots to reach the Piece of Heart atop the volcano in Death Mountain Crater. The path involves walking up a very steep slope that is not visibly walkable so it is not in normal logic.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Cucco ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using a Cucco on Zora River to enter Zora’s Domain as a child without playing Zelda’s Lullaby. It requires slipping behind the waterfall trickily from the left side.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider this similar trick to the above except as an adult with Hover Boots. This is actually a lot more difficult even though it can be done from either side of the waterfall.&lt;br /&gt;
&lt;br /&gt;
== Fewer Tunic Requirements ==&lt;br /&gt;
&lt;br /&gt;
This relaxes the tunic requirements by the logic somewhat. Normally the logic expects a Goron Tunic to enter Fire Temple or complete the Fire Trial in Ganon’s Castle and a Zora Tunic to enter Water Temple, collect the underwater silver rupees in Gerudo Training Grounds, or obtain the Piece of Heart at the bottom of the frozen Zora’s Fountain. With this flag set, the Goron Tunic will not be required to actually enter Fire Temple, only to fight Volvagia or to reach the upper floors. The Zora Tunic requirements are removed completely except to reach the chest at the bottom of the central pillar in Water Temple.&lt;br /&gt;
&lt;br /&gt;
== Morpha with Gold Scale ==&lt;br /&gt;
&lt;br /&gt;
This setting allows entry to the Water Temple with the Gold Scale to be considered. Since you cannot backtrack into Water Temple without Iron Boots, only the Spiritual Stone or Medallion obtained from defeating Morpha can be considered by logic either way; since you need the Water Temple Boss Key and Longshot to access Morpha normally, this means that this setting is only relevant in either keysanity or keysy relative to the locations of Boss Keys.&lt;br /&gt;
&lt;br /&gt;
== Lens of Truth ==&lt;br /&gt;
&lt;br /&gt;
This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Required Everywhere ===&lt;br /&gt;
&lt;br /&gt;
This setting requires the Lens of Truth to interact with any invisible object except for whatever was required in the original game to obtain the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland and Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
=== Only Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== Skip Tower Collapse Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Interior Castle Guard Stealth Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes entering the crawlspace at Hyrule Castle to deposit the player directly into the Castle Courtyard, bypassing the guard evasion sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Epona Race ==&lt;br /&gt;
&lt;br /&gt;
This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
== Fast Chest Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
== Random Big Poe Target Count ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10. Alternatively, the number of Big Poes requires can be selected manually with the slider below. Note that Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
== Start with Scarecrow’s Song ==&lt;br /&gt;
&lt;br /&gt;
This flag causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. The box below can be used to specify the particular desired Scarecrow’s Song. This song must be exactly eight notes long and must contain at least two different notes.&lt;br /&gt;
&lt;br /&gt;
== Randomize Ocarina Song Notes ==&lt;br /&gt;
&lt;br /&gt;
This flag randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs.&lt;br /&gt;
&lt;br /&gt;
== Chest Size Matches Contents ==&lt;br /&gt;
&lt;br /&gt;
This flag causes keys, Ice Traps, and items flagged as progression items to appear in large treasure chests while other items will be in small treasure chests. This means that players can choose to skip small treasure chests since they will only contain handy, not essential, items.&lt;br /&gt;
&lt;br /&gt;
== Clearer Hints ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players who do not have English as their first language, but the hints will be less “fun” and less like the sorts of things that would be said in the original game.&lt;br /&gt;
&lt;br /&gt;
== Gossip Stones ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the behavior of Gossip Stones to give hints to players. The hints will be distributed as such:&lt;br /&gt;
&lt;br /&gt;
-If the required number of trials is 1-3, a hint will be added for each trial that must be done. If the required number of trials is 4 or 5, a hint will be added for each trial that can be skipped. -Hints will be added for every one of the “always” locations that is allowed to have a random possibly valuable item under the current settings. These hints will tell the player what item is at each of these locations. These locations are the rewards for 30, 40, and 50 Gold Skulltula Tokens, the item obtained from Biggoron by showing the Claim Check, the item obtained from the Big Poe vendor, both the song and the item slots at the Ocarina of Time, and the item obtained from showing the Mask of Truth at the Deku Theater. -Some hints will be given for items at a randomly selected number of other locations that are generally somewhat inconvenient to check. The total number of these hints will be either 11 or 12 minus the number of always hints placed. -3 or 4 hints will be given naming a specific non-dungeon specific item that can be found in a randomly chosen dungeon. -1 to 4 hints will be given naming a specific item found in a specific overworld region. Which part of this range is used is determined in part by how many trial hints are given. -4 to 6 hints will be given naming what region specific progression items other than Gold Skulltula Tokens can be found. -3 or 4 hints will be given naming specific regions that are “on the way of the hero” and thus contain at least one required progression item. -All remaining hints (33 total unique Gossip Stones exist) will be filled with non-information junk hints.&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to specify which item is required to interact with the Gossip Stones. The Stone of Agony is the default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones. The default Mask of Truth can be used, but this has the downside that the Mask of Truth can only be obtained with all Spiritual Stones which tends to make the hints not useful, and using the Mask of Truth requires being a child which is another big downside. There is also an option for the information to just be free for those wanting an easier mode.&lt;br /&gt;
&lt;br /&gt;
== Text Shuffle ==&lt;br /&gt;
&lt;br /&gt;
This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
&lt;br /&gt;
=== No Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Leave the text alone.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled except Hints and Keys ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text other than the useful text giving the player information.&lt;br /&gt;
&lt;br /&gt;
=== All Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to tweak the item pool to make a somewhat harder experience.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Leave the item pool alone.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&lt;br /&gt;
Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
&lt;br /&gt;
=== Very Hard ===&lt;br /&gt;
&lt;br /&gt;
In addition to the items from Hard, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
== Damage Multiplier ==&lt;br /&gt;
&lt;br /&gt;
This setting changes the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Link takes normal damage.&lt;br /&gt;
&lt;br /&gt;
=== OHKO ===&lt;br /&gt;
&lt;br /&gt;
Link dies in one hit. Ice Traps are removed, and at least one Nayru’s Love is in the item pool.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
&lt;br /&gt;
== Background Music ==&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Do not alter the background music.&lt;br /&gt;
&lt;br /&gt;
=== No Music ===&lt;br /&gt;
&lt;br /&gt;
Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
&lt;br /&gt;
=== Random ===&lt;br /&gt;
&lt;br /&gt;
Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
&lt;br /&gt;
== Kokiri Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s default Kokiri Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu.&lt;br /&gt;
&lt;br /&gt;
=== Most Colors ===&lt;br /&gt;
&lt;br /&gt;
Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Choose a random color from the set of pre-made colors.&lt;br /&gt;
&lt;br /&gt;
=== Completely Random ===&lt;br /&gt;
&lt;br /&gt;
Generate a random color with numerically random RGB values.&lt;br /&gt;
&lt;br /&gt;
=== Custom Color ===&lt;br /&gt;
&lt;br /&gt;
A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
== Goron Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Goron Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Zora Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Zora Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Low Health SFX ==&lt;br /&gt;
&lt;br /&gt;
This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
&lt;br /&gt;
=== Particular Sounds ===&lt;br /&gt;
&lt;br /&gt;
Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Play a random SFX from the list of choices.&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
&lt;br /&gt;
Disable low health heart beeps altogether.&lt;br /&gt;
&lt;br /&gt;
== Navi Color ==&lt;br /&gt;
&lt;br /&gt;
These options can be used to set Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors.&lt;br /&gt;
&lt;br /&gt;
== Navi Hint ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
== Navi Enemy Target ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
= Command Line Options =&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--check_version&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the latest version number online (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--checked_version CHECKED_VERSION&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the specified version number instead of a number from online.&lt;br /&gt;
&amp;lt;pre&amp;gt;--rom ROM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to a The Legend of Zelda: Ocarina of Time NTSC-US v1.0 ROM. (default: ZOOTDEC.z64)&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_dir OUTPUT_DIR&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to output directory for rom generation.&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--count COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the count option (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--world_count WORLD_COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to create a multi-world generation for co-op seeds. World count is the number of players. Warning: Increasing the world count will drastically increase generation time. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--player_num PLAYER_NUM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to select world to generate when there are multiple worlds. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--create_spoiler&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Output a Spoiler File (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--compress_rom [{True,False,None}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a compressed version of the output rom file. True: Compresses. Improves stability. Will take longer to generate False: Uncompressed. Unstable on emulator. Faster generation None: No ROM Output. Creates spoiler log only (default: True)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_forest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether Kokiri children obstruct your path at the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_kakariko&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gate in Kakariko Village to Death Mountain Trail is always open, instead of needing Zelda’s Letter. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_door_of_time&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether the Door of Time is open from the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gerudo_fortress [{normal,fast,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select how much of Gerudo Fortress is required. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bridge [{medallions,vanilla,dungeons,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the condition to spawn the Rainbow Bridge to Ganon’s Castle. (default: medallions)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bombchus_in_logic&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes how the logic considers Bombchus and other Bombchu related mechanics (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--one_item_per_dungeon&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each dungeon will have exactly one major item. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials [{0,1,2,3,4,5,6}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle (default: 6)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_escape_sequence&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the tower collapse sequence after defeating Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_guard_stealth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the guard evasion sequence in Hyrule Castle (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_epona_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the need to race Ingo to acquire Epona (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--fast_chests&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Causes all chests to open with a fast animation (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count [{1,2,3,4,5,6,7,8,9,10}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item (default: 10)&lt;br /&gt;
&amp;lt;pre&amp;gt;--free_scarecrow&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start the game with the Scarecrow’s Song activated and Pierre possible for the adult to summon (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--scarecrow_song [SCARECROW_SONG]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set Scarecrow’s Song if –free_scarecrow is used. Valid notes: A, U, L, R, D (default: DAAAAAAA)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_kokiri_sword&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Kokiri Sword as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_weird_egg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Weird Egg as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_ocarinas&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the two ocarinas as randomized items (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_song_items&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Treat the ocarina songs as normal items and shuffle them into the general item pool (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_gerudo_card&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Gerudo Card to access Gerudo Training Grounds as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_scrubs [{off,low,regular,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include all Deku Scrub Salesmen as randomized item and determine their prices (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shopsanity [{off,0,1,2,3,4,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize shop items and add the chosen number of items from the general item pool to shop inventories (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_mapcompass [{remove,startwith,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Maps and Compasses can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_smallkeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Small Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_bosskeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Boss Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--enhance_map_compass&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change the functionality of the Map and Compass to give information about their dungeons. The Temple of Time Altar will no longer provide any dungeon information. