Core changes
See further down the page for all changes.
No modified files
Only accept valid v1.0 or v1.2 ROMs.
Player select code
Places a code on the file select screen based on the checksum. Useful to verify a seed during a race.
Remove UW0 Tile Properties
Allows mostly freedom movement on the overworld.
Remove UW1 Tile Properties
Allows mostly freedom movement on the underworld part 1.
Remove UW2 Tile Properties
Allows mostly freedom movement on the underworld part 2.
Map warp to start
By going to the overworld map by pressing select, if you hold start and press B, you will automatically be teleported back to the starting house. Spiraster was the first one to come up with this idea, so credits to him.
Dialog text changes
The text that displays for the Tail Key, Angular Key, Face Key and Bird key have been changed to say "You got the ???? key!".
Why: When the Angler, Face, Bird or Slime Key, or golden leaf, is gotten from a chest, the text that shows in the dialog is incorrect and off by one text pointer.
Rooster required cave next to castle had some pits removed
If Dungeon 7 was cleared, the rooster goes away permanently.
Why: In shuffled caves and chests, this may cause a soft-lock.
Removed pit below dungeon 7
Why: If you jumped into the pit without flippers, you would be soft-locked.
Richard also appears in his basement
Why: Prevent softlock if you visit his house from behind without leaves / slime key. You will have to wall clip the corners if you want to get the chest or return from the chest.
Mushroom can be found in the witch's house
Why: Prevents adding in logic to find the mushroom and then find the witch without getting soft-locked. Prevents the need to shuffle the mushroom, since the mushroom would not appear if the character has magic powder in the inventory.
Bombs can be found in the starting house and witch's house
Why: Getting a beatable seed started without early access to the shop is tough, and you can't acquire flying bombs via the feather unless you either picked up a bomb on the ground, bought via the shop, or dropped from an enemy. Stocking up would be slow, but would hopefully guarantee progress.
Bird key cave is now hookshotable to get across
Why: Prevent needing rooster. Rooster goes away after clearing Dungeon 7; if that is done before checking this cave, you wouldn't be able to reach it.
Removed a ledge towards Dungeon 8
Removed a ledge towards Dungeon 7
Removed a ledge towards the raft shop
Why: Allow going backwards, prevents soft-lock in shuffled caves.
D5 - Removed Master Stalfos 4
Why: Sadly, I have not found a way to change what this boss drops yet, and hookshot can be in shuffled chests.
D8 - Removed a tile to allow killing Dodongos and get chest from anywhere
Why: Allow solving Dungeon 8 without going outside.
D2 - Powder is no longer required at the start
D3 - Power Bracelet is no longer required at the start
D5 - Removed first key door
Why: Allow early exploration.
Non-existent rooms are blank
Rooms that were outside the bounds of regular game play have been changed to be blank.
Why: It made for a much cleaner visualizer.
Non-existent chests were removed
Some rooms were programmed to contain certain chest items, with no way to access the actual chests. These were changed to gel chests (every room in the game is assigned one chest item).
Why: To prevent them from being added into the chest shuffle.
Gel chests are now bomb chests
Any chest that contained a gel normally will instead contain bombs.
Why: The randomizer views gel chests as non-accessible.
Out-of-bounds chests were removed
Any chest that could have been reached by going out-of-bounds were set to be gel chests.
Why: To prevent them from being adding into the chest shuffle. They are actually set to the Power Bracelet by default, which is annoying for debugging.
D3 - Added strange objects to the bottom right room
Why: Visualizer ignores the enemy sprite's abilities, so I needed a solid blockage.
D3 - Added a walkable tile in the extra small key room
Why: Allow exploring most of the dungeon without feather, in this case you could lock yourself early if you took a wrong turn.
D3 - Remove strange objects where you get the boots
Why: They were placed there since boots was the original item in the chest. With shuffled chests, allow easier exit.
D5 - Extend ladder down in the first minidungeon
Why: Allow going backwards if you don't have feather without save and quit.
D5 - Added missing chest collision
There's one room in Dungeon 5 that spawns a chest, but the chest collision isn't there initially in the room data. Added the chest to the room data.
Why: The visualizer needed to know that a chest was there.
D6 - Remove opening in that room that loops you around
Why: No point to this, and visualizer went out of bounds.
