Ocarina of time randomizer mod download
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. Decide the format of the output ROM. Compressed is generally recommended for most users; this is necessary for injection into a. 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. 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. 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:. 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.
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. 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 an identical 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. 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.
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. 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.
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. Only the bottom left carpenter must be rescued to complete Gerudo Fortress. Only one Gerudo Fortress Small Key will exist because of this.
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. This determines the condition under which the rainbow bridge to Ganon's Castle will spawn.
The rainbow bridge spawn requires all medallions and spiritual stones to be in the player's possession. 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.
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.
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.
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.
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. 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. 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.
This option specifies the form dungeons will take. The item pool will be updated to reflect the items originally found in the dungeons used. Dungeons will have the same internal layout as they did in the original The Legend of Zelda: Ocarina of Time.
Dungeons will each have a random internal layout chosen between the vanilla and Master Quest forms. 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. 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. 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.
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.
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. 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.
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. 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. This not only causes all of the Shopsanity features described above, but it also adds 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 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.
This is similar to the items variant but gives each shop a random number of new items from Each shop can have a different amount of unique items with this setting. 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.
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.
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 the dungeon quest is set to mixed, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. 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.
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. This setting can be used to reduce the number of Gold Skulltula Tokens that may be required to finish the game.
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. 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. This setting will guarantee that the reward from adult fishing is not an important item.
This setting will guarantee that the item obtained from showing the Skull Mask in the Deku Theater is not an important item.
This setting will guarantee that the item obtained from showing the Mask of Truth in the Deku Theater is not an important item. This setting will guarantee that the item obtained from scoring points at the horseback archery challenge at Gerudo Fortress is not an important item. This setting will guarantee that the item obtained from winning the ocarina memory game in the Lost Woods is not an important item.
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. This setting will guarantee that the item obtained from showing the Claim Check to Biggoron is not an important item. 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. This setting allows a huge number of minor tricks to be allowed by the logic. Here is a complete list:. Now, launch Ocarina of Time 3D and enjoy your playthrough! Right now, save files are shared between any playthroughs you create and the base game.
This means that you are responsible for managing your own save files. If you are playing on a 3DS, check out Checkpoint , an easy-to-use homebrew save manager. This program takes The Legend of Zelda: Ocarina of Time 3D and randomizes the locations of the items for a new, more dynamic play experience.
Proper logic is used to ensure every seed is possible to complete without the use of glitches and will be safe from the possibility of softlocks with any possible usage of keys in dungeons. The randomizer will ensure a glitchless path through the seed will exist, but the randomizer will not prevent the use of glitches for those players who enjoy that sort of thing, though we offer no guarantees that all glitches will have identical behavior to the original game. Glitchless can still mean that clever or unintuitive strategies may be required involving the use of things like Hover Boots, the Hookshot, or other items that may not have been as important in the original game.
Each major dungeon will earn you a random Spiritual Stone or Medallion once completed. The particular dungeons where these can be found, as well as other relevant dungeon information and the current seed hash can be viewed by pressing SELECT, and using the L or R button to move between pages.
As a service to the player in this very long game, various tedious elements of the game have been removed or sped up, and more convenience tweaks are planned for the future.
Some of these changes can be customized when creating your seed. Please be sure to explore the many customizable settings which are available when using the app! There are many options which can alter the length or difficulty of each playthrough. Want to discuss the randomizer with others? Join our Discord server! The game serves as the central hub that connects the several areas of Hyrule and takes place before the popular game Zelda: A Link to the Past. In this game, a fairy Navi awakens our hero Link from his nightmarish dream.
Take control of Link and try to find the wicked man of the desert and stop him from his plans of conquering the world. For example, you can open up Kokiri Forest right from the start. However, it also means that the Kokiri Sword and slingshot may no longer be found within the forest. You can make things really tricky by stopping certain quests from giving you a particular type of reward or by randomising shop items.
You can speed up chest-opening cutscenes and skip certain in-game events such as having to race Ingo to unlock Epona. The text speed is instant, and shortened in some instances. To play on your N64 console, you will need to use a flashcart, such as an EverDrive If you delete your save and start a new game it will be randomised in exactly the same way as before.
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