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--unlocked_ganondorf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove the Boss Key door leading to Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--tokensanity [{off,dungeons,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the chosen Gold Skulltula Token locations in the item shuffle (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons [{0,1,2,3,4,5,6,7,8,9,10,11,12}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons (default: 0)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_skulltulas [{0,10,20,30,40,50}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the maximum number of Gold Skulltula Tokens that could be required (default: 50)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_night_tokens_without_suns_song&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change logic to expect Sun’s Song to defeat nighttime Gold Skulltulas (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_big_poes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the Big Poe vendor from having a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_child_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as a child from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_adult_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as an adult from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_skull_mask&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Skull Mask at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_mask_of_truth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Mask of Truth at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_1500_archery&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by scoring 1500 points at horseback archery from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_memory_game&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by completing the ocarina memory game in the Lost Woods from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_second_dampe_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize won by finishing the second Dampe race in under 1 minute from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_biggoron&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Claim Check to Biggoron from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_earliest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the earliest item in the adult trade sequence that can be found in the item pool (default: pocket_egg)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_latest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the latest item in the adult trade sequence that can be found in the item pool (default: claim_check)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_tricks&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider a large number of minor tricks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_man_on_roof&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the man on the roof in Kakariko Village with a sidehop from the tower (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_child_deadhand&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the child defeating Deadhand with only Deku Sticks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_dc_jump&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to bypass the second Lizalfos fight room in Dodongo’s Cavern as an adult with a simple jump (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_windmill_poh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart in the windmill as an adult with nothing (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_crater_bean_poh_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart on the volcano in Death Mountain Crater with Hover Boots (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_cucco&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as a child using a Cucco instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as an adult using Hover Boots instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_fewer_tunic_requirements&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reduce the number of locations for which the logic expects a tunic upgrade (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_morpha_with_scale&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allows entering Water Temple and beating Morpha with Gold Scale instead of Iron Boots. The Longshot and Boss Key are still required to reach the boss. This means that this option is only relevant in keysanity or keysy. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_lens [{chest,chest-wasteland,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set which hidden objects the logic expects the Lens of Truth to be used on (default: all)&lt;br /&gt;
&amp;lt;pre&amp;gt;--ocarina_songs&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize the particular notes that must be played for each of the 12 standard ocarina songs (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--correct_chest_sizes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set chest sizes based on contents (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--clearer_hints&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reword hints to be incredibly direct (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--hints [{none,mask,agony,always}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable hints from Gossip Stones and select the condition to read them (default: agony)&lt;br /&gt;
&amp;lt;pre&amp;gt;--text_shuffle [{none,except_hints,complete}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shuffle the chosen text randomly (default: none)&lt;br /&gt;
&amp;lt;pre&amp;gt;--difficulty [{normal,hard,very_hard}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alter the item pool to increase difficulty. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--damage_multiplier [{normal,ohko}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alters the amount of damage taken. The ohko option causes Link to die in one hit. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--default_targeting [{hold,switch}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the default Z-targeting setting. It can still be changed in the game’s options menu. (default: hold)&lt;br /&gt;
&amp;lt;pre&amp;gt;--background_music [{normal,off,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose whether the game’s background music will be left alone, disabled, or shuffled randomly. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--kokiricolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Kokiri Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Kokiri Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--goroncolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Goron Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Goron Red)&lt;br /&gt;
&amp;lt;pre&amp;gt;--zoracolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Zora Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Zora Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolordefault [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi in idle. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: White)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorenemy [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an enemy. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Yellow)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolornpc [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an NPC. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Light Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorprop [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting a prop. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxoverworld [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi wishes to speak with the player. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxenemytarget [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi targets an enemy. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--healthSFX [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Navi - Random&#039;, &#039;Navi - Hey!&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Iron Boots&#039;, &#039;Hammer&#039;, &#039;Sword Bounce&#039;, &#039;Bow&#039;, &#039;Gallop&#039;, &#039;Drawbridge&#039;, &#039;Switch&#039;, &#039;Bomb Bounce&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &#039;Bongo Bongo&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that loops at low health. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open the graphical user interface. Preloads selections with set command line parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=41</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=41"/>
		<updated>2018-11-27T09:04:06Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Readme&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
The OoT Randomizer offers many different settings to customize your play experience. Here’s a fully detailed list!&lt;br /&gt;
&lt;br /&gt;
= ROM Options =&lt;br /&gt;
&lt;br /&gt;
== Base Rom ==&lt;br /&gt;
&lt;br /&gt;
Specify the input ROM that will be used by the randomizer. Please be sure it is OoT US v1.0.&lt;br /&gt;
&lt;br /&gt;
== Output Directory ==&lt;br /&gt;
&lt;br /&gt;
Specify where the output ROM will be written on your computer.&lt;br /&gt;
&lt;br /&gt;
== Create Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
Decide whether to output a text file detailing where every item can be found and the sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
== Compress Rom ==&lt;br /&gt;
&lt;br /&gt;
Decide the format of the output ROM. Compressed is generally recommended for most users; this is necessary for injection into a .wad for use on the Virtual Console, and all known N64 emulators have significant crashing problems with uncompressed ROMs. Real N64 hardware doesn’t care so generation time can be improved by using the uncompressed option if you are playing on a real N64 with a flash cart. You can also choose not to output a ROM at all; this is useful if you just want to look at spoiler logs.&lt;br /&gt;
&lt;br /&gt;
== Default Targeting Option ==&lt;br /&gt;
&lt;br /&gt;
This option specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
== Multi-World Generation ==&lt;br /&gt;
&lt;br /&gt;
This option allows for multiple worlds to be generated to be used in co-op play. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op https://github.com/TestRunnerSRL/bizhawk-co-op]&lt;br /&gt;
&lt;br /&gt;
=== Player Count ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify how many players will be participating in this co-op playthrough.&lt;br /&gt;
&lt;br /&gt;
=== Player ID ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify which player number you are in particular. Each participant in the co-op should choose a different number starting with 1.&lt;br /&gt;
&lt;br /&gt;
== Setting String ==&lt;br /&gt;
&lt;br /&gt;
This is an 18 character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seed ==&lt;br /&gt;
&lt;br /&gt;
This is a string representing the particular configuration of items that will occur in your seed; the purpose is to combine a seed string with a specific&amp;amp;nbsp;settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
= Main Rules =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Forest ==&lt;br /&gt;
&lt;br /&gt;
Mido does not need to see a sword and shield to reach the Deku Tree and the Kokiri boy blocking the exit to the forest is gone. If this flag is not set, it is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, slingshot, and deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
== Open Kakariko Gate ==&lt;br /&gt;
&lt;br /&gt;
The gate leading up Death Mountain from Kakariko Village is open from the beginning of the game. Normally this requires Zelda’s Letter to open. This allows more diverse routing early in the game and prevents very long walks in seeds with the Weird Egg shuffled. Two things are important to note. Showing Zelda’s Letter to the guard is still required to begin the Happy Mask sidequest and to receive a discount on purchasing Hylian Shields. The gate is simply gone for an adult no matter what.&lt;br /&gt;
&lt;br /&gt;
== Open Door of Time ==&lt;br /&gt;
&lt;br /&gt;
The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful to move Song of Time blocks, play songs for the frogs on Zora River, or for other such uses. If this flag is not used, the Door of Time must be opened to become an adult as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular and the Spiritual Stones have nothing to do with this.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress ==&lt;br /&gt;
&lt;br /&gt;
=== Default Behavior ===&lt;br /&gt;
&lt;br /&gt;
Gerudo Fortress will work the same way it did in the original game. All four carpenters must be rescued in order for the Gerudo woman who gives the Gerudo Card to appear and for the Gerudo to stop being hostile. Rescuing a carpenter requires having a Gerudo Fortress Small Key and defeating the corresponding guard.&lt;br /&gt;
&lt;br /&gt;
=== Rescue One Carpenter ===&lt;br /&gt;
&lt;br /&gt;
Only the bottom left carpenter must be rescued to complete Gerudo Fortress. Only one Gerudo Fortress Small Key will exist because of this.&lt;br /&gt;
&lt;br /&gt;
=== Start with Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The player will start with the Gerudo Card from the beginning of the game. The carpenters will be pre-rescued, and the bridge to Gerudo Fortress as an adult will be repaired from the beginning. The Gerudo Card is the requirement in the randomizer to enter Gerudo Training Grounds so it will be an accessible area from the moment adulthood is available.&lt;br /&gt;
&lt;br /&gt;
== Rainbow Bridge Requirement ==&lt;br /&gt;
&lt;br /&gt;
This determines the condition under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
&lt;br /&gt;
=== All Dungeons ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawn requires all medallions and spiritual stones to be in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
=== All Medallions ===&lt;br /&gt;
&lt;br /&gt;
All six of the medallions are required to open Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Vanilla ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawns under the same conditions it did in the original game, possession of the Light Arrows and having viewed the Zelda cutscene. This cutscene in the Temple of Time is triggered by possessing the Shadow and Spirit Medallions.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge is always present.&lt;br /&gt;
&lt;br /&gt;
== Random Number of Ganon’s Trials ==&lt;br /&gt;
&lt;br /&gt;
A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Alternatively, a specific number of trials can be specified with the slider below. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
== All Locations Reachable ==&lt;br /&gt;
&lt;br /&gt;
This option will set the logic to try to ensure Link can reach every item location in the game with the exception of “key for key” item locations (a single item spot behind a locked door containing the key to open the door). If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
== Bombchus Are Considered in Logic ==&lt;br /&gt;
&lt;br /&gt;
This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will be worth 20 Bombchus and subsequent packs will be worth 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar. With this option off, randomly found Bombchu items are not considered as logical progression, randomly found Bombchus will have specific denominations based on the values from the original game, and finding a Bomb Bag is what enables playing Bombchu Bowling and buying Bombchus from shops which will not have their inventories edited.&lt;br /&gt;
&lt;br /&gt;
== Dungeons Have One Major Item ==&lt;br /&gt;
&lt;br /&gt;
This option places one “major item” and one only in each of the dungeons. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle. The major items are any item usable with a c-button that is not simply a form of ammo (Bombchus are major only if “Bombchus are considered in logic” is on), songs, Mirror Shield, swords, tunics, boots, Double Defense, Magic Meter/Double Magic, Bullet Bags, Quivers, Bomb Bags, Strength Upgrades, Scales, Wallets, and the Stone of Agony. To be clear, this means that rupees, ammo, Deku Stick and Deku Nut ammo expansions, Pieces of Heart, Heart Containers, Gold Skulltula Tokens, Maps, Compasses, Small Keys, Boss Keys, Deku Shields, Hylian Shields, and Ice Traps are not considered major items. However, Small Keys and Boss Keys are considered major items if the appropriate “keysanity” settings are used. Note that unlike with the distribution of dungeon specific items like keys, this flag does consider the hands of the Desert Colossus as Spirit Temple locations, and to mirror the original game, Spirit Temple will get two items instead of just one.&lt;br /&gt;
&lt;br /&gt;
== Master Quest Dungeons ==&lt;br /&gt;
&lt;br /&gt;
With this option you can select a number of Master Quest dungeons to be included in your game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both. You may also opt for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Weird Egg ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Weird Egg given by child Malon to the shuffle. With this flag on, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child as well as Saria in Sacred Forest Meadow and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Ocarinas ==&lt;br /&gt;
&lt;br /&gt;