D6 - One room has an orb at the top left. Block the corner with collision
Why: Visualizer went out of bounds.
D6 - Block off an statue owl with a solid tile
Why: Visualizer went out of bounds.
D6 - Remove throw pot at chest event
Why: The event where you throw a pot at a chest to open it is programmed to always be the nightmare key. With shuffled chests, we want to remove that.
Need stick to trade with Tarin
Before, you could trade with Tarin to get the honeycomb after you finished Dungeon 3 without ever acquiring the Stick. Now, you actually need to get the stick.
Why: The randomizer may put certain caves outside the castle, requiring giving Kiki the monkey the bananas. This is to prevent a soft-lock from occurring.
Changed the well's transition
The transition to inside the well was set to something odd, and not obeyed because of how the well/pit transitions work. For safety, I changed it to the middle of the screen.
Why: If caves are shuffled, we don't want to land out of bounds when entering the well cave.
Shovel appears with arrows in the shop
Why: If the player got the bow via a chest, but not the shovel, the only other way to get the shovel would be via a chest if that option was checked. The logic assumes shovel can always be purchased.
Bombs were added to the 4th slot of the shop in swordless phase
Why: It's very possible to be swordless for a while and the bombs would only show up after purchasing the shovel.
Richard ignores bowwow
Why: After finishing D1, the flag for the bowwow quest is set, and Richard treats this as a follower so he won't let you start his quest. There could be times when D1 is cleared and the only way to progress is through Richard, so I removed this restriction.
Only level 1 shield cannot deflect the flamethrower
Why: It may be possible to get a level 3 shield in the randomizer, and that needs to work with the flamethrower. Otherwise, its an unintended downgrade.
Ghost will no longer appear after finishing Dungeon 4
Why: It is not guaranteed that you can find the ghost's house after beating Dungeon 4. With shuffled caves, logic would need to be added to make the ghost allow you to enter previous original dungeon caves, meaning that you could go anywhere with the ghost without blocking you. The other solution was to remove him completely, since he adds nothing to the experience.
6+ leaves grants access to original Dungeon 3
Why: The game treats the slime key as the 6th golden leaf. If you were to get the slime key, then pick up a golden leaf, your inventory would be at 7 golden leaves, and would block you from opening original Dungeon 3.
Access to original color dungeon grave, even with followers
Why: With the randomizer, its possible for something important to be under this grave, and you might have no way to return whatever follower you have on you.
Kiki the monkey ignores bowwow
Why: It may be possible that a required cave is to the right of the castle and the player does not have flippers, therefore needing to trade the bananas to make the bridge.
Always get sword from sword sprite
Why: If you were to collect 20 seashells and get the level 2 sword before ever picking up the level 1 sword, the sprite for the sword would become a shield, and grabbing it would grant you a level 0 shield. Now, this sword should always give you a level 1 sword.
Add bomb walls to two way bomb caves
Why: To prevent going through in one direction that was open, and realizing that you have to bomb the other side in order to backtrack.
River rapids waterfalls are no longer ledges
Your character cannot jump off of a waterfall unless you have the flippers. Changed these into walkable tiles.
Why: It may be possible to visit the river rapids before ever obtaining the flippers.
Extended color dungeon's exit point to be a little further down
Why: Needed a whole number on the y position exit so the visualizer doesn't put link on the tombstone.
Chest tile graphics was corrected in the house submap
Why: If a chest exist in a house, say the start house, the left side of the chest graphic was correct, but not the right side.
Level 2 sword now puts a sword in your inventory if you don't already have one
Why: The level 2 sword only gives you the level 2 sword status, but never added the physical sword to the player inventory. If the player happens to never pick up the level 1 sword, but collected enough seashells for the next sword, they will get a sword that can be used (it has happened before).
Bomb chests give 10x bombs
Why: Bombs are important for travel and exploration, and only getting one bomb from a chest is very lame. If that was the player's only bomb, and there were 3 bomb options, which would they choose?
Doghouse is closed
You used to be able to enter the doghouse from above to access odd areas of the game. This was blocked off.
Why: To prevent soft-lock and unfairness.
Lanmola's room - nothing can fall in the middle
Why: There is no way to get back, which may cause a soft-lock.
Some more minor things