Fixes Hyrule Castle Secret Entrance and Front Door, but may lead to weird rain state issues if you exit through the Hyrule Castle side exits before rescuing Zelda in a full shuffle.
- It may be a while before you find a sword, think of other ways to do damage to enemies. (bombs are a great tool, as well as picking up bushes in over world).
The ordinary VT v8.21 algorithm. Unbiased placement of items into unlocked locations, placing items that unlock new locations first.
May lead to distributions that seem a bit wonky (high likelyhood of ice rod in Turtle Rock, for instance)
### Flood
Pushes out items starting from Link's House and is slightly biased to placing progression items with less restrictions. Use for relatively simple distributions.
### Freshness
Alternative approach to VT22 to improve on VT21 flaws. Locations that are skipped because they are currently unreachable increase in
staleness, decreasing the likelihood of receiving a progress item.
Shuffles Dungeon Entrances/Exits between each other and keeps all 4-entrance dungeons confined to one location. Outside Light World Death Mountain, interiors are shuffled but still connect the same points
on the overworld. On Death Mountain, entrances are connected more freely.
Mixes cave and dungeon entrances freely. Caves and dungeons with multiple entrances will be confined to one world.
### Full_Cross_Worlds
Mixes cave and dungeon entrances freely, but now connector caves and dungeons can link Light World and Dark World.
### Full_Legacy
Mixes cave and dungeon entrances freely, but the distinction between single entrance and multi-entrance caves from older versions of the randomizer is maintained.
Decouples entrances and exits from each other and shuffles them freely, only ensuring that no fake Light/Dark World happens and all locations are reachable.
If set, will not produce a patched rom as output. Useful in conjunction with the spoiler log option to batch
generate spoilers for statistical analysis.
## Enable L/R button quickswapping
Use to enable quick item swap with L/R buttons
## Keysanity
This setting allows dungeon specific items (Small Key, Big Key, Map, Compass) to be distributed anywhere in the world and not just
in their native dungeon. Small Keys dropped by enemies or found in pots are not affected. The chest in southeast Skull Woods that
is traditionally a guaranteed Small Key still is. These items will be distributed according to the v26/balanced algorithm, but
the rest of the itempool will respect the algorithm setting. Music for dungeons is randomized so it cannot be used as a tell
for which dungeons contain pendants and crystals; finding a Map for a dungeon will allow the overworld map to display its prize.
## Place Dungeon Items
If not set, Compasses and Maps are removed from the dungeon item pools and replaced by empty chests that may end up anywhere in the world.
This may lead to different amount of itempool items being placed in a dungeon than you are used to.
## Only Ensure Seed Beatable
If set, will only ensure the goal can be achieved, but not necessarily that all locations are reachable. Currently only affects VT25, VT26 and balanced algorithms.
## Include Ganon's Tower and Pyramid Hole in Shuffle pool
If set, Ganon's Tower is included in the dungeon shuffle pool and the Pyramid Hole/Exit pair is included in the Holes shuffle pool. Ganon can not be defeated until the primary goal is fulfilled.
This setting removes any bias against Ganon's Tower that some algorithms may have.
## Use Custom Item pool
If set, the item pool normally associated with your difficulty setting is replaced by the item pool specified in the custom tab. This feature is only supported when the randomizer is run
via the GUI; attempting to set this via the command line does nothing.
Can be used to set a seed number to generate. Using the same seed with same settings on the same version of the entrance randomizer will always yield an identical output.
## Count
Use to batch generate multiple seeds with same settings. If a seed number is provided, it will be used for the first seed, then used to derive the next seed (i.e. generating 10 seeds with the same seed number given will produce the same 10 (different) roms each time).
Select frequency of beeps when on low health. (default: normal)
```
--sprite SPRITE
```
Use to select a different sprite sheet to use for Link. Path to a binary file of length 0x7000 containing the sprite data stored at address 0x80000 in the rom. (default: None)