This flag adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are a progressive item; the first found will always be the Fairy Ocarina with the second being the Ocarina of Time even though the two are functionally identical. Without this flag on, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is always available at the gate of Castle Town as a child when all three Spiritual Stones are in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Songs with Items ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the 12 standard ocarina songs to the shuffle as normal items. With this flag on, the spots that contained songs in the original game will simply give Link a random item, and the songs can be found as items freely. Without this flag on, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a kid and then as an adult.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Gerudo Card ==&lt;br /&gt;
&lt;br /&gt;
This flag shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds, but it does not have any impact on the hostility of the Gerudo in Gerudo Fortress who still check for the carpenter rescue events. Without this flag, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Deku Salescrubs ==&lt;br /&gt;
&lt;br /&gt;
This flag makes every Deku Scrub Salesman in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Deku Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once a Deku Scrub Salesman is used, it will disappear from the world forever. The individual settings in the dropdown can be used to set the price of each Deku Scrub Salesman to 10 rupees, leave the prices as what they were in the original game, or set each price to a random value from 0 to 99 rupees. In all cases, the text for the Deku Scrub Salesmen will not update.&lt;br /&gt;
&lt;br /&gt;
== Shopsanity ==&lt;br /&gt;
&lt;br /&gt;
This setting randomizes the items sold in shops. When it is used, all shop items are randomly re-arranged among all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game, and this setting considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town; however, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. This setting overrides the “Bombchus considered in logic” editing of the shop item pool.&lt;br /&gt;
&lt;br /&gt;
=== Off ===&lt;br /&gt;
&lt;br /&gt;
This disables the Shopsanity feature.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (0 Items) ===&lt;br /&gt;
&lt;br /&gt;
This causes all of the Shopsanity features described above.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (1-4 Items) ===&lt;br /&gt;
&lt;br /&gt;
This not only causes all of the Shopsanity features described above, but it also adds 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of money. Lower value shop items are removed to make room for this, and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (Random Items) ===&lt;br /&gt;
&lt;br /&gt;
This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Dungeon Items ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to decide the natural distribution of dungeon items. Dungeon items can be found confined to their original dungeons, spread freely throughout the world, or prevented from existing completely. Items that are prevented from existing completely will be replaced in the item pool with an assortment of various low tier junk items. This feature can be specified for Maps/Compasses, Small Keys, and Boss Keys independently. If Small Keys or Boss Keys are prevented from existing, this will also remove all locks those keys would be used for from existing as well. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed.&lt;br /&gt;
&lt;br /&gt;
== Maps and Compasses Give Information ==&lt;br /&gt;
&lt;br /&gt;
This setting, only available if you start with Maps and Compasses or they are spread across the world, disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information.&lt;br /&gt;
&lt;br /&gt;
== Remove Ganon’s Door Boss Lock ==&lt;br /&gt;
&lt;br /&gt;
This setting removes the Boss Key lock from Ganon’s Tower. This removes the need to locate the Ganon’s Tower Boss Key to finish the game.&lt;br /&gt;
&lt;br /&gt;
== Tokensanity ==&lt;br /&gt;
&lt;br /&gt;
This setting shuffles the Gold Skulltula item drops into the general pool of locations. The player can choose only to include Gold skulltulas found in dungeons for a more mild version of this setting.&lt;br /&gt;
&lt;br /&gt;
= Detailed Logic =&lt;br /&gt;
&lt;br /&gt;
== Maximum Expected Skulltula Tokens ==&lt;br /&gt;
&lt;br /&gt;
This setting can be used to reduce the number of Gold Skulltula Tokens that may be required to finish the game.&lt;br /&gt;
&lt;br /&gt;
== No Nighttime Skulltulas without Sun’s Song ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the logic to expect the player to have an ocarina and the Sun’s Song to get Gold Skulltula locations that are only found at nighttime.&lt;br /&gt;
&lt;br /&gt;
== No Big Poes ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the Big Poe vendor will not have an important item.&lt;br /&gt;
&lt;br /&gt;
== No Child Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from child fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Adult Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from adult fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Skull Mask Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Skull Mask in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Mask of Truth Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Mask of Truth in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No 1500 Horseback Archery ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from scoring 1500 points at the horseback archery challenge at Gerudo Fortress is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Lost Woods Memory Game ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from winning the ocarina memory game in the Lost Woods is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Racing Dampe a Second Time ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from finishing with a sub-minute time in the second Dampe race is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Biggoron Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Claim Check to Biggoron is not an important item.&lt;br /&gt;
&lt;br /&gt;
== Adult Trade Sequence ==&lt;br /&gt;
&lt;br /&gt;
This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Enable All Tricks ==&lt;br /&gt;
&lt;br /&gt;
This is a button to turn on all of the trick related flags.&lt;br /&gt;
&lt;br /&gt;
== Various Advanced Tricks ==&lt;br /&gt;
&lt;br /&gt;
This setting allows a huge number of minor tricks to be allowed by the logic. Here is a complete list:&lt;br /&gt;
&lt;br /&gt;
-A precise jumpslash with either a Deku Stick or the Kokiri Sword can be used to reach a Gold Skulltula on some vines in standad Deku Tree. -The Bow can be used to knock down the stairs in Dodongo’s Cavern with two well timed shots. -The vines in Forest Temple leading to where the well drain switch is in the standard form can be barely reached with the standard Hookshot. -The well in Forest Temple can be crossed with just Hookshot by shooting as low as possible on the vines from the far side and swimming under the ceiling. This is possible in both versions but can only be required in Forest Temple MQ. -A Bombchu from the ground level can be used to hit the switch to bypass the block pushing puzzle in Forest Temple MQ. -A rusted switch under a Song of Time block in the standard Fire Temple can be hit by using Hammer into the block. -The location with the Boss Key chest in Fire Temple MQ can be reached without the Bow with very particular use of Din’s Fire. -The upper levels of the old boulder maze in Fire Temple MQ can be reached without explosives by using the Hammer through a wall. -In the standard Spirit Temple, the bridge on child side can be lowered with a carefully timed Bombchu. -The frozen switch in Spirit Temple MQ can be hit without a fire source by using the Bow and Song of Time very cleverly. -The chest in the basement of the standard Bottom of the Well can be reached with only a Strength Upgrade by using a jump slash with a lit Deku Stick to access the bomb flowers in the basement. -The silver rupees on the left side of Gerudo Training Grounds MQ can be collected with just Hookshot with a somewhat particular jump slash. -The first room of the Spirit Trail in Ganon’s Castle MQ can be cleared without the Bow by using a Hammer jump slash to hit the rusted switch through the thrones. -The Gold Skulltula in adult Kokiri Forest can be reached without the Hookshot by using Hover Boots off one of the roots. -The child can reach the chest on Death Mountain trail with just the Goron Bracelet by backwalking with the Bomb Flower intended to open Dodongo’s Cavern and throwing the Bomb Flower at the wall very quickly. -Gerudo Fortress can be cleared without any items other than those needed for access. The logic normally guarantees one of the Bow, Hookshot, or Hover Boots to help navigate the “kitchen”.&lt;br /&gt;
&lt;br /&gt;
Using this setting will also pre-set all of the lower logic flags to a reasonable configuration to match the trick level. These can then be edited as the player desires if the given configuration isn’t desired.&lt;br /&gt;
&lt;br /&gt;
== Man on Roof without Hookshot ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a trick in which the player does a sidehop off the tall tower in Kakariko Village to reach the man on the rooftop with no items.&lt;br /&gt;
&lt;br /&gt;
== Child Deadhand without Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider defeating the Deadhand in Bottom of the Well with Deku Sticks. This is not hard with use of the power crouch stab glitch, but consistently landing actual jump slashes on his unusual hitbox is pretty difficult and using normal slashes consumes 9 Deku Sticks.&lt;br /&gt;
&lt;br /&gt;
== Dodongo’s Cavern Spike Trap Room Jump without Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider that the adult can make a particularly useful jump in Dodongo’s Cavern to reach the area with the Bomb Bag chest early. Due to the precision of the jump, normally the logic expects Hover Boots to complete this path.&lt;br /&gt;
&lt;br /&gt;
== Windmill PoH as Adult with Nothing ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a jump the adult can make in the windmill to reach the Piece of Heart within with no items. The jump requires leaping from an object on which it is not obvious Link is allowed to stand and has counterintuitive timing so it is not in standard logic.&lt;br /&gt;
&lt;br /&gt;
== Crater’s Bean PoH with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using Hover Boots to reach the Piece of Heart atop the volcano in Death Mountain Crater. The path involves walking up a very steep slope that is not visibly walkable so it is not in normal logic.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Cucco ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using a Cucco on Zora River to enter Zora’s Domain as a child without playing Zelda’s Lullaby. It requires slipping behind the waterfall trickily from the left side.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider this similar trick to the above except as an adult with Hover Boots. This is actually a lot more difficult even though it can be done from either side of the waterfall.&lt;br /&gt;
&lt;br /&gt;
== Fewer Tunic Requirements ==&lt;br /&gt;
&lt;br /&gt;
This relaxes the tunic requirements by the logic somewhat. Normally the logic expects a Goron Tunic to enter Fire Temple or complete the Fire Trial in Ganon’s Castle and a Zora Tunic to enter Water Temple, collect the underwater silver rupees in Gerudo Training Grounds, or obtain the Piece of Heart at the bottom of the frozen Zora’s Fountain. With this flag set, the Goron Tunic will not be required to actually enter Fire Temple, only to fight Volvagia or to reach the upper floors. The Zora Tunic requirements are removed completely except to reach the chest at the bottom of the central pillar in Water Temple.&lt;br /&gt;
&lt;br /&gt;
== Morpha with Gold Scale ==&lt;br /&gt;
&lt;br /&gt;
This setting allows entry to the Water Temple with the Gold Scale to be considered. Since you cannot backtrack into Water Temple without Iron Boots, only the Spiritual Stone or Medallion obtained from defeating Morpha can be considered by logic either way; since you need the Water Temple Boss Key and Longshot to access Morpha normally, this means that this setting is only relevant in either keysanity or keysy relative to the locations of Boss Keys.&lt;br /&gt;
&lt;br /&gt;
== Lens of Truth ==&lt;br /&gt;
&lt;br /&gt;
This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Required Everywhere ===&lt;br /&gt;
&lt;br /&gt;
This setting requires the Lens of Truth to interact with any invisible object except for whatever was required in the original game to obtain the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland and Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
=== Only Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== Skip Tower Collapse Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Interior Castle Guard Stealth Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes entering the crawlspace at Hyrule Castle to deposit the player directly into the Castle Courtyard, bypassing the guard evasion sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Epona Race ==&lt;br /&gt;
&lt;br /&gt;
This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
== Fast Chest Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
== Random Big Poe Target Count ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10. Alternatively, the number of Big Poes requires can be selected manually with the slider below. Note that Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
== Start with Scarecrow’s Song ==&lt;br /&gt;
&lt;br /&gt;
This flag causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. The box below can be used to specify the particular desired Scarecrow’s Song. This song must be exactly eight notes long and must contain at least two different notes.&lt;br /&gt;
&lt;br /&gt;
== Randomize Ocarina Song Notes ==&lt;br /&gt;
&lt;br /&gt;
This flag randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs.&lt;br /&gt;
&lt;br /&gt;
== Chest Size Matches Contents ==&lt;br /&gt;
&lt;br /&gt;
This flag causes keys, Ice Traps, and items flagged as progression items to appear in large treasure chests while other items will be in small treasure chests. This means that players can choose to skip small treasure chests since they will only contain handy, not essential, items.&lt;br /&gt;
&lt;br /&gt;
== Clearer Hints ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players who do not have English as their first language, but the hints will be less “fun” and less like the sorts of things that would be said in the original game.&lt;br /&gt;
&lt;br /&gt;
== Gossip Stones ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the behavior of Gossip Stones to give hints to players. The hints will be distributed as such:&lt;br /&gt;
&lt;br /&gt;
-If the required number of trials is 1-3, a hint will be added for each trial that must be done. If the required number of trials is 4 or 5, a hint will be added for each trial that can be skipped. -Hints will be added for every one of the “always” locations that is allowed to have a random possibly valuable item under the current settings. These hints will tell the player what item is at each of these locations. These locations are the rewards for 30, 40, and 50 Gold Skulltula Tokens, the item obtained from Biggoron by showing the Claim Check, the item obtained from the Big Poe vendor, both the song and the item slots at the Ocarina of Time, and the item obtained from showing the Mask of Truth at the Deku Theater. -Some hints will be given for items at a randomly selected number of other locations that are generally somewhat inconvenient to check. The total number of these hints will be either 11 or 12 minus the number of always hints placed. -3 or 4 hints will be given naming a specific non-dungeon specific item that can be found in a randomly chosen dungeon. -1 to 4 hints will be given naming a specific item found in a specific overworld region. Which part of this range is used is determined in part by how many trial hints are given. -4 to 6 hints will be given naming what region specific progression items other than Gold Skulltula Tokens can be found. -3 or 4 hints will be given naming specific regions that are “on the way of the hero” and thus contain at least one required progression item. -All remaining hints (33 total unique Gossip Stones exist) will be filled with non-information junk hints.&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to specify which item is required to interact with the Gossip Stones. The Stone of Agony is the default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones. The default Mask of Truth can be used, but this has the downside that the Mask of Truth can only be obtained with all Spiritual Stones which tends to make the hints not useful, and using the Mask of Truth requires being a child which is another big downside. There is also an option for the information to just be free for those wanting an easier mode.&lt;br /&gt;
