SM64 Romhack

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a multiworld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
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Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
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Main Options

Hack to Use

Name of the hack to use. Set to the JSON filename, e.g. 'Star Revenge 7.json'. For custom JSONs, place the file in data/sm64hacks/custom_jsons/ and use its filename here. Note that custom values are not supported in web generation.
Custom values are also allowed for this option. To create one, enter it into the input box below.
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Make keys progressive

Makes the keys progressive items Off - Keys are not progressive items On - Keys are progressive items, you get Key 1 first and then Key 2 May make generation impossible if there's only Key 2 Reverse - Keys are progressive items, you get Key 2 first, and then Key 1 May make generation impossible if there's only Key 1 JSON - Go with the recommended value for the hack you are playing in the JSON Will only work with newer JSONs
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Extra Randomization

Troll Stars

Enables checks for grabbing troll stars, if the JSON supports it. Note: Each world has 1 check shared among all its troll stars, not one check per troll star. Off - Troll stars are not randomized On - Troll stars are randomized
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sign_randomization

There is 1 check per level (not per sign) for reading a sign inside it. If you are generating a solo game and it fails, the logic might be too restrictive; enabling this will ease up the logic a bit since there is usually a sign right next to the start
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randomize_moat

Shuffles the moat as a check in logic. If off, the moat will instead be placed in the vanilla location.
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level_tickets

Generate level tickets for each level, excluding the overworlds and usually course 1. There is logic to account for the scenario of going through a different level to access a level.
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move_randomization

Moves are now items and you will need them in order to use mario's moveset. The moves randomized are 3 progressive jumps (single, double, triple), long jumps, backflips, sideflips, wallkicks, dives, ground pounding, kicking, punching, slidekicking, and riding a shell You will always start with a random choice of either one of the 3 jumps, long jumps, backflips, or sideflips, since otherwise you can easily run into generation issues. If you put one of those in your starting items, however, you will always start with it.
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Item Settings

starting_jump

Decides what jumps you start (or dont start) with. Jumps (default) - Start with a random jump (single jump, long jump, sideflip, and backflip), weighted towards single jump Single Jump - Always start with a single jump Rollout - Start with either slidekicks or dives to allow you to rollout from the start. Nothing - You will not start with a random jump. This may lead to significant generation issues with solo generations, especially with hacks with no levels you can enter without jumping, and if you're playing in a large multiworld, be prepared to do nothing for a long time. Expect logic to be a little unintuitive without jumping.
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starting_tickets

If you have level tickets enabled, decides what percent of level tickets are given as starting items. Intended to ease up logic generation, especially in linear games
This is a range option.

Accepted values:
Normal range: 0 - 100
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star_bundles

Decides what percent of stars will be converted into star bundles, worth 2 stars each. If there are more items than locations (from move/tickets) the generator will automatically convert Stars to Star Bundles to lower the number of items, regardless of this setting, but if you want there to be more filler items/traps this option will free up item slots for junk. Also, if there is an odd number of stars in the hack, it will still create 1 normal star, even at 100% star bundles, so that the star count remains the same.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Filler Useful Weight

Decides what percent chance of filler items should be somewhat useful items, compared to other filler. 0 - No junk can be generated as useful items 100 - Maximum Weight
This is a range option.

Accepted values:
Normal range: 0 - 100
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Filler Junk Weight

Decides what percent chance of filler items should be junk items, compared to other filler. 0 - No junk can be generated as filler 100 - Maximum Weight
This is a range option.

Accepted values:
Normal range: 0 - 100
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Filler Trap Weight

Decides what percent chance of filler items should be traps, compared to other filler. In asyncs, traps received while you are not playing will not be received all immediately but will activate randomly while you are playing the game 0 - No traps can be generated as filler 100 - Maximum Weight
This is a range option.

Accepted values:
Normal range: 0 - 100
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no_spin_trap

The spin trap causes the camera to spin around which might make some people nauseous, if you want you can enable this setting to remove it from the pool.
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Logic Options

logic_difficulty

Decides what the difficulty of the logic (compared to the hack itself) should be. Strict - Everything that could be considered the intended requirements will be required. This will require certain items even if its more likely that a casual would skip said items than actually use them to get the star, since the skip is either easier to find or easier to perform than the intended path. Reasonable - Every skip that a casual could reasonably find in normal gameplay is considered in logic, assuming it is not significantly more difficult than expected for the hack it is in. Obscure - Skips that may be hard to find on your own but not necessarily difficult to perform, compared to the hack's average difficulty, are considered in logic Hard - Any skips that are relatively hard to perform (and usually hard to find as a result), compared to the average difficulty of the hack, are considered in logic
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glitches_in_logic

Decides what common glitches are considered in logic. Glitches considered: "Bomb Clips", "BLJs", "Chuckya Clips", "Bomb Walking", "Framewalks" Does nothing if logic is on strict (after all, using a glitch is almost certainly unintended) If in the rare instance a glitch is actually intended for a certain star in the hack you're playing, it will always be considered in-logic and this option won't matter.

major_skips

If this is enabled, major skips (obviously unintended skips which may unlock one or more stages) will be considered in-logic
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hack_specific_options

Any options specific to the hack you are playing should be put here. Check the wiki page (https://wiki.dnvic.com) for the hack you are playing to see which options exist in the hack you are playing
This option needs to be configured manually in the YAML file.

force_move_randomization

Moves will be randomized even if the hack you are playing does not have logic for it. Use at your own risk, depending on the hack and your starting jump option it can very likely lead to impossible seeds
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Misc Options

Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
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Ring Link

Whether your coin counter is linked to other players. On - Normal RingLink. You only send coins to other players and can receive any amount of coins from other players. Hard RingLink (Not recommended) - Same as on, but allows the client to send negative rings upon leaving a level.
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Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with the specified amount of these items. Example: "Bomb: 1"

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" The game decides what the replacement items will be.

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.
 

Excluded Locations

Prevent these locations from having an important item.
 

Priority Locations

Prevent these locations from having an unimportant item.
 

Item Links

Share part of your item pool with other players.
This option needs to be configured manually in the YAML file.