&lt;br /&gt;
== Text Shuffle ==&lt;br /&gt;
&lt;br /&gt;
This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
&lt;br /&gt;
=== No Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Leave the text alone.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled except Hints and Keys ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text other than the useful text giving the player information.&lt;br /&gt;
&lt;br /&gt;
=== All Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to tweak the item pool to make a somewhat harder experience.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Leave the item pool alone.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&lt;br /&gt;
Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
&lt;br /&gt;
=== Very Hard ===&lt;br /&gt;
&lt;br /&gt;
In addition to the items from Hard, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
== Damage Multiplier ==&lt;br /&gt;
&lt;br /&gt;
This setting changes the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Link takes normal damage.&lt;br /&gt;
&lt;br /&gt;
=== OHKO ===&lt;br /&gt;
&lt;br /&gt;
Link dies in one hit. Ice Traps are removed, and at least one Nayru’s Love is in the item pool.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
&lt;br /&gt;
== Background Music ==&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Do not alter the background music.&lt;br /&gt;
&lt;br /&gt;
=== No Music ===&lt;br /&gt;
&lt;br /&gt;
Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
&lt;br /&gt;
=== Random ===&lt;br /&gt;
&lt;br /&gt;
Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
&lt;br /&gt;
== Kokiri Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s default Kokiri Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu.&lt;br /&gt;
&lt;br /&gt;
=== Most Colors ===&lt;br /&gt;
&lt;br /&gt;
Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Choose a random color from the set of pre-made colors.&lt;br /&gt;
&lt;br /&gt;
=== Completely Random ===&lt;br /&gt;
&lt;br /&gt;
Generate a random color with numerically random RGB values.&lt;br /&gt;
&lt;br /&gt;
=== Custom Color ===&lt;br /&gt;
&lt;br /&gt;
A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
== Goron Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Goron Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Zora Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Zora Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Low Health SFX ==&lt;br /&gt;
&lt;br /&gt;
This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
&lt;br /&gt;
=== Particular Sounds ===&lt;br /&gt;
&lt;br /&gt;
Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Play a random SFX from the list of choices.&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
&lt;br /&gt;
Disable low health heart beeps altogether.&lt;br /&gt;
&lt;br /&gt;
== Navi Color ==&lt;br /&gt;
&lt;br /&gt;
These options can be used to set Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors.&lt;br /&gt;
&lt;br /&gt;
== Navi Hint ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
== Navi Enemy Target ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
= Command Line Options =&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--check_version&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the latest version number online (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--checked_version CHECKED_VERSION&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the specified version number instead of a number from online.&lt;br /&gt;
&amp;lt;pre&amp;gt;--rom ROM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to a The Legend of Zelda: Ocarina of Time NTSC-US v1.0 ROM. (default: ZOOTDEC.z64)&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_dir OUTPUT_DIR&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to output directory for rom generation.&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--count COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the count option (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--world_count WORLD_COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to create a multi-world generation for co-op seeds. World count is the number of players. Warning: Increasing the world count will drastically increase generation time. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--player_num PLAYER_NUM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to select world to generate when there are multiple worlds. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--create_spoiler&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Output a Spoiler File (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--compress_rom [{True,False,None}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a compressed version of the output rom file. True: Compresses. Improves stability. Will take longer to generate False: Uncompressed. Unstable on emulator. Faster generation None: No ROM Output. Creates spoiler log only (default: True)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_forest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether Kokiri children obstruct your path at the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_kakariko&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gate in Kakariko Village to Death Mountain Trail is always open, instead of needing Zelda’s Letter. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_door_of_time&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether the Door of Time is open from the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gerudo_fortress [{normal,fast,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select how much of Gerudo Fortress is required. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bridge [{medallions,vanilla,dungeons,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the condition to spawn the Rainbow Bridge to Ganon’s Castle. (default: medallions)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bombchus_in_logic&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes how the logic considers Bombchus and other Bombchu related mechanics (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--one_item_per_dungeon&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each dungeon will have exactly one major item. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials [{0,1,2,3,4,5,6}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle (default: 6)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_escape_sequence&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the tower collapse sequence after defeating Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_guard_stealth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the guard evasion sequence in Hyrule Castle (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_epona_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the need to race Ingo to acquire Epona (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--fast_chests&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Causes all chests to open with a fast animation (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count [{1,2,3,4,5,6,7,8,9,10}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item (default: 10)&lt;br /&gt;
&amp;lt;pre&amp;gt;--free_scarecrow&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start the game with the Scarecrow’s Song activated and Pierre possible for the adult to summon (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--scarecrow_song [SCARECROW_SONG]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set Scarecrow’s Song if –free_scarecrow is used. Valid notes: A, U, L, R, D (default: DAAAAAAA)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_kokiri_sword&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Kokiri Sword as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_weird_egg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Weird Egg as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_ocarinas&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the two ocarinas as randomized items (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_song_items&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Treat the ocarina songs as normal items and shuffle them into the general item pool (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_gerudo_card&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Gerudo Card to access Gerudo Training Grounds as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_scrubs [{off,low,regular,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include all Deku Scrub Salesmen as randomized item and determine their prices (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shopsanity [{off,0,1,2,3,4,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize shop items and add the chosen number of items from the general item pool to shop inventories (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_mapcompass [{remove,startwith,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Maps and Compasses can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_smallkeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Small Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_bosskeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Boss Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--enhance_map_compass&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change the functionality of the Map and Compass to give information about their dungeons. The Temple of Time Altar will no longer provide any dungeon information. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--unlocked_ganondorf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove the Boss Key door leading to Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--tokensanity [{off,dungeons,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the chosen Gold Skulltula Token locations in the item shuffle (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons [{0,1,2,3,4,5,6,7,8,9,10,11,12}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons (default: 0)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_skulltulas [{0,10,20,30,40,50}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the maximum number of Gold Skulltula Tokens that could be required (default: 50)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_night_tokens_without_suns_song&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change logic to expect Sun’s Song to defeat nighttime Gold Skulltulas (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_big_poes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the Big Poe vendor from having a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_child_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as a child from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_adult_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as an adult from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_skull_mask&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Skull Mask at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_mask_of_truth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Mask of Truth at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_1500_archery&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by scoring 1500 points at horseback archery from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_memory_game&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by completing the ocarina memory game in the Lost Woods from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_second_dampe_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize won by finishing the second Dampe race in under 1 minute from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_biggoron&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Claim Check to Biggoron from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_earliest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the earliest item in the adult trade sequence that can be found in the item pool (default: pocket_egg)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_latest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the latest item in the adult trade sequence that can be found in the item pool (default: claim_check)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_tricks&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider a large number of minor tricks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_man_on_roof&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the man on the roof in Kakariko Village with a sidehop from the tower (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_child_deadhand&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the child defeating Deadhand with only Deku Sticks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_dc_jump&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to bypass the second Lizalfos fight room in Dodongo’s Cavern as an adult with a simple jump (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_windmill_poh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart in the windmill as an adult with nothing (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_crater_bean_poh_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart on the volcano in Death Mountain Crater with Hover Boots (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_cucco&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as a child using a Cucco instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as an adult using Hover Boots instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_fewer_tunic_requirements&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reduce the number of locations for which the logic expects a tunic upgrade (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_morpha_with_scale&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allows entering Water Temple and beating Morpha with Gold Scale instead of Iron Boots. The Longshot and Boss Key are still required to reach the boss. This means that this option is only relevant in keysanity or keysy. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_lens [{chest,chest-wasteland,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set which hidden objects the logic expects the Lens of Truth to be used on (default: all)&lt;br /&gt;
&amp;lt;pre&amp;gt;--ocarina_songs&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize the particular notes that must be played for each of the 12 standard ocarina songs (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--correct_chest_sizes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set chest sizes based on contents (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--clearer_hints&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reword hints to be incredibly direct (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--hints [{none,mask,agony,always}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable hints from Gossip Stones and select the condition to read them (default: agony)&lt;br /&gt;
&amp;lt;pre&amp;gt;--text_shuffle [{none,except_hints,complete}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shuffle the chosen text randomly (default: none)&lt;br /&gt;
&amp;lt;pre&amp;gt;--difficulty [{normal,hard,very_hard}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alter the item pool to increase difficulty. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--damage_multiplier [{normal,ohko}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alters the amount of damage taken. The ohko option causes Link to die in one hit. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--default_targeting [{hold,switch}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the default Z-targeting setting. It can still be changed in the game’s options menu. (default: hold)&lt;br /&gt;
&amp;lt;pre&amp;gt;--background_music [{normal,off,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose whether the game’s background music will be left alone, disabled, or shuffled randomly. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--kokiricolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Kokiri Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Kokiri Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--goroncolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Goron Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Goron Red)&lt;br /&gt;
&amp;lt;pre&amp;gt;--zoracolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Zora Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Zora Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolordefault [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi in idle. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: White)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorenemy [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an enemy. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Yellow)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolornpc [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an NPC. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Light Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorprop [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting a prop. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxoverworld [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi wishes to speak with the player. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxenemytarget [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi targets an enemy. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--healthSFX [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Navi - Random&#039;, &#039;Navi - Hey!&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Iron Boots&#039;, &#039;Hammer&#039;, &#039;Sword Bounce&#039;, &#039;Bow&#039;, &#039;Gallop&#039;, &#039;Drawbridge&#039;, &#039;Switch&#039;, &#039;Bomb Bounce&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &#039;Bongo Bongo&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that loops at low health. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open the graphical user interface. Preloads selections with set command line parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=40</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Readme&amp;diff=40"/>
		<updated>2018-11-27T09:01:53Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Readme&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
The OoT Randomizer offers many different settings to customize your play experience. Here’s a fully detailed list!&lt;br /&gt;
&lt;br /&gt;
= ROM Options =&lt;br /&gt;
&lt;br /&gt;
== Base Rom ==&lt;br /&gt;
&lt;br /&gt;
Specify the input ROM that will be used by the randomizer. Please be sure it is OoT US v1.0.&lt;br /&gt;
&lt;br /&gt;
== Output Directory ==&lt;br /&gt;
&lt;br /&gt;
Specify where the output ROM will be written on your computer.&lt;br /&gt;
&lt;br /&gt;
== Create Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
Decide whether to output a text file detailing where every item can be found and the sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
== Compress Rom ==&lt;br /&gt;
&lt;br /&gt;
Decide the format of the output ROM. Compressed is generally recommended for most users; this is necessary for injection into a .wad for use on the Virtual Console, and all known N64 emulators have significant crashing problems with uncompressed ROMs. Real N64 hardware doesn’t care so generation time can be improved by using the uncompressed option if you are playing on a real N64 with a flash cart. You can also choose not to output a ROM at all; this is useful if you just want to look at spoiler logs.&lt;br /&gt;
&lt;br /&gt;
== Default Targeting Option ==&lt;br /&gt;
&lt;br /&gt;
This option specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
== Multi-World Generation ==&lt;br /&gt;
&lt;br /&gt;
This option allows for multiple worlds to be generated to be used in co-op play. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op https://github.com/TestRunnerSRL/bizhawk-co-op]&lt;br /&gt;
&lt;br /&gt;
=== Player Count ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify how many players will be participating in this co-op playthrough.&lt;br /&gt;
&lt;br /&gt;
=== Player ID ===&lt;br /&gt;
&lt;br /&gt;
Use this to specify which player number you are in particular. Each participant in the co-op should choose a different number starting with 1.&lt;br /&gt;
&lt;br /&gt;
== Setting String ==&lt;br /&gt;
&lt;br /&gt;
This is an 18 character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seed ==&lt;br /&gt;
&lt;br /&gt;
This is a string representing the particular configuration of items that will occur in your seed; the purpose is to combine a seed string with a specific&amp;amp;nbsp;settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
= Main Rules =&lt;br /&gt;
&lt;br /&gt;
== Open Forest ==&lt;br /&gt;
&lt;br /&gt;
Mido does not need to see a sword and shield to reach the Deku Tree and the Kokiri boy blocking the exit to the forest is gone. If this flag is not set, it is guaranteed that the Deku Tree can be completed without leaving the forest. This means that within the forest or the Deku Tree itself it will be possible to find the Kokiri Sword, Deku Shield for sale, and the Slingshot.&lt;br /&gt;
&lt;br /&gt;
== Open Kakariko Gate ==&lt;br /&gt;
&lt;br /&gt;
The gate leading up Death Mountain from Kakariko Village is open from the beginning of the game. Normally this requires Zelda’s Letter to open. This allows more diverse routing early in the game and prevents very long walks in seeds with the Weird Egg shuffled. Two things are important to note. Showing Zelda’s Letter to the guard is still required to begin the Happy Mask sidequest and to receive a discount on purchasing Hylian Shields. The gate is simply gone for an adult no matter what.&lt;br /&gt;
&lt;br /&gt;
== Open Door of Time ==&lt;br /&gt;
&lt;br /&gt;
The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful to move Song of Time blocks, play songs for the frogs on Zora River, or for other such uses. If this flag is not used, the Door of Time must be opened to become an adult as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular and the Spiritual Stones have nothing to do with this.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress ==&lt;br /&gt;
&lt;br /&gt;
=== Default Behavior ===&lt;br /&gt;
&lt;br /&gt;
Gerudo Fortress will work the same way it did in the original game. All four carpenters must be rescued in order for the Gerudo woman who gives the Gerudo Card to appear and for the Gerudo to stop being hostile. Rescuing a carpenter requires having a Gerudo Fortress Small Key and defeating the corresponding guard.&lt;br /&gt;
&lt;br /&gt;
=== Rescue One Carpenter ===&lt;br /&gt;
&lt;br /&gt;
Only the bottom left carpenter must be rescued to complete Gerudo Fortress. Only one Gerudo Fortress Small Key will exist because of this.&lt;br /&gt;
&lt;br /&gt;
=== Start with Gerudo Card ===&lt;br /&gt;
&lt;br /&gt;
The player will start with the Gerudo Card from the beginning of the game. The carpenters will be pre-rescued, and the bridge to Gerudo Fortress as an adult will be repaired from the beginning. The Gerudo Card is the requirement in the randomizer to enter Gerudo Training Grounds so it will be an accessible area from the moment adulthood is available.&lt;br /&gt;
&lt;br /&gt;
== Rainbow Bridge Requirement ==&lt;br /&gt;
&lt;br /&gt;
This determines the condition under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
&lt;br /&gt;
=== All Dungeons ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawn requires all medallions and spiritual stones to be in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
=== All Medallions ===&lt;br /&gt;
&lt;br /&gt;
All six of the medallions are required to open Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Vanilla ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge spawns under the same conditions it did in the original game, possession of the Light Arrows and having viewed the Zelda cutscene. This cutscene in the Temple of Time is triggered by possessing the Shadow and Spirit Medallions.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
&lt;br /&gt;
The rainbow bridge is always present.&lt;br /&gt;
&lt;br /&gt;
== Random Number of Ganon’s Trials ==&lt;br /&gt;
&lt;br /&gt;
A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Alternatively, a specific number of trials can be specified with the slider below. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
== All Locations Reachable ==&lt;br /&gt;
&lt;br /&gt;
This option will set the logic to try to ensure Link can reach every item location in the game with the exception of “key for key” item locations (a single item spot behind a locked door containing the key to open the door). If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
== Bombchus Are Considered in Logic ==&lt;br /&gt;
&lt;br /&gt;
This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will be worth 20 Bombchus and subsequent packs will be worth 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar. With this option off, randomly found Bombchu items are not considered as logical progression, randomly found Bombchus will have specific denominations based on the values from the original game, and finding a Bomb Bag is what enables playing Bombchu Bowling and buying Bombchus from shops which will not have their inventories edited.&lt;br /&gt;
&lt;br /&gt;
== Dungeons Have One Major Item ==&lt;br /&gt;
&lt;br /&gt;
This option places one “major item” and one only in each of the dungeons. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle. The major items are any item usable with a c-button that is not simply a form of ammo (Bombchus are major only if “Bombchus are considered in logic” is on), songs, Mirror Shield, swords, tunics, boots, Double Defense, Magic Meter/Double Magic, Bullet Bags, Quivers, Bomb Bags, Strength Upgrades, Scales, Wallets, and the Stone of Agony. To be clear, this means that rupees, ammo, Deku Stick and Deku Nut ammo expansions, Pieces of Heart, Heart Containers, Gold Skulltula Tokens, Maps, Compasses, Small Keys, Boss Keys, Deku Shields, Hylian Shields, and Ice Traps are not considered major items. However, Small Keys and Boss Keys are considered major items if the appropriate “keysanity” settings are used. Note that unlike with the distribution of dungeon specific items like keys, this flag does consider the hands of the Desert Colossus as Spirit Temple locations, and to mirror the original game, Spirit Temple will get two items instead of just one.&lt;br /&gt;
&lt;br /&gt;
== Master Quest Dungeons ==&lt;br /&gt;
&lt;br /&gt;
With this option you can select a number of Master Quest dungeons to be included in your game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both. You may also opt for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Weird Egg ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the Weird Egg given by child Malon to the shuffle. With this flag on, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child as well as Saria in Sacred Forest Meadow and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Ocarinas ==&lt;br /&gt;
&lt;br /&gt;
This flag adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are a progressive item; the first found will always be the Fairy Ocarina with the second being the Ocarina of Time even though the two are functionally identical. Without this flag on, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is always available at the gate of Castle Town as a child when all three Spiritual Stones are in the player’s possession.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Songs with Items ==&lt;br /&gt;
&lt;br /&gt;
This flag adds the 12 standard ocarina songs to the shuffle as normal items. With this flag on, the spots that contained songs in the original game will simply give Link a random item, and the songs can be found as items freely. Without this flag on, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a kid and then as an adult.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Gerudo Card ==&lt;br /&gt;
&lt;br /&gt;
This flag shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds, but it does not have any impact on the hostility of the Gerudo in Gerudo Fortress who still check for the carpenter rescue events. Without this flag, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Deku Salescrubs ==&lt;br /&gt;
&lt;br /&gt;
This flag makes every Deku Scrub Salesman in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Deku Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once a Deku Scrub Salesman is used, it will disappear from the world forever. The individual settings in the dropdown can be used to set the price of each Deku Scrub Salesman to 10 rupees, leave the prices as what they were in the original game, or set each price to a random value from 0 to 99 rupees. In all cases, the text for the Deku Scrub Salesmen will not update.&lt;br /&gt;
&lt;br /&gt;
== Shopsanity ==&lt;br /&gt;
&lt;br /&gt;
This setting randomizes the items sold in shops. When it is used, all shop items are randomly re-arranged among all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game, and this setting considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town; however, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. This setting overrides the “Bombchus considered in logic” editing of the shop item pool.&lt;br /&gt;
&lt;br /&gt;
=== Off ===&lt;br /&gt;
&lt;br /&gt;
This disables the Shopsanity feature.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (0 Items) ===&lt;br /&gt;
&lt;br /&gt;
This causes all of the Shopsanity features described above.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (1-4 Items) ===&lt;br /&gt;
&lt;br /&gt;
This not only causes all of the Shopsanity features described above, but it also adds 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of money. Lower value shop items are removed to make room for this, and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled Shops (Random Items) ===&lt;br /&gt;
&lt;br /&gt;
This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting.&lt;br /&gt;
&lt;br /&gt;
== Shuffle Dungeon Items ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to decide the natural distribution of dungeon items. Dungeon items can be found confined to their original dungeons, spread freely throughout the world, or prevented from existing completely. Items that are prevented from existing completely will be replaced in the item pool with an assortment of various low tier junk items. This feature can be specified for Maps/Compasses, Small Keys, and Boss Keys independently. If Small Keys or Boss Keys are prevented from existing, this will also remove all locks those keys would be used for from existing as well. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed.&lt;br /&gt;
&lt;br /&gt;
== Maps and Compasses Give Information ==&lt;br /&gt;
&lt;br /&gt;
This setting, only available if you start with Maps and Compasses or they are spread across the world, disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information.&lt;br /&gt;
&lt;br /&gt;
== Remove Ganon’s Door Boss Lock ==&lt;br /&gt;
&lt;br /&gt;
This setting removes the Boss Key lock from Ganon’s Tower. This removes the need to locate the Ganon’s Tower Boss Key to finish the game.&lt;br /&gt;
&lt;br /&gt;
== Tokensanity ==&lt;br /&gt;
&lt;br /&gt;
This setting shuffles the Gold Skulltula item drops into the general pool of locations. The player can choose only to include Gold skulltulas found in dungeons for a more mild version of this setting.&lt;br /&gt;
&lt;br /&gt;
= Detailed Logic =&lt;br /&gt;
&lt;br /&gt;
== Maximum Expected Skulltula Tokens ==&lt;br /&gt;
&lt;br /&gt;
This setting can be used to reduce the number of Gold Skulltula Tokens that may be required to finish the game.&lt;br /&gt;
&lt;br /&gt;
== No Nighttime Skulltulas without Sun’s Song ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the logic to expect the player to have an ocarina and the Sun’s Song to get Gold Skulltula locations that are only found at nighttime.&lt;br /&gt;
&lt;br /&gt;
== No Big Poes ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the Big Poe vendor will not have an important item.&lt;br /&gt;
&lt;br /&gt;
== No Child Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from child fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Adult Fishing ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the reward from adult fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.&lt;br /&gt;
&lt;br /&gt;
== No Skull Mask Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Skull Mask in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Mask of Truth Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Mask of Truth in the Deku Theater is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No 1500 Horseback Archery ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from scoring 1500 points at the horseback archery challenge at Gerudo Fortress is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Lost Woods Memory Game ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from winning the ocarina memory game in the Lost Woods is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Racing Dampe a Second Time ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from finishing with a sub-minute time in the second Dampe race is not an important item.&lt;br /&gt;
&lt;br /&gt;
== No Biggoron Reward ==&lt;br /&gt;
&lt;br /&gt;
This setting will guarantee that the item obtained from showing the Claim Check to Biggoron is not an important item.&lt;br /&gt;
&lt;br /&gt;
== Adult Trade Sequence ==&lt;br /&gt;
&lt;br /&gt;
This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Enable All Tricks ==&lt;br /&gt;
&lt;br /&gt;
This is a button to turn on all of the trick related flags.&lt;br /&gt;
&lt;br /&gt;
== Various Advanced Tricks ==&lt;br /&gt;
&lt;br /&gt;
This setting allows a huge number of minor tricks to be allowed by the logic. Here is a complete list:&lt;br /&gt;
&lt;br /&gt;
-A precise jumpslash with either a Deku Stick or the Kokiri Sword can be used to reach a Gold Skulltula on some vines in standad Deku Tree. -The Bow can be used to knock down the stairs in Dodongo’s Cavern with two well timed shots. -The vines in Forest Temple leading to where the well drain switch is in the standard form can be barely reached with the standard Hookshot. -The well in Forest Temple can be crossed with just Hookshot by shooting as low as possible on the vines from the far side and swimming under the ceiling. This is possible in both versions but can only be required in Forest Temple MQ. -A Bombchu from the ground level can be used to hit the switch to bypass the block pushing puzzle in Forest Temple MQ. -A rusted switch under a Song of Time block in the standard Fire Temple can be hit by using Hammer into the block. -The location with the Boss Key chest in Fire Temple MQ can be reached without the Bow with very particular use of Din’s Fire. -The upper levels of the old boulder maze in Fire Temple MQ can be reached without explosives by using the Hammer through a wall. -In the standard Spirit Temple, the bridge on child side can be lowered with a carefully timed Bombchu. -The frozen switch in Spirit Temple MQ can be hit without a fire source by using the Bow and Song of Time very cleverly. -The chest in the basement of the standard Bottom of the Well can be reached with only a Strength Upgrade by using a jump slash with a lit Deku Stick to access the bomb flowers in the basement. -The silver rupees on the left side of Gerudo Training Grounds MQ can be collected with just Hookshot with a somewhat particular jump slash. -The first room of the Spirit Trail in Ganon’s Castle MQ can be cleared without the Bow by using a Hammer jump slash to hit the rusted switch through the thrones. -The Gold Skulltula in adult Kokiri Forest can be reached without the Hookshot by using Hover Boots off one of the roots. -The child can reach the chest on Death Mountain trail with just the Goron Bracelet by backwalking with the Bomb Flower intended to open Dodongo’s Cavern and throwing the Bomb Flower at the wall very quickly. -Gerudo Fortress can be cleared without any items other than those needed for access. The logic normally guarantees one of the Bow, Hookshot, or Hover Boots to help navigate the “kitchen”.&lt;br /&gt;
&lt;br /&gt;
Using this setting will also pre-set all of the lower logic flags to a reasonable configuration to match the trick level. These can then be edited as the player desires if the given configuration isn’t desired.&lt;br /&gt;
&lt;br /&gt;
== Man on Roof without Hookshot ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a trick in which the player does a sidehop off the tall tower in Kakariko Village to reach the man on the rooftop with no items.&lt;br /&gt;
&lt;br /&gt;
== Child Deadhand without Kokiri Sword ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider defeating the Deadhand in Bottom of the Well with Deku Sticks. This is not hard with use of the power crouch stab glitch, but consistently landing actual jump slashes on his unusual hitbox is pretty difficult and using normal slashes consumes 9 Deku Sticks.&lt;br /&gt;
&lt;br /&gt;
== Dodongo’s Cavern Spike Trap Room Jump without Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider that the adult can make a particularly useful jump in Dodongo’s Cavern to reach the area with the Bomb Bag chest early. Due to the precision of the jump, normally the logic expects Hover Boots to complete this path.&lt;br /&gt;
&lt;br /&gt;
== Windmill PoH as Adult with Nothing ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider a jump the adult can make in the windmill to reach the Piece of Heart within with no items. The jump requires leaping from an object on which it is not obvious Link is allowed to stand and has counterintuitive timing so it is not in standard logic.&lt;br /&gt;
&lt;br /&gt;
== Crater’s Bean PoH with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using Hover Boots to reach the Piece of Heart atop the volcano in Death Mountain Crater. The path involves walking up a very steep slope that is not visibly walkable so it is not in normal logic.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Cucco ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider using a Cucco on Zora River to enter Zora’s Domain as a child without playing Zelda’s Lullaby. It requires slipping behind the waterfall trickily from the left side.&lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain Entry with Hover Boots ==&lt;br /&gt;
&lt;br /&gt;
This allows the logic to consider this similar trick to the above except as an adult with Hover Boots. This is actually a lot more difficult even though it can be done from either side of the waterfall.&lt;br /&gt;
&lt;br /&gt;
== Fewer Tunic Requirements ==&lt;br /&gt;
&lt;br /&gt;
This relaxes the tunic requirements by the logic somewhat. Normally the logic expects a Goron Tunic to enter Fire Temple or complete the Fire Trial in Ganon’s Castle and a Zora Tunic to enter Water Temple, collect the underwater silver rupees in Gerudo Training Grounds, or obtain the Piece of Heart at the bottom of the frozen Zora’s Fountain. With this flag set, the Goron Tunic will not be required to actually enter Fire Temple, only to fight Volvagia or to reach the upper floors. The Zora Tunic requirements are removed completely except to reach the chest at the bottom of the central pillar in Water Temple.&lt;br /&gt;
&lt;br /&gt;
== Morpha with Gold Scale ==&lt;br /&gt;
&lt;br /&gt;
This setting allows entry to the Water Temple with the Gold Scale to be considered. Since you cannot backtrack into Water Temple without Iron Boots, only the Spiritual Stone or Medallion obtained from defeating Morpha can be considered by logic either way; since you need the Water Temple Boss Key and Longshot to access Morpha normally, this means that this setting is only relevant in either keysanity or keysy relative to the locations of Boss Keys.&lt;br /&gt;
&lt;br /&gt;
== Lens of Truth ==&lt;br /&gt;
&lt;br /&gt;
This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Required Everywhere ===&lt;br /&gt;
&lt;br /&gt;
This setting requires the Lens of Truth to interact with any invisible object except for whatever was required in the original game to obtain the Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland and Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
=== Only Chest Minigame ===&lt;br /&gt;
&lt;br /&gt;
This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== Skip Tower Collapse Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Interior Castle Guard Stealth Sequence ==&lt;br /&gt;
&lt;br /&gt;
This setting causes entering the crawlspace at Hyrule Castle to deposit the player directly into the Castle Courtyard, bypassing the guard evasion sequence.&lt;br /&gt;
&lt;br /&gt;
== Skip Epona Race ==&lt;br /&gt;
&lt;br /&gt;
This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
== Fast Chest Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
== Random Big Poe Target Count ==&lt;br /&gt;
&lt;br /&gt;
This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10. Alternatively, the number of Big Poes requires can be selected manually with the slider below. Note that Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
== Start with Scarecrow’s Song ==&lt;br /&gt;
&lt;br /&gt;
This flag causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. The box below can be used to specify the particular desired Scarecrow’s Song. This song must be exactly eight notes long and must contain at least two different notes.&lt;br /&gt;
&lt;br /&gt;
== Randomize Ocarina Song Notes ==&lt;br /&gt;
&lt;br /&gt;
This flag randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs.&lt;br /&gt;
&lt;br /&gt;
== Chest Size Matches Contents ==&lt;br /&gt;
&lt;br /&gt;
This flag causes keys, Ice Traps, and items flagged as progression items to appear in large treasure chests while other items will be in small treasure chests. This means that players can choose to skip small treasure chests since they will only contain handy, not essential, items.&lt;br /&gt;
&lt;br /&gt;
== Clearer Hints ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players who do not have English as their first language, but the hints will be less “fun” and less like the sorts of things that would be said in the original game.&lt;br /&gt;
&lt;br /&gt;
== Gossip Stones ==&lt;br /&gt;
&lt;br /&gt;
This flag changes the behavior of Gossip Stones to give hints to players. The hints will be distributed as such:&lt;br /&gt;
&lt;br /&gt;
-If the required number of trials is 1-3, a hint will be added for each trial that must be done. If the required number of trials is 4 or 5, a hint will be added for each trial that can be skipped. -Hints will be added for every one of the “always” locations that is allowed to have a random possibly valuable item under the current settings. These hints will tell the player what item is at each of these locations. These locations are the rewards for 30, 40, and 50 Gold Skulltula Tokens, the item obtained from Biggoron by showing the Claim Check, the item obtained from the Big Poe vendor, both the song and the item slots at the Ocarina of Time, and the item obtained from showing the Mask of Truth at the Deku Theater. -Some hints will be given for items at a randomly selected number of other locations that are generally somewhat inconvenient to check. The total number of these hints will be either 11 or 12 minus the number of always hints placed. -3 or 4 hints will be given naming a specific non-dungeon specific item that can be found in a randomly chosen dungeon. -1 to 4 hints will be given naming a specific item found in a specific overworld region. Which part of this range is used is determined in part by how many trial hints are given. -4 to 6 hints will be given naming what region specific progression items other than Gold Skulltula Tokens can be found. -3 or 4 hints will be given naming specific regions that are “on the way of the hero” and thus contain at least one required progression item. -All remaining hints (33 total unique Gossip Stones exist) will be filled with non-information junk hints.&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to specify which item is required to interact with the Gossip Stones. The Stone of Agony is the default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones. The default Mask of Truth can be used, but this has the downside that the Mask of Truth can only be obtained with all Spiritual Stones which tends to make the hints not useful, and using the Mask of Truth requires being a child which is another big downside. There is also an option for the information to just be free for those wanting an easier mode.&lt;br /&gt;
&lt;br /&gt;
== Text Shuffle ==&lt;br /&gt;
&lt;br /&gt;
This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
&lt;br /&gt;
=== No Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Leave the text alone.&lt;br /&gt;
&lt;br /&gt;
=== Shuffled except Hints and Keys ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text other than the useful text giving the player information.&lt;br /&gt;
&lt;br /&gt;
=== All Text Shuffled ===&lt;br /&gt;
&lt;br /&gt;
Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
This setting allows the player to tweak the item pool to make a somewhat harder experience.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Leave the item pool alone.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&lt;br /&gt;
Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
&lt;br /&gt;
=== Very Hard ===&lt;br /&gt;
&lt;br /&gt;
In addition to the items from Hard, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
== Damage Multiplier ==&lt;br /&gt;
&lt;br /&gt;
This setting changes the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Link takes normal damage.&lt;br /&gt;
&lt;br /&gt;
=== OHKO ===&lt;br /&gt;
&lt;br /&gt;
Link dies in one hit. Ice Traps are removed, and at least one Nayru’s Love is in the item pool.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
&lt;br /&gt;
== Background Music ==&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
Do not alter the background music.&lt;br /&gt;
&lt;br /&gt;
=== No Music ===&lt;br /&gt;
&lt;br /&gt;
Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
&lt;br /&gt;
=== Random ===&lt;br /&gt;
&lt;br /&gt;
Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
&lt;br /&gt;
== Kokiri Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s default Kokiri Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu.&lt;br /&gt;
&lt;br /&gt;
=== Most Colors ===&lt;br /&gt;
&lt;br /&gt;
Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Choose a random color from the set of pre-made colors.&lt;br /&gt;
&lt;br /&gt;
=== Completely Random ===&lt;br /&gt;
&lt;br /&gt;
Generate a random color with numerically random RGB values.&lt;br /&gt;
&lt;br /&gt;
=== Custom Color ===&lt;br /&gt;
&lt;br /&gt;
A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
== Goron Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Goron Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Zora Tunic Color ==&lt;br /&gt;
&lt;br /&gt;
This determines the color of Link’s Zora Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.&lt;br /&gt;
&lt;br /&gt;
== Low Health SFX ==&lt;br /&gt;
&lt;br /&gt;
This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
&lt;br /&gt;
=== Particular Sounds ===&lt;br /&gt;
&lt;br /&gt;
Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
&lt;br /&gt;
=== Random Choice ===&lt;br /&gt;
&lt;br /&gt;
Play a random SFX from the list of choices.&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
&lt;br /&gt;
Disable low health heart beeps altogether.&lt;br /&gt;
&lt;br /&gt;
== Navi Color ==&lt;br /&gt;
&lt;br /&gt;
These options can be used to set Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors.&lt;br /&gt;
&lt;br /&gt;
== Navi Hint ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
== Navi Enemy Target ==&lt;br /&gt;
&lt;br /&gt;
This option sets the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
= Command Line Options =&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--check_version&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the latest version number online (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--checked_version CHECKED_VERSION&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check for the specified version number instead of a number from online.&lt;br /&gt;
&amp;lt;pre&amp;gt;--rom ROM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to a The Legend of Zelda: Ocarina of Time NTSC-US v1.0 ROM. (default: ZOOTDEC.z64)&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_dir OUTPUT_DIR&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Path to output directory for rom generation.&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--count COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the count option (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--world_count WORLD_COUNT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to create a multi-world generation for co-op seeds. World count is the number of players. Warning: Increasing the world count will drastically increase generation time. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--player_num PLAYER_NUM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use to select world to generate when there are multiple worlds. (default: 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;--create_spoiler&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Output a Spoiler File (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--compress_rom [{True,False,None}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a compressed version of the output rom file. True: Compresses. Improves stability. Will take longer to generate False: Uncompressed. Unstable on emulator. Faster generation None: No ROM Output. Creates spoiler log only (default: True)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_forest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether Kokiri children obstruct your path at the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_kakariko&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gate in Kakariko Village to Death Mountain Trail is always open, instead of needing Zelda’s Letter. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--open_door_of_time&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set whether the Door of Time is open from the beginning of the game. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gerudo_fortress [{normal,fast,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select how much of Gerudo Fortress is required. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bridge [{medallions,vanilla,dungeons,open}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the condition to spawn the Rainbow Bridge to Ganon’s Castle. (default: medallions)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--all_reachable&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables the “Only Ensure Seed Beatable” option (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--bombchus_in_logic&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes how the logic considers Bombchus and other Bombchu related mechanics (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--one_item_per_dungeon&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each dungeon will have exactly one major item. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--trials [{0,1,2,3,4,5,6}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of trials that must be cleared in Ganon’s Castle (default: 6)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_escape_sequence&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the tower collapse sequence after defeating Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_guard_stealth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the guard evasion sequence in Hyrule Castle (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_epona_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes the need to race Ingo to acquire Epona (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--fast_chests&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Causes all chests to open with a fast animation (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--big_poe_count [{1,2,3,4,5,6,7,8,9,10}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Big Poes that must be sold to the vendor for an item (default: 10)&lt;br /&gt;
&amp;lt;pre&amp;gt;--free_scarecrow&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start the game with the Scarecrow’s Song activated and Pierre possible for the adult to summon (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--scarecrow_song [SCARECROW_SONG]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set Scarecrow’s Song if –free_scarecrow is used. Valid notes: A, U, L, R, D (default: DAAAAAAA)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_kokiri_sword&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Kokiri Sword as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_weird_egg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Weird Egg as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_ocarinas&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the two ocarinas as randomized items (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_song_items&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Treat the ocarina songs as normal items and shuffle them into the general item pool (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_gerudo_card&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the Gerudo Card to access Gerudo Training Grounds as a randomized item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_scrubs [{off,low,regular,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include all Deku Scrub Salesmen as randomized item and determine their prices (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shopsanity [{off,0,1,2,3,4,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize shop items and add the chosen number of items from the general item pool to shop inventories (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_mapcompass [{remove,startwith,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Maps and Compasses can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_smallkeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Small Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--shuffle_bosskeys [{remove,dungeon,keysanity}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the locations Boss Keys can be found (default: dungeon)&lt;br /&gt;
&amp;lt;pre&amp;gt;--enhance_map_compass&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change the functionality of the Map and Compass to give information about their dungeons. The Temple of Time Altar will no longer provide any dungeon information. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--unlocked_ganondorf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove the Boss Key door leading to Ganondorf (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--tokensanity [{off,dungeons,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the chosen Gold Skulltula Token locations in the item shuffle (default: off)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons_random&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons to a random value (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--mq_dungeons [{0,1,2,3,4,5,6,7,8,9,10,11,12}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets the number of Master Quest dungeons (default: 0)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_skulltulas [{0,10,20,30,40,50}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose the maximum number of Gold Skulltula Tokens that could be required (default: 50)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_night_tokens_without_suns_song&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change logic to expect Sun’s Song to defeat nighttime Gold Skulltulas (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_big_poes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the Big Poe vendor from having a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_child_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as a child from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_adult_fishing&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize from fishing as an adult from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_skull_mask&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Skull Mask at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_mask_of_truth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Mask of Truth at the Deku Theater from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_1500_archery&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by scoring 1500 points at horseback archery from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_memory_game&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by completing the ocarina memory game in the Lost Woods from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_second_dampe_race&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the prize won by finishing the second Dampe race in under 1 minute from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_no_trade_biggoron&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prevent the item obtained by showing the Claim Check to Biggoron from being a required item (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_earliest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the earliest item in the adult trade sequence that can be found in the item pool (default: pocket_egg)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_latest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the latest item in the adult trade sequence that can be found in the item pool (default: claim_check)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_tricks&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider a large number of minor tricks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_man_on_roof&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the man on the roof in Kakariko Village with a sidehop from the tower (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_child_deadhand&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the child defeating Deadhand with only Deku Sticks (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_dc_jump&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to bypass the second Lizalfos fight room in Dodongo’s Cavern as an adult with a simple jump (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_windmill_poh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart in the windmill as an adult with nothing (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_crater_bean_poh_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to reach the Piece of Heart on the volcano in Death Mountain Crater with Hover Boots (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_cucco&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as a child using a Cucco instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_zora_with_hovers&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the logic to consider the trick to enter Zora’s Domain as an adult using Hover Boots instead of playing Zelda’s Lullaby (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_fewer_tunic_requirements&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reduce the number of locations for which the logic expects a tunic upgrade (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_morpha_with_scale&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allows entering Water Temple and beating Morpha with Gold Scale instead of Iron Boots. The Longshot and Boss Key are still required to reach the boss. This means that this option is only relevant in keysanity or keysy. (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--logic_lens [{chest,chest-wasteland,all}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set which hidden objects the logic expects the Lens of Truth to be used on (default: all)&lt;br /&gt;
&amp;lt;pre&amp;gt;--ocarina_songs&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomize the particular notes that must be played for each of the 12 standard ocarina songs (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--correct_chest_sizes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set chest sizes based on contents (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--clearer_hints&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reword hints to be incredibly direct (default: False)&lt;br /&gt;
&amp;lt;pre&amp;gt;--hints [{none,mask,agony,always}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable hints from Gossip Stones and select the condition to read them (default: agony)&lt;br /&gt;
&amp;lt;pre&amp;gt;--text_shuffle [{none,except_hints,complete}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shuffle the chosen text randomly (default: none)&lt;br /&gt;
&amp;lt;pre&amp;gt;--difficulty [{normal,hard,very_hard}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alter the item pool to increase difficulty. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--damage_multiplier [{normal,ohko}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alters the amount of damage taken. The ohko option causes Link to die in one hit. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--default_targeting [{hold,switch}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set the default Z-targeting setting. It can still be changed in the game’s options menu. (default: hold)&lt;br /&gt;
&amp;lt;pre&amp;gt;--background_music [{normal,off,random}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose whether the game’s background music will be left alone, disabled, or shuffled randomly. (default: normal)&lt;br /&gt;
&amp;lt;pre&amp;gt;--kokiricolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Kokiri Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Kokiri Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--goroncolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Goron Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Goron Red)&lt;br /&gt;
&amp;lt;pre&amp;gt;--zoracolor [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Kokiri Green&#039;, &#039;Goron Red&#039;, &#039;Zora Blue&#039;, &#039;Black&#039;, &#039;White&#039;, &#039;Azure Blue&#039;, &#039;Vivid Cyan&#039;, &#039;Light Red&#039;, &#039;Fuchsia&#039;, &#039;Purple&#039;, &#039;MM Purple&#039;, &#039;Twitch Purple&#039;, &#039;Purple Heart&#039;, &#039;Persian Rose&#039;, &#039;Dirty Yellow&#039;, &#039;Blush Pink&#039;, &#039;Hot Pink&#039;, &#039;Rose Pink&#039;, &#039;Orange&#039;, &#039;Gray&#039;, &#039;Gold&#039;, &#039;Silver&#039;, &#039;Beige&#039;, &#039;Teal&#039;, &#039;Blood Red&#039;, &#039;Blood Orange&#039;, &#039;Royal Blue&#039;, &#039;Sonic Blue&#039;, &#039;NES Green&#039;, &#039;Dark Green&#039;, &#039;Lumen&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Link’s Zora Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Zora Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolordefault [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi in idle. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: White)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorenemy [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an enemy. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Yellow)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolornpc [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting an NPC. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Light Blue)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navicolorprop [{&#039;Random Choice&#039;, &#039;Completely Random&#039;, &#039;Gold&#039;, &#039;White&#039;, &#039;Green&#039;, &#039;Light Blue&#039;, &#039;Yellow&#039;, &#039;Red&#039;, &#039;Magenta&#039;, &#039;Black&#039;, &#039;Tatl&#039;, &#039;Tael&#039;, &#039;Fi&#039;, &#039;Ciela&#039;, &#039;Epona&#039;, &#039;Ezlo&#039;, &#039;King of Red Lions&#039;, &#039;Linebeck&#039;, &#039;Loftwing&#039;, &#039;Midna&#039;, &#039;Phantom Zelda&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the color of Navi when she is targeting a prop. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Green)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxoverworld [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi wishes to speak with the player. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--navisfxenemytarget [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Rupee&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Low Health&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Ice Break&#039;, &#039;Explosion&#039;, &#039;Crate&#039;, &#039;Great Fairy&#039;, &#039;Moo&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Cockadoodledoo&#039;, &#039;Epona&#039;, &#039;Gold Skulltula&#039;, &#039;Redead&#039;, &#039;Poe&#039;, &#039;Ruto&#039;, &#039;Howl&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &amp;amp;quot;H&#039;lo!&amp;amp;quot;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that plays when Navi targets an enemy. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--healthSFX [{&#039;Default&#039;, &#039;Random Choice&#039;, &#039;None&#039;, &#039;Cluck&#039;, &#039;Softer Beep&#039;, &#039;Recovery Heart&#039;, &#039;Timer&#039;, &#039;Notification&#039;, &#039;Tambourine&#039;, &#039;Carrot Refill&#039;, &#039;Navi - Random&#039;, &#039;Navi - Hey!&#039;, &#039;Zelda - Gasp&#039;, &#039;Mweep!&#039;, &#039;Iron Boots&#039;, &#039;Hammer&#039;, &#039;Sword Bounce&#039;, &#039;Bow&#039;, &#039;Gallop&#039;, &#039;Drawbridge&#039;, &#039;Switch&#039;, &#039;Bomb Bounce&#039;, &#039;Bark&#039;, &#039;Ribbit&#039;, &#039;Broken Pot&#039;, &#039;Business Scrub&#039;, &#039;Guay&#039;, &#039;Bongo Bongo&#039;}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select the sound effect that loops at low health. (default: Default)&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open the graphical user interface. Preloads selections with set command line parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Logic&amp;diff=39</id>
		<title>Logic</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Logic&amp;diff=39"/>
		<updated>2018-11-27T08:56:32Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= “My Seed Is Broken!” (Glitchless Logic) =&lt;br /&gt;
&lt;br /&gt;
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 developers much smarter than myself, OoTR’s logic is surprisingly robust. Listed below are some common sources of confusion, grouped by location. If you don’t mind spoiling the rest of your 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 #questions-gameplay channel of our [https://discord.gg/3VJPQNK Discord Server]. Make sure to provide your seed and setting string along with any important details about the issue. If it turns out you have indeed encountered a logical flaw, kind members of our team will report issues from there.&lt;br /&gt;
&lt;br /&gt;
== Problem Areas by Location ==&lt;br /&gt;
&lt;br /&gt;
=== Link’s House: ===&lt;br /&gt;
&lt;br /&gt;
==== Stuck beside bed ====&lt;br /&gt;
&lt;br /&gt;
*Tilt the Control Stick to move around. Go through the door and you will reach Kokiri Forest. The game gets much easier from there. &lt;br /&gt;
&lt;br /&gt;
=== Hyrule Field ===&lt;br /&gt;
&lt;br /&gt;
==== Open grottos without Bombs ====&lt;br /&gt;
&lt;br /&gt;
*Any grotto you can open with Bombs may also be opened with Hammer. &lt;br /&gt;
*Some grottos will only reveal themselves when you play Song of Storms. &lt;br /&gt;
&lt;br /&gt;
=== Kakariko Village: ===&lt;br /&gt;
&lt;br /&gt;
==== Shooting Gallery gives 50 rupees ====&lt;br /&gt;
&lt;br /&gt;
*The Fairy Bow/Quiver is required to win the special prize. Otherwise you will receive 50 rupees.&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
==== Can’t get onto rooftops without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*Yes you can. Get a little closer and use the Hookshot. &lt;br /&gt;
&lt;br /&gt;
==== Well won&#039;t drain ====&lt;br /&gt;
&lt;br /&gt;
*Project 64 is known to have issues with this, among other things. For the purposes of this project, we can only recommend using a different emulator. &lt;br /&gt;
&lt;br /&gt;
=== Goron City: ===&lt;br /&gt;
&lt;br /&gt;
==== Reach Goron City from Lost Woods without Bombs ====&lt;br /&gt;
&lt;br /&gt;
*You can ignite the Bomb Flowers behind the boulders using Din’s Fire. &lt;br /&gt;
&lt;br /&gt;
==== Get big rolling Goron to relinquish goods ====&lt;br /&gt;
&lt;br /&gt;
*Even if you have serious Zelda skills (or Bombchus), a Bomb Bag is required. Bomb the Goron in the tunnel near the sign. &lt;br /&gt;
&lt;br /&gt;
==== Boulder Maze without Bombs or Hammer ====&lt;br /&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;
=== Lost Woods: ===&lt;br /&gt;
&lt;br /&gt;
==== Skull Kid won’t buy this sweet Skull Mask ====&lt;br /&gt;
&lt;br /&gt;
*Skull Kid won’t buy Skull Mask until you befriend him with Saria’s Song. &lt;br /&gt;
&lt;br /&gt;
=== Zora’s Domain: ===&lt;br /&gt;
&lt;br /&gt;
==== Need Blue Fire to unfreeze King Zora/Zora shop ====&lt;br /&gt;
&lt;br /&gt;
*If you have access to Ganon’s Castle, Blue Fire can be found in Water Trial. &lt;br /&gt;
&lt;br /&gt;
*Blue Fire may be a purchasable item. &lt;br /&gt;
*As usual, Blue Fire can be obtained in Ice Cavern. &lt;br /&gt;
&lt;br /&gt;
=== Lake Hylia: ===&lt;br /&gt;
&lt;br /&gt;
==== Go fishing ====&lt;br /&gt;
&lt;br /&gt;
*You must have a sword in order to play the fishing minigame. It’s because you need to threaten him or something. &lt;br /&gt;
&lt;br /&gt;
// FIXME: Is this still true? Do you need Kokiri Sword specifically?&lt;br /&gt;
&lt;br /&gt;
==== Get Scarecrow’s Song ====&lt;br /&gt;
&lt;br /&gt;
*In order to use the Scarecrow’s Song, you must teach it to Bonooru as a child, and remind him again as an adult. &lt;br /&gt;
&lt;br /&gt;
=== Temple of Time: ===&lt;br /&gt;
&lt;br /&gt;
==== Open Door of Time ====&lt;br /&gt;
&lt;br /&gt;
*Playing the Song of Time is the only requirement to opening the Door of Time. &lt;br /&gt;
&lt;br /&gt;
=== Forest Temple: ===&lt;br /&gt;
&lt;br /&gt;
==== Get outside without Song of Time or Bow ====&lt;br /&gt;
&lt;br /&gt;
*With Hover Boots you can float to the door connecting the large block-pushing room with the courtyard. &lt;br /&gt;
&lt;br /&gt;
==== Can’t push large colored blocks as adult, wtf man?? ====&lt;br /&gt;
&lt;br /&gt;
*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;
=== Death Mountain Crater: ===&lt;br /&gt;
&lt;br /&gt;
==== Reach the bottom area for Bolero of Fire and access to Fire Temple ====&lt;br /&gt;
&lt;br /&gt;
*Using only the Hover Boots, you can float down to the shortcut to Goron City, and across the dilapidated bridge. &lt;br /&gt;
*You can also reach this bottom area with Scarecrow’s Song and the Longshot by&amp;amp;nbsp;jumping onto the platforms below and pulling yourself across the pool of lava. &lt;br /&gt;
&lt;br /&gt;
// FIXME: Do you need Hover Boots to reach the platforms around scarecrow?&lt;br /&gt;
&lt;br /&gt;
=== Fire Temple: ===&lt;br /&gt;
&lt;br /&gt;
==== Reach Volvagia without Hammer ====&lt;br /&gt;
&lt;br /&gt;
*With Hover Boots equipped, it’s a simple matter of floating over to the boss door. That said, you’ll need the Hammer to actually &#039;&#039;do&#039;&#039; anything in there. &lt;br /&gt;
&lt;br /&gt;
=== Water Temple: ===&lt;br /&gt;
&lt;br /&gt;
==== Boss Key chest without Bombs or Goron’s Bracelet ====&lt;br /&gt;
&lt;br /&gt;
*Use the Hover Boots to reach the chest. &lt;br /&gt;
&lt;br /&gt;
==== Getting past the gate without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*After shooting the eye switch, crossing the gap with Hover Boots will get you past the gate before it closes. &lt;br /&gt;
&lt;br /&gt;
==== Center room’s Gold Skulltula without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*Cast Farore’s Wind inside the center room. Raise the water to its highest level and return to the warp point. Swim to the surface to reach the Gold Skulltula. &lt;br /&gt;
&lt;br /&gt;
==== I can’t raise the water level ====&lt;br /&gt;
&lt;br /&gt;
*With the water level lowered, jump down to the second level of the central structure. 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. &lt;br /&gt;
&lt;br /&gt;
=== Shadow Temple: ===&lt;br /&gt;
&lt;br /&gt;
==== Spike floor room without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*Backflip onto the chest spawned in the middle of the room. From there you can use the Hookshot to reach the upper ledge. &lt;br /&gt;
&lt;br /&gt;
==== Reach the boat without Goron’s Bracelet ====&lt;br /&gt;
&lt;br /&gt;
*You can bypass pushing the large block by shooting the ladder with a Hookshot. &lt;br /&gt;
&lt;br /&gt;
==== Reach Bongo Bongo without the Fairy Bow ====&lt;br /&gt;
&lt;br /&gt;
*Play the Scarecrow’s Song to summon Pierre. Shoot his face with the Longshot to get to the other side. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spirit Temple: ===&lt;br /&gt;
&lt;br /&gt;
==== Lower metal bridge on child side without Boomerang ====&lt;br /&gt;
&lt;br /&gt;
*You can just barely hit the switch with a well-placed slingshot shot. &lt;br /&gt;
*Alternatively, you can hit the crystal switch with a well-timed Bombchu placement in the opposite direction. Hopefully you’ll hit it, or you’ll have to go out and buy more Bombchus. &lt;br /&gt;
&lt;br /&gt;
==== Map chest without Din’s Fire or Magic ====&lt;br /&gt;
&lt;br /&gt;
*Child Link is perfectly capable of lighting the torches using only a Deku Stick. &lt;br /&gt;
&lt;br /&gt;
==== Collect all the silver rupees in the boulder room without Hover Boots ====&lt;br /&gt;
&lt;br /&gt;
*You can reach the floating rupee by jumping into the boulder with a jump slash. &lt;br /&gt;
&lt;br /&gt;
==== Silver Guantlets chest from adult side using Longshot ====&lt;br /&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;
=== Gerudo Training Grounds: ===&lt;br /&gt;
&lt;br /&gt;
==== Lava room without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*You can reach the torch at the end of this room using only the Hookshot. &lt;br /&gt;
&lt;br /&gt;
==== Timed boulder room without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*The target on the ceiling is just within range of the Hookshot if you stand directly under it. &lt;br /&gt;
*A wallmaster can also lift you up into the rupee if it’s the last one you need to collect. &lt;br /&gt;
&lt;br /&gt;
=== Ganon’s Castle ===&lt;br /&gt;
&lt;br /&gt;
==== Spirit Trial without Din’s Fire ====&lt;br /&gt;
&lt;br /&gt;
*A precise shot of an arrow through the torch will burn the web to reveal the sunlight. Or moonlight. Maybe it’s a big lamp, idk. &lt;br /&gt;
&lt;br /&gt;
== Knowing the Way with the Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
The spoiler log can be very helpful when looking for important items you missed. It takes only a few steps: 1. 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;. 2. Scroll down to the section labeled &#039;&#039;Way of the Hero&#039;&#039;. 3. Ensure that you have collected all the items listed in the section, as they are essential to beating the game.&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Logic&amp;diff=38</id>
		<title>Logic</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Logic&amp;diff=38"/>
		<updated>2018-11-27T08:46:09Z</updated>

		<summary type="html">&lt;p&gt;Tyrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= “My Seed Is Broken!” (Glitchless Logic) =&lt;br /&gt;
&lt;br /&gt;
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 developers much smarter than myself, OoTR’s logic is surprisingly robust. Listed below are some common sources of confusion, grouped by location. If you don’t mind spoiling the rest of your 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 #questions-gameplay channel of our [https://discord.gg/3VJPQNK Discord Server]. Make sure to provide your seed and setting string along with any important details about the issue. If it turns out you have indeed encountered a logical flaw, kind members of our team will report issues from there.&lt;br /&gt;
&lt;br /&gt;
== Problem Areas by Location ==&lt;br /&gt;
&lt;br /&gt;
=== Link’s House: ===&lt;br /&gt;
&lt;br /&gt;
==== Stuck beside bed ====&lt;br /&gt;
&lt;br /&gt;
*Tilt the Control Stick to move around. Go through the door and you will reach Kokiri Forest. The game gets much easier from there. &lt;br /&gt;
&lt;br /&gt;
=== Hyrule Field ===&lt;br /&gt;
&lt;br /&gt;
==== Open grottos without Bombs ====&lt;br /&gt;
&lt;br /&gt;
*Any grotto you can open with Bombs may also be opened with Hammer. &lt;br /&gt;
*Some grottos will only reveal themselves when you play Song of Storms. &lt;br /&gt;
&lt;br /&gt;
=== Kakariko Village: ===&lt;br /&gt;
&lt;br /&gt;
==== Shooting Gallery gives 50 rupees ====&lt;br /&gt;
&lt;br /&gt;
*The Fairy Bow/Quiver is required to win the special prize. Otherwise you will receive 50 rupees.&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
==== Can’t get onto rooftops without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*Yes you can. Get a little closer and use the Hookshot. &lt;br /&gt;
&lt;br /&gt;
==== Well won&#039;t drain ====&lt;br /&gt;
&lt;br /&gt;
*Project 64 is known to have issues with this, among other things. For the purposes of this project, we can only recommend using a different emulator. &lt;br /&gt;
&lt;br /&gt;
=== Goron City: ===&lt;br /&gt;
&lt;br /&gt;
==== Reach Goron City from Lost Woods without Bombs ====&lt;br /&gt;
&lt;br /&gt;
*You can ignite the Bomb Flowers behind the boulders using Din’s Fire. &lt;br /&gt;
&lt;br /&gt;
==== Get big rolling Goron to relinquish goods ====&lt;br /&gt;
&lt;br /&gt;
*Even if you have serious Zelda skills (or Bombchus), a Bomb Bag is required. Bomb the Goron in the tunnel near the sign. &lt;br /&gt;
&lt;br /&gt;
==== Boulder Maze without Bombs or Hammer ====&lt;br /&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;
=== Lost Woods: ===&lt;br /&gt;
&lt;br /&gt;
==== Skull Kid won’t buy this sweet Skull Mask ====&lt;br /&gt;
&lt;br /&gt;
*Skull Kid won’t buy Skull Mask until you befriend him with Saria’s Song. &lt;br /&gt;
&lt;br /&gt;
=== Zora’s Domain: ===&lt;br /&gt;
&lt;br /&gt;
==== Need Blue Fire to unfreeze King Zora/Zora shop ====&lt;br /&gt;
&lt;br /&gt;
*If you have access to Ganon’s Castle, Blue Fire can be found in Water Trial. &lt;br /&gt;
&lt;br /&gt;
*Blue Fire may be a purchasable item. &lt;br /&gt;
*As usual, Blue Fire can be obtained in Ice Cavern. &lt;br /&gt;
&lt;br /&gt;
=== Lake Hylia: ===&lt;br /&gt;
&lt;br /&gt;
==== Go fishing ====&lt;br /&gt;
&lt;br /&gt;
*You must have a sword in order to play the fishing minigame. It’s because you need to threaten him or something. &lt;br /&gt;
&lt;br /&gt;
// FIXME: Is this still true? Do you need Kokiri Sword specifically?&lt;br /&gt;
&lt;br /&gt;
==== Get Scarecrow’s Song ====&lt;br /&gt;
&lt;br /&gt;
*In order to use the Scarecrow’s Song, you must teach it to Bonooru as a child, and remind him again as an adult. &lt;br /&gt;
&lt;br /&gt;
=== Temple of Time: ===&lt;br /&gt;
&lt;br /&gt;
==== Open Door of Time ====&lt;br /&gt;
&lt;br /&gt;
*Playing the Song of Time is the only requirement to opening the Door of Time. &lt;br /&gt;
&lt;br /&gt;
=== Forest Temple: ===&lt;br /&gt;
&lt;br /&gt;
==== Get outside without Song of Time or Bow ====&lt;br /&gt;
&lt;br /&gt;
*With Hover Boots you can float to the door connecting the large block-pushing room with the courtyard. &lt;br /&gt;
&lt;br /&gt;
==== Can’t push large colored blocks as adult, wtf man?? ====&lt;br /&gt;
&lt;br /&gt;
*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;
=== Death Mountain Crater: ===&lt;br /&gt;
&lt;br /&gt;
==== Reach the bottom area for Bolero of Fire and access to Fire Temple ====&lt;br /&gt;
&lt;br /&gt;
*Using only the Hover Boots, you can float down to the shortcut to Goron City, and across the dilapidated bridge. &lt;br /&gt;
*You can also reach this bottom area with Scarecrow’s Song and the Longshot by&amp;amp;nbsp;jumping onto the platforms below and pulling yourself across the pool of lava. &lt;br /&gt;
&lt;br /&gt;
// FIXME: Do you need Hover Boots to reach the platforms around scarecrow?&lt;br /&gt;
&lt;br /&gt;
=== Fire Temple: ===&lt;br /&gt;
&lt;br /&gt;
==== Reach Volvagia without Hammer ====&lt;br /&gt;
&lt;br /&gt;
*With Hover Boots equipped, it’s a simple matter of floating over to the boss door. That said, you’ll need the Hammer to actually &#039;&#039;do&#039;&#039; anything in there. &lt;br /&gt;
&lt;br /&gt;
=== Water Temple: ===&lt;br /&gt;
&lt;br /&gt;
==== Boss Key chest without Bombs or Goron’s Bracelet ====&lt;br /&gt;
&lt;br /&gt;
*Use the Hover Boots to reach the chest. &lt;br /&gt;
&lt;br /&gt;
==== Getting past the gate without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*After shooting the eye switch, crossing the gap with Hover Boots will get you past the gate before it closes. &lt;br /&gt;
&lt;br /&gt;
==== Center room’s Gold Skulltula without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*Cast Farore’s Wind inside the center room. Raise the water to its highest level and return to the warp point. Swim to the surface to reach the Gold Skulltula. &lt;br /&gt;
&lt;br /&gt;
==== I can’t raise the water level ====&lt;br /&gt;
&lt;br /&gt;
*With the water level lowered, jump down to the second level of the central structure. 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. &lt;br /&gt;
&lt;br /&gt;
=== Shadow Temple: ===&lt;br /&gt;
&lt;br /&gt;
==== Spike floor room without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*Backflip onto the chest spawned in the middle of the room. From there you can use the Hookshot to reach the upper ledge. &lt;br /&gt;
&lt;br /&gt;
==== Reach the boat without Goron’s Bracelet ====&lt;br /&gt;
&lt;br /&gt;
*You can bypass pushing the large block by shooting the ladder with a Hookshot. &lt;br /&gt;
&lt;br /&gt;
==== Reach Bongo Bongo without the Fairy Bow ====&lt;br /&gt;
&lt;br /&gt;
*Play the Scarecrow’s Song to summon Pierre. Shoot his face with the Longshot to get to the other side. &lt;br /&gt;
&lt;br /&gt;
=== Spirit Temple: ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-parser-output&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Lower metal bridge on child side without Boomerang&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;You can hit the crystal switch with a well-timed Bombchu placement in the opposite direction. Hopefully you&amp;amp;rsquo;ll hit it, or you&amp;amp;rsquo;ll have to go out and buy more Bombchus.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Y&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Map chest without Din’s Fire or Magic ====&lt;br /&gt;
&lt;br /&gt;
*Child Link is perfectly capable of lighting the torches using only a Deku Stick. &lt;br /&gt;
&lt;br /&gt;
==== Collect all the silver rupees in the boulder room without Hover Boots ====&lt;br /&gt;
&lt;br /&gt;
*You can reach the floating rupee by jumping into the boulder with a jump slash. &lt;br /&gt;
&lt;br /&gt;
==== Silver Guantlets chest from adult side using Longshot ====&lt;br /&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;
=== Gerudo Training Grounds: ===&lt;br /&gt;
&lt;br /&gt;
==== Lava room without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*You can reach the torch at the end of this room using only the Hookshot. &lt;br /&gt;
&lt;br /&gt;
==== Timed boulder room without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*The target on the ceiling is just within range of the Hookshot if you stand directly under it. &lt;br /&gt;
*A wallmaster can also lift you up into the rupee if it’s the last one you need to collect. &lt;br /&gt;
&lt;br /&gt;
=== Ganon’s Castle ===&lt;br /&gt;
&lt;br /&gt;
==== Spirit Trial without Din’s Fire ====&lt;br /&gt;
&lt;br /&gt;
*A precise shot of an arrow through the torch will burn the web to reveal the sunlight. Or moonlight. Maybe it’s a big lamp, idk. &lt;br /&gt;
&lt;br /&gt;
== Knowing the Way with the Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
The spoiler log can be very helpful when looking for important items you missed. It takes only a few steps: 1. 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;. 2. Scroll down to the section labeled &#039;&#039;Way of the Hero&#039;&#039;. 3. Ensure that you have collected all the items listed in the section, as they are essential to beating the game.&lt;/div&gt;</summary>
		<author><name>Tyrus</name></author>
	</entry